Star Citizen developer Cloud Imperium Games announced today that the game’s regional servers feature is coming out sooner than anticipated. Creator Chris Roberts said in a note today that the release of regional servers is being moved up to Alpha 2.6.1.
Regional servers will allow players to choose a server based on their geographic location. The options include North America, Europe, and Australia. This should, in theory at least, provide an optimal connection. “Once these are running, we’ll be able to run more tests to assess whether more locations will be needed,” Roberts said.
Speaking generally about Alpha 2.6.1, Roberts said the patch is “progressing nicely.”
“There’s still some UI work to complete and stability issues to iron out, but, as you can see in our updated production schedule report, we’re almost ready to get this latest patch into the players’ hands,” Roberts said.
Star Citizen has brought in more than $142 million from its massively successful crowdfunding effort. Parts of the game have been made available but the full title is without a release date.
I have been following the development probably 2 years before I back, out of all the videos and streams, this stream in particular stands out. The interaction with the stream was on point, the inside look at seeing development in action, the comedy and laid back nature, I could go on and on. The gaming industry needs to see look at this stream and do more of this. This was extremely successful and I look forward to seeing more of this. As far as a name goes I got nothing maybe something along the lines of Ar’thalok. I’m guessing there is more then just one maybe that’s the species name?
We humans have mostly observed them from on high, being that we have not colonized Etos under the Fair Chance Act. The creatures are legendary because the only primary sources on them are from the daring outlaws and poachers that have encountered them on illegal forays to the surface of Etos. The high class, black market purveyors and purchasers of C. etosis chitin call them Etosi Flyers. Most that are familiar with them on a more personal level call them Elephant Skeeters, on account of how they could drain an elephant in one go.
It’s a Gritspitter. Shout out to the Twitch Streamer. But In lore it eats a particular kind of mineral. This mineral when mixed with its stomach acid makes a potent poison which it spits at its prey and enemies.
The Grit is extremely sticky and contains bits of rock. The compound within the rock is a potent numbing agent and once mixed with the stomach acid can be use paralyze/poison its prey from a distance for easy long distance attacks. It’s known to swoop down and grabbing the prey and flying to a high perch to consume its victim.
The stinger also has the unfortunate use of depositing the Gritspitter’s eggs in an unsuspecting victim. The eggs gestation is extremely short once laid and a juvenile gritspitter can emerge from its egg with 1-4 hours after injection in a host body.
Maybe this idea might be used sometime down the road after full release, That way if the developers come up with any other weird creatures in the show, they can be used to create this system. Keep the system secrete and add some extra unknown creatures “insectoids” and make it a future adventure or open mission.
This is probably one of the best show ideas you guys have done. Please do more of these artistic creating happy hour shows rather than you guys playing the game and not really answering questions. This was a great format and it was so good, that I can’t wait to show all of my 3D modeling students this video.
When you create a show like this people want to share it, people love to see things being created before their eyes, to others it’s like a magic show making something like that spider appear out of nothing, from start to finish. Why do you think the Bob Ross shows are so popular as well? Why do people like watching PCs getting built and put together (in real time)? They love seeing the process, what they don’t like is when you quickly fast forward through it all and skim over it.
You don’t have to create one creature or object ever time, you could create a creature spread through multiple happy hours, from start to finish… From concept, to 3D modeling, to rigging, to animation, to texturing, and so on… Heck I could watch a character, creature, or even a ship being 3D modeled throughout multiple happy hours. You could start off where you left off from the last happy hour.
The only competition Star Citizen really has is the upcoming Mass Effect Andromeda at this point, and Elite Dangerous perhaps in the long run as it populates its universe with more and more features and game content assets.
But not this game and definitely not NMS. I think this is a nice indie game, but let’s look at game budgets too. Its like saying Kerbals Space Program is a threat to Star Citizen in any way shape or form. Not in the same league.
For every person who complains that all they do is work on new ships, there’s another person who complains that all they do is work on planetary tech. And for all who say that there are many more who complain that all they talk about is guns, or item 2.0, or economies, or whatever. But the fact that everybody always seems to have their own thing “is all they are working on” makes it pretty clear that they are focusing equally heavy on all of the key components.
In case you were not being sarcastic; they are still working on the modules and components, the puzzles are taking shape and some are near completion, but until that puzzle is 90% together, whatever it is we play is a far cry from how the game will look and feel. 3.0 will be like looking a thumbnail of the completed puzzle; it’s a taste of what you’re going to get and until then, judgement is purely skeptical.
What is it with 90% of all these gameplay videos where the players constantly act like 10 year olds and can’t figure out basic things like, “oh I an open hatches to find stuff! Let’s walk past 20 lockers without opening them, constantly ranting that ‘I need to find gear’…” “Oh look, a warp cell, wonder if I by any chance should pick these up and insert them in the holes, shaped like the cells by the warp engine”.
are you talking about SC or hellion? cause i saw planets in SC, not in hellion for now. i am sceptical about hellion cause it seems more like a game trying to jump on the banwagon of SC for some quick easy cash, and i don’t see the actual fun in the game yet. sure it is impressive but impressive dosen’t mean fun. changing each individual components of a ship every minute to keep it flying is not fun IMO.
Absolutely Epic i’m playing star citizen since day one pre alpha and we havent reached that realism yet! im one of the few Idris funders as well so i know what i want from a Space Game like this and this Devs do it the right way ! All this without a multimillion Dollar funding in the back hat off Inspirational! Im not gona miss this Gem for sure! Im wondering what the Glowing planet in the vicinity means maybe our goal to go to and find out what happened there ?
Samnite2142 I understand that completely, and probably should have used a different term than ‘higher level’. By that, I meant they were two games reaching for two very different endings all together.
One game, SC, is reaching for an over arching space sim, with MMO elements such as ‘quests’ (for lack of a better word), as well as an over arching campaign. The other game, Hellion, is reaching solely for, from my understanding, solely a survival and PvP style of gameplay with no over arching campaign, and no other main objective other than expanding a base and killing others.
Star Citizen is one of those gaming titles that have a lot of things going on all at once. It’s a crowdfunded sci-fi title that’ll grant you a massive universe to explore, but also have lots of battle elements, and even several dedicated storylines, including ones featuring legendary actors like Mark Hamill and Gary Oldman via Squardron 42. Because of that, the team like to ensure the fans have a lot of updates talking about what Star Citizen does.
So, the team did a monthly report on their site to show off all the advancements that have happened recently. Starting off the noting of the launch of Alpha Patch 2.6.0, which was a big release for them. They then broke down what happened in January by section of game design.
For example, on the “Engineering” side, the team worked a lot on the character customization screen and mechanics. They also worked on how the map of the game would work, and allow for players to go just about anywhere and have stuff to do. A lot of tinkering was had on this section. On the “Tech Design” side, there was the inclusion of new ships, Item 2.0 support, and prototyping.
There was much work done on the “Art” side, include many concept art pieces in regards to both armor and ships, as well as key ships getting made in full. More and more clothing and armor will soon be available in game to try out. In “Narrative”, the team is working hard to flesh out missions, as well as continue to work on Squadron 42 and its many aspects. Also, the Xi’an language continues to advance, adding more depth to the culture in the process.
There’s a lot more that went down in Star Citizen recently, for the full briefing from the team, be sure to check out their site. Once you do, let us know what you think of the games advancements, and what you’d like to see from them next.
The team behind Star Citizen are arguably among the busiest of all video game developers. Mainly because Star Citizen aims to be one of the biggest, and most complete video games of all time. Add that to the massive success of their ongoing crowdfunding campaign, and they now have a lot of people to satisfy. On that note, they gave an update yesterday about how the game was progressing, mainly on the alpha and server front.
First and foremost, they noted that all teams are working on the upcoming Alpha 2.6.1 patch, which they also say is going well. They’re honest in saying there are some issues that still need fixing, mainly stability problems and UI issues. However, they still feel confident that they’ll be on schedule, and will have this patch in the hands of players soon.
Which brings us to the announcement that they’re ahead of schedule in regards to the Regional Servers. They’re so far ahead that they’ll be bringing them to the 2.6.1 patch. Through this, players will be able to choose a server that’s closest to them, and thus give them a better connection and service. And for the Star Citizen team, it’ll allow them the time to test and see if another regional server is needed.
The Star Citizen team thanks you the fans for their continued support, as well as coming to see them at shows like PAX South. In fact, they’re so touched, they made a new video series called Citizens of the Stars, which focuses on you the fans and why you’re a huge part of what has made the game a success. It’s available on the site for viewing.
Star Citizen Team Gives Update On Regional Servers was last modified: February 4th, 2017 by GlyphMasterson.
Star Citizen single-player campaign, titled Squadron 42, has never had a firm release date since it was announced several years ago and it was absent from streams this past December. While speaking with Germany’s Spiegel Magazine (as translated on reddit ), Cloud Imperium Games co-founder Chris Roberts apparently expressed some apprehension about even hitting the target this year.
While most of the interview is just a rehash of old details about Squadron 42 alongside an interview with a wealthy Kickstarter backer, there’s one last quote that’s generating strong reactions amongst the Star Citizen community.
“This year we will finish,” says a quote from Roberts cited by the publication. However, the project head paused and added “probably” to his statement.
What we can gather from this statement is that, while nearing a public state, the fate of Squadron 42 and Star Citizen still remains very uncertain. To faithful backers, this makes sense, of course. This undertaking and its many offshoots are still in the thick of development. Even its playable components are cautiously described as alphas. That being said, it can be difficult for developers to manage timelines and fulfill obligations. While Cloud Imperium Games has recently stepped up its transparency through more frequent updates, this waiting game has characterized all of Star Citizen from the start.
What we do know is that the 28-episode experience intends to offer a robust narrative with some top-tier talent including Gary Oldman, Mark Hamill and Liam Cunningham. When everything is set to go live, the current plan is to only have episode 1 ready to play.
Star Citizen fans are getting anxious as CIG plans to reveal some of its 3.0 alpha internal timelines next week, but there’s still reason to be dubious. After all, those same development notes also promised Squadron 42 would be out by 2015 too. Amongst some backers, there’s a sense that this developer has intentionally withheld information to keep hype and sales going.
Star Citizen is partially available in alpha for its backers on PC. For now, Squadron 42 is slated to release in 2017.
What do you think of this latest Star Citizen development? Will 2017 be the initial release year for Squadron 42? Tell us in the comments section!
Backers of Star Citizen, the extremely ambitious crowdfunded project headed by Chris Roberts of Wing Commander fame, have been waiting for this day for over a year. Star Marine, the game’s FPS module, has finally been released alongside a major update to all of the game’s features with the Alpha 2.6 patch, adding new flight-ready ships, locations, numerous bug fixes and tweaks.
The biggest feature of the update is the addition of Star Marine, as mentioned above. To those unfamiliar with Star Citizen’s model, the final release of the game, called the “Persistent Universe,” will integrate all features and systems into a single seamless MMO experience. Leading up to release, however, the developers have cut up the game into modules, each focusing on a main aspect of the game, and are releasing these modules one at a time, allowing backers to test out the features.
Star Marine is the FPS module of the game. It was first announced back in mid 2015, however after being hit with an indefinite delay, no-one knew when it would actually arrive. That said, it’s not like this is the first time players can try out the shooting mechanics of the game, as personal weapons were already implemented in the game’s current Alpha open-world section, which is limited to a single star system.
The FPS module launched with two modes and two maps. The game modes are pretty run of the mill, one being FFA while the other is team deathmatch, and the maps themselves are set either inside a space station, or in a zero-G environment.
Star Citizen’s dogfighting module, Arena Commander, has also been updated with three new multicrew ships and a swarm game-mode. A whole lot of balance changes have also been implemented, likely changing the metagame once again. The current mini-Persistent Universe has also seen a number of additions, including 8 ships which are now flight ready, including the Drake Caterpillar, now the largest flyable ship in the game. The cargo-hauler is among the game’s oldest ships in terms of availability, and now backers who bought it, possibly even years ago, are given their first chance to take the hulking beast for a spin around the system.
New locations, weapons, missile variants, salvage locations and UI improvements were also added to the game with the 2.6 update alongside the main features and several bugfixes. Most noticeable of the latter is the significant increase in optimization and stability. Since Star Citizen is running on a highly modified version of the CryEngine, it’s been notoriously tough on hardware, with even the strongest gaming PCs breaking a sweat. Achieving 60 FPS at 4K on max settings was nigh impossible for the average player. While the last statement is still true, the game will make your PC feel less inadequate than it did before. Framerate drops and crashes are less frequent, and stronger PCs will finally be able to run the game on the higher settings without serious issues. The netcode also got some upgrades, so random disconnects won’t be as frequent either.
The other major bit of news regarding Star Citizen is the integration of Amazon’s Lumberyard engine into the game. To clear things up a bit, Star Citizen didn’t undergo a complete engine change – that would be absurd. Star Citizen has used a highly modified version of Crytek’s CryEngine from day one, and Lumberyard is also a highly modified version of CryEngine. Amazon has been using the latter for some time now, improving certain underlying systems which incidentally play a critical role in Star Citizen. Cloud Imperium Games’ cooperation with Amazon has allowed them to integrate various features of Lumberyard into Star Citizen, leading to a smorgasbord of under-the-hood improvements – an example of which are the netcode updates mentioned above.
With the long-overdue release of Star Marine, the addition of all these new ships and the multitude of stability improvements across the board, Star Citizen is definitely closing 2016 on a high-note, in spite of the roller coaster-like nature of the past year.
Cloud Imperium Games and Roberts Space Industries announced that the alpha 2.6 update for Star Citizen has been released, featuring new ships to fly such as the the Origin 85X, Drake Caterpillar, Drake Herald and Aegis Vanguard Hoplite. They have a selection of new ship weapons available for pilots to use as well, including more than 25 new missile and laser weapons.
Over on the official Roberts Space Industries site they showcased all of the new content in alpha 2.6, including posting up a half-minute video featuring the weapons that you can check out below.
They’ve made many modifications to the vehicle and on-foot third-person camera, fixing many of the ‘under the hood” mechanics to make it more cinematic and user friendly, this includes three new camera modes for third-person view: chase camera, vehicle orbit and passenger orbit.
With the inclusion of the Star Marine module they’ve also introduced the new health system that sees players bleeding out. Bleeding is a stackable state, so the more you bleed out from different body parts, the more likely you are ot bite the dust. Each body part can also enter a damaged or bleeding state, so it’s possible to leg-shoot someone until you do the equivalent of severing an artery and have them bleed out to death.
You can stop bleeding by using the Medipen to fix the injured limb.
The new scoring and leaderboard system was also implement with Star Marine, along with two different game modes and two maps.
Arena Commander was also updated with the new Pirate Swarm game mode, along with new promotions done through a UEE Navy Arena Commander leaderboard.
Blues also pointed out that CIG has switched over to Amazon’s Lumberyard game engine, which is based on the CryEngine technology.
However, the switch came in favor of Amazon’s AWS cloud services for multiplayer networking. The Lumberyard is designed for large scale shards supporting massive multiplayer environments with better optimization and streamlined seeding over the CryEngine.
The CryEngine, Unreal Engine and Unity aren’t very convenient for massive, open-world, procedurally designed MMOs. They’re better suited for high-end, small, instanced area environments. However, RSI and CIG wanted to go for super high-fidelity rendering and the CryEngine was perfect for that sort of stuff early on in development, so that’s why they went with the CryEngine. However, the engine scales horribly for MMOs, which is why they’ve eventually switched to the Amazon’s AWS and Lumberyard.
In their production schedule they note that gamers can expect new mercenary missions and quests, repair functions for the ships and new salvage features in version 3.2, due next year. They also have plans on adding six new ships. 3.3 will go even further by adding farming, rescue missions, professions and new solar system locations.
Star Citizen’s artists have released a stunning trailer for an updated version of the Vanduul Scythe fighter.
The Vanduul is one of the alien races in Star Citizen. Standing at approximately seven foot tall they are slightly different to the average human but the Scythe will be adaptable for human flight. The Scythe was the first alien ship to be seen in Star Citizen making its debut back in the original Kickstarter video.
The ship has been made using the new Physically Based Rendering system with new details being added to the original model. The team has spent time recently expanding the look and feel of the Vanduul race and this has directly affected the new details.
Revealed on episode 56 of Wingman’s Hanger, a weekly update web-show, by Star Citizen’s Chief Visual Officer the new detailed Scythe certainly went down well with fans. Here is the sneak peak trailer of the Scyther!
Roberts Space Industries is a spacecraft manufacturer within the persistent-world game “Star Citizen” and its companion single-player spaceflight sim, “Squadron 42.” RSI is also your portal for information, updates, and purchases of your very own spacecraft with which to trade, plunder, and protect the citizens of Star Citizen.
The original SQ42 trailer is massively dated compared to now. Look at the F7A, then look at the updated F7A mark2 that chris smith recently showed off it looks insanely different. Also look at the sneak peek of the new Bengal super carrier it will be bigger than the one in the SQ42 video and vastly improved on the inside to. Star citizen is what it looks like for real. Wait until you see the new SQ42 trailer which im betting will be at citizencon. It will annihilate the original one.
The best way to try it out is once you’re disconnected from the server .. Gonna try it out tonight with my i7/GTX980/16GbRam and share the results, because for me while playing online I only get around 20/30 FPS and even lower on the new GrimHex station –”
SC will not use traditional server methods, they will use digital cloud based servers, achieving far faster results in terms of latency / positional accuracy than conventional server hosting methods. That being said, currently im not sure if they are using standard hardware servers (-wouldn’t be surprised for pre release) or the cloud system in 2.5.
Google is “onboard” in assisting the development of the cloud servers, as far as i know these servers will actually be Google facility’s. The cloud system they aim to use in the final release is supposed to be “pioneering” for the MMO industry.
Changing graphical settings does essentially nothing to performance, so if the game would be “playable enough” you might as well set things to high. You’ll get a prettier game without losing much or any performance because something else (netcode) is munching your frames, not the visuals. Your PC can handle those.
Just check out the FPS in Arena Commander. Youtuber by the name of BoredGamer also has a guide on somewhat better performance but it did fuckall for me since my PC can handle the graphics ezpz even with inefficient settings. Might do more for you, so there’s that as suggestion.