What they are doing now is stalling and hoping (and praying) some 3rd party builds the technology they need, and then just license it.
Universe sandbox 2 alpha 19 code#
It’s one thing to make PowerPoint slides and compile a list of technology buzz words together in a presentation and quite another to build functional code that actually delivers the promised features especially when no one else has been able to crack the same nut. My theory is they lack the technical acumen to actually deliver server meshing technology in a state that’s functionally better than just using a classic server shard model. The post also projects that these features should be arriving next year, with the first version of the tech’s replication layer arriving sometime in the first or second quarter and the first version of a static server mesh between the third and fourth quarter, barring any unforeseen technical complications. It breaks down much of the technical matters the devs are working on, talks about how the economy will work once servers are merged, and also outlines a matchmaking system that will attempt to alleviate having too many players in the sandbox having similar interests, causing the sand in the sandbox to harden.
In other Star Citizen news, CIG has put together a a Q&A post that talks about persistence and server merging progress. The landing zone of Orison has also been expanded with the opening of Cousin Crow’s Custom Craft, Providence Surplus, the Crusader Showroom, and more. Players also can now heal up or respawn at hospitals that have been added across the ‘Verse.Īlpha 3.15 has also added the ability to find loot on NPCs and in containers, introduced two new ships in the form of the 400i and the Hercules, introduced the ability for certain ships to drop bombs, and added some new armors to the game.
This also links to a variety of new mechanics including the potential to suffer a variety of new injuries, enter a downed state in certain circumstances, and be healed by other players with new medical tools and drugs. Yesterday marked the release of alpha 3.15, which has been subtitled Deadly Consequences on account of the game’s first pass at new injury, healing, and death mechanics.Ĭentral to this alpha build is the fact that player characters now have lootable corpses thanks to the addition of personal inventory, meaning that when players die, they will either need to make the sci-fi version of a corpse run or risk losing the stuff they had on their person. CIG has been making a lot of noise about the “Death of a Spaceman” and the “vision” of Chris Roberts in bringing more consequences to injury and death in Star Citizen, and now it’s time to see if all of that “vision” translates into something that’s actually fun to play.