Essence_of_Meh

joined 2 years ago
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Alpha 4.3.2 is Live (robertsspaceindustries.com)
submitted 1 day ago* (last edited 1 day ago) by Essence_of_Meh@lemmy.world to c/starcitizen@lemmy.world
 

Patch notes

  • Yormandi Encounter
  • Structural Salvage Update
  • Economy Balance Changes
  • Frontier Fighters Finale
  • Wikelo Updates
  • Additional Gameplay Updates
    • PVP Missions will now be in their own tab on the contract manager
    • Updated “Sweep and Clear” missions to only display mission locations in the player's local planetary system
    • Place from Inventory has been disabled in 4.3.2 due to issues with the placed items vanishing. This will return once properly resolved.
  • New ships
    • Anvil Paladin
    • Esperia Stinger
    • Grey's Market Shiv
  • Aegis Reclaimer Updates
  • Nova gatling and Scorpius turret added to shops
  • Weapons
    • FPS Weapon Balancing
    • Balance update for FPS tractor beams
    • Updated the following weapons to have consistent SCU sizes (these were inconsistent outliers): Volt LMG, FS9, P4AR, P6LR, F55, Arclight, Ravager
    • New weapons
      • Killshot Rifle
      • Pulverizer LMG
      • Behring Binoculars

Bug FixesVehicles & Ships

  • Cargo & Storage
    • Fixed an issue where freight and cargo stored aboard vehicles would disappear after storing and retrieving the vehicle
    • Resolved cargo transfer failures when vehicles were not properly aligned parallel with the cargo transfer box at ATC loading zones
    • Mission inventories for Hauling Contracts should now be accessible to players and not block freight elevators
    • Fixed items placed on the Greycat MTC storage rack becoming unable to be picked back up
  • Ship Systems
    • Corrected landing gear max speed limitation, which was incorrectly capping speeds at 10m/s instead of the intended 10-30m/s range
    • Fixed the RSI Constellation's docked Merlin disappearing during server authority transitions
    • Resolved issue preventing players from routing Quantum Travel back to their ship via Starmap
  • Ship-Specific Fixes
    • Fixed the Anvil Asgard's top missile turret being too easily destroyed
    • Corrected asymmetric engine exhaust trail VFX on all RSI Apollo variants
    • Fixed doors on the Aegis Retaliator's front and rear modules being unable to open from inside the vehicle
    • Resolved KRIG L-21 Wolf bespoke weapons displaying as "item_name" on ship MFDs
    • Corrected the name of the Mirai Guardian Black Magic Halloween livery
    • Fixed an issue causing the MISC Prospector On-screen warnings to display twice
    • Fixed the prisoner bay pod missing from the ANVL Hawk

Missions

  • Mission Progression
    • Fixed the second wave failing to spawn during UGF missions, preventing completion
    • Resolved Eliminate All missions not completing after all hostile AI were eliminated
    • Fixed Search and Destroy mission ping markers not updating after pinging empty locations
    • Corrected Medical Rescue contracts not ending after successfully healing the rescued player on a medical bed
  • Mission Issues
    • Resolved CODE 30031 network errors occurring when accepting Medical Beacons
    • Fixed excessive Guard AI spawning at lawful UGF locations
    • Quantum Beacons should now be present for Service Beacon Medical Assistance missions

UI & Interface

  • Fixed Corbel Armor arms blocking VLM and Comms from displaying on mobiGlas
  • Corrected ORC-mkX Core Armor series being mislabeled as Light Armor in inventory descriptions (should be Medium)
  • Fixed players being unable to open the Game Options Menu (ESC) if it was left open when they died and respawned
  • Resolved issue where the option to file charges against another player who killed you would not appear

Locations & Environment

  • Fixed Executive Hangars experiencing scenario-side stalling issues in Pyro
  • Added missing sound effects to elevator doors throughout various locations
  • Corrected see-through textures and incomplete art on executive hangar crates
  • Fixed missing main light source in the Crossroads of Crime Arena Commander map
  • The Maintenance Garage door at the Stormbreaker locations should now open correctly when a player inserts the Maintenance Keycard
  • Players should now be able to use all location ladders to climb up and exit the top

Gameplay Systems

  • Inventory & Items
    • Resolved excessive delays in inventory system when the pending moves queue became stuck
    • Fixed items randomly returning to their original inventory when attempting to drop, transfer, or equip them
  • Combat & Physics
    • Fixed NPC animations breaking and playing multiple hit reactions simultaneously when taking damage and dying
    • Resolved projectiles not registering when fired through water from either direction
    • Fixed medical bed Tier 1 maximum respawn distance being incorrectly calculated
    • Fixed an issue where a player gets a crimestat for defending themselves in FPS combat, even though the attackers locked and fired missiles at them from a ship

AI & NPCs

  • Fixed Ninetails faction members spawning without their proper loadouts and equipment

Arena Commander

  • Corrected player BPM (heartrate) not decreasing after respawning in Gun Rush, Team Elimination, and Single Weapon Elimination modes
  • Fixed Kill Collector FPS mode rewarding all players instead of only the top 3 finishers
  • Resolved players with the Halloween Badge loading into Single Weapon Elimination without a body, showing only a glowing skeleton head

Long Term Persistence

  • Fixed Pristine Medals not persisting between game patches

Technical Updates

  • Fixed 8 Client Crashes
  • Fixed 4 Server Crashes

I haven't seen any info on that nor had the time to watch the upload so no idea. Hopefully someone more familiar with the show will have some answers.

Cyberpunk 2077It's time for V's depression arc. After botching the gig of her life, nearly dying and losing her apartment due to unpaid rent during her recovery she's back to minor jobs and turning tricks just to survive. Things are looking bleak but that's the Night City way, isn't it?

I enjoy this role-play heavy playthrough more than I though I would. There's a lot more downtime and conflict avoidance, making me feel more like part of the world than a normal playthrough. I also get to familiarise myself with the city better thanks to the lack of car and disabled fast-travel forcing me to walk more.

I still need to force myself to not slip back to my usual way of playing (unlimited hacking works) but I'm getting used to it. I'm sure it'll lead to some painful encounters while I'm still figuring out what to focus on but it should be worth it - if only for variety's sake.

Halo: Combat Evolved AnniversaryLast time I mentioned the secret videos being kinda meh - well, the one on level 9 (Keyes) was pretty interesting. I missed 2 videos so there might've been something else but that's where I'm at with them for now.

As for the game itself... I appreciate it from a historical perspective but I don't think I'll be coming back to it any time soon (unlike Reach). As game progressed, both level design and many of the encounters turned from "it's neat" to "there's more?! just let me progress, please", turning a fun return to a classic into an exhausting experience.
I feel like this is one of the few games were age really affects my enjoyment of the whole thing, which is funny because I didn't have similar issues with ONI (and that one is even rougher as a product).

I don't regret it but I'm glad it's done.

Halo 2: AnniversaryThis game feels very different right off the bat. Even disregarding the Anniversary version improvements, the bombastic opening and light-hearted dialogue make the whole thing feel more like an action movie than an unnerving wannabe horror experience of the first game. I'm not saying that the original didn't have cheese or that this game won't have more serious moments but going through the start suggests a very different experience. Also, that Miranda Keys voice acting... it's not great. Everyone in the game sounds fine except for her, no idea what happened there.

I really like Halo's take on future earth, especially with the updated Anniversary art style - it looks great! One nitpick here is that the moment you look outside the designated arena (even places you can easily walk to) things start getting real empty pretty much right away. It's not a huge issue and doesn't really take away from the atmosphere but it did catch my attention.

Just like with the first game, I think they did really good job with the remaster. Refreshed art style, updated music and sound effects, new cutscenes - it all combines into a great package that feels awesome even today. I was a bit sceptical in terms of what to expect from these updated versions so I'm glad I was wrong.

Secret videos are another improvement - they are way more interesting than the ones in the first game. Maybe it's because I don't really care about the Forerunners storyline or perhaps because these ones are more directly relevant to the games I played. Either way I liked them more than Guilty Spark's monologues.

One technical issue that's bothering me (also happened in ODST) is that game mostly works fine but sometimes it registers my mouse input as if I clicked on the second monitor, losing focus until I click back on the game. Doesn't happen often but it can be a huge pain in the middle of combat. I could understand if this happened all the time due to window mode setting but nope, it's completely random.

Halo 3: ODSTLast week I said I won't be pausing my Halo 2 playthrough to play ODST... well, I ended up doing just that.

I liked it quite a bit and found the hub based progression + multiple perspectives to be an interesting departure from the usual formula. I was expecting to feel a bit more vulnerable as a "normal dude" but considering how quickly you can die on Heroic in other games the difference is pretty much non-existent. What is noticeable is the gun feel - none of the weapons sound or feel as good as those in other games. I do like the pistol at least, not because it's an exception or anything but it's a perfect tool to thinning out the enemies from a sniping distance. It's pretty crazy.

Despite great presentation, both voice acting and some of the cut scenes make the game feel just as light-hearted as the beginning of Halo 2 - it doesn't prevent me from liking the characters and their interactions but it's not really a grunt experience I was expecting it to be. I don't have a problem with Holywood Halo but I do prefer the atmosphere and tone of Reach and the few books I read. There are still some beautiful, melancholic moments however they feel like a bonus rather than a main goal.

Unlike the anniversary versions of CE and 2, this game has secret audio logs instead of videos which I like quite a lot. They're actually my favourite of the secret logs so far. They have great voice acting, simple but engaging story and good pacing (no weirdly placed sudden cut offs like in Halo 2 videos for example). I missed about half of them so I'll have to go back and fix that - something I didn't really feel compelled to do with Halo 1 & 2.

One thing I've noticed while playing the Master Chief Collection is that each game I play sounds quieter than the last. Reach > CE > 2 > ODST - every change of game required me to pump up the volume to get thing were I want them to be. Not a huge issue but certainly a weird one.

Also, and this might sound like a hot take, so far Halo 1, 2 and ODST all had certain segments that felt way too long for what they had to offer. As fun as these games are, these segments did little to help keep me engaged and slowly strengthen the feeling of exhaustion whenever they happen. I'm still planning to go through the rest of the MCC but I hope they'll won't become too common going forward.

I dunno - is this because I'm playing on Heroic? Does it extend combat encounters or cause any similar changes to the levels? Am I "reaping the fruit of my hubris" or are the games just like that?

This probably sounds more negative than I'm feeling about it so don't take this criticism too seriously. It's annoying, sure, but not in an experience ruining way so far.

[–] Essence_of_Meh@lemmy.world 2 points 2 days ago

__φ(..) Noted. Thanks as always!

[–] Essence_of_Meh@lemmy.world 2 points 2 days ago

I guess that's true. I haven't really died in bunkers in a long time so I honestly forget some people struggle with them (or are just victims of bugs).

I'm really not sure how much more available ship beds could become - we already have multiple medical ships, anything more would probably be something like making ALL ship beds into medical beds which would be completely mental. I really wish they would still post design docs like they used to do in the past, it would make understanding their intentions much easier and cut down on a lot of anger within the community left to guess what's what.

I pretty much moved on to learning how to dogfight again at this point. Haven't seen a med beacon in months so I might as well do other stuff in the meantime. Hopefully there will be something to return to eventually.

[–] Essence_of_Meh@lemmy.world 4 points 2 days ago

I love this game. It's janky, mechanically simple and could really use a polish pass or two to take care of plethora of technical issues it has but, despite all this, it manages to tell an engaging story with nothing but environments and background detail. It's absolutely worth a try for anyone willing to engage with concepts rather than needing the newest and shiniest in everything they play.

I'm in the camp of "interesting but flawed" > "polished and boring" and this title fits perfectly in the first category. It was definitely a nice surprise.

[–] Essence_of_Meh@lemmy.world 2 points 2 days ago (2 children)

Yup, there are already rooms prepped for that in LIVE right now (without beds) and I've seen PTU screenshots with T1 beds implemented and working. I think there are also some in the smaller shelter POIs though that makes sense at least.

I'm really not sure what their plan for medical gameplay is at this point. On one hand they post a long article detailing what they want to do, on the other they constantly make decisions undermining the need for this loop. Best we can do is wait and see, I guess.

[–] Essence_of_Meh@lemmy.world 1 points 3 days ago (1 children)

I'm pretty resistant to old games being... well, old so that's rarely a problem for me. But yeah, it sucks when that happens.

[–] Essence_of_Meh@lemmy.world 3 points 3 days ago

Don't even remind me about discord. I'm still mad that tons of communities came up with a genius idea that removing their resources from easily searchable public sites/forums/wikis and moving them to a chat app intended for ephemeral communications was a good idea. I know it's not discord's fault but I'll keep holding to this grudge until it dies. (ಠ ∩ಠ)

My migration experience is going a bit better thankfully - only a few series I tried aren't updated anywhere so far. I did purge a few as well but that had more to do with losing interest and reading through inertia rather than anything else. Guess that's my reward for limiting the number of ongoing series I read.

[–] Essence_of_Meh@lemmy.world 2 points 3 days ago (4 children)

I have an illogical and personal dislike for discord as a platform as well as extremely case of shyness so joining existing communities is almost an impossible task at this point. I appreciate the offer though.

I feel for your medical buddy. I've been waiting for some progress on that front as well but with bunkers getting medical beds in the next patch I'm less and less sure we'll get to see any significant gameplay for that any time soon. Maybe once NPC rescue missions become a thing or something...

[–] Essence_of_Meh@lemmy.world 2 points 4 days ago (6 children)

I’m playing too late for EU and too early for most of Americas

I can only play at night so that's exactly my experience as well (though in my case there's also my general tendency to play solo). How's the activity among your folks outside of the timing context? Even if I'd like to play with people I've meet in the game in the past most of them haven't been online in months (or years in case of like half of them) - seems like you have better luck with that?

[–] Essence_of_Meh@lemmy.world 4 points 4 days ago (2 children)

I finally took some time to start migrating my library after Comick's closure. It's been a rather mixed experience so far - some series aren't up to date on other sources while other turned out to have multiple chapters I wasn't aware of. I still have a few of titles to go through but things are slowly moving forward.

Now onto this weeks updates.

::: spoilers A Cool Girl and a 12cm Promise I finally caught up with the amusement park arc and... well, what can I say - it finally happened!

The whole thing was really sweet to read through and I'm glad it didn't take another 100 chapters to get to this point. I've seen people theorise that this is because waning sales (volume 3 didn't have a physical release supposedly) but it doesn't really matter, it's not axed yet and we got the fluff, that's that. Another good thing is that, according to the afterword, this isn't the end - if nothing terrible happens we should have plenty of story left to expand on the blooming romance. I can't wait. :::

::: spoilers Please Bully Me, Miss Villainess! I finally caught up to with the all currently available chapters. While I like it overall I'm not quite sure what to think about the recent twist - it makes sense and is relevant to the plot but at the same time it doesn't really feel that important? Even MCs kinda move on from it pretty quickly when you'd expect it to be more of a big deal based on how it was presented.

I don't know. I need to think about it for a bit, I guess. :::

::: spoilers For Better or For Worse I love Dillon, I love how she's written, I love how she's drawn and I can't get enough of all the smug and gremlin faces she does - she's great! I also absolutely adore her relationship with Emily (her sister). It's so sweet and heartwarming I'd be more than happy to read a version of this series with an extended prologue focusing on the two.

As for the story itself... I really like it but, again, I'm a bit mixed on the twist at the end. It felt unnecessary and didn't bring anything worthwhile to the story in my opinion. It didn't ruin it either to be fair, it just kinda happened. Maybe my reaction has to do with the fact I don't really care about "fate" as a plot point, I'm not sure. :::

::: spoilers Fool Night I just caught up with the last few chapters. I know I've mentioned this before but I'm really not sure why I'm still reading this. This series started as an interesting mystery in an apocalyptic scenario only to turn into some over the top action nonsense with a sprinkling of misery on top.

I'm really tired of the current arc and if it doesn't end soon, or is followed by another action focused one, I'm done. This isn't what made me interested in the story and it's definitely not why I'm still hanging around from time to time.

It sucks because I did like it early one. It is what it is, I guess. :::

[–] Essence_of_Meh@lemmy.world 3 points 5 days ago* (last edited 5 days ago)

Ah cool, thanks for fact checking me. That's definitely a much older source than expected.

The Blue Blossom paint job

Oh, I just saw this skin. Looks really cool and unique.

 

Direct link to the stream/video, starts in 1 hour (19:00 UTC).

 

To quote the afterword:
AAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH!

 

Following my previous post from six months ago, I thought we could go for a repeat. I'm interested how's the game treating you guys.

  • Does it feel good?
  • Any problems?
  • Any positive experiences?
  • What are you doing in the verse currently?
 

Patch 4.3.2 card changes:

  • Updated to tentative:
    • Structural Salvage
    • Mission Pickup on Location
    • Yormandi
    • Yormandi Cave
  • Updated card visuals:
    • Mission Pickup on Location
    • New Wikelo Ships Offerings
    • AI FPS Turret
  • Updated card names:
    • Heavy Battle Tech Armor "Palatino"
    • Frontier Fighters Finale
 

It's available on the official GUNDAM.INFO channel as part of the 10th anniversary of the series.

 

Welcome to the General VN Discussion thread!

If you have something you'd like to talk about but don't think it's worth posting as a separate thread this is the place for you.

  • Did you start playing something new?
  • Are there any games you're looking forward to?
  • Are you looking for suggestions on what to play?
  • Do you have some feedback or questions about our community?

These and any other topics are welcome here - as long as they are VN or community related.

< Previous thread

 

Changed to Released for patch 4.3.1:

  • Armor and Ballistic Damage Update
  • Missiles Damage Radius Update

Changed to Tentative for patch 4.3.2:

  • New Event
  • Klaus & Werner Laser Repeater Art Refactors (Size 1-3)
  • New Wikelo Ships Offerings (4.3.2)
  • Heavy Battle Tech Armor
  • New Hairstyles (x2)
  • AI FPS Turret
  • Mission Pickup On Location

Updated in the Progress Tracker:

  • Crafting
  • Engineering
  • FPS Radar & Scanning
  • Inventory Rework
  • Transport Refactor
  • Command Module
8
submitted 1 month ago* (last edited 1 month ago) by Essence_of_Meh@lemmy.world to c/starcitizen@lemmy.world
 

Full textHi everyone,

If you are new to these posts, welcome!

Star Citizen Comms-Dive (SCCD) is a round-up of questions taken from Spectrum where we dig deep for information and provide direct updates from the development teams. You can also check out our previously published SCCD #1 and SCCD #2 right here on Spectrum.

While we may not be able to respond to every comment or thread, rest assured, we're always absorbing and sharing your insights internally. Your engagement is what makes this project special, and Comms-Dive is another way for us to acknowledge the importance of your discussions and keep the information flowing. Thank you for the incredible energy you bring to this community. As always, we truly appreciate your feedback! Let's tackle some of your most pressing questions from these last weeks.

Will the VoIP system support environmental audio effects and vertical separation to improve realism?

Yes, the VoIP system will integrate with the audio propagation system, ensuring that environmental factors such as rooms, portals, and vertical separation are accurately reflected to improve realism. Hearing voices and sounds around you will feel more realistic, depending on the environment, including if the person is on the other side of a door.

What are the plans for the operational costs of vehicles?

First and foremost, Star Citizen is a space game, and access to a ship should always be within reach. That’s why starter ships remain priced and balanced to be accessible for new pilots, with acquisition and operational costs kept manageable.

For ships across the board, operational costs are meant to drive meaningful logistics gameplay. Mining, crafting, trading, and transporting goods all tie into the economy through refueling, repairing, and rearming. Prices will continue to evolve as we bring more systems online and update older ones, with the goal of making logistics a key part of the experience. Larger multi-crew and capital ships are intended to be flown by groups, and their upkeep will reflect that. Repair costs will scale with ship size and type, while fuel consumption will match the reality of moving something as massive as a capital ship. We’re focused on ensuring fuel burn behaves correctly, especially once the Resource Network is fully integrated, before adjusting costs further.

On the subject of torpedoes: the largest variants are designed for endgame scenarios, such as taking down an Idris. They are intended to be costly and rare, reflecting their destructive power. Until the content arrives that makes their role essential, they will remain priced high to preserve that balance.

We recognize that balance can sometimes feel disconnected from the current state of the universe. In many cases, this is because certain systems are awaiting additional work (like insurance), while others (like torpedoes) are balanced ahead of time with future gameplay in mind. Our aim is to avoid stacking too many major changes into a short window, and your patience and ongoing feedback are invaluable as we work toward bringing these systems together in a way that makes sense.

Why does the Polaris often open fire upon allied ships, players in my party?

This is a known issue and confirmed bug. We have worked on improvements to the design of Point Defense Cannons and their control system, and we hope to release a fix soon.

Can bunker missions be adjusted to stop automatically revealing all objective markers, allowing players to search manually?

To encourage exploration and discovery, some mission markers, such as ASD locations, only appear as players approach the objective. In the future, when FPS scanning is implemented, many markers for items and combatants will be removed entirely, allowing for more manual searching and discovery.

What is the current status of ship modules and modular ship development?

As mentioned in the Monthly Report and our recent Star Citizen Live episode, work on the Caterpillar and the Ironclad will introduce a new form of modularity through the command module. This development extends the underlying functionality needed to support modular content, laying the groundwork for modular systems across multiple ships in the future. The Apollo Triage and Medivac also come with all of their modules, so you can customize your ships even more.

What improvements are planned for the inventory UI to improve ergonomics and clarity?

The Inventory UI refactor is underway, aiming to significantly improve the user experience by introducing several key features. The updated interface will include improved item filters that allow users to quickly sort and locate specific gear, a stack all button, a search filter, and streamline moving objects between containers to feel more intuitive. Additionally, the backend is being optimized to improve the speed and responsiveness of item loading, reducing lag and making inventory management smoother and more efficient.

Altogether, these changes offer a more streamlined, strategic, and user-friendly inventory system.

Are there plans for personalized hangars that expand to include separate rooms for trophies and living spaces?

We do plan to give you the ability to customize your space. The intention is to introduce modular options that unlock new functionalities within the hangar. For example, spaces could be outfitted with dedicated interchangeable sub-modules, such as additional freight elevators, empty rooms for you to decorate as you please, and even medical facilities. We will talk more about hangar customization when the time is right.

Are there any improvements to come to ships’ lights?

All ships and ground vehicles share a common set of headlight parameters to maintain consistency. These settings balance artistic considerations (avoiding overly bright headlights that wash out visuals) with gameplay needs (providing enough visibility at speed). Long term, we plan to introduce light amplification functionality to improve visibility.

Cockpit lighting is an ongoing balance between being bright enough to read instruments and not so bright that it affects visibility in dark environments, which we are working towards striking a good balance. With Global Illumination coming online in the future (shown during CitizenCon 2953) cockpits will be lit more naturally, reducing the need for extreme lighting setups. In the meantime, we’ve started adding player-controlled lighting options in some ships, such as the Golem and Wolf, which allow toggling between default and alternative light states.

What is the current status and plan for implementing ships’ armor systems?

Ships’ armor systems will be introduced in stages. Initially, a temporary system will launch with Engineering Gameplay, providing protection to ship components; as armor health reaches zero, those components will become more vulnerable. Later, this will be replaced by the Maelstrom system, which will use the ship’s hull materials as armor to protect both the ship and its components.

Are improvements planned for ASOP terminal filters, allowing sorting by ship, pledge status, role, or size?

Yes, improvements to ASOP terminal filters are planned, and we do have some critical quality-of-life features, such as the ability to search for a ship, coming soon.

What steps are being taken to improve in-game chat moderation, filtering, and customization options?

We are working to bring in-game chat moderation and customization closer to the standards seen in other MMOs. This includes features like functional “mute” and “report” options accessible directly from a player’s name in-game, and more.

We look forward to your continued participation on Spectrum. Thanks for sharing your passion and feedback with us! o7

 

My usual TL;DW will most likely happen tomorrow, as I don't have the time for it at the moment. It's long.

 

Anyone longing for the pop-punk sound of early 2000's - this is for you. And everyone else really, this song is a serious earworm.

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