What else are you looking forward to in Star Citizen?
TL;DRChris Roberts looks forward to personal inventory and medical gameplay with hospital respawns in the next patch, then persistence, persistent hangars and habs, a revised cargo system, and better AI once server tick rate and state persistence improve.
Well, I mean, outside of the meshing and the persistence, there's some really cool features that are coming online. Actually, the next patch, so 3.15, I believe it hasn't aired just yet. I don't know when we have this thing edited. So it may have come out in a Calling All Devs or not by the time you see this. But Richard Tyrer is going to go over the personal inventory and the medical gameplay, which is a big thing for 3.15. I mean, first of all, the personal inventory is another part of that proper persistence and the world behaving like it's meant to, where you don't have this infinite bag of holding where you have every single armor piece and weapon and cloth and you can access them all and equip all of them. That's not realistic if you're running around out in the Sahara Desert, you don't have access to all the stuff, you just have what you can carry on you. So personal inventory is going to be about what you can carry and how you can equip that, whether you have something in a backpack, whether you have something on your suit, and it'll be just limited to what you can use and carry. It's also coming with a whole new way to equip your character, because to be honest with you, the PMA is horrendous. It's the most counterintuitive...
PMA?
Yeah, it's a personal management app. It's like how you currently put clothes on, but anyway, it wasn't done properly all those years ago, and then we were always like, we're going to fix it up, and haven't got around to it, but we have a whole new way of equipping and doing it, which is much more a paper doll drag and drop setup, and it's going to be far, far more intuitive, far better, and will allow you to properly behave like, okay, I'm going to wear my civilian clothes now, okay, I'm going to take that off and now I'm going to put on my armor, but it will be limited to what you have around you, whether it's in your hab or in your backpack or you're right next to it. And it will make your behavior be much more like it would be in real life. So that's a big deal. And the other big deal is the medical gameplay, which is really the first stage of the death of a spaceman, which I talked about many, many years ago. And that involves allowing players the ability to fix up and heal people at varying levels of damage, more so than we can do right now with a medpen. Also revive people depending on the severity of injuries. And then it involves also the respawn mechanics. So if you die, you get brought back to life in a hospital bed. Currently, there's been a slight tweak to a bit of the lore, because I saw some people get quite upset about the fact that we mentioned that the respawn in a place away is now being covered by the fiction of you've recorded your DNA and you're cloning. But the bottom line is if you got atomized in an explosion on a planet somewhere, how are you finding that body to recreate the person? That just doesn't actually make much logical sense. So the kind of concept we would have is that you can only come back to life so many times, which is basically you've taken a little bit of your DNA and you can grow a clone, but you can only do that three or four times. It's like having three or four lives. After that, your DNA's degraded too much and you're basically permanently dead. Your next of kin will take over in the game, which is the death of a spaceman mechanic. So it's exactly the same as the death of a spaceman mechanic that we had before, which was you had only so many lives before you would have to pass on to your next of kin. But just scientifically working, I mean, it's all hand-wavy at this point, but it just logically makes a bit more sense and also allows players a choice if they don't want to wait around to see if someone can rescue them or find them. Because it may not be dead if you die on a planet, or you freeze to death on a planet and no one's around to come get you. That's not a fun game experience. You may want to just respawn back in New Babbage. But anyway, so it's the first stage of that. We delayed it a little bit. We could have pushed it to get it into 3.14. We wanted to hold it to 3.15, mostly because it's to do with the hospitals that you respawn in. If we had it in 3.14, we would only have two locations that would have hospitals, which would have been Orison and New Babbage. With 3.15, we also get all the space stations and Grim HEX. And the space stations are in orbit around every one of the planets. So even if we haven't got the Area 18 one or the Lorville one, Maria Pure of Heart, done just yet, they'll be in, I believe, the subsequent release, maybe the 3.16 one. I'm not sure, I'd have to take a look at the release schedule. But now we've got a place that no matter where you are, you would basically respawn where your home base is. So that was one of the biggest reasons. And just to give a little bit more time to polish things like the UI and the experience. And that's kind of one of the focuses that we'll have going forward. It's a bit of a shift, but to try to deliver more final or more polished features rather than a very basic version that you then leave for a while before you come back to it. So those are big things. The persistence, which I mentioned at the end of the year, the proper full persistence of being able to remember where all these items are, which opens up having your own hab that you can store things in, your own hangar. So we're going to have persistent hangars and persistent habs too. I don't think we've put those on the schedule just yet. They will be there shortly after persistence, but that's a big deal because then storage space and where you keep things and where you store things will be huge. And I think that will radically change the game experience that people will have. So those are all very cool stuff. We're also working on the proper iteration of the cargo stuff. So a whole revised cargo system that will be just much more physical and practical and ties into the object and item persistence that I've been talking about. So for the traders out there, it will be a lot better. And I swear to God, the AI guys are working on some really good, cool stuff. And I'm determined to make sure that in the live game server you actually see it, because really there's a lot of problems that come because of the low server tick rate. It's really quite frustrating because in reviews I see fun behaviors, a lot more behaviors than are actually in the PU right now. And it's a lot smarter, but you get into the live game like I did with my nine-year-old daughter last night, and there's just a lot of people standing on tables doing nothing.
You got reamed last night.
Yeah, I got told off, I was told I should be embarrassed to have all my AI standing on tables. But yeah, because I mean, the AI is actually very powerful and there's a lot of really interesting stuff that can be done. It's more a matter of the server being able to run fast enough to handle that. And then there's some synchronization things that we have to fix. The AI system, like the streaming in and out of stuff, the object container streaming, which is both on the server now and on the local, but the server one's the problematic one because that has to remember state when it comes in and out, and that's one of the reasons why the persistence that I talked about there, the entity graph, is really important, because you really need to remember all the state properly. And right now, we don't remember the state as well as we need to, and we do need it for server meshing, but that is one of the reasons why you see AI problems out there, is because they were streamed out in a state like sitting on a bench or doing something. And then when it gets streamed in, it hasn't remembered that state properly, and that's how they stand on a table or T-pose. Because we're always streaming in and out stuff as you're moving around the world. And the AI, if we were not streaming stuff in, you wouldn't see a lot of the problems you see. But unfortunately, we have to stream things in and out because we can't keep everything in memory all the time, so the global persistence will also help a lot with that. So that's a very short answer.