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Reverse the Verse ·
Published on this date.2018-07-07
· 28 Q&As

Star Citizen: Reverse the Verse LIVE - Happy Hour Bonanza

Developers answer community questions on the UEC melting bug, why planets rotate but don't orbit, the Hull C hold, IFCS tooling, and mining. They also cover face over IP and head tracking, HUD/MFD issues, ship delays, hangars and an entry-level science ship.

Transmission log

Full answers

Any fix for losing bought weapons and items?asked by Stagulator

Jared HuckabyHost, Community

We need a little more information on that. If you're talking about the UEC melting that's going on right now, yes, that is an ongoing concern. Turbulent is working on it right now. I don't have my Skype open on this computer, but Benoit and the platform team are still on that. They've got most of it going the way they want, but they're still tracking down a couple edge cases. So if that's what you're referring to, it is still in progress.

Reverse the Verse·
Published on this date.7 Jul 2018

Do you plan on introducing an auction house?

Todd PapyStar Citizen Live Game Director

Not right now. I think we want to do player-to-player trading, but auction houses, that's a whole other kit and caboodle.

Reverse the Verse·
Published on this date.7 Jul 2018
EconomyTrading & cargo

Do planets and moons rotate around a mother celestial body like the sun?

TL;DRPlanets and moons rotate but don't orbit yet, because orbiting would need a lot of physics work and bring many technical and design challenges that they expect to tackle eventually.

Todd PapyStar Citizen Live Game Director

They rotate. They don't orbit right now. Orbiting is going to take a lot of physics power and then it might require us to think how we do IFCS or things a little bit differently. It will bring in a fair amount of headaches that we will need to tackle. I know CR wants it, but obviously, if you think about traditional game design, traditional maps, it's not all of a sudden Germany's right next to the States and therefore makes a two-minute quantum jump versus a nine-minute quantum jump. But these are things that we'd have to take into account and balance. And then also what happens when players are flying into these things and then it's picking up. This planet's coming in and you're flying this way. Or you took off way back there, well, that planet has probably already passed. It presents a lot of challenges, not challenges that we're afraid of by any means. It's a lot of technical challenges. I mean, NASA's been dealing with this for quite a while and eventually we will.

Reverse the Verse·
Published on this date.7 Jul 2018

When will we see an idea of the 300 rework?

Jared HuckabyHost, Community

If you check out the monthly report that just went out yesterday, you will see that we have just begun the very earliest stages of work on that. I would look towards those ATV project updates, which is basically what ATV is for the time being. You're not going to see it in the next week or two. I mean, they're just starting stuff. But as time goes on in the next couple months, that's probably the place you're going to see it. And then eventually, when the time is right, a fully fledged Ship Shape.

Reverse the Verse·
Published on this date.7 Jul 2018
ShipsRelease schedule

When will we see jump points?

Todd PapyStar Citizen Live Game Director

Regarding jump points, first we're building Stanton. And then once we start building other solar systems, then obviously we've got to work on how we're going to connect those. And that's where that comes in.

Reverse the Verse·
Published on this date.7 Jul 2018
Jump pointsStar systems

How will you handle popular hubs as far as the ATC goes?

TL;DRAt places like Lorville a spaceport gives players limited time to leave their hangar or face a penalty, and a busy spot like Olisar would be handled with docking or landing fees based on popularity.

Todd PapyStar Citizen Live Game Director

Well, I think at least in, let's say, Lorville, we have the support system to... We have what we call a spaceport associated with it. And then at that point in time, your turnaround time and the amount of time that it takes for you to get into your ship and get out of the hangar, you have a certain amount of time to do that. And then if you don't, then there's some sort of penalty. Whether you get kicked to the back of the queue, despawned, ship gets despawned, somebody else spawns in there and then takes off. But as far as, let's say it was Olisar, and Olisar all of a sudden becomes the hot pocket that everybody wants to go to, then for us, there's a certain amount of docking fees or landing fees that would be associated with that. And based off the popularity, that's kind of how we will deal with it.

Reverse the Verse·
Published on this date.7 Jul 2018

We've been introducing a lot of entry-level profession ships lately, like the Vulture for salvage and the Vulcan for repair and refueling. What are your thoughts about an entry-level science ship?

TL;DRAn entry-level science ship has been discussed, but Chris doesn't think every role needs starter, mid and end-game ships, so it depends on interest and whether the ship has a clear role and theme.

Todd PapyStar Citizen Live Game Director

It's something we've discussed. John Crewe and I have a matrix of ships and we go through and we talk about it. Different ideas, different things that we feel would help fill out that matrix, whether that be a starter, mid-level, end-game kind of ship. And Chris firmly believes we don't need a starter ship for everything. We don't need a mid-game ship for everything. We don't need an end-game ship for everything. So it really just depends on our interests at the time, what kind of role it's going to play. Because I think with our ships, at least I push for very, very hard theming. These are our heroes in the game, just like the Millennium Falcon is a hero in Star Wars. So for us, we just want to make sure that it has a role, it fits a purpose, it fits that theme, so then everybody kind of gets it and understands what the gameplay will be about with that thing.

Reverse the Verse·
Published on this date.7 Jul 2018
ShipsDevelopment process

Any chance to have the Twitch channel host streamers while the channel is not live?

Jared HuckabyHost, Community

We actually used to do that. We used to do that last year. It's possible it might come back. I'll put it on the list and we'll look into it.

Reverse the Verse·
Published on this date.7 Jul 2018
Community & events

Any progress on exploration gameplay?

TL;DRTodd thinks exploration gameplay is possible and starts with scanning, but nothing is in yet from a tech standpoint and a full team is needed, while Jared says more universe is needed first.

Jared HuckabyHost, Community

I think we need more of the universe to explore before we get gameplay.

Todd PapyStar Citizen Live Game Director

Yes and no. Meaning I truly think that we could do exploration gameplay in finding things right now. And obviously, yes, we need to have a bigger playfield. But even now, our playfield is bigger than any other game. First things first is scanning and getting the ping, getting the short-range scanning, and then from there talking about how we're going to do long-range scanning, and then even with our probability cubes being able to sit down and say, okay, if I'm here and I want to scan this way, I open up my lens and I'm looking that way. What are different things in the probability cubes that are in front of me that will show up? And so those are discussions that Tony and I have had, but there's nothing from a tech standpoint that we've been able to put in yet. But we need a full team to do that and to realize that. But that one to me is kind of like resource gathering as well as transit or transportation, meaning freight, people or data. Those to me are very basic careers that I feel that we need in the game.

Reverse the Verse·
Published on this date.7 Jul 2018

What about jump points?

TL;DRJump points aren't on the public roadmap, they have no hard answers beyond it, and plans past the current quarter are best guesses that can change with priorities and team progress.

Jared HuckabyHost, Community

We have the public roadmap right now where you can see our entire development slate for a year out, and jump points is not on that. When we start to get past that point, we start to get in the realm of speculation and intention. It would be cool to consider this and stuff, but we're not going to have much in the way of hard answers for that kind of stuff.

Todd PapyStar Citizen Live Game Director

Even 3.4, 3.5, 3.6, depending on the team's velocity and trajectory, there's changes that happen to those based off of us either not finishing a feature or the feature needs more polish or we came up with an idea of how we can make that feature better. Or even CR is like, look, this is the highest priority for the company now, like object container streaming. Therefore, that's going to have knock-on effects on things. Basically, our goal is whenever we're in that quarter, that thing's fleshed out. We know what we're doing. And then everything else from there is our best guesswork.

Jared HuckabyHost, Community

And that's the nature of game development. There's a misperception out there that all the answers are figured out ahead of time, because that's how construction works. You have to plot out every single intricate element in blueprints before you send guys to a site and start building.

Todd PapyStar Citizen Live Game Director

Right, but there's still building issues that people come up against. In Frankfurt or in all of Germany, they still find bombs that they've got to go and dispose of and deal with that stuff.

Reverse the Verse·
Published on this date.7 Jul 2018

What is the Hull C's status?

Jared HuckabyHost, Community

It's still on hold for the time being. There's just a lot of dependencies. They have to figure out the full unfurl thing. And honestly, it carries so much cargo and whatnot, we need some additional work on just cargo in general before we introduce something that can basically slaughter the entire economy if you're not careful. So yeah, it's got a pin in it for the moment.

Todd PapyStar Citizen Live Game Director

Well, the other thing that needs to happen is right now our cargo works off of one SCU, and obviously for the whole Hull series, we need the ability to have the larger SCU. Just from a frame rate standpoint, it's going to...

Reverse the Verse·
Published on this date.7 Jul 2018
ShipsTrading & cargo

What have you been working on, Sean?

Sean TracyTechnical Director of Content

All kinds of stuff. We've got a lot of visitors this week, so it's been good. We've got some graphics programmers in here, so we're looking at hair, which is fun. We're looking at some flawed stuff. We're looking at all kinds of little bits of R&D here and there. But yeah, we've also got the lead tech animators over here, so we're talking worms, talking big worms, small worms.

Reverse the Verse·
Published on this date.7 Jul 2018
Art & graphics

Any new info on how IFCS is going to change going forward?

TL;DRIFCS will keep developing and iterating, with David Colson taking over from John Pritchett and new in-editor thruster tuning tools that speed iteration, and some changes were expected to reach the test server that day.

Jared HuckabyHost, Community

It's going to continue to develop and iterate just as it always had. Our own David Colson has taken over work from John Pritchett. John Pritchett has been training him for the last couple months, actually. So it's been a handoff that's been...

Sean TracyTechnical Director of Content

Yeah, maybe to add a little bit to that, the tools they develop now for IFCS, in the newer systems, are so much better. Better in terms of the iteration speed. So David Colson and his team have set up the in-editor thruster tweaking. So basically they can really sit there and iterate super fast on the actual thruster tweaking. Just to give you an idea of what they had to do before, we have these standalone XML files that they're typing in values, reloading, trying, typing in values, reloading, trying. It was just the loop; even though it's a two-minute thing, it's something different when it's just two seconds for them to actually tweak it. So it's pretty cool. I think the tools make it so that they can really hone in the flight better.

Todd PapyStar Citizen Live Game Director

And I think right now, actually, as we speak, I think we should be going to PTU today with some ESP changes that Colson has been doing. Same with Andy Nicholson. They've been going through and setting that stuff up.

Jared HuckabyHost, Community

It's also important to remember that we have a development team that's over 500 people now. And even though you see more developers in our broadcast than you will anywhere else, you're still only seeing a small selection of them. It tends to build the perception that these are the only people that work on these things, or these are the most important people that work on these things. And in some cases, like Todd, that's the case, not so much with Sean. But oftentimes it's just important to remember that there's a team. There's a team of folks that are working on any given feature. So when you see a departure like John Pritchett, because he's the only person you've talked to or you've seen, it tends to build that perception that, oh no, it's up in arms. There's a team of folks.

Sean TracyTechnical Director of Content

Only some of us want to subject ourselves to being on video and stuff like that. That is definitely not the norm for a typical programmer. And to get Nico Schultz or someone like this on video would be just an amazing feat. But some of us are more comfortable than others going up on video and getting subjected to the chat roll of either Twitch or YouTube, or Reddit to a lesser extent.

Reverse the Verse·
Published on this date.7 Jul 2018

How is bind culling coming along?

Sean TracyTechnical Director of Content

That's a good question. I'd have to ask the network guys.

Jared HuckabyHost, Community

Unfortunately, we don't have the personnel here to answer that question.

Sean TracyTechnical Director of Content

Oh, they're working on it all the time. I mean, yeah, the big stuff coming up, man, is object container streaming, bind culling.

Jared HuckabyHost, Community

I'm going to refer you to last week's RTV with Chris Roberts on there. He talks a lot about 3.3 and object container streaming and what's necessary for it.

Reverse the Verse·
Published on this date.7 Jul 2018
Networking & performance

How much UEC can we now buy via the RSI store?

Jared HuckabyHost, Community

I actually don't know. I think there's still a daily cap. There's just not a max cap anymore, because people had just superseded that. So I think at the moment there's no max cap, but there's still a daily cap. And I think it's 25,000. But that's not a thing that I'm confident enough that I would say you should quote me on that. You could just go to the website and try to buy a lot of UEC right now. Then you could tell me.

Reverse the Verse·
Published on this date.7 Jul 2018
Pledges & business

What is the issue with MFDs and HUDs that go blank depending on where you look in the cockpit?

Todd PapyStar Citizen Live Game Director

That go blank based off of you looking in the cockpit? That's a new one. I know when they become basically unreadable when you look at bright areas. But that's something that Zane and Ali are very aware of and I want them to fix.

Sean TracyTechnical Director of Content

Yeah, there is viewing angles on the screen. The screen will be more or less readable. There's a sweet spot to the monitor shader and the UI, but I doubt that's what they're... And that's because all our screens are diegetic in the universe.

Jared HuckabyHost, Community

It's just like you would see in real life.

Sean TracyTechnical Director of Content

Yeah. And the shader that works on top of it is pretty cool because it just has an angle to it.

Reverse the Verse·
Published on this date.7 Jul 2018
UI & HUDShips

Does anybody at CIG actually use HOTAS or dual sticks?

Jared HuckabyHost, Community

Yes. Mostly it's QA. They clutter the desks. That's really what it is. It's just desk clutter.

Todd PapyStar Citizen Live Game Director

Some of the systems designers also do.

Sean TracyTechnical Director of Content

A lot of QA, though. Absolutely. And I hope you guys noticed that the hardware IDs got fixed up. This was way back to my old... I quietly chased that one down.

Jared HuckabyHost, Community

Yes, the HOTASes are now linked to the hardware ID and not the Windows ID.

Sean TracyTechnical Director of Content

I remember that coming up and I chased that down a little bit because I felt bad because I can't have a non-answer to it.

Jared HuckabyHost, Community

Yeah, that's one of those neat instances of a direct correlation between RTV and actually affecting the development process.

Sean TracyTechnical Director of Content

Yeah, I keep teasing QA a little bit about me finding bugs on Reddit before I see them internally. And usually they exist. It's just listed as something else or whatever.

Reverse the Verse·
Published on this date.7 Jul 2018
Development process

So, Todd, this is obviously a tier zero implementation of mining. This isn't all it's ever going to be. But are you happy with it?

Todd PapyStar Citizen Live Game Director

I'm very happy with what the team did. And the team on this one was... The core team was very, very small, but obviously they got support throughout the company from graphics, from scanning. This was definitely a group effort.

Reverse the Verse·
Published on this date.7 Jul 2018
Mining

What about the face over IP stuff?

TL;DRFace over IP is tied to voice over IP and is mostly complete, but is waiting on group system work, with a newer Faceware build adding auto-calibration, and it should arrive together with group and voice chat.

Sean TracyTechnical Director of Content

Yeah, the face over IP stuff. So just so everybody's aware, it's intrinsically linked to voice over IP.

Jared HuckabyHost, Community

Because the face comes from the voice.

Sean TracyTechnical Director of Content

That's correct, actually. And the way we actually couple the data together, it's the way we synchronize the face and the voice together. So let me give the classic, I guess, Sean explanation where I want to give you all that stuff beforehand. So VoIP itself has a certain amount of data throughput. But to give you an idea, the actual face data on top of that is about one-tenth of what the actual VoIP data is, because when we're sending the face stuff, we're embedding it on the same data stream as the VoIP stuff. And it's nice because it's not that much overhead that actually connects into the VoIP transfer protocol. So we don't send JPEGs or video or images or anything like that to the client. We approach it under the same mentality as we approach procedural planets or anything like that, which is we send the instructions to the client for how to rebuild what's happened on your client, basically. So we send a whole bunch of data over, the client rebuilds it. But it's all connected to that VoIP data. So what's more important for FOIP is that VoIP works. And what's important for VoIP to work is that the group system works. And that basically is chat, group system, and all the rules that go around that. So the FOIP stuff is more or less complete in terms of me sitting here with a webcam driving my face. That works, hooking up to the character creator or whatever. We'll have some fun with it. But we're just waiting on some group system stuff, which is happening for this release. So as group and VoIP come online, FOIP comes in with it at the same time.

Jared HuckabyHost, Community

I went to AT&T Shape, which was an expo held at the Warner Brothers Studios about three or four weeks ago. And Faceware was there, and they had the demo going, where you're in the bar. It was cool to watch other people, not Star Citizen in any way, shape, or form, sit there and just be amazed at how well it tracks.

Sean TracyTechnical Director of Content

And there's new stuff coming up right now. I'm getting a new build from Faceware later this month, and one of the big things that they solved was the calibration issue. The calibration issue, what I'm talking about, is you have to manually calibrate. So that means you've got to stop for a frame, look to the center of the screen and hit a button to calibrate yourself to the neutral. So they're bringing online this new system that auto-calibrates. So basically, you set up your calibration once, you just say calibrate. And as you're talking, it's going to find your neutral and then it's going to map that to the face. This was kind of the biggest quality problem that we ever had, because you could lose your calibration as you were sitting there talking. If you lost your face and then came back in, sometimes the neutral wasn't the same. So this is a super nice thing that'll come in before it actually rolls out to the player. But the next step is just having some good settings and these kind of things. But I don't want to beat that to death too bad.

Todd PapyStar Citizen Live Game Director

Are people going to find ways to get them to say calibrate, so it fucks up?

Sean TracyTechnical Director of Content

Yeah, and you could calibrate yourself, like cross your eyes and do a silly face or something like that and calibrate yourself to that. So that's why it's nice to have the auto calibration. Because then we don't have to rely on the neutral state of the face.

Reverse the Verse·
Published on this date.7 Jul 2018

Soon we're going to introduce component degradation for ships. How is that going to work with Vanduul ships, since there's a number of player-owned Vanduul ships?

Jared HuckabyHost, Community

I've got the answer for you: Esperia. Remember that the Vanduul Glaive and the Vanduul Blade are not true, authentic Vanduul ships. They are Esperia reproductions of those ships. It's like Jurassic Park. They're not natural dinosaurs. They're genetically modified dinosaurs. So Esperia, who are manufacturing these ships, can manufacture the parts. Whereas the Scythe is the genuine article, and that's why it was provided once and never provided again. One must imagine that Esperia, being in the business of creating replica brand new components, could provide components for it as well. And if that's not the answer, I'm going to go back to Dave Haddock and tell him that should be the answer.

Reverse the Verse·
Published on this date.7 Jul 2018
Ship componentsShips

Are facial expressions going to change the way NPCs react to you?

TL;DRFacial expressions won't change how NPCs react right now and Sean isn't sure they should, though NPC eye-direction awareness is possible, and eye-tracked aiming felt wrong in his early tests.

Sean TracyTechnical Director of Content

Nope. Not right now. And I'm not sure that would be the greatest idea. What I'd like to see is that the NPCs have an idea where you're looking, which could totally be done because we've got the pupil tracking. I always thought it'd be a funny demo to have possibly a female standing there. You're sitting there talking to her, and if she detected your eyes were drifting south a little bit, she would just explain, my eyes are up here. It would have a really interesting immersion factor, I think, if you had to think twice about how you're looking at your MISC or whatever. But yeah, we can know where your eyes are looking. I would love it if we can get the floating reticle actually mapped to where you're looking. So the floating crosshair, if we can map that to the pupils. But it sounds better than it actually is, because I've tried it a little bit. The problem is you look around a lot and sometimes you don't want to look exactly where you're clicking. A lot of the times, gamers are too fast. We just look around very quickly and they click, click, click. So, I don't know. We're trying it out, but it doesn't feel right right now.

Reverse the Verse·
Published on this date.7 Jul 2018
NPCs & AIUI & HUD

What about changing the colors of the HUD? Giving the player customization options as far as the color, or adding a drop shadow to certain things?

TL;DRHUD color customization isn't done and is lower priority than legibility and working maps and displays, partly because extra variables complicate testing and earlier color changes caused iteration problems, so a cleverer solution is needed.

Todd PapyStar Citizen Live Game Director

So, well, right now, I think we have a decent first pass on everything. First pass. The things that we're missing are basically the kiosks where you can actually rent ships, the REC front end where you can rent ships that way, the FPS map, so that being a 3D map versus the map that's currently in there. And then from there we have a laundry list of improvements that we want to do. And I view those improvements as higher priority. I want to make sure that the HUD is legible. I want to make sure that the HUD is... that star maps work in the way that we want them to work. The MFDs are actually working the way that we want them to work.

Jared HuckabyHost, Community

From a troubleshooting standpoint, while you're developing, you also don't want to necessarily introduce a bunch of variables that your testing community can then start messing around with. Because if they say, like the question before, the HUD disappeared or whatnot, if we introduce the ability to change the color or change the way it displays now, now we don't know where the source of that issue is.

Sean TracyTechnical Director of Content

Fun fact is that the original implementation of this, actually, that was all exposed for the designers in DataForge. They could change it at runtime even, actually. And I think for a while, even in one of the really, really early releases of Arena Commander, like pre-1.0 type stuff, they were changing the colors, but exactly to your point, it just became a problem of constantly iterating against the possible color that the guy has. So it's going to have to be a more clever solution than just colors.

Jared HuckabyHost, Community

The short answer is that it's not done. We're still working on it.

Reverse the Verse·
Published on this date.7 Jul 2018

Does FOIP do TrackIR?

TL;DRFOIP includes webcam head tracking that is already working and will be an option separate from face tracking, but its latency means it doesn't replace TrackIR and isn't good for combat.

Sean TracyTechnical Director of Content

It's actually two different systems. It's part of FOIP, but yes, there is head tracking. It is not a replacement for TrackIR, though. There is latency that exists in the webcam implementation that wouldn't exist in the TrackIR situation. Is it cool for flying around and just kind of looking around? Yeah, totally. Is it good for combat? Hell no. I've tried to aim with it, and there's a little too much latency in it. It's a nice experience. It's still really good for head tracking, but it's not for combat by any stretch of the imagination. So, yes, that will absolutely be supported. It already is. It's on a shortcut for us right now in the editor. But generally, it's going to be an enable in the options. It's going to be up to you whether you want that on or not. And we're talking right now about what actual features you're enabling or not. And the big differential is that we're going to make the face tracking one thing and then the head tracking another thing. So basically, you can enable one or the other or both if you want. And that's that. But yeah, you'll be able to have the head tracking. And I was just playing around with it, and we've just got to tweak the multipliers because right now it feels noisy. So it's a little too amped up.

Reverse the Verse·
Published on this date.7 Jul 2018
UI & HUDFPS combat

Why did the Harbinger and Sentinel get delayed?

TL;DRThe ships weren't specifically delayed, as the schedule was revised for all ships due to shifting priorities such as mining and Squadron 42 needs and the availability of artists suited to each ship.

Jared HuckabyHost, Community

Delayed is a bit of a misnomer. We had a schedule for all of our ships at one point, and then we revised the schedule for all of our ships, and then we revised the schedule for one of our ships. It wasn't anything specific for the Harbinger and Sentinel. It's a matter of priorities. As something like mining comes online, obviously a Prospector is going to get a higher priority. As needs for Squadron 42 arise, those ships get priority, which is why you have something like the Reclaimer playable now, because it was necessary for Squadron 42, as you saw in the vertical slice last year. It's just a priorities change. It's not a decision generally related to one specific ship or another. It's an overall global thing. It also has to do with availabilities. Not every ship artist is appropriate to work on every ship. Some artists have a style more akin to Origin, and some artists have a style more akin to Drake. And as those artists become available, you tend to rearrange things. Okay, this person's available, so we move that to them. But this person will be available, so we give them a ship that's appropriate for them to work on. There's a lot of factors going in. Like most things in game development, there's not just one reason for anything.

Sean TracyTechnical Director of Content

Generally, you don't try to change out your artist halfway through a painting. So it's kind of the same mentality.

Jared HuckabyHost, Community

It's like for any kind of art. Robert De Niro is a great actor, but you wouldn't ask him to play Dorothy in The Wizard of Oz. So you have to look at your team, you have to look at the strengths of your team, you have to look at the availabilities of your team, then you have to look at the needs of the game, and then you have to find the places where those match. Put those together when it comes to scheduling spaceships.

Reverse the Verse·
Published on this date.7 Jul 2018

Is Quantum Linking in?

Sean TracyTechnical Director of Content

Of course it's in. Yeah, Quantum Linking is in.

Jared HuckabyHost, Community

We're just not playing with any friends right now.

Reverse the Verse·
Published on this date.7 Jul 2018
Quantum travel

Do we have an estimate for when we'll see kiosk item images show up? At the moment, there's no preview.

Todd PapyStar Citizen Live Game Director

The RTT, Hugo is currently working on it. And that to me is one of the main factors for 3.2.1. And some other gyro stabilization and some other turret fixes. I don't think turrets will be implemented fully the way that we want them to be. But those are the two big things for Chris and I.

Reverse the Verse·
Published on this date.7 Jul 2018

Any updates on hangars worth mentioning?

Todd PapyStar Citizen Live Game Director

What kind of hangars? Player hangars? A lot of them are legacy art, and so the upkeep of those is a pain. The other thing is that we've got the transit system that's currently being worked on. And so that's going to be a big thing that we need to get done. And then that will actually help our elevators. Elevator setups right now for the guys are extremely painful. And so we want to make sure that we can actually do those first. And then once we get that done, then we've gone through and rebuilt modular hangar setups and stuff like that. So now that's kind of one of the first passes.

Reverse the Verse·
Published on this date.7 Jul 2018

[Bug Smashers is going on hiatus.] Is there anything you want to add about that?

Mark AbentLead Gameplay Engineer

It was a fun ride. When we were a smaller studio, I was just a little lad, so I was able to get some time to show the world the amazing bugs that we've had. But nowadays, as I kept getting promoted and promoted and promoted, I'm now a lead gameplay programmer, and it's hard to get some time to do these videos now that I have to lead a team. So hopefully maybe in the future, who knows. But for now, I just don't have the time as I did before. I'll miss it. I loved it. And the videos will still be up there.

Reverse the Verse·
Published on this date.7 Jul 2018