Ufficiale PC Star Citizen | PC gaming is dead! | 3.7

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Updates & Features

🚀 EXPLORE AND RESTORE
Delve into the abandoned chasms of the QV Breaker Stations with open eyes and a loaded sidearm to procure as much loot as you can haul. Nestled in the Keeger Belt, these stations are rife with rare and remarkable resources for the taking… if you can revive the immense rock-cracking power lying dormant within. Acquire shared or exclusive rights from Shubin to secure access to the derelict repositories, gather your most industrious team, and make way to Nyx.
🚀 DERELICT DISCOVERIES
Deserted stations can prove tricky to access, so scope out your surroundings to find your way in. Keep a sharp eye as you comb the sprawling caverns and abandoned equipment for loot and other items of interest. Miners, haulers, crafters and fighters, now's the time to band together. Success will demand more than a single trade. A breadth of skills is essential to uncover, claim and secure the haul during your exploration rights. Restore operations to the disused stations to utilize their full, colossal capabilities in traversing the station and retrieving the wealth of rare resources within the asteroid. Scan each sector for the essential equipment you'll need to awaken its power.
🚀CRAFTING IS HERE
Get your item fabricators ready and start your crafting journey with FPS goods, including armor and weapons. Earn blueprints from contracts and gather materials on your travels to get started. And remember, the quality of your resources will affect the stats of the things you craft!
Crafting Guide
🚀 INVENTORY REWORK
The inventory system has been fully redesigned to make managing and equipping items significantly faster and more intuitive.
Full Patch Notes - Alpha 4.7
🚀Previously added in Alpha 4.5 - Engineering & Fire & VR Support
As I didn't post about Alpha 4.5 and 4.6, there has been some additional missions, gameplay changes and of course Engineering and Fire was introduced with Alpha 4.5 amongst other things, such as an early version of a VR mode/VR support. You can find the details here, in case you are interested.

Coming up next (planned for Alpha 4.8)

🚀Refueling Missions
Implementing refueling missions centered on servicing NPC ships. Players will also be able to request refueling via a beacon, which will initially be fulfilled by NPCs.
🚀Refueling Improvements
Implementing refueling and docking improvements, simplifying the refueling process with simplified fuel deliver and updating docking to support mutual requests and automatic docking at close range, alongside more impactful itemization for fuel capacity and transfer speeds.
🚀Transport System
Implementing the new Transport System, a full rewrite of transit across the universe, supporting trams, trains, and elevators with improved reliability and scalability for technologies like Server Meshing and Instancing.
 
Cazzarola, devo riuscire ad incastrarlo in qualche modo. :dsax:
 
Volevo provarlo anche io, ci sono periodi di prova previsti? Ho visto i pacchetti sul sito, e il base mi pare che costi poco meno di 50€. Qualche anima pia, inoltre, mi spiega come si installa la mod per rendere il gioco in italiano?
 
Volevo provarlo anche io, ci sono periodi di prova previsti? Ho visto i pacchetti sul sito, e il base mi pare che costi poco meno di 50€. Qualche anima pia, inoltre, mi spiega come si installa la mod per rendere il gioco in italiano?
A maggio c'è l'Invictus Launch Week durante il quale c'è il free fly.
 
Volevo provarlo anche io, ci sono periodi di prova previsti? Ho visto i pacchetti sul sito, e il base mi pare che costi poco meno di 50€. Qualche anima pia, inoltre, mi spiega come si installa la mod per rendere il gioco in italiano?
C'è un free fly ora dal 9 al 20 aprile.
 


TL;DW

  • No plans for refining to condense low quality to get a higher quality. CIG wants high quality to be rare.
  • Next phase of refinement is to start introducing secondary materials to refinement. EX: to make steel, 750 quality iron makes 750 quality steel, but it also needs carbon. How much carbon will be determined by the quality of that material. This will make it to where lower quality materials still have value in the greater universe.
  • Player trading: Very important, but requires updated social systems & tools to be in place first which is WIP.
  • Updated Player Inventory issues: Bugs are a WIP they've identified most of the issues, but no commitment to resolution.
  • Mining tedium in searching only for high quality. Goes back to the refinement changes. Otherwise they'll balance as needed.
  • Shops selling materials at 0 quality. This will be fixed. It was a tech limitation that is being resolved. However, they did state they want Player trading to be more incentivized vs NPC trading.
  • How does CIG feel about crafting: It's the first step. There's a lot more to do, but they're happy with how it's taking shape so far. For more details on the future of crafting, check out the end of the crafting guide on the RSI website.
  • Quality factors inflating inventories where items of differing qualities all of their own spots: Some of this is addressed in the crafting guide for future work noted above. Inventories will get a folder system. Merging and splitting of items/materials into or out of boxes. The quality rating would be an avg by relative weight.
  • Why wasn't the above in the initial release? If CIG waited on every little QoL feature they'd never release anything and they need iterative feedback.
  • Future of crafting larger items than the current fabricator can accommodate? One plan is the current fabricator will be able to craft directly to local storage (stop gap while larger crafting mechanisms are developed).
  • Mining modules and gadgets will be craftable at some point and just about everything craftable will be impacted by quality, including ship weapons and components.
  • Everything that effects gameplay will be craftable and impacted by quality metrics.
  • Blueprint collection will be listed in inventory in the future, "like a pokedex".
  • Some more questions were answered before the SCL in the Spectrum thread.
  • How many blueprints are in 4.7? Over 300 in missions with variants of items putting it in the 1000s. Blueprints will be continuously added. Look for datapads in missions on the ground and on NPCs. ONE TIME USE. NPC shops will also have them for more common items.
  • Blueprint reverse engineering? No plan to allow players to do this to learn a new BP, but may be added as a mission mechanic where a player learns how to make an upgraded version of a current BP.
  • What is Research? Default BPs are Tier 1 that you can then research to higher tiers. It'll require different materials and have higher stat ranges. Most items go to T3, ships will go to T5.
  • Higher tiers will have higher stat ranges AND offer trade-offs buff-debuff to focus on certain stats. The tier system will be implemented in niche cases as test beds for the system.
  • Armor and weapon skins not implemented like ship paints? This is currently a tech limitation where the color is bound to the item. Long-term will have a paint system like ships.
  • Plans to implement custom tags or rename boxes so the name will show up when tractoring? This is planned, no timing given.
  • Salvage updates for crafting? Future patches will have BPs the use RMC. CM will be replaced with actual ores relevant to the ships composition that will fit into the larger universe. You will also get the quality level it was made from. Vanduul will get special materials that (as currently planned) will only be acquirable through salvaging their ships.
  • BPs drop from boss fights.
  • Dismantling high quality NPC gear will yield their quality of materials in the future.
  • BPs for non-combat items? ship components and such are in review. They'll be released as they're completed. Stuff like food is not planned.
  • With degradation of armor and weapons, and only being able to repair a certain number of times, there are concerns about having too much "maintenance time" spent in the game. This will be monitored closely and balanced as needed. They don't want it to be a slog, but want to keep the degradation as that is important to the economy as a whole. In the future, their will be options for repairing methods that have pros and cons for the life of the item.
  • Degradation timeline example (not final): a power plant should go from 100% to 0% in about 1 - 1.5 weeks of active usage.
  • Planned release of detailed design briefs (Mix Master example) - No as things often changed by the time of release. CIG will keep releasing guides like they did with crafting and engineering and have shows like SCL to dive into things.
  • How does CIG feel about inventory? It's improved a lot of QoL issues, but they have more work with making the system more efficient and solve issues. 4.8 will have some changes to help with legibility. Widescreen support and manual icon scaling in future patches.
  • Backpack BPs? Coming in 4.8. These won't have stats, but eventually quality will impact things like carry-capacity.
  • Anything for players on crafting? We're happy where things are and they appreciate the feedback. Lots more features to come! CIG is happy to see people encouraged to play new game loops (mining) that they otherwise wouldn't have played.
  • Tactical strike groups semi-confirmed for 4.8? Going to PTU on Friday.
  • Ironclad semi-confirmed for Invictus.
 
Live l'update 4.8, con total wipe, nuovi sistemi (con annesse missioni dedicate) di riparazioni, rifornimenti e restocking direttamente dall’hangar della propria nave; Tactical Strike Group (TSG), attività endgame dedicata a gruppi di giocatori organizzati e diverse altre aggiunte... (Patch Notes completo)

Live anche il DefenseCon 2956, dove si potranno provare diverse navi + free fly per tutti fino al 27 maggio.


 

While no release date has been set for “Squadron,” Sandi Roberts confirms they are “imminently” closer to launch, and that Cloud Imperium is well aware the demand for more information is only increasing the longer they try to keep things under wraps.

“At the moment, the heat is being turned up for ‘Squadron.’ That’s a difficult thing to deal with, in terms of, we are so close to the community,” Sandi Roberts said. “And with all of these events that we do, it’s difficult. As we get imminently closer to launch — and I say that in game development language — it’s very hard to keep it under wraps. So the marketing campaign for ‘Squadron’ is quite different from ‘Star Citizen.’ It’s going to go for a broader audience. But I’m excited for the community to get on board, and they’re very keen to because they’ve been with us for so long on ‘Star Citizen,’ and they really feel like they’re part of it, which they are. So for them to sing from the rafters that ‘Squadron’ is launching, I think, is going to be an exciting moment.”

Arriav :hype3:
 


Con sta live si sono dati la zappa sui piedi
 
Cos'hanno fatto? :asd:
 

Which brings me to the last thing I wanted to touch on. Squadron 42's release.

At CitizenCon 2024 we announced we would ship in 2026. Our plan was to release in Q4 around IAE. But much like the rest of the industry there is no way I want to launch my spiritual successor to Wing Commander, a game that has had twelve years of blood, sweat and tears invested into it (we started Squadron 42 development in 2014 as 2013 was opening studios, hiring people and getting the Hangar module out for Star Citizen) launching into the attention buzz saw of GTA6. While GTA6 isn’t launching on PC this November, pretty much all outlets and most content creators will be all over it, not leaving a lot of room for other coverage.

We have taken a look at the release windows at the start of 2027, and decided that Q2 provides a better time for Squadron 42 to release.

We are allowing a small number of original backers and long-time Star Citizen content creators an opportunity to play Squadron 42 this October 9th and 10th. We’ll be making further announcements about our release plans during this time and a specific release date shortly afterwards.

I know a lot of you will be disappointed to not be playing Squadron 42 at the end of this year, but it is the best thing for the project as it is truly something special and so needs to the opportunity to have the focus of the wider gaming world.
 

Which brings me to the last thing I wanted to touch on. Squadron 42's release.

At CitizenCon 2024 we announced we would ship in 2026. Our plan was to release in Q4 around IAE. But much like the rest of the industry there is no way I want to launch my spiritual successor to Wing Commander, a game that has had twelve years of blood, sweat and tears invested into it (we started Squadron 42 development in 2014 as 2013 was opening studios, hiring people and getting the Hangar module out for Star Citizen) launching into the attention buzz saw of GTA6. While GTA6 isn’t launching on PC this November, pretty much all outlets and most content creators will be all over it, not leaving a lot of room for other coverage.

We have taken a look at the release windows at the start of 2027, and decided that Q2 provides a better time for Squadron 42 to release.

We are allowing a small number of original backers and long-time Star Citizen content creators an opportunity to play Squadron 42 this October 9th and 10th. We’ll be making further announcements about our release plans during this time and a specific release date shortly afterwards.

I know a lot of you will be disappointed to not be playing Squadron 42 at the end of this year, but it is the best thing for the project as it is truly something special and so needs to the opportunity to have the focus of the wider gaming world.
Arriva davvero, senza GTA sarebbe uscito a fine anno :asd:
 
Ormai è passato così tanto tempo che sticazzi tbh, uscisse quando è pronto e bona. Se poi mostrassero quanto di buono han fatto fino ad ora con un trailer di un'ora e passa siamo tutti felici e contenti
 
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