Alpha 3.0 is on Live now, Alpha 3.1 is on the PTU for subscribers, concierge members and Evocati, and Alpha 3.2 is on the horizon. How are things?
TL;DRRoberts says the first quarterly release is tracking well with better performance and improved telemetry, and the team plans to spend more time on quality-of-life fixes and ask players what to prioritise for the next release.
How are we doing? Pretty good. So this is the first of our quarterly releases. And I have to say that things are tracking really well. I know there was a fair amount of skepticism out there. But we're pretty confident that we're going to make the 3.1 release. Our burndown tracks exactly to the date we're looking for and everything. Of course, there's always a couple of last-minute things that could have just messed it up there, but no, we're feeling good. I think we're going to have a strong PTU release today. We'll do another one tomorrow. We've put a lot of work into the telemetry. We've still got more work to do, but in terms of us being able to look at the performance both on servers and on clients and also on clients out in the wild. So some of our Evocati members can do a capture and then we can look at exactly what was happening on their machine. And it's really useful because for us in our QA environment, we don't see a lot of the stuff that happens out in the wild. We've got a pretty big QA department, it's just under 70 people. Still, they're not going to do the same thing that thousands of backers do and all the crazy stuff. And so having the data that we can just automatically capture. So we've put stuff in that if the server starts to dip below a certain frame rate, it automatically just starts capturing a few seconds of the performance. And then we can take a look and see where the time has been spent in the routines. The same on the clients. So that's helping a lot. We're building some more telemetry in terms of various sort of things that people do so we can see what people are doing in the game and how it's working. So that's been sort of a behind-the-scenes effort that we've been working on. And I think that's helping with our ongoing performance enhancements. So 3.1 is definitely performing better than 3.0 and that's going to continue on as we work on some of our more long-term things we've talked about, which the object container streaming will help with memory. We've got asynchronous spawning that we're getting closer to have working properly. It's quite complicated to get working because the game was just built to create things on the main thread. People program things assuming they can touch anything at any one time, which you can't do when you're on multiple threads. And it's such a big code base that it requires a lot to retrofit it or change things out, refactor them to be a new thing. But all those things will make... so for instance, you play and some AI spawn in right now, there'll be a hitch because they have to load in and there's a stall on the main thread until everything's loaded in. But long term, that will go away because they'll load in the background, when they're ready the main thread will be notified, and then bam, they'll be turned on. So we're putting all these things in place. So I'm feeling really quite good about it. We've added some new features like the service beacon stuff. There's been a lot of UI improvement and polish I think people have noted, and little things like the procedural ground... I've noticed quite a few people posting videos and liking that, which is good. And we've tried to work in some things to improve interdiction and stuff like that. And so generally, it's going pretty well. It'll be our first one. And I know we've got to earn the belief or the trust of everyone. We say, okay, we're doing quarterlies. We actually do quarterlies. So this one will be a good step. The next one will be a good step. So it's going good.
But one of the reasons why we're doing this show here, because the best way to do this is, as we've planned out a roadmap, but obviously you check in where you are when you get your release out and say, okay, this is what we're going to do for 3.2. This is what we're going to do for 3.3, 3.4. Are there things that we want to fix or change that we didn't foresee when we first did this roadmap? Are there things that we want to address for quality of life or things we could do in the game to make the gameplay right now feel better? Because ultimately, the amount of functionality that we have actually in the game right now, if it all works together and works well, is more than a lot of released games. I mean, Sea of Thieves just came out and we have more variety of missions, a hell of a lot more ships, a bunch more stuff that you can do. And a lot more area to play in. But they spent a lot of time polishing some of their basic stuff. I know people complain that they still want more features in that because I think that's generally gamers, like, I want more, I want more all the time. But we've been talking internally about, Star Citizen is not a sprint. It's a marathon. Yeah, it's more than a marathon. It's like a walk around the world. But yeah, there's definitely things in terms of the gameplay, if we work on and fix, performance is obviously one, but just being able to play with your friends and get together easily with some of the stuff that comes with the multi-crew ships that we haven't finished off properly yet. I think the base gameplay can be a lot of fun because it's kind of a fun sandbox. So we've been discussing maybe, or not maybe, definitely putting a little more focus on some of the near-term features or improvement of the features, as opposed to always focusing on the next big feature we're trying to get in. Because if you looked at 3.0, we put a vast amount of things into it, but we didn't spend enough time making sure the base stuff was working well. So what you had was a whole bunch of new features, but a lot of stuff that used to work in 2.6 or before that ended up not being as good or being broken. And so we've been fixing a bunch of that in 3.1, but we've still got more to do. So we've got things that we want to address in how it feels when you fly around. The IFCS and the flight model still has a bunch of work we want to do, the feel of FPS moving around, again, same stuff. So it's a long-term slog. So right now, we're taking a look at it and going, okay, what for 3.2 that we didn't foresee that maybe we want to spend some time working on? And then just reassess some of the stuff that we're doing for 3.2 and then maybe move a couple of the bigger things off to 3.3 so we have more time to do some sort of quality of life or kind of fixes or improvements to systems right now. So that's the phase we're at. This is what we'll do every single... we sort of do it as we're coming up to the release. We're assessing it just to make sure all the teams are aligned. Our new production process is working really well. We've factored into a much more team-based agile scrum and our velocity in terms of fixes and resolving issues is much, much better. I think we've resolved something like 8,000 during 3.1. And I think it was like 15,000 for the whole of 3.0, which was basically a year. And our velocity is 120 issues resolved a day versus the 30 or even 20 that we had during 3.0. So I think the teams working together, because we really work to try to put everyone together, not like, here's the programmers, here's the designers. It's like, okay, you're vehicle feature team one, you're vehicle feature team two, you're the gameplay team, and you've got the designers and the engineers and the artists, and we're actually putting them all together and we're trying to co-locate people so the teams are oriented in the various studios. We're not having them spread between time zones as much as we used to. And I think it's really helped in the turnaround and also the energy and the morale of the team. So generally, it's early days, but we're feeling pretty good about the velocity and trajectory we're going to do.
So that's why we're sitting here, and the discussion I had with my brother Erin, who was just out here, unfortunately got on a plane yesterday evening, otherwise I would have put him in the seat instead of me, is that we were talking about, yeah, look, we really should spend some time on the quality of life issues. Perhaps push back a couple of the bigger feature stuff so we can do that. But if we're doing that, why don't we ask you guys, why don't we see what's interesting to you? Because for us, we have our ideas, but there's hundreds of thousands of you guys out there. And I think in terms of what is more interesting, what are the things that you want to do? I still remember back in the very early days when we did our survey of what profession people would be interested in. And of course, I'm just always thinking, well, because most space sim games have been very combat oriented, so you're thinking, okay, it's being a pirate or a mercenary or maybe even a trader. But I think it was something like 70% of the people wanted to be explorers, right? So that was a surprise, but that's cool. And then we're like, okay, well, we need to put gameplay in to allow you to do that, and it did affect where we went. We went a different way than say something like Elite or No Man's Sky where they procedurally did everything, but one of the reasons why we went with the procedural tech to build the worlds to the level of detail we did was we thought that micro exploring, that idea of making landfall on a planet and discovering the mountain or the lake or really getting into the detail, would be something that would be great. So we're still working towards realizing that, but you can already see it with the three moons that we have around Crusader and Delamar, and in our upcoming releases, it's obviously going to get bigger and wider, but that sort of affected it because we were thinking about, okay, we want people to be tactile and get out there and explore. And so, yeah, we thought it would be really useful to have a discussion about things that we've identified that we want to improve for the immediate experience and then also get some feedback on the bigger long-term professions. What's interesting or what's the most important to you guys. Mining has already been in progress. It started at the beginning of this year. I know in our roadmap it says scheduled but it's actually been in progress. That should be changing in the next roadmap. I don't know if it'll be this Friday, but the one afterwards. But we've been working on that. That has a lot of infrastructure issues in terms of making sure the resources are mapped on the planets and we can persist them across instances and we can generate it and handle all the stuff. So we're making very good progress on that. And I think it's going to be a very cool feature that people will be really happy with. So that's definitely 3.2. But in terms of some of the other ones, we would like to know priorities, because if we're going to add some stuff to 3.2, it's a zero-sum game, we're going to have to shift some other stuff out. So what's more interesting? Is repair more interesting than salvage? Is it more interesting than refueling? Those kind of things. So that's the point of this sitting here.