Back to search
Star Citizen Live ·
Published on this date.2020-03-06
· 34 Q&As

Star Citizen Live: All About Alpha 3.9

Developers answer community questions about Alpha 3.9: the physics fix for desync, HUD rework in Building Blocks, bar and food-court purchases, volatile cargo on the Prospector and Mole, and prison gameplay. They also list features missing from 3.9, such as ship-to-ship spawning, physicalized inventory and a remove-helmet button.

Transmission log

Full answers

Since the introduction of server-side object container streaming, desync has dramatically increased. What is causing this desync and what is the fix?

TL;DRDesync was not caused by server-side object container streaming but by a physics issue, which a physics proxy refactor in 3.9 ideally fixes, with remaining edge cases and latency still being worked on.

Todd PapyGame Director, Star Citizen Live

It wasn't SOCS that caused it. There was a physics issue. And in fact, there was a physics proxy refactor that was done. And we had that fix ready for like 3.8.2. However, the code base between 3.8 and 3.9 had changed so much, so we deemed it too risky to actually check it in. So we checked it into 3.9. It's in 3.9. Ideally, we think that fixed the root of the problem. And then if we run into any kind of edge-based issues, we'll go in and fix those case by case. But ideally, most of that has been resolved. Now, obviously, there's other factors that play into that, whether that be server lag or even we kind of have some internal lag built in. And we're trying to work those issues out right now to reduce as much latency as possible. We know that it's there. It is a focus of ours because it is a huge quality of life issue that needs to be resolved.

Jared HuckabyHost, Community

We've talked about the physics refactor a couple times on this show, actually, throughout the last quarter. It's important to remember that while server-side object container streaming was a big tentpole feature of 3.8, it was not the only feature that went in. So when you see issues like that, it's often easy to go, oh, that was the biggest one, that must be it. But in this case, it was the physics refactor.

Star Citizen Live·
Published on this date.6 Mar 2020

Is ship-to-ship spawning making it into 3.9?

Todd PapyGame Director, Star Citizen Live

First answer, no. It's on our radar, and if I remember correctly, I believe we are working on it in some factor, but it's not going to make it into 3.9.

Jared HuckabyHost, Community

And for anyone that maybe doesn't know what that is, it's the ability to spawn your ship with its parasite craft within it. If it's the Carrack, it's the Pisces, and the Ursa, stuff like that. We want it as much as you guys do. I can promise you that. I've heard Chris bring it up a number of times in the various review meetings and stuff like that. It's just, as with all things, priorities.

Star Citizen Live·
Published on this date.6 Mar 2020
Ships

Are you aware of the ship duplication bug?

TL;DRThe ship duplication bug appeared around 3.8.1 and was hotfixed; if it recurs, players should report it through the Issue Council, since more reports help find its multiple causes.

Todd PapyGame Director, Star Citizen Live

We've had a couple of factors that we've been dealing with. Obviously, we really saw it on, I think, 3.8.1; that's kind of where it reared its ugly head. And then from there, we tried to do some hotfixes for it. So if it's rearing its ugly head again, then send those things in and we'll get it fixed, because it should just be a hotfix versus having to roll out a whole new patch.

Jared HuckabyHost, Community

And of course, when he says send it in, we're referring to the Issue Council, which is the thing on RobertsSpaceIndustries.com where you can submit your own bug reports in much the same way our QA team does. And then you can verify the bug reports that have been submitted by other backers and help us find these things and track these things down even faster. Because again, as we've discussed several times, the same resultant bug can be caused by a multitude of underlying features. So just because you see it submitted already doesn't necessarily mean you shouldn't submit yours, because it may be happening for you for one reason and it happened for that person for another reason. And the more reports we get and the more you can verify them, the more it allows us to track down the multiple underlying causes of these things.

Todd PapyGame Director, Star Citizen Live

Or it gives us another repro case to actually get to it.

Star Citizen Live·
Published on this date.6 Mar 2020

Have there been any major improvements to server-side OCS?

TL;DRNo major player-facing server-side OCS improvements; the work has been on internal editing tools that let designers and artists open nested containers more easily and iterate faster.

Todd PapyGame Director, Star Citizen Live

No. And in fact, I talked to Rob Johnson, our lead programmer in the UK, about this, and not player facing. Now, there's been a lot of work done that's on basically how we edit and how we work on things. Think of it as you work on a file, you export it, and then now you have an OC. Now, a lot of times, let's say a space station is made up of multiple OCs, planets are made up of multiple OCs. What we've been doing is trying to allow the designers and the artists to go into a high-level OC, crack it open and then be able to edit and adjust things. And so it increases the workflow versus having to go: okay, I have my big OC that has everything, and then I go to one of those smaller OCs and open up a different editor window, and then basically just keep on stacking editor windows open until I find the one that I want. So this is a way for us to kind of crack things open and almost Russian doll it down to what we need to do to fix it. So we're working on things that increase our workflow and increase our iteration time.

Jared HuckabyHost, Community

Definitely. On ISC this week, we showcased the particle layer separation tool that was made for VFX. Oftentimes, it's just as important to be developing internal-facing tools to help us track these things down and isolate where the issues are, like with the Russian nesting doll thing you were talking about.

Todd PapyGame Director, Star Citizen Live

So equivalent: if something takes 20, 30 minutes to check on and see if you got it right, you can only do that so many times in a day. But obviously if we can get that down to a minute to check on it, then you're going to be able to get more iterations on it, make sure it's right and then basically move on to the next task. We want to tighten that loop as much as possible.

Star Citizen Live·
Published on this date.6 Mar 2020

Will player-to-player direct cash transfers be in 3.9? This is a major pain point for any group play at the moment.

TL;DRPlayer-to-player cash transfers will not be in 3.9, because the mobiGlas must first be rebuilt in Building Blocks rather than building throwaway work on Flash.

Todd PapyGame Director, Star Citizen Live

It is. No, it's not. Sorry. It is a pain point. We know that. It's not going to be in 3.9, basically. We know that we need to refactor the mobiGlas and actually get it into Building Blocks, and then that allows us to scale. So from my standpoint, that is one of my highest priorities, and I can kind of lay out the highest priorities from a UI standpoint. So on our EU Vehicle Feature Team, we actually have people that are working on the ship HUD and basically moving towards what we need to do, and you start seeing elements of it being pushed out with each release. So basically the center part of the screen versus the upper corner or the MFDs; we kind of just work through each section, and it's the same thing with the player visor. So basically right now we have the bottom left-hand corner, which is the actor status, and then from there we'll be doing the mini map and we'll be doing the weapon section and we'll be doing mission notifications and tutorials. So basically we've got part of the EU Vehicle Feature Team working on the ships, and then we've got part of the Actor Feature Team working on the visor, as well as some of the UI Feature Team to kind of balance between the visor if they need help on those, and then the next thing would be the mobiGlas.

Jared HuckabyHost, Community

And we've touched on this before. We try to minimize temporary work as much as possible. The mobiGlas right now is made entirely out of Flash, and we want to convert it to our new Building Blocks tech, which we first discussed on ISC a couple quarters ago. If we built the technology into it now, if we did the transfers now, we'd have to redo it later, because we'd be building it for Flash. We'd have to redo it for Building Blocks. So rather than spend our time doing work that we know we'll have to throw away in the near-term future, it just has to wait. Again, it's a matter of priorities. But we're very aware. We were actually doing an internal playtest here just with the video team last week. And one of us had a lot of money and none of the other ones did. And it was very much like, I would like to just be able to give you money.

Todd PapyGame Director, Star Citizen Live

So the big thing for us, I think, with the mobiGlas is basically getting that home screen done right. And then from the home screen, it will become basically which prioritized apps. Now, S42 has some apps that they need. And then obviously, the PU has the existing ones that we have, as well as other ones that we've thought about: the transfers, even how we are going to clean up the journals and the logs so that it's easier to use and track. And obviously the contract manager really needs to be cleaned up as well. So there's other apps, but as soon as we get the home screen, then we'll be building in templates to actually get the other stuff as well.

Star Citizen Live·
Published on this date.6 Mar 2020
EconomyUI & HUD

Once mobiGlas is rebuilt in Building Blocks, can we have an app to remote start our ship? People want to be able to just turn on the lights and unlock the doors.

Todd PapyGame Director, Star Citizen Live

I would prefer that just be on the player. It's almost like cars nowadays, if you have just a remote starter. I would rather we do it that way, where you set up something on your ship as a remote start, and then you get close and it unfolds, opens up, and allows you to come in.

Jared HuckabyHost, Community

Like a proximity alert kind of thing?

Todd PapyGame Director, Star Citizen Live

Yeah, I would prefer it to be that way. So I don't think it needs to necessarily be mobiGlas.

Star Citizen Live·
Published on this date.6 Mar 2020
ShipsUI & HUD

Will physicalized inventory make it into 3.9?

Todd PapyGame Director, Star Citizen Live

No. That's waiting for iCache. Basically, we have what we call internally the PIS/PIT system. It's a wonderful name, I know. Really good at naming things here. It's the personal inner thought aspect and being able to pull things off and adjust the way your hotkeys are working and kind of what inventory you have on your person at that time. But as far as physical inventory, because right now everything's global, for us switching over to physical inventory, we need to wait for iCache to come in first.

Jared HuckabyHost, Community

And for more conversation about what iCache is and how it works, we talked about it a bit at CitizenCon, and then again in one of the last two pillar talks.

Todd PapyGame Director, Star Citizen Live

I think that was in the first pillar talk.

Star Citizen Live·
Published on this date.6 Mar 2020
Inventory

Will pirates be able to sell cargo from stolen ships in 3.9?

Todd PapyGame Director, Star Citizen Live

Yes. Well, actually, from stolen ships or blown-up ships? From blown-up ships, yes. From stolen ships, I would have to check in on that. My gut feeling is no right now, if it's not working. Basically, if somebody's taking notes, send me a note to check up on that.

Star Citizen Live·
Published on this date.6 Mar 2020
Trading & cargoSalvage

The unified friends list is coming; we saw our first look at it in ISC earlier this quarter. Is there more grouping and friends work planned?

TL;DRThe unified friends list is a first, minimum-viable iteration that merges several separate lists into one, and further work is expected after it ships.

Todd PapyGame Director, Star Citizen Live

Yeah, I mean, this will be our first iteration on it. And then from there, I definitely think that there'll be more things planned. Right now, I think this is a pretty good, what we consider tier zero, a minimum viable product for it. The one going in, not the one that we have right now. So from there, I'm sure there will be some UI issues or maybe some backend services or some stuff on Spectrum that we'll need to clean up. But I think this one's been thought about from a player standpoint. This is moving forward well.

Jared HuckabyHost, Community

It is cool in the test. I mean, it's a simple thing. But in the test, you can bring Spectrum up on one screen and the game client up on another screen. You can add a friend and it immediately pops up on the other, and vice versa, and stuff like that. So it's an important first step.

Todd PapyGame Director, Star Citizen Live

It's cleaning up a lot of the issues that we had. I mean, the friend stuff before wasn't very intuitive. And then even on the back end, there were almost like four different lists that I had to keep track of. Now it's one unified list. So there's been a lot of work from a technology standpoint to go in and make this work, again, working on the website as well as working on the client. So I think it's a big improvement.

Jared HuckabyHost, Community

Yeah, it's not a flashy feature like a new planet, but it's so important to an online multiplayer game to make the process of finding friends and playing with your friends as easy and efficient as possible.

Star Citizen Live·
Published on this date.6 Mar 2020

Will we see an increase in player server capacity for 3.9?

TL;DRNo increase in player server capacity for 3.9; server framerate is still not where wanted, so work on it comes first, with new code to find thread stalls.

Todd PapyGame Director, Star Citizen Live

No. Right now, I think we talked about it last time, the server framerate still isn't running the way that we want it to run. We have some code fixes in there. It's not a death by a thousand cuts, but basically there's no silver bullet for it right now. So we're going through, and this is another thing that I was talking to Rob about, basically what the plans are to hit this hard. And we have some code that's coming in that we feel will allow us to evaluate those things better and basically see the outlier and see if we're getting stalled on any thread, and then figure out how we can work that out and reduce that stall. So obviously that will have an impact on the server, and then ideally we get the server frame rate up first before we start adding new people in.

Star Citizen Live·
Published on this date.6 Mar 2020
Networking & performance

Will we be able to buy food at the various food courts in many landing zones in the game, and drink at the bar, in 3.9?

Todd PapyGame Director, Star Citizen Live

Yes. The bartender stuff is going in right now. So yes, you'll be able to buy it from vending machines, as well as, I think, there's the pizza brokers and stuff like that. Basically, right now with the bar, we're just making sure everything is copacetic and it works; the feature work has been done. Now, there were some issues that we just wanted to see and make sure everything's good, running it in situation as well as running it with what we internally call services, which is basically mimicking the online state. And sometimes there's been disparity between what you see in an editor versus on the server. It's just making sure that there's no disparity and everything's good, and then it should just go in.

Star Citizen Live·
Published on this date.6 Mar 2020

[What about] Big Benny's vending machines?

Todd PapyGame Director, Star Citizen Live

And actually, I think that I misquoted myself. Well, not misquoted; I said something wrong. Vending machines will not work. So it's something that we were working on and basically just didn't make it. There's us thinking about obviously the Big Benny's version, but there's a holistic approach; we want to make sure that it works and basically acts like a vending machine. And we didn't get that working for 3.9. So at the food courts and at the bar, yes, you can get food and drink, but not at vending machines.

Star Citizen Live·
Published on this date.6 Mar 2020
Economy

Are we going to be able to store food in the ship's kitchen area?

Todd PapyGame Director, Star Citizen Live

Not for 3.9. However, you can store packaged foods on your person, same with drinks, and then you can use it that way. Theoretically, I guess, you can buy a bunch of stuff and just kind of place it in there, but it's not like somebody's filling the fridge for you kind of thing.

Star Citizen Live·
Published on this date.6 Mar 2020
ShipsInventory

How much of the HUD rework will we see in 3.9?

TL;DR3.9 includes the reworked visor's bottom-left section and the center of the ship HUD in Building Blocks, plus some kiosks and the group system, with the rest converted piece by piece over patches.

Todd PapyGame Director, Star Citizen Live

You'll see the visor, and obviously the center of the screen on the ships. It's been reworked and is in Building Blocks now. And then there's other HUD elements, like certain kiosks and other things, that have been moved over from Flash to Building Blocks. The group system. So there are elements on the FPS visor. If you kind of break it down into different screens, basically, you've got your bottom left-hand side; that's Building Blocks. Everything else right now is Flash. And then we're kind of working our way through the quadrants to switch everything over. And it's the same thing that we're doing with ships.

Jared HuckabyHost, Community

So it's not going to be a rip-the-band-aid-off thing, where one day you come and there's a brand new, top-to-bottom, fully different HUD.

Todd PapyGame Director, Star Citizen Live

We're replacing the elements. We're doing it in patches and we're doing it in pieces. So if we could get all four done in that time, fantastic. But right now we've got the bottom left-hand side screen and then obviously the center for the ships. And from there, it's just a process of switching everything over.

Star Citizen Live·
Published on this date.6 Mar 2020
UI & HUDShips

If you buy a granola bar and it's wrapped, does your character eat the wrapper or unwrap it?

Todd PapyGame Director, Star Citizen Live

It actually unwraps.

Jared HuckabyHost, Community

That's a Chris Roberts game. There's no way he'd let us just eat the wrapper.

Todd PapyGame Director, Star Citizen Live

No way. And we saw it three days ago. I saw somebody unwrap it and then basically take three bites, and then Chris got very excited about that.

Star Citizen Live·
Published on this date.6 Mar 2020
Character & clothing

Is there still a small team working on quality of life bug fixes? The game keeps getting new stuff, but there are still loads of persistent bugs that make playing what we have frustrating.

TL;DRQuality-of-life bug fixing is company-wide rather than one small team, with gameplay-experience bugs triaged and prioritized for fixing in the second half of each quarter.

Todd PapyGame Director, Star Citizen Live

It's actually company-wide. It's not one small team. It's company-wide that we work towards fixing this stuff. So internally, we have issues that, let's say, QA bring up, or the Issue Council, or other factors: somebody playing the game just doesn't like it. In JIRA, we have a label called QAGP Review, which basically just means QA Gameplay Review, which then comes directly to me. I triage it, and then I add what we would consider a gameplay experience label on it. And so out of our bucket of bugs, we have what we consider gameplay experience bugs, and all of those gameplay experience bugs have directly to do with quality of life. When we're actually doing bug fixing and release support throughout the second half of the quarter, those quality of life, or basically the gameplay experience bugs, get risen up to the top and get resolved. Because in the past, what was happening was we were actually building up a lot of bugs. We have bugs broken down into five different categories: basically blockers, criticals, highs, moderates and trivials. Now, a lot of the polish stuff and a lot of things that just affect the quality of life are really highs, moderates and trivials. So any of the blockers or criticals basically got resolved, but then that left a lot of highs, moderates and trivials. So this is our way of saying, no, I view this as very important, and so, team, you need to work on this. And it's something that throughout the quarter I'm always chasing down, trying to make sure that the feature teams as well as the content teams have very clear focuses: all right, for the ships, I want to make sure that we're going through and we're hitting the manufacturer really hard and squashing as many bugs as we possibly can for that. For locations, it'll be location by location. Obviously, for feature teams, I just want to make sure that they're going through all of their features and making sure that we have a small amount of issues on them. Because we are a live product and we need to have it running not only for the PU but also for S42, these quality of life issues also affect us when we're developing the game as well.

Star Citizen Live·
Published on this date.6 Mar 2020
Development process

When you go to eat or drink, do you have to take your helmet off first?

Todd PapyGame Director, Star Citizen Live

I'm trying to remember this. I think right now, no, I think so. But it might be that, yes, you do, because we have the ability to block the players from doing certain actions. I'm trying to remember. I can't remember.

Star Citizen Live·
Published on this date.6 Mar 2020
Character & clothing

Will we be getting a remove helmet button with 3.9?

Todd PapyGame Director, Star Citizen Live

No, not for 3.9. Basically, we have the ability to do it, and it's something that we were working on. We have it working with a few helmets, but obviously we have a dearth of helmets in the game that we need to go through and do. And the content team just didn't have enough time to do a pass on it.

Star Citizen Live·
Published on this date.6 Mar 2020

Why would a remove helmet button not just work for every helmet across the board? Is it because of the animations, because each helmet comes off differently?

Todd PapyGame Director, Star Citizen Live

Different sizes of the helmets. And basically, when we actually take the helmet off, I think we're moving it to the hip and carrying it around. There were just some things that we needed to resolve and make sure that the bubble for the helmet and everything like that worked. It's something that they're actively working on right now. It just won't be there for 3.9.

Jared HuckabyHost, Community

Because we don't want it to just be you hit a button and the helmet just disappears.

Todd PapyGame Director, Star Citizen Live

Correct.

Star Citizen Live·
Published on this date.6 Mar 2020
Character & clothing

We've heard very briefly about volatile or perishable cargo. It was mentioned in the Roadmap Roundup and on SCL a couple of times. What is it?

TL;DRVolatile cargo works for mined cargo on two mining ships, becoming dangerous if jostled or left too long unless jettisoned, but does not yet apply to hand-carried cargo, which needs another system first.

Todd PapyGame Director, Star Citizen Live

So what we have working right now for volatile cargo is based off of the Prospector and the Mole. So when you're mining, let's say your ship gets jostled, or based off of what you mine, there's a time associated with it, and it will basically become volatile. And so it can destroy your ship, or you would have to jettison it. So we have it working for the Prospector and the Mole, because the Prospector and Mole kind of have their own internal cargo grids. So I don't want people thinking that it will work with the cargo that you carry around by hand right now. That's kind of the next step that we want to do, but we need iCache first before we do that. Then we can do it for the hands and for the other cargo boxes. But for 3.9, when you're mining, we've added a button on the dashboard. So basically, when you're flying around, it will start blinking. And then when it becomes too hot, or basically too jostled, it will blow up. And so you need to jettison it before it does.

Star Citizen Live·
Published on this date.6 Mar 2020
MiningTrading & cargo

So why do you want cargo to explode? Why do you want another way for my ship to blow up?

Todd PapyGame Director, Star Citizen Live

Well, what we want to be able to do is have different types of cargo. So, for example, maybe you've got data, and the data is encrypted somehow, or maybe it will, almost like Mission Impossible, self-destruct and start smoking. Or in the case that we have, Quantainium, that's supposed to be a volatile fuel. But again, it's risk/reward. I mean, that's really what it comes down to. We want the player to have those kind of... if you want to go for this, then it's high money, but it's going to be high risk as well.

Star Citizen Live·
Published on this date.6 Mar 2020
Trading & cargo

Lots of tests were run last night after the Idris battle was shown on ISC. Utilizing an EMP as currently balanced will likely make the Idris an easy dinner. Does the design team know this? We want a challenge.

TL;DRThe design team knows about the EMP balance concern and expects it to come up, but a crash currently stops internal testing of the Idris content.

Todd PapyGame Director, Star Citizen Live

Yeah. The design team does know. Basically, we're still going through and trying to play it right now. Right now we have a crash where the QA department will be able to get up to the Idris mission, or the Idris aspect, and then that crashes the game. So we haven't been able to do a lot of internal cycles on it yet. But I can guarantee you that those balance issues are going to come up internally, and then obviously once we release it out to you, it will definitely come up that way.

Jared HuckabyHost, Community

Yeah, I'm aware of the interest, but we almost had the segment go out yesterday with no footage whatsoever because we kept crashing every time. That's what happens. Things work, and then they don't work, and then they work again, and we were on that downslope up until late Wednesday.

Todd PapyGame Director, Star Citizen Live

We're still having issues with it. In the meeting I got out of just right before this, we're still having issues with it.

Star Citizen Live·
Published on this date.6 Mar 2020
Ship combatShips

How is PvP bounty hunting going to be different in 3.9? Is it?

TL;DRPvP bounty hunting probably won't change much in 3.9; the speakers are unsure what the roadmap card means and want a real hunting experience eventually.

Todd PapyGame Director, Star Citizen Live

I don't think it is.

Jared HuckabyHost, Community

I think they're referring to a card on the public roadmap about PvP bounty improvements. I think it refers to the synced assassination missions and stuff like that. Well, those are PvE, though. I don't know what it means for PvP.

Todd PapyGame Director, Star Citizen Live

I mean, the improvements are... It's not a big sweeping change. With bounty, the way that we want it to go, there's a fair amount of work there, because right now you don't hunt. You just show up to a place and it's like, okay, there they are. There's no hunting. I want to feel like the Mandalorian or Boba Fett. I want to go hunting.

Jared HuckabyHost, Community

The card, I think, allows players to hunt other players with bounties on their heads. I'm not sure. We'd have to look at it. I made a note here. I'm going to follow up afterwards, and we'll see if we can get some information on that.

Star Citizen Live·
Published on this date.6 Mar 2020

Will the temperature be different on the day or night side of moons and planets, and how will temperature change when spaceship doors are open if the environment's and the spaceship's temperatures are very different?

Todd PapyGame Director, Star Citizen Live

Okay, so first things first: right now it will not be different. That's something that we're working on regarding the time of day change. The other aspects will be based off the room system. So when the spaceship opens, assuming there's not a bulkhead or airlock associated with it, it will be vented and it will take on the larger room, which is basically the planet. And so, therefore, your temperature will drop instantly. But those are being worked on now, so they're not in 3.9.

Star Citizen Live·
Published on this date.6 Mar 2020

Will it be possible to repair, refuel, or restock ships that are currently stored? The pad-based system has been fairly unreliable as far back as 3.0.

Todd PapyGame Director, Star Citizen Live

It'll still be pad-based for right now. Eventually, that's the goal. The goal is for you to land and for there to be a technician there that you tell, okay, I want these things done. And then you go and do whatever you need to do, and that gets fixed in the background. Right now, we know the issues that are happening, obviously with Alisar and even with some of our other locations regarding landing. So it won't be for stored ships yet; it won't work yet. I mean, that's what it comes down to.

Star Citizen Live·
Published on this date.6 Mar 2020

Are the player interaction system improvements on the roadmap significant or just minor updates?

Todd PapyGame Director, Star Citizen Live

Significant. I mean, we're changing... So it really is just the managing of stuff, and the goal is to basically get rid of the PMA. The idea is the player can go in, select the weapons, select hotkeys associated with those weapons, and do all of that in the player interaction system. I feel it's a game changer just because of the time that you spent going back and forth to the PMA before. I think this is a very, very good change.

Jared HuckabyHost, Community

And we've got three more episodes of ISC this quarter. It's not the next episode, but it's one of the two after that. You'll get to see all about the player interaction system and stuff like that. It's really cool looking. It's really impressive.

Todd PapyGame Director, Star Citizen Live

Yeah, I've been very happy with it, and I think the team has done a great job.

Star Citizen Live·
Published on this date.6 Mar 2020

Will consuming food or water take time, or will it be an instant action like using a MedPen? Are we going to chew our food?

TL;DRConsuming takes as long as its animation, currently one bite for a burger, with several bites intended later; food and drink are absorbed over time, and realism will be balanced against fun.

Todd PapyGame Director, Star Citizen Live

Okay, so consuming takes as long as the animation does. Now, what we've talked about in the past: right now a burger would be eaten in one bite. Obviously we know that's not the case. In the future, the idea would be that you take three or four bites out of it and then it's consumed. Now, it depends on the size of the burger. One of the things that we do have right now is that the food basically has kind of a consumption over time, or sorry, absorption over time. It's the same thing with alcohol, with drinks. So basically there's a certain time that it takes to break down and kind of move through your system. Now, what you'll see is basically you've been sustained, and it takes you up to that level and kind of resets the clock. And then, as it's being absorbed, that bar still hasn't been reset and started counting down. It just stays there until the absorption has stopped, and then the bar starts counting down, if I remember correctly on that one.

Jared HuckabyHost, Community

Chris has been known to say for a while: you take things to the point of realism, then you bring them back to the point of fun. The conversation now is about how long it should take to eat a burger. We can go for that fidelity, where you're forced to stop gameplay for a good five minutes while you eat a burger, but that might not be the most fun experience. You take it to the point of realism, you bring it back to the point of fun.

Star Citizen Live·
Published on this date.6 Mar 2020
Medical & death

Can you tell us more about the surrender mechanic that was mentioned in an ISC segment earlier? Instead of being forced to be killed, you can now surrender [in the prison system].

Todd PapyGame Director, Star Citizen Live

Actually, I don't have very many eyes on this one. So my gut feeling right now is, I almost think it's out right now until we do a little bit more improvement on the prison system, because I think you just do get shot, and you'll only go to prison as long as it's basically a security force that's killing you. And then once that security force has killed you, you're stuck in prison for X amount of time. But the surrender mechanic, as far as I know, I don't remember seeing it working with the prison system just yet, but I could be wrong on that one, since it's not under my pillar.

Star Citizen Live·
Published on this date.6 Mar 2020
Law & crime

Will radiation hazards be a part of the upcoming actor status system?

Todd PapyGame Director, Star Citizen Live

It will be, but not for 3.9. For the radiation, I think that's part of version one or version two of what we consider actor status. But basically, we just need a little bit more time on that one, and we're building it up and making sure that it's not only radiation, but other hazards that will affect you, whether that be fire or smoke or anything else that could happen either on your ship or on a strange planet.

Star Citizen Live·
Published on this date.6 Mar 2020
Medical & death

Do you want to give folks an early description of what players can expect for the weapon attachment UI [coming in 3.9]?

TL;DRThe weapon attachment UI brings the weapon up in front of the player so they can swap sights, barrel or under-barrel attachments and inspect it, including outside stores.

Todd PapyGame Director, Star Citizen Live

Yeah, basically we've got certain attachments that you can add, and it'll just bring up the weapon in front of your face, and then at that point in time you can choose: all right, do I change out the sights, or do I add something on the barrel or under barrel? So really, we want to make sure that we're showing off the weapon, as well as that the player gets that tactile experience of switching things out.

Jared HuckabyHost, Community

Yeah, when I was talking about when it looked cool, I realized that I was actually talking about the weapon attachment UI. Not that this doesn't look cool, with the radial and stuff like that, but pulling up the weapon and then watching where the attachments would go and swapping them out is really cool.

Todd PapyGame Director, Star Citizen Live

Yeah, well, I think the weapon team has done a fantastic job over the years building in a lot of detail and a lot of things that the player a lot of times just won't experience when it's only on this side of the screen. But obviously now you can actually look at it and you can really inspect it. I mean, you could inspect it in stores before, but now you can actually show it off outside of stores.

Star Citizen Live·
Published on this date.6 Mar 2020

What about showers and toilets? At some point, the digested food has to come out again.

Todd PapyGame Director, Star Citizen Live

It's not for 3.9. We know we have to do it. It's something that we've talked about with actor status, and it's built into the actor status. I'll still push for red-outs if you're too constipated or something like that. Or blackouts if you smell bad from not taking a shower, kind of thing. Or other players black out, kind of thing.

Jared HuckabyHost, Community

So poor hygiene becomes chemical weaponry?

Todd PapyGame Director, Star Citizen Live

Yeah, basically.

Star Citizen Live·
Published on this date.6 Mar 2020
Medical & death

Trading in 3.8.2 is difficult because stations don't offer enough for Carrack or Caterpillar players. We've missed big, high-risk trading routes for the past few patches. Please give trading a little love.

Todd PapyGame Director, Star Citizen Live

Yeah, I mean, we can go in and evaluate it. Again, whoever's taking notes for this meeting, I'll speak to our guys in Austin about it.

Star Citizen Live·
Published on this date.6 Mar 2020
Trading & cargoEconomy

Why was prison gameplay prioritized over other missing game mechanics?

TL;DRPrison gameplay was prioritized to add risk and consequence for lawbreaking careers like piracy, which is meant to allow greater rewards for them later and create new gameplay such as breaking out.

Todd PapyGame Director, Star Citizen Live

Basically, to actually make piracy more legit. Because right now, if you look at piracy mission rewards versus good behavior mission rewards, there was no disincentive to not be a good boy or a good girl, kind of thing. So this is a way for us to really focus on that and really show that there is a separation between right and wrong. And then obviously this feeds into other careers, like bounty hunting, piracy, saboteur, smuggling, so on and so forth. So this is a way for us to really start enforcing right and wrong in the system.

Jared HuckabyHost, Community

Yeah, we talked a bit with Luke Pressley and the team when we did this segment earlier this quarter. Prisons seem like a punishment. It seems like it's a bad thing for the bad players. But what it actually is: you have to have the risk before we can provide greater rewards. Once we add the risk, we can then create greater rewards for that lifestyle. So it's actually one of those net positive things for the people that want to play on the ill-reputed side of the law.

Todd PapyGame Director, Star Citizen Live

And I guess if you look at it, this does help. Like I said, anything that really is on two sides of the law, whether that be law enforcement, bounty hunting, assassination, piracy, it helps those career paths. And there's gameplay associated with it. So it's not just like other games where, okay, you go to jail, you pay the fine and instantly respawn, and now you don't have anybody looking after you. There's time associated with it. And then from there, that creates new, unique gameplay: do I want to try to break out of jail, or do I want to serve my time? So that's kind of the way that we're thinking about it, and we view this as a foundational element to actually build those careers upon.

Star Citizen Live·
Published on this date.6 Mar 2020
Law & crimeReputation

Will there be any mining missions soon? Like collect five tons of copper or something like that, but missions specifically for mining, as the Prospector and the Mole are out and more personal mining tools are coming out.

Todd PapyGame Director, Star Citizen Live

Yeah, no. I mean, the thing is, with the mining missions, obviously we've got [ships] that we need to build missions for. But right now, I think the way that Tony and CR see mining as a career and missions is a little bit different from how I see mining missions. And so we need to get on the same page first before we actually implement it. So I want to be able to sit there and talk about it with him, explore the pros and cons of each, and then we go from there.

Star Citizen Live·
Published on this date.6 Mar 2020