The US PU feature team covers the new unified friends list and party system, a coming player trading app, and converting shops to Building Blocks with item stats and sell-back. They also discuss quantum travel routing, asteroid belt collisions, service beacons, VoIP fixes and 3.9 bugs.
TL;DRWaypoint marking is wanted in the near future, likely alongside exploration and data running features, though the UI approach (a mobiGlas app or a more robust Star Map) is still under discussion.
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Rob ReiningerLead Systems Designer, Product Owner of the US PU Feature Team
Now, I'm assuming that means the ability to kind of find something or set your own point and then have that in your history, kind of go back to it. Yes, is the short answer. I tie this to the whole data running type of experience, exploration, being able to sell those off. I would expect this around that feature timeline, but this is definitely something that we want to be able to do in the near future sometime. Exploration is being talked about a lot more heavily now, so it's definitely coming.
And I would assume being able to mark waypoints and stuff, there's the development of the feature, but then there's having to implement it in a way in which backers can understand it and it's easy to use. And that usually falls under UI. Sometimes feature work has to have the relevant UI to go with it. A lot of times, even if the underlying work is complete, finding a way in which to integrate it with all the other systems so that UI doesn't become cluttered can be a big challenge.
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Jon HayterSenior UI Designer, US PU Gameplay Feature Team
We've had several conversations about this internally, whether or not we're going to execute some sort of management app in mobiGlas for these things, or if we'll integrate it into a much more robust Star Map. There's a lot more functionality that the Star Map could use. We've had a lot of discussions about that and the direction we want to take that in. So if I were looking forward to this feature, I might look forward to it there, or on the mobiGlas somewhere.
TL;DRAsteroid belt collision is definitely in the plans, but it needs tech they don't have yet to handle thousands of rocks without slowing the game, and which team does it is undecided.
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Rob ReiningerLead Systems Designer, Product Owner of the US PU Feature Team
I think the answer, that's pretty obvious. I'm not going to lie, this is a topic that comes up about every two to three months in our PU update meetings. It's something Chris is like, "Yeah, so when are we going to get that?" So it is definitely going to come. It's a little more complicated than just putting collision on every single rock, because there's obviously hundreds and thousands of them in asteroid belts, and you don't want to slow down the game just for the sake of one asteroid belt. But yeah, it is in the plans. I'm not sure what tech team is actually going to be doing that, if that's going to be someone like Marco's team, the procedural team, or if that's on the quantum travel team. I'm sure we'll be involved at some point just with our quantum travel work. But yeah, that's definitely going to require a bit of tech that we don't have at the moment.
TL;DRA player trading app is being worked on this quarter, limited to sending money at first, friends-list driven and usable anywhere in the universe, with item trading restricted by physical location.
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Rob ReiningerLead Systems Designer, Product Owner of the US PU Feature Team
Funny you bring that up. We are literally working this quarter on a player trading app, which I'm so excited about because it's the beginning of being able to trade items and things like that. However, it will be limited to money to start. I don't know if people are aware, but we've kind of focused on this friends and social aspect of our game again this quarter, kind of trying to bring that back up to speed here. In my opinion, player trading is a huge part of that, right? It's just the social interaction of, "Hey, I got this, I'll give it to you for this." With our physical inventory, it's definitely going to come with some restrictions as far as item trading, maybe being in the same place as somebody else. You'll be able to essentially wire money to somebody anywhere in the universe though. So you could just send a gift to your buddy and they don't have to be on the same server. It's going to be friends list driven. So if you have them in your contacts, shoot them a payment and there you go.
TL;DRSpencer Johnson is working on many bugs ahead of the 3.9 release, including shopping feature issues and a character customizer gender bug, which tend to appear when new services and tech arrive.
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Spencer JohnsonGameplay Engineer, US PU Gameplay Feature Team
Right now is a slurry of a thousand different bugs as we prepare to get 3.9 out the door. One of the most recent ones was that quick buy bug. But I don't know if I want to talk about that now or if you want to wait for the ISC feature. Things are coming. Sort of what you'll see at the start of every quarter is the spillover of, these are really important issues before we go live. And they're always all over the place. And they always sort of pop up when new features go in and new pieces of tech come in; old things start to break. Even though our team hasn't done any feature work on the character customizer in months, there's a bug right now where selecting your gender isn't persisting into the PU. Since we have a microservice architecture with a lot of new services coming online all the time, sometimes you see problems there. I'm just all over the place right now on bugs. That and the new shopping features we've added are also spitting up a lot of bugs.
TL;DRCargo decks are station locations rather than a replacement for commodity screens, offering cargo storage, ownership transfer between players, possible guild missions and ship rental, with exact placement still undecided.
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Rob ReiningerLead Systems Designer, Product Owner of the US PU Feature Team
Cargo decks are more of a location as opposed to a replacement for commodity trading. Originally, and we're still moving forward with this vision, we had the idea of a cargo depot. And that's kind of like the cargo network that supplies a planetary area, right, and all its moons. All of the externally shipped cargo would go through these major cargo depots. But we also wanted people to be able to store cargo, and this is kind of where it gets into the player trading app. If you have a large bit of cargo, large items, things like that, that you'd want to trade to somebody else, you'd have to go to a cargo deck in your location, store it there, then trade ownership to the other person. The other person can come pick it up from that location, right? And just to kind of prevent people from, like money, instantly shipping billions of dollars of goods that don't have to go through pirate space, right? To keep that kind of physical nature of the world that CR always wants to try and preserve with the gameplay. So it's a location. Cargo depots may have the guild manager, the trading guild dude there, that you can go and get special missions from, get membership into the trading guild, things like that. You'll be able to rent storage space. It'll also have cargo ships that you can rent. If you don't have one, you can rent one for a bit through these places. So it's kind of a location that we're trying to put into stations. So it would just be a deck that's somewhere in the station that you can take an elevator to and go and start dealing with the stuff there. And I would expect these things to kind of get inserted into starports or things like that, too. We haven't really discussed exactly where they're going to go in the major landing zones yet, but it certainly needs to be a part of it.
TL;DRVoIP should return in the near future, with current issues being fixed before 3.9, and the aim is to keep players in-game, but no timing is given because priorities are shifting.
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Rob ReiningerLead Systems Designer, Product Owner of the US PU Feature Team
I do. That's mostly one of our other programmers, Ken. John's obviously done some work on the UI in-game, and one of our other UI team members that's not with us, Mal, Kim.
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Rob ReiningerLead Systems Designer, Product Owner of the US PU Feature Team
VoIP is probably coming back around in the near future. There are some issues that have surfaced, I think mostly because of either some core audio changes or the SOC stuff that went in last quarter, that we're trying to fix right now before 3.9 goes out. So we're actually literally doing playtests and investigating some bugs that we're compiling as of yesterday, and we talked about it today. It is the intention that we want people to stay in the game instead of going to Discord or Slack or one of these other things. We want our social services to be as stable as possible so that you have no need to go anywhere else. Part of the purpose for redoing the friend system this quarter is to set us up to move forward and come back to that. I can't say when. Priorities are shifting around right now, so it's hard to say exactly when, but yeah, at some point.
TL;DRNext steps for groups include bringing friends and party features into the front end and Rob would like players to create orgs in-game, helped by the faster Building Blocks UI tech.
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Rob ReiningerLead Systems Designer, Product Owner of the US PU Feature Team
Oh, man, do I even want to say it? My big thing is to try and get it into the front end. So one of the goals for the friends efforts this quarter was to allow people to see, create parties, see who's online, easily add people, connect to people, get that two-way handshake, have a unified friends list so we don't have platform contacts and Spectrum contacts. We wanted to bring that all under one umbrella and just make it easy for the players to get into the game as easily as possible, with the people that they want to play with. We added stuff to easily just right-click, join contact. You can shoot off to their server immediately. You can party jump easier now. If you miss the boat on the party jump, you just have a join leader button up at the top of the party window. We're trying to do everything we can to reinforce that, get people playing together who want to be together as fast as possible. Part of that game loop, in my opinion, is jumping into the client and messaging your friend, "Hey buddy, I'm online, add me to the party." It really, to me, kind of completes that loop, and we'll have access to all the same chat functionality that we have in game as far as the groups and party chats and all that stuff. So it should be pretty easy to throw into the front end there. So yeah, that's my next big one, to kind of complete that game loop. And then from there, I don't know if I even want to say, but I'd like people to be able to create orgs in game. Those are my future thoughts on this, just to really create the backbone of the social structure here. Right now, there's things we're doing on the website that I feel like it would be great for players to be able to pull in and manage in game.
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Spencer JohnsonGameplay Engineer, US PU Gameplay Feature Team
It's worth mentioning that these front-end UI features are finally starting to come in for fun stuff because we're going through this arduous process of moving that over to Building Blocks, our new UI tech, so that it's actually possible to do things in a not deprecated system. Now that that's rolling online, the features are starting to come.
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Jon HayterSenior UI Designer, US PU Gameplay Feature Team
As more Building Blocks features come online, you'll see these new UIs improve in terms of functionality as we just get more and more tools.
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Rob ReiningerLead Systems Designer, Product Owner of the US PU Feature Team
That's been the benefit of Building Blocks. We have gone through and iterated on that new front-end friend stuff so quickly compared to what it would have been in Flash. That would have been a couple quarters of work to try and get that into Flash. We could change the whole design of it right now this afternoon if we wanted to. It's that easy to kind of bounce stuff around. So it really came together very quickly. We got a little bit of a late start this quarter and we still kind of got it in before the end of the actual official quarter. And yeah, it's in PTU right now, so there it is.
TL;DRYes, store purchasing is being converted to Building Blocks, starting with the prison deposit kiosk, with one or two screens planned per quarter as part of a company-wide effort.
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Spencer JohnsonGameplay Engineer, US PU Gameplay Feature Team
Someone in chat just mentioned if we were trying to use this Building Blocks stuff for store purchasing and that flow, which is exactly what I'm working on right now. And that's part of a long process of converting all of our screens that has just started, actually. So the prison deposit kiosk is the first shopping kiosk that is using Building Blocks totally. And we're going to be iteratively doing a couple every quarter, one or two a quarter. Like, all right, now this screen is using it, now this screen is using it, and getting down the process. Each one's getting a little quicker. But it's part of a long sort of vision of updating our shopping experience.
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Rob ReiningerLead Systems Designer, Product Owner of the US PU Feature Team
And it's a company-wide goal as well. I know they're working on stuff with the ships, and mobiGlas is going to get a treatment relatively soon. Those are other teams, of course, but yeah, it's a huge initiative for us to kind of convert this over. And once it's there, even if we may not redesign the experience right away, it sets us up to be able to rapidly iterate on it in the future. And that's the great part of it.
Rob ReiningerLead Systems Designer, Product Owner of the US PU Feature Team
I think so. Yeah, I believe it's gone up to about 800 now. We ran some tests. Basically what's happening before we go live, and we're kind of trying to message this out as well, is we are merging the platform contacts and the Spectrum contacts together right around the time that we go live. And then once that happens, you'll have up to 800 slots that you can fill. And I think nobody even got close to that when we were running the test group.
I do want to add that the 800 is where the current testing is. And of course, as this rolls out wider, as more people get into it, if that number has to come down, it will come down. We still have to maintain performance and all that good stuff. So that's where the current testing is at.
Rob ReiningerLead Systems Designer, Product Owner of the US PU Feature Team
That should be updated on the PTU right now. I actually went through that myself. That has definitely been checked in. So if it's not there, if you find something that you're missing, let us know. Because as far as I know, I've grabbed everything that should be in-game that's at least available in the PU.
TL;DRSelling cargo from stolen ships is possible at black marketplaces in principle, but it would need a system tracking player-associated vehicles and ownership, which is the proposed first step and still being discussed.
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Rob ReiningerLead Systems Designer, Product Owner of the US PU Feature Team
At black marketplaces, sure. It's a matter of ownership, and I don't know, actually, Spencer, you might be able to speak to the ownership transition and where that change actually happens.
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Spencer JohnsonGameplay Engineer, US PU Gameplay Feature Team
Yeah, I think there's a couple of directions that we could take that, and I think there need to be both design and technical questions. Because there's certainly some stopgap things you could do, just like, okay, we'll try to check to see what were the last few ships this player was flying and who owns them, et cetera. But I'm sure everyone knows every time you interact with any screen that involves ships, you only see the list of ships that are in your account that you personally own. And I think the best way forward to get that feature would be adding a system behind the scenes of tracking player-associated vehicles. Which we have a little bit already; I used something a little bit like that for the last prison ship feature we just added. Basically a way of tracking the last vehicle you flew that we know you own, that we know has a quantum drive that you can use to get around and stuff. So we want to expand on that and have a way of saying, here are all the ships that I am somehow associated with right now, and have an interface for your friends to allow you to say, this person's associated with my ship right now, it's cool if they fly it. And maybe sometime in the future, it's cool if they spawn it from any ASOP terminal, or they could see it in their cargo list while we're either in the same party or same group, or some list of features there. So yeah, I think that would be the first step forward, making this a proper player-associated ship system, right? And that can drive several features, including selling from stolen ships, because the way you'd be associated is, I have stolen this ship, that's my association.
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Rob ReiningerLead Systems Designer, Product Owner of the US PU Feature Team
Yeah, ship permissions is something that we've been talking about as part of that social structure, right? Maybe at the org or the party level or something, you can say, this person can access it. Despawning and spawning, again, is a little bit different.
And some of the work that's going into the cargo decks is specifically about that, being able to drop cargo off there and then set it for another person and have the ownership switch from you to another player. Ownership is a strange topic that touches a lot of aspects of Star Citizen. I think just in life in the PU, it's figuring out who owns every little thing in the universe. It's definitely a conversation that we'll be circling back around to more than once.
TL;DRShowing item stats in-game is definitely planned as part of the Building Blocks conversion, with seeing stats prioritised first and easy comparison coming later once the user flow is worked out.
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Rob ReiningerLead Systems Designer, Product Owner of the US PU Feature Team
100% plan, yes. Wanted it for a long time. This is part of our Building Blocks conversion, to figure out how we can actually get these things that we've talked about for a while into the UI. It's going to definitely come in waves. The first thing for me is trying to upgrade this experience of just buying and selling items. I think item stats is probably one of the higher priority topics to address first. Just so you can at least see them. Even if you have to flip back and forth, you can't click on two and compare; that's additional functionality. But just getting the stats there is certainly my higher priority on that list. And then having a quick, easy way to compare two items, or to one on your ship, or maybe even to one that's not even at that location. So we've got to figure out how that user flow needs to work a little bit better, I think, before we just jump into that. But it is extremely important. Right now we're baking item descriptions and stats into the description text, which is just horrendous. So yeah, we want to move away from that as quickly as possible. Localization guys would love that.
TL;DRNo, the idea is that players won't be able to push someone else's kiosk buttons, and while kiosk state may be visible to others, privacy and pricing-display concerns mean not everything will be shown.
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Rob ReiningerLead Systems Designer, Product Owner of the US PU Feature Team
The idea is no. Extremely trolly. But the troll in me is like, please? It sounds so fun.
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Spencer JohnsonGameplay Engineer, US PU Gameplay Feature Team
This is exactly why we had that conversation the other day, Rob. We just talked about this.
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Spencer JohnsonGameplay Engineer, US PU Gameplay Feature Team
It's funny, the timing on that. Yeah, I don't think that's a good idea, personally. I think it's relevant to kind of see where they are. We'll have the Jared Huckaby troll option for sure. No, we want to kind of broadcast the state, what it is, but the conversation that Spencer was referencing was, should I be able to see how much money they have or how much of a certain thing they're trying to buy? Because eventually, they're going to go get in their ship and maybe fly off, and should I follow them? Should I loot them? Do we want to give away that much information? And I think there needs to be a certain level of privacy there, but we do want to try and at least show, oh, they're on the commodity screen and, bang, purchase complete, right? We want to kind of show some of that, but not...
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Spencer JohnsonGameplay Engineer, US PU Gameplay Feature Team
And there's also a little bit of confusion about what information you might display. For example, when things come online in the future of having a concept of discounts, like, oh, this player is going to be paying a better price because they're in the Casaba members bonus program or whatever, they have a voucher, coupon, something. They'll be seeing a different price than what you would be paying. So are you going to be seeing the price on the screen that they're paying or the one that you'd be paying? There's a lot of weird questions where it's not certain what exactly you would want in that scenario. And then you have that privacy concern, like Rob said, is a big thing.
TL;DRSelling items back to shops is planned and partially possible now, but they'd wait for shop archetypes so it isn't done item by item, and it would act as a money sink.
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Rob ReiningerLead Systems Designer, Product Owner of the US PU Feature Team
Yes, that is definitely in the plans as well. It's partially implemented. Yeah, it's actually technically possible now.
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Spencer JohnsonGameplay Engineer, US PU Gameplay Feature Team
Sort of.
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Rob ReiningerLead Systems Designer, Product Owner of the US PU Feature Team
I put it in a certain way, in case anyone tries. So right now, the problem lies with the way that we set up the shops; they are very specific to single items. And when I think of the sellback feature, I don't want to have to go, oh, I need to take this item and go sell it over here, and this item and go sell it over there. If it's a weapon, I want to sell it back to the weapon shop. If it's a ship thing, I want to sell it back to the ship shop, right? And we can't group them by item types right now, so just weapons as a full sale thing. And that's the kind of functionality that I would wait until we have, so we don't have to go through every single shop and add a bazillion items and "yes, can buy, sell." No, just, here's an archetype of a shop, and there you go, this is what you can sell back to them. And the way we kind of looked at it, at least in previous conversations, was that commodities are the profiteering, right? That's what you go out and make money with. Items are more of a money sink within a game. And it's true of most MMOs, right? You can go and sell it to another person for a profit. Free enterprise is always available there, right? And that's where the player trading system comes into play. But as far as selling back to shops, that's more notably a money sink in most games, and I think you'll see something very similar to that.
Rob ReiningerLead Systems Designer, Product Owner of the US PU Feature Team
That breaks all the rules of the nav hierarchy that we instituted when we worked on quantum travel last. We want to make routing a big part of this. And short answer is no. I think that kind of breaks some of our fundamental rules. And if we allowed that, then we'd have to kind of rethink and re-engineer how quantum travel is set up, especially with routing and how that's supposed to work.
Rob ReiningerLead Systems Designer, Product Owner of the US PU Feature Team
Yeah, 100%. So if you think of our solar system as a hierarchy, the star is the root of the hierarchy, and then you've got the planets, or things that orbit that star, as the next level of the hierarchy, and then things that orbit those other things as a child of their hierarchy, right? So you have to go and get inside the hierarchy before you can see the other neighboring members of that group. So if we allowed you to kind of bypass that and go straight to it, it kind of breaks that fundamental concept. So it's why we put in the nav routing to begin with, right? To make that easier.
TL;DRLong-range scanning is expected to eventually let players see traffic and possible pirate-heavy areas, such as heat maps on the Star Map, though that is probably further down the road.
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Rob ReiningerLead Systems Designer, Product Owner of the US PU Feature Team
That to me is where long-range scanning comes into play, which is something that needs to be worked on moving forward. I would expect that for sure. It's something I want as a pirate. I want to set a trap or see where people are going back and forth. And you kind of saw the beginning of that with Tony Z's Quanta demo that he did at CitizenCon. We're starting to be able to track where everybody is, where they're going. Are they QTing? Are they just sitting still? So that we can figure out how to present that data to the players, right? Because you're on your local server. Should you be able to see people on other servers? Eventually, that's going to be one big server mesh, right? And we're going to try and get as many people playing together as possible. But there are some technical limitations as to how that gets done. But that's certainly like, yeah, we want to be able to show you heat maps maybe on your Star Map. And here's maybe known pirate areas, kind of in this cloud over here, right? Or between these two locations. So yeah, I would expect something like that at some point. That one is probably further down the road, though.
TL;DRBoth speakers are excited about the new friends service, saying it makes grouping up far easier, should encourage group play and help onboarding, and they hope to see concurrency rise.
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Rob ReiningerLead Systems Designer, Product Owner of the US PU Feature Team
I am excited. So I'll tell you a little story about a playtest we tried to do a couple of years ago. This has been something that has, I think, been a bit of a sore spot, at least for me, because I want to quickly jump in and just go test something out and get a crew together and go try one of the ships. And we spent about two hours with 10 people in a room who could literally talk to each other and had a hard time getting on the same server at the same time. And that was really frustrating. So we did a 50-man playtest, just to kind of put it in comparison. We went through the process of friending everybody, getting into a 50-man party, and we're in the server together. And that was about 35 minutes. And that was the entire process from start to end. That, to me, was amazing. I think this is going to start really encouraging the group play in our game. I think it just makes it so easy, the fact that I can right-click on somebody and guarantee going to their server, assuming it's not full, right? These are the kind of ease of use things that I think are going to be game changing. I really hope to see concurrency kind of start to spike up a bit. So yeah, I'm super excited and I think this is a massive difference.
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Jon HayterSenior UI Designer, US PU Gameplay Feature Team
The difficulties involved in getting together with your friends in game previous to this, I have to assume they turned some of my friends off. I mean, get them in the game, and then we want to get into a group together in the same session, and the amount of time and effort that that took, it was very difficult to maintain their interest. So this social system, especially the front-end one, right when you log into the game, I think it's critical for onboarding new players, keeping existing players happy, allowing them the confidence to suggest the game to their friends and be able to have a play session that evening with no problems. So that was really the main kind of anecdote we were taking forward when we developed this. And that's the one that most of our further development on the feature will include: how do we make this easier and fun?
TL;DRThe first step is converting the beacon creation screen from Flash to Building Blocks to make adding new beacon types and filters easier, with NPC refueling beacon work to be picked up pretty soon.
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Rob ReiningerLead Systems Designer, Product Owner of the US PU Feature Team
We had put in some work on the NPC refueling beacon, just for if you run out of fuel. That was important because we want to try and regulate some of the distances that these ships can travel, because we're starting to think about that new player experience a lot more and how do we keep people a little closer to maybe their starting planet for a little bit longer. Fuel consumption is part of that. We had a bunch of work that's there that we're going to pick up pretty soon. We had some other priorities come in. This whole beacon creation process is all currently in Flash in our mission manager right now. And just being able to get that converted over to Building Blocks will allow us to more quickly add new types of beacons, filters, all these other things that we wanted to add from the beginning. But it was just such a pain to do things in Flash. So replacing that screen with Building Blocks is probably our first step. And then that kind of unlocks the potential to start adding new ones as we want.
TL;DRCharacter seed numbers are technically easy and some developers like the idea, but they are not in current plans, with the focus instead on long-term persistence and reducing wipes.
Now, I should mention that the goal as a project going forward is to minimize and reduce the number of wipes. No more wipes every patch. The ultimate goal is to reduce the sheer number of wipes to none if at all possible. But as far as the rare occasion when something like that might happen, what do you think with regards to the seed numbers?
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Spencer JohnsonGameplay Engineer, US PU Gameplay Feature Team
So there's a couple things. For one, it is not a challenging problem to solve. In fact, for the core of what people are probably most concerned about, like the facial structure, because that's so floaty, a continuous amount of changes, it's not easy to get the exact result again. That's actually just 48 numbers that define that. And so the number of characters you would need to have this seed is, I think, like 200 characters, which is not something you could remember, but it's very easy to copy and paste. I would actually personally really like to see that feature added, of being able to copy and paste this and insert that seed. Like Jared said, not because we want to get back to where we were after wipes, because we're trying to get rid of wipes going forward. But I think it'd be really cool to be able to share this with your friends. Be like, "Yo, I just made John Cena," to everybody. There is a design risk of, do we really want everybody running around the universe looking like John Cena? The exact same face, copy and pasted a million times. So I think it'd be fun and really great. And at least that aspect, the DNA changes, is not super complicated. We'd need to do a bit more for remembering and serializing your gender and hair and skin color, eye color, all those things. I think it's really more on design, if we want to schedule the time to do this.
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Jon HayterSenior UI Designer, US PU Gameplay Feature Team
If I recall, we had a conversation that included the ability to share your character structure and design with other players. We hadn't even been discussing it in terms of wipes. We had been discussing it more like, your organization wants to set up a clone army or something. How do you do that most effectively?
Jon HayterSenior UI Designer, US PU Gameplay Feature Team
Yeah, or whatever. Or a family, like a family-owned freighter or whatever. Mom, dad, kids, that kind of thing. Which is really useful.
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Rob ReiningerLead Systems Designer, Product Owner of the US PU Feature Team
I think there's several ways we could do that. It's not in our current plans right now. I think it's just because Character Customizer was kind of, we put a pin in that back in Q3 last year for the moment, right? It's not done by any means, but I'll think about it. Maybe we can do a stored seed number and that can get saved out to our long-term persistence variable somewhere, and maybe we can restore it. I think there's options there. Do you want to have to copy and paste a 200-digit number? What does the UI for that look like? Maybe there's some more graceful ways we can do that. I think it's more important to focus on the long-term persistence side of it. That to me is what they're really talking about. How do we ensure that this is going into a service somewhere that doesn't get wiped as often, if at all? Because there's some things that we definitely don't need to wipe unless data changes out from underneath it and it's just not possible to put it back. And that's usually the cases where we end up getting into a situation where, oh, we've got to wipe the DB again, right? But hopefully we're figuring out how to avoid that as we go to this long-term stuff.
TL;DRManual quantum travel is not promised; the answer describes exploring via long-range scanning and procedurally generated content, says quantum travel will be revisited, and the speaker will raise the topic.
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Rob ReiningerLead Systems Designer, Product Owner of the US PU Feature Team
I can give you a scenario where you can go and explore that doesn't require that. Imagine a day where you can scan at a long range, find anomalies. How far you can go searching for these anomalies deep into space would depend on your current scanning gear, right? You can find things, those create markers that you can go to. And as you go out in the universe, we're procedurally generating derelicts, asteroids, content, maybe a pirate base, or maybe some nebula mining areas. I don't think it's necessarily required. I do like the concept of it, though, and have for a long time, because I want to point towards something and then kind of go, right? Just go check out what's over there. So I do think there's merit for it. That's a conversation. We are circling back to quantum travel in the near future. I was actually supposed to go out to the UK in May to discuss how we kind of change this and make it a better quality of life experience and more interesting for our longer distance travel experiences, but that's not going to happen now. So I'm at home instead, and we kind of prioritized some other features instead until we can have those conversations. But it's certainly a topic I'm going to bring up moving forward.
TL;DRAn in-game Issue Council report is doable and has benefits, such as sending logs directly, but it conflicts with keeping the game diegetic and is outside the PU team's realm.
RR
Rob ReiningerLead Systems Designer, Product Owner of the US PU Feature Team
Could. I don't know. That's somewhat of a new topic.
It's hard because we always want everything that's in-game to be diegetic and of the universe, and an in-game Issue Council would distinctly be out of game. I guess it would take you out of the universe that you're playing in. It's something to think about.
SJ
Spencer JohnsonGameplay Engineer, US PU Gameplay Feature Team
I would really like to see that, because you could directly, easily send client information to a tracker. It just spits out the log right to our servers.
RR
Rob ReiningerLead Systems Designer, Product Owner of the US PU Feature Team
Yeah, there's definitely a lot of benefit to that. It's stuff that I know Turbulent and Benoit's team, with the Hex tooling that they're doing, is going to incorporate a lot of these customer service tools. And I'm not sure what the Issue Council support is going to be on that. But once they get set up there, I think it's certainly much more reasonable to just integrate that end of the game and send your logging and messaging out to the same tooling that they see on the website there. So it's doable. A little outside of the US PU team's realm.
TL;DRThe community team is working on a systemic, sustainable way to keep ship stats on the webpage correct, but there is no timetable, and extracting every stat is not a small task.
I was just talking with the community team, which is Tyler, Ulf, Molly and all of them, earlier today about that very topic, which is why I'm going to touch on it right now. They're working on a plan right now. The issue with that has always been about finding a systemic system that can be sustainable. Because with all the ships that we have and with all of the micro changes, trying to do them by hand just isn't a viable thing. So we're working on getting the right hooks that are necessary to try to find a systemic solution. Just know that this is a concern that the community team shares with you, and they're actively pursuing it. Again, with no timetable as always. It's in our hearts as well as yours.
RR
Rob ReiningerLead Systems Designer, Product Owner of the US PU Feature Team
I can speak to that just because on the economy side, we've had to write our own tools. Jake Neely has written some tools to strip out the relevant data, because we've got the objective pricing, right? So it's definitely not a small task to be all-inclusive for every stat that the ship has. Some of these things are amalgamations of another stat that consists of X, Y and Z that all comes together into a single thing. Heat is a great representation of that, right? Heat generation is three or four different values that are getting calculated into the total heat. So there's a lot of stuff like that; it's just figuring out how to best strip that out.
TL;DRYes, the unified friend system lets you invite friends to a party before entering a server, with color-coded party members, presence indicators, party leadership transfer and party launches.
RR
Rob ReiningerLead Systems Designer, Product Owner of the US PU Feature Team
Yeah, that's the whole point of it. So if you haven't used it yet, basically what happens is, there's a contacts window and a notifications window, and there's buttons to open and close them. What happens is, as you add new friends through the contacts window, it'll pop up an add window. You can start typing a name. There's two names that show up in there: there's your nickname and then your handle. You can type either one of them, but it does need to be from the beginning of that name. Once you get them in your contacts list, you just right-click, add to party. When they accept the party invite, you'll see a party window pop up. So your group, your party, is now there for you on display. You can see who the party leader is. You can transfer party leadership. You can still do party launches, as I mentioned earlier. So again, this whole effort was to just make this easy and understandable for somebody who is just trying to get into the game quickly. Am I grouped with them? Yes or no? Cool. If they're in your party, they're a different color in your contacts list. So as you're scrolling through up to maybe 800 names, right? Do I want to add this guy? Did I add this guy already? One thing we ran into in the 50-man playtest was, oh crap, who's in the party? You go back to the party, and that's where we're like, oh, we've got to color code these so we can easily tell who's in your party and who's not. Presence is another thing. You see if they're in menus, or if they're just online, which means they're only on Spectrum, or if they're in the game somewhere, in the PU or game modes. Make it easy. Who can I invite? Who's quickly available? Get them in and go. So TL;DR, yes.
TL;DRThe speakers name different favorites: the friends and social system, the Character Customizer for its small-team iteration, and, for Reininger, isolated projects like quantum travel, missions, economy work and the friends system.
JH
Jon HayterSenior UI Designer, US PU Gameplay Feature Team
Certainly the friends system, the social system. Man, I'm excited about the work that we're going to be doing on that in the future as well. Like I said, my anecdote before wasn't a lie. I've got friends that I want to get in here and playing with me, but I've been a little hesitant because the onboarding experience hasn't been particularly good. And now I think it's particularly good. So I'm looking forward to getting some of those people in and looking at the amazing work that everybody else has been doing in the game. And that's really what our job is, to make all that stuff much more accessible and visible to the users. So that's my favorite one so far.
SJ
Spencer JohnsonGameplay Engineer, US PU Gameplay Feature Team
My answer is a little less about the feature and more about the process. I would say the Character Customizer is probably my favorite one to work on, specifically the Character Customizer experience, because I was not the one who implemented the actual face morphing, but rather the whole front-end experience of it.
JH
Jon HayterSenior UI Designer, US PU Gameplay Feature Team
It's definitely the funniest to work on, too.
SJ
Spencer JohnsonGameplay Engineer, US PU Gameplay Feature Team
Making that random button is pretty fun, especially before we had symmetrical faces. So that was a ton of fun just for playing with, but the process of making that was the most enjoyable too, because the core of that work was done between myself, John, and one of our other designers, Calix, with lots of ancillary parts and helpers and such. And this was actually before we were under the purview of US PU for most of that development, like Q2, Q3 last year. But that was most enjoyable for me because we were actually able to iterate on it multiple quarters. I'm sure you guys remember, technically there's been three live versions of the customizer, and I did work on all three of them, but ignoring the first one for now, when we redid it with DNA initially in Q1 of last year, we had those radial sliders and stuff. We did that, but we weren't super happy with it, so we spent more time to reiterate on it, and we had a really close-knit team of only a couple developers, and personally, I could iterate with John and Calix, and even though I'm a programmer, I like to pretend I'm a designer sometimes and be like, "Well, guys, what if we did it like this?" And that was when the job was the most fun for me: a small team doing lots of iterations to make the best experience. And obviously, we have the benefit of this being a very isolated feature that's separate from the sheer cluster of PU features, but the process itself is what made that one so enjoyable to work on.
The Character Customizer almost got to cheat in a way, because it was completely separated from everything else, where everybody else has to develop their feature and then integrate it with everything else, which is where bugs often come from.
SJ
Spencer JohnsonGameplay Engineer, US PU Gameplay Feature Team
You'd think that, but now we're relying on so many microservices that break all the time, and I get bugs. It was the loadout service. It was the variable service.
RR
Rob ReiningerLead Systems Designer, Product Owner of the US PU Feature Team
Oh, man. I've been here for too long and worked on too many things. It's been six years. It's crazy. There's something to be said about it: I've had the most fun working on projects that have, again, kind of been an isolated thing that the team doesn't have to go to a bunch of external teams to get support from. It's just the iteration time, the turnaround speed that we can do things is much better. I had fun working on the quantum travel stuff. I had fun trying to figure out the mission givers. Talking with Tony on the economy stuff has been a blast. My role has kind of changed and morphed over time, much more trying to work with Tony on future schedules and plans and trying to keep these guys moving on a day-to-day basis, more so than making things as much nowadays. Which in and of itself has been kind of fun. I've always enjoyed the games industry because it's always something new and different every project. So I'd say those things. I'm really happy with the Friends stuff. I've wanted to work on the social system for a while. I look forward to what we're going to do with that, and I look forward to seeing how that's going to affect the game and just the numbers that we're seeing. So yeah, I think anything that I've worked on where I've gotten to actually see a tangible result or comments and thanks from the fans has been just a joy. Because that's why I do it, right? I make games because I want other people to experience things and have fun. And so to see the fans on Reddit or Spectrum or wherever react well to something that we did was cool.