It's why I subscribed to this channel in the first place - if you're going to cover a subject that's rich in content, details matter for comprehension.
Such a well constructed summary of the event. Almost like it was done by an architect. Great job editing the sounds section to how it should have been showcased.
Hold your breath until it's in game and works. Also consider the state the alpha is in now, it's so broken and glitchy. Even with this new tech, that experience is not going to change anyimte soon.
@@Kleavers If the server meshing tech actually works that solves a good 90% of the bugs, but that's a massive if. We saw it work on a tiny scale with 3 servers, but they haven't shown a demo of that working on a huge scale with hundreds or thousands of servers.
Lol. The iconic pairing of Scam Citizen fanboys and copium. Don't worry, server meshing will magically fix everything. Any day now. Maybe if you give them a few million more. Any day now, surely.
I think the best part of this CitCon has been the reactions of people that haven't been following SC closely. Notably, not only were a number of streamers and TH-camrs that watched the panels were surprised at just how good the game looks, but also I haven't seen any of the typical "Scam Citizen" comments. I think this is the first CitizenCon that has given people the feeling that CIG will actually pull off both Squadron 42 and Star Citizen. I know for me personally, this is the most optimistic I've felt towards the project since backing the Kickstarter. Not only is SC shaping up to be the best damn space sim ever, CIG is looking like it's about to change the games industry in a huge way with StarEngine and the massive technical accomplishments surrounding server meshing and persistent entity streaming.
Still skeptical until they actually add it, I dont care if they say there is the coolest shit on their panels I wanna SEE IT. actions are louder than words
@@tobymacdonald5893 still skeptical remember the cyberpunk gameplay that never existed or a number of other games gameplay, cig has done prerendered things before. They showed hex patterns a long time ago and it still isn't here. I just don't want my heart to be broken😂.
Ok here is my major speculation - @30:00 we hear about physicalized quantum travel. I think this is more than just for the mini-game, but I think this allows them to start to include planetary rotation. The rotation of the planets around the star would be slow, but for long trips it could move during the jump. A physicalized quantum travel will allow the path the adjust to follow the rotation, so we could see the planets orbiting the star now, making certain routes shorter or longer throughout the "in-game" year
yeah that would be cool. "true" orbital mechanics would be too much, but simple stuff like having planets move around the star and moons around the planets, and even certain satellites around planets/moons would be cool. Stations like Port Tressler would be in geosynchronous orbit and thus locked above their respective cities, but other stations like Grim Hex or maybe even player made stations if/when that's added would orbit the planets separately from the rotation of said planet.
That would be cool. But wouldn't that add some lore issues. If the planets are rotating during quantum that obviously means that time is 'sped up' for lack of a better word. So that means you could accept a contract, go into quantum and theoretically weeks would go by but nobody really acknowledges that. Like a bounty mission for example, target was spotted in this location, you quantum a week passes and they aren't there anymore. Idk, maybe I'm just Deeping it
@@robertotoole4522 Isnt the ingame time sped up already? Im not sure, but either way, even our own planet moves at around 67000 mph around the sun, so a 5 minute jump would still offset the jump target by a few miles. So unless the jump computer compensates that on its own one would have to adjust the route manually midflight.
@@robertotoole4522 thats... not how time works. Time stays the same no matter where you are (at least for the purposes of the game, it can get wonky irl when you get into shit like quantum physics).
Time dilation does only exist depending on the state of the observer and only for him. If I recall that correctly. For the physicalized quantum, it ties more into pulse scanning also including ships in quantum (and making the QED used purposefully, not like today's lottery). The quantum jump route should include the expected planetary movement beforehand.
After watching the whole event, Im now honestly more hyped than ever for this game to finally get closer to completion. And honestly at this point SC and SQ42 are like the only games I'm actually hyped for since it seems like most games released these days are disappointments. And other than the server issues, SC is honestly pretty good as is, cant wait to really see things ramp up soon as we really can only go up from here.
16:44 The issue of the terrain map is probably the incorrect occlusion of rocks and mountain assets. The visualization currently seems to be a quite shader that still renders rock parts that are underground. If you look closely you can see a lot of mountains that continue underground, which players are never supposed to see. As rendering occluded spaces like caves can be very important, it might be quite difficult to fix this issue. I am really interested to see if they fix this in the final version.
@thomasmuller8118 The level they already showcased is amazing, graphics programmer myself and oh boy let me tell you that a 'simple' task of occlusion when combined with transparency quickly devolves into a lovecraftian labyrinth of horrors, logic bombs and digital insanity! The less hyperbolic description is that transparency is an unsolved problem in rendering and Everyone on the planet either 'cheats' or makes pretty big compromises that get hidden by design or if they're really daring (some might substitute crazy here) both at the same time.
@@RiversJ oh yes, I know. I have no idea if they can solve it, but it surely is a major reason for the distracting appearance of the terrain. Which is particularly bad, considering they often times have to show the occluded parts anyways. So really interested if or what they do about it Edit: true I should have used the word simple. Changed it
I held out on most of the CitizenCon content in favor of waiting for your breakdown and I'm glad I did. That was fantastic. Everything that was shown looks incredible and I cannot wait until it's implemented. The map and UI systems are huge and I hope we see them sooner than later. Great job on this video.
This is the best overview. Clear concise and informative. Love all the changes especially to atmosphere flight and weapons. Hope the ttk goes up a decent amount. Especially for heavy armor.
Really well done summary of all the stuff that was shown on Star Citizen Con. And specially for me as a user of 21 to 9 screen - i am really appreciated that the footage was rendered in 21 to 9 and also uploaded to yt - so it takes use of the hole screen - thanks to that - all other sources are rendered and uploaded to youtube in 16 to 9.
That solves alot of big issues that other game companies said could never be solved. All it took was like 500 million dollars to figure it out. Regardless, now that the idea has not only been confirmed to be possible, but was demonstrated there is no longer an excuse for these AAA game companies to not put in the effort to make it more mainstream.
morph! love the music at 9:38. dylan sitts never disappoints and you chose perfectly. side note: i keep forgetting you were the space engineers channel i used to watch as a kid, (the one where you escape in a life pod). i love how i frequent this channel now, i don’t even think of it as a coincidence, but more like the universe has lead us space, gaming lovers all into the same places :)
Very good video! What excited me most about CitizenCon was Squadron 42 of course, then the achievement of ServerMeshing and the cool advances of the "StarEngine" graphics engine which finally has their name + TradeMark and All its merit :D
Great one Morph I been trying to get through all the videos since Citizen Con but it has just to busy. You wrapped it up in a nice little package and I was able to see all the awesome stuff I missed. Hope to see you in SOCAL again soon. Keep the Faith!
Fantastic video bringing everything together nicely! I have been backing SC since the kickstarter and I think there is a certain level of, "oh next year is going to be SCs year" it always feels like we are right on the edge of when things get good finally. so with that in mind next year really does look like when things might get good :P lets hope this comment ages well and this time next year we are playing SQ42 and enjoying multiple star systems and all that good stuff.
I've been following Star citizen Progress through your channel and i want to say thank you for keeping us updated. I am excited for what this game can present us once squadren 42 is released and beyond that even!
your quality interpretation of this event is so darn good. I have been waiting to watch this until i had time in my night & you make it all worth it thankyou
Great summary and revision because this citizencon was so huge it took a lot to recall every big reveal that changed the game and gaming. I missed some bits, it was an info overload on the day. It feels its time has come, although it's not all here yet, I'm just blown away and you covered that really well.
Personally I wish the repair beam worked with a scan and repair function. Meaning you scan the broken part to 100% scanned then hit it with a reverse tractor beam pushing a payload of preprogrammed nanomachines who set to work moving into place and repairing the part as that would make more sense in lore.
nanomachines don't really seem like they'd fit SC though. Like, in lore the reason we don't have "droids" in the same way that something like Star Wars does is because of disastrous experiments with AI in the earlier days of human space travel. more specifically there's an incident where an AI caused the complete annihilation of a Mars colony, which is the event that caused the government at the time (wasn't the UEE yet) to ban research into hyper advanced AI, so the AI in SC is more akin to the stuff we have now IRL, not really true AI. Nanomachines seem to be in that same vein of science fiction that to me just doesn't fit with SC's general vibe, which is a sort of "futuristic WW2" if that makes sense. The style of capitol ships and air to air dogfights, as was prominent in WW2. Maybe i'm wrong and they are planning on making them part of the lore, but that's what it feels like to me.
This is a pretty cool idea, and I hope they do give a little more depth to repair. There's definitely room for them to explore there, and beam-citizen is a meme for a reason, lol. It would be nice to mix things up for a little bit. My idea was actually kind of similar to yours, I was thinking they have a "viewport" or hud (although a scan like you mentioned could work too now that I think about it)built into the repair tool that displays the 'damage' to the component as a projected highlighted line of some kind, that you would then trace with the beam to "fix". I also think adding a simple effect like little particles/nanabots that stream out of the beam would go a long way too. My only concern is that while "beam gameplay" can be seen as a bit of lazy design, or boring gameplay, it saves CIG a LOT of work. I love this game, but lets not pretend scope creep and bloat aren't already issues SC suffers from. Although I personally love complexity in my games, too much complexity is definitely a thing. A deep and intricate repair and maintenance system is totally plausible for SC, but it's a fine line for CIG to walk without creating a lot of extra work for themselves and potentially slowing development down across the board, or without disturbing gameplay pacing and fundamentals that already exist.
Regarding their new face editor around 20:00 they didn't ditch the old system, this is a new way to manipulate that system, where based on your actions it pulls from the pool of heads and automatically blends the part of them you are currently manipulating. In short: Same system, new interface.
This is something I've been seeing a lot recently. TH-camrs apologizing for the length of the video because the TikTok Generation has the attention span of a goldfish. Please don't apologize for the length of such a well done video you put obviously so much effort into. Great content as always 👌
A good holographic presentation is nice, what relaly piqued my interest are those GPS map coords in the bottom right corner! :) And I also love the compass directions on the map!
oh no!! not an extremely long, well produced and thorough video on Star-Citizen and specifically Citizen-Con from Morphologis!! what ever shall i do?!?! *_gets comfy and prepares to watch the entire thing_*
Anyone else notices the battery levels on the looting UI? Do armors/helmets require battery to function? Do you have to store them on a suit locker in the ship to recharge?
@@pxkqd My best guess here is that there's a battery on the helmet for your helmet-mounted flashlights (or potentially scanners/mining tools in the future).
Not gonna lie i tuned out during the ship update panels so i appreciate the updates condensed in this format. Great job on the other summaries as well!
I would love to see morph be able to do a behind the scenes documentary at CIG. Your a great content creator, always passionate and knowledgeable about Star Citizen. I love CIG development process, transparency and of corse their work.
Thank you for all the hard work Morph! I hope we have all of the gameplay tweaks loops (like fps and fire) within the next two years. Even if they sold off the tech for Server meshing, it will be the greatest advancement in MMO gaming in our lifetime, I'm sure of it. See you in the Verse!
I thank you for going providing us with such a detailed summary of the event. You sir have my respect for presenting the video in such a easy to understand manner. I liked and subscribed your channel. Can’t wait to see more content of this high quality. 😊
First of all, you did a great job! Thanks for putting this video together. I am much more excited about Star Citizen now than I have been for a while. I do wonder when they are going to get some more ethnic hair textures to use, even though the changes they have made to hair are great, I'm tired of making my character run around with a bald head lol.
It's videos like this that make me feel guilty when I forget to like and comment on stellar content. I watched the whole convention live and I still looked forward to a Morph summary.
The map being unified was definitely beyond my expectation, but definitely makes sense. There was some other stuff I obviously missed in the original stream, possibly due to RL distractions.
This was an excellent overview of the events of citizen con. I tried to watch when it was going on but it was a bit much to follow. I think all the work they are doing is amazing and I am really looking forward to getting these features in game so we can use them. I really like how they are really addressing little things and, it seems to me anyway, that they are making star citizen a game that can be played both by solo and team game play. One thing that I have been looking forward to that has not been mentioned in a long time is npc crew for multicrew ships. I really hope that is something they still plan to do.
Great overview. I really wanted to see something said about quantum/economy and something about a plan for profession design to make every tool/vehicle/ship up and down the ladder usable. It was pretty disappointing that none of that got a mention. The SQ42 news was great though, about what I expected going into the show but the demo reel was much better than I expected. It feels like they're in a good place on it now.
My biggest take-away from citcon is what it usually is - promises. Promises that usually lead to delays. CIG has a history of taking on too many projects, spreading themselves too thin, and not delivering on any of them for long periods of time because of delays, delays, delays. In the time it took them to complete the Corsair, for instance, I got my GED, went to college, got my bachelor's degree, and been gainfully employed for some years. There are *games* with shorter development cycles, and this is just a single ship who's quirk is an additional keybind for unfurling its wings. So I've been in this game long enough to know most of these features will go from 12 months to 24 months, and so on. That said, I am optimistic. The mention that CIG is consolidating it's ship teams to focus more on one manufacturer at a time shows promise for the future development cycle. So, finger's crossed for the future of the game.
I've been a bit annoyed at the extremely positive response to this last con like if everyone completely forgot that every con has been filled with all sorts of extravagant promises. My general rule of thumb - assume only about half of the promises are something you'll actually ever see in game, and that everything their promising will take twice as long as they say it will.
The primary difference this time is that they were show-casing stuff they've already implemented (for SQ42), and are about to start bringing over the SC... rather than showing designs, concepts, prototype, and 'mock-ups' for how things *might* work in SC... The fact that the features are - apparently - working well enough in SQ42 that they're declaring 'feature complete' makes a massive difference, imo.
@@logicalChimp The problem, for me, is we've been getting little bits and pieces of gameplay for Pyro for the better part of 3 years now, and each time what they show radically changes. Now, I'm not saying they are no closer to releasing it. The fact that they have all the bits and pieces worked out for SQ42 hopefully means they can devote more development time to SC. But I've been on this ride since the early days, and the one thing that's never changed is that CIG has a bad habit of managing priorities, and 9 times out of 10, you can't hold them to their word, *especially* for release dates. Maybe with the technical aspects of SQ42 being done things will change, but personally, I'll believe it when I see it. Keep in mind, this isn't me hating on the game. Oh no, Star Citizen is the best at what it does. I'm more resigned to historic trends continuing.
Wonderful News. I'm stoked for the next 12 months...assuming those expectations come to fruition. You're absolutely right though, trust is earned, and its time to see some those concepts come to life.
having played only about a week, I feel like "Destination Adventure" missions really gives off Payday vibe and it gives me an actual reason to group up and do missions tgt. Can't wait for that to come out, how ever long that may be.
Regarding the 'repair beams' (~7:45) - I think they went with beams because 'repairing' components will be addressed when the implementing Repairing as a gameplay loop... Engineering is looking at the 'big picture' level ('fixing' the whole ship), rather than the smaller 'repair an individual component' level... at least for the initial implementation. That being the case, a 'magic beam' as a placeholder makes a lot of sense.
sliding is cool, but what i would like to see is a spider crawl similar to how a lot of paintball players move between cover. notice you didn't mention anything about combining magazines which is a big issue with inventory management. the raid mission looks cool with the puzzle jumping and the cargo stuff looks really good for the hangars. atmospheric flight is going to make some ships really good, VTOL will be a blessing and cant wait to call in strafing runs.
Did I miss that? I don't recall them mentioning it at Citizencon, but I know they talked about it before and it's a planned feature to be able to do mag packing. It's meant to be a part of their ammo type update, but that wasn't discussed for sure. I sense it might have been shelved for now to get SQ42 feature complete.
As someone who’s been a backer since April, 2015, I have had a roller coaster of emotion over the years, and this CitizenCon has me more excited than ever before. Get fuckin hyped, but don’t got cray buying ships, people! lol
22:47 "Slidy McSlide" 😂 I support it! For me, modern shooters have long turned into a farce of acrobats, such as the opening of a parachute near the ground and a Slidy McSlide..))
Regarding Land Claims (~40:00) - I suspect CIG will do it as they did before... you may be able to buy a 'land claim *token*' from the website, but you'll still need to mark the territory in-game, and then take the token to a 'land claim office' in order to claim the land. Back when CIG first sold the pioneer, this was the process they outlined, whilst also saying that the land claim tokens would be available to buy in-game too. Forcing someone to mark the location in-game and then claim in-game avoids the P2W aspect, and prevents web-buyers from being able to claim the 'best' locations before the system is functional in-game, etc.
16:54 Holo view make more sense lore wise because this scan info is from rader, but I'd love them to add contour line of height so that overlapping terrains are easier to differentiate. Also adding textrues will be a burder to our computers, which is something to worry since the map is rendered in real time.
Fantastic video Morph. CitizenCon sure got me excited again. I have reservations about Star Citizen but I can see it being an amazing game, just not perhaps the expansive space adventure we though it might be, more like a detailed collection of 4 or 5 systems which is fine by me. The fidelity not to mention harddisk space required (we're close to 200GB if you include half of Pyro) is off the scale and if they can keep that manageble, then is should be great fun. As a fan of the WC series, really looking forward to SQ42 as well.
Got to say I'm not a fan of the wall hacks in FPS, unless enemy can see you when you use it for example but really positive overall. Great effort putting this together!
Yup - they did say in the presentation that they enemy will detect you when you scan, if you're not careful (need to make sure your 'scan' emissions remain lower than the background emissions, etc).
5:13 Not just blown off, but blown off while still working. So in theory you could be in a big ship and be *inside* a part that's blown off, but if it has its own power etc you might still have life support etc... Or on a smaller ship a gun might continue shooting after the wing it's on is blown off, changing its trajectory and also probably leading to some wild shots for a few moments... Likewise a ship engine might continue firing for a little while shooting a part off into space. Potentially hitting other ships.
re:Underground Facilities, so is the aim to make UGFs a kind of raid dungeon for Star Citizen? Like, make them massive, full of puzzles, and generally very dangerous? If so, that sounds great.
Morph never apologize for long videos, 40 minutes is nothing. I love long morph vids.
yea dude with how much there was to cover you saved us a lot of time, subbed.
Agree... i hate the 12min clips on youtube... like everyone does that.
It's why I subscribed to this channel in the first place - if you're going to cover a subject that's rich in content, details matter for comprehension.
Such a well constructed summary of the event.
Almost like it was done by an architect.
Great job editing the sounds section to how it should have been showcased.
Architect of what?
@@Uncanny_Mountain Video games and ships, I believe. It's an inside joke referring to the Architect Reviews ship series Morphologis makes.
@@Uncanny_Mountain Morphologist is a professional architect irl.
It's been a long time but Star Citizen is actually starting to be exciting again.
Hold your breath until it's in game and works. Also consider the state the alpha is in now, it's so broken and glitchy. Even with this new tech, that experience is not going to change anyimte soon.
@@Kleavers If the server meshing tech actually works that solves a good 90% of the bugs, but that's a massive if. We saw it work on a tiny scale with 3 servers, but they haven't shown a demo of that working on a huge scale with hundreds or thousands of servers.
@@rtyui136Pretty sure morph said in the other video they have it working on a large scale too
@@tobymacdonald5893 We can't hold CIG at their word; I'd still be looking at a year before decent implementation of true meshing
Lol. The iconic pairing of Scam Citizen fanboys and copium. Don't worry, server meshing will magically fix everything. Any day now. Maybe if you give them a few million more. Any day now, surely.
I think the best part of this CitCon has been the reactions of people that haven't been following SC closely. Notably, not only were a number of streamers and TH-camrs that watched the panels were surprised at just how good the game looks, but also I haven't seen any of the typical "Scam Citizen" comments. I think this is the first CitizenCon that has given people the feeling that CIG will actually pull off both Squadron 42 and Star Citizen.
I know for me personally, this is the most optimistic I've felt towards the project since backing the Kickstarter. Not only is SC shaping up to be the best damn space sim ever, CIG is looking like it's about to change the games industry in a huge way with StarEngine and the massive technical accomplishments surrounding server meshing and persistent entity streaming.
Still skeptical until they actually add it, I dont care if they say there is the coolest shit on their panels I wanna SEE IT. actions are louder than words
@@guynamedmaggi5520but..they showed actual gameplay?
I get the skepticism but if you watched then you did see it
@@tobymacdonald5893 still skeptical remember the cyberpunk gameplay that never existed or a number of other games gameplay, cig has done prerendered things before. They showed hex patterns a long time ago and it still isn't here.
I just don't want my heart to be broken😂.
45 minute Morphologis video? You already know it's gonna be a good one 😎
YARDEEKNOWWWWW
It's about Star Citizen, so probably not
Guess guy finally got paid. Happy for morph. He deserve to get some money for what he does. I mean like. Yeah.
@@CMDRaudaxiusbros a hater
Cringe
Ok here is my major speculation - @30:00 we hear about physicalized quantum travel. I think this is more than just for the mini-game, but I think this allows them to start to include planetary rotation. The rotation of the planets around the star would be slow, but for long trips it could move during the jump. A physicalized quantum travel will allow the path the adjust to follow the rotation, so we could see the planets orbiting the star now, making certain routes shorter or longer throughout the "in-game" year
yeah that would be cool. "true" orbital mechanics would be too much, but simple stuff like having planets move around the star and moons around the planets, and even certain satellites around planets/moons would be cool. Stations like Port Tressler would be in geosynchronous orbit and thus locked above their respective cities, but other stations like Grim Hex or maybe even player made stations if/when that's added would orbit the planets separately from the rotation of said planet.
That would be cool. But wouldn't that add some lore issues. If the planets are rotating during quantum that obviously means that time is 'sped up' for lack of a better word. So that means you could accept a contract, go into quantum and theoretically weeks would go by but nobody really acknowledges that. Like a bounty mission for example, target was spotted in this location, you quantum a week passes and they aren't there anymore. Idk, maybe I'm just Deeping it
@@robertotoole4522 Isnt the ingame time sped up already? Im not sure, but either way, even our own planet moves at around 67000 mph around the sun, so a 5 minute jump would still offset the jump target by a few miles. So unless the jump computer compensates that on its own one would have to adjust the route manually midflight.
@@robertotoole4522 thats... not how time works. Time stays the same no matter where you are (at least for the purposes of the game, it can get wonky irl when you get into shit like quantum physics).
Time dilation does only exist depending on the state of the observer and only for him. If I recall that correctly.
For the physicalized quantum, it ties more into pulse scanning also including ships in quantum (and making the QED used purposefully, not like today's lottery).
The quantum jump route should include the expected planetary movement beforehand.
After watching the whole event, Im now honestly more hyped than ever for this game to finally get closer to completion. And honestly at this point SC and SQ42 are like the only games I'm actually hyped for since it seems like most games released these days are disappointments. And other than the server issues, SC is honestly pretty good as is, cant wait to really see things ramp up soon as we really can only go up from here.
The Finals is coming as well though which is also very hype
ill be honest I completely forgot about it but yea that looks like its gonna be a good game as well. A disappointingly rare occurrence these days.
@@Lampster5 literally it’s so sad 😭 why is crap the new standard
Stay hyped because this game will never be released
better than having it release an unplayable mess.
16:44 The issue of the terrain map is probably the incorrect occlusion of rocks and mountain assets. The visualization currently seems to be a quite shader that still renders rock parts that are underground. If you look closely you can see a lot of mountains that continue underground, which players are never supposed to see. As rendering occluded spaces like caves can be very important, it might be quite difficult to fix this issue. I am really interested to see if they fix this in the final version.
@thomasmuller8118 The level they already showcased is amazing, graphics programmer myself and oh boy let me tell you that a 'simple' task of occlusion when combined with transparency quickly devolves into a lovecraftian labyrinth of horrors, logic bombs and digital insanity!
The less hyperbolic description is that transparency is an unsolved problem in rendering and Everyone on the planet either 'cheats' or makes pretty big compromises that get hidden by design or if they're really daring (some might substitute crazy here) both at the same time.
@@RiversJ oh yes, I know. I have no idea if they can solve it, but it surely is a major reason for the distracting appearance of the terrain. Which is particularly bad, considering they often times have to show the occluded parts anyways.
So really interested if or what they do about it
Edit: true I should have used the word simple. Changed it
I saw most of the new stuff already, but the sheer quality kept me watching. Keep up the good work!
I held out on most of the CitizenCon content in favor of waiting for your breakdown and I'm glad I did. That was fantastic. Everything that was shown looks incredible and I cannot wait until it's implemented. The map and UI systems are huge and I hope we see them sooner than later. Great job on this video.
I actively avoided the Citcon videos so I could watch your stuff. It's so good and concise, with no awkward panel moments.
*Chef's kiss*
This is the best overview. Clear concise and informative. Love all the changes especially to atmosphere flight and weapons. Hope the ttk goes up a decent amount. Especially for heavy armor.
Really well done summary of all the stuff that was shown on Star Citizen Con. And specially for me as a user of 21 to 9 screen - i am really appreciated that the footage was rendered in 21 to 9 and also uploaded to yt - so it takes use of the hole screen - thanks to that - all other sources are rendered and uploaded to youtube in 16 to 9.
Does anyone know where to get the original footage from CitizenCon in "max Quality" AND "origin screen aspect (21:9)"?
Can’t imagine how much time it took you to put this together. Thanks for saving me from having to research everything myself and beautifully done!
The fact that we saw the meshing demo, live. Brought tears to people's eyes. I nearly teared up myself.
That solves alot of big issues that other game companies said could never be solved. All it took was like 500 million dollars to figure it out. Regardless, now that the idea has not only been confirmed to be possible, but was demonstrated there is no longer an excuse for these AAA game companies to not put in the effort to make it more mainstream.
"Live", lol. Gullible.
@@Nyx_2142oh, and you have proof it wasnt? or is your comment baseless? im guessing for the latter option.
morph! love the music at 9:38. dylan sitts never disappoints and you chose perfectly.
side note: i keep forgetting you were the space engineers channel i used to watch as a kid, (the one where you escape in a life pod). i love how i frequent this channel now, i don’t even think of it as a coincidence, but more like the universe has lead us space, gaming lovers all into the same places :)
FINALLY the summary I've been waiting for, and yes I've watchd the entire show
Very good video!
What excited me most about CitizenCon was Squadron 42 of course, then the achievement of ServerMeshing and the cool advances of the "StarEngine" graphics engine which finally has their name + TradeMark and All its merit :D
Great one Morph I been trying to get through all the videos since Citizen Con but it has just to busy. You wrapped it up in a nice little package and I was able to see all the awesome stuff I missed. Hope to see you in SOCAL again soon. Keep the Faith!
Assuming you’re the same Dennis, it was great hanging out with you!
Yes, it is and you are still the best in the Biz! Keep up the fantastic work :)@@Morphologis
12:14 what does he mean by “these guys went to… I won’t say?”
Fantastic video bringing everything together nicely!
I have been backing SC since the kickstarter and I think there is a certain level of, "oh next year is going to be SCs year"
it always feels like we are right on the edge of when things get good finally.
so with that in mind next year really does look like when things might get good :P
lets hope this comment ages well and this time next year we are playing SQ42 and enjoying multiple star systems and all that good stuff.
I've been following Star citizen Progress through your channel and i want to say thank you for keeping us updated. I am excited for what this game can present us once squadren 42 is released and beyond that even!
your quality interpretation of this event is so darn good. I have been waiting to watch this until i had time in my night & you make it all worth it thankyou
Great summary and revision because this citizencon was so huge it took a lot to recall every big reveal that changed the game and gaming. I missed some bits, it was an info overload on the day. It feels its time has come, although it's not all here yet, I'm just blown away and you covered that really well.
Personally I wish the repair beam worked with a scan and repair function. Meaning you scan the broken part to 100% scanned then hit it with a reverse tractor beam pushing a payload of preprogrammed nanomachines who set to work moving into place and repairing the part as that would make more sense in lore.
nanomachines don't really seem like they'd fit SC though. Like, in lore the reason we don't have "droids" in the same way that something like Star Wars does is because of disastrous experiments with AI in the earlier days of human space travel. more specifically there's an incident where an AI caused the complete annihilation of a Mars colony, which is the event that caused the government at the time (wasn't the UEE yet) to ban research into hyper advanced AI, so the AI in SC is more akin to the stuff we have now IRL, not really true AI.
Nanomachines seem to be in that same vein of science fiction that to me just doesn't fit with SC's general vibe, which is a sort of "futuristic WW2" if that makes sense. The style of capitol ships and air to air dogfights, as was prominent in WW2. Maybe i'm wrong and they are planning on making them part of the lore, but that's what it feels like to me.
This is a pretty cool idea, and I hope they do give a little more depth to repair. There's definitely room for them to explore there, and beam-citizen is a meme for a reason, lol. It would be nice to mix things up for a little bit. My idea was actually kind of similar to yours, I was thinking they have a "viewport" or hud (although a scan like you mentioned could work too now that I think about it)built into the repair tool that displays the 'damage' to the component as a projected highlighted line of some kind, that you would then trace with the beam to "fix". I also think adding a simple effect like little particles/nanabots that stream out of the beam would go a long way too.
My only concern is that while "beam gameplay" can be seen as a bit of lazy design, or boring gameplay, it saves CIG a LOT of work. I love this game, but lets not pretend scope creep and bloat aren't already issues SC suffers from. Although I personally love complexity in my games, too much complexity is definitely a thing. A deep and intricate repair and maintenance system is totally plausible for SC, but it's a fine line for CIG to walk without creating a lot of extra work for themselves and potentially slowing development down across the board, or without disturbing gameplay pacing and fundamentals that already exist.
Regarding their new face editor around 20:00 they didn't ditch the old system, this is a new way to manipulate that system, where based on your actions it pulls from the pool of heads and automatically blends the part of them you are currently manipulating.
In short: Same system, new interface.
Thanks for the effort! As always an excellent presentation
What a superb recap of the weekend at CitizenCon.
This is something I've been seeing a lot recently.
TH-camrs apologizing for the length of the video because the TikTok Generation has the attention span of a goldfish.
Please don't apologize for the length of such a well done video you put obviously so much effort into.
Great content as always 👌
45 minutes! I'm here for it
A good holographic presentation is nice, what relaly piqued my interest are those GPS map coords in the bottom right corner! :)
And I also love the compass directions on the map!
oh no!! not an extremely long, well produced and thorough video on Star-Citizen and specifically Citizen-Con from Morphologis!!
what ever shall i do?!?! *_gets comfy and prepares to watch the entire thing_*
You’re a phenomenal content creator. From one ex SWG player to another, thank you 😊
Best rundown of what is going on. Thanks for all your effort. You're a big help to the community and keep me invested in the game.
24:33 Surprisingly one of my favorite features from the con. It looks so good!
Anyone else notices the battery levels on the looting UI? Do armors/helmets require battery to function? Do you have to store them on a suit locker in the ship to recharge?
@@pxkqd My best guess here is that there's a battery on the helmet for your helmet-mounted flashlights (or potentially scanners/mining tools in the future).
Not gonna lie i tuned out during the ship update panels so i appreciate the updates condensed in this format. Great job on the other summaries as well!
I would love to see morph be able to do a behind the scenes documentary at CIG. Your a great content creator, always passionate and knowledgeable about Star Citizen. I love CIG development process, transparency and of corse their work.
Backer since Nov '12. This has been the first time in years that I've felt there's a light at the end of the tunnel. Thx for the breakdown!
Lovely breakdown, shame the 4k videos weren't available sooner so you could have these out earlier.
Thank you for all the hard work Morph! I hope we have all of the gameplay tweaks loops (like fps and fire) within the next two years. Even if they sold off the tech for Server meshing, it will be the greatest advancement in MMO gaming in our lifetime, I'm sure of it. See you in the Verse!
Fyi the new master modes and targeting is already available in arena commander for people to try out. And personally I gotta say I do like it a lot!
I thank you for going providing us with such a detailed summary of the event. You sir have my respect for presenting the video in such a easy to understand manner. I liked and subscribed your channel. Can’t wait to see more content of this high quality. 😊
Excellent recap, Morph. Probably just about as condensed as you'd want considering the density of the 2 days. :)
First of all, you did a great job! Thanks for putting this video together. I am much more excited about Star Citizen now than I have been for a while. I do wonder when they are going to get some more ethnic hair textures to use, even though the changes they have made to hair are great, I'm tired of making my character run around with a bald head lol.
Always a joy to listen to your videos keep it up
It's videos like this that make me feel guilty when I forget to like and comment on stellar content. I watched the whole convention live and I still looked forward to a Morph summary.
Thank you for the Citcon breakdown.
Thanks for providing a great summary for my 3 buddies waiting on the sidelines!
The map being unified was definitely beyond my expectation, but definitely makes sense. There was some other stuff I obviously missed in the original stream, possibly due to RL distractions.
This was an excellent overview of the events of citizen con. I tried to watch when it was going on but it was a bit much to follow. I think all the work they are doing is amazing and I am really looking forward to getting these features in game so we can use them. I really like how they are really addressing little things and, it seems to me anyway, that they are making star citizen a game that can be played both by solo and team game play. One thing that I have been looking forward to that has not been mentioned in a long time is npc crew for multicrew ships. I really hope that is something they still plan to do.
That Bones pun was on point 😆
My excitement and faith is insane. It shows that they have so much more done as we knew.
Thanks I was waiting for this!
Solid video, I watched the whole thing
Great overview. I really wanted to see something said about quantum/economy and something about a plan for profession design to make every tool/vehicle/ship up and down the ladder usable. It was pretty disappointing that none of that got a mention. The SQ42 news was great though, about what I expected going into the show but the demo reel was much better than I expected. It feels like they're in a good place on it now.
CIG actualy need to pay you for doing this. Amazing work on the vid.
Fantastic video, thanks. I hope we get the chance to build underground so that we have more camouflaged bases.
My biggest take-away from citcon is what it usually is - promises. Promises that usually lead to delays. CIG has a history of taking on too many projects, spreading themselves too thin, and not delivering on any of them for long periods of time because of delays, delays, delays. In the time it took them to complete the Corsair, for instance, I got my GED, went to college, got my bachelor's degree, and been gainfully employed for some years. There are *games* with shorter development cycles, and this is just a single ship who's quirk is an additional keybind for unfurling its wings. So I've been in this game long enough to know most of these features will go from 12 months to 24 months, and so on.
That said, I am optimistic. The mention that CIG is consolidating it's ship teams to focus more on one manufacturer at a time shows promise for the future development cycle. So, finger's crossed for the future of the game.
I've been a bit annoyed at the extremely positive response to this last con like if everyone completely forgot that every con has been filled with all sorts of extravagant promises. My general rule of thumb - assume only about half of the promises are something you'll actually ever see in game, and that everything their promising will take twice as long as they say it will.
The primary difference this time is that they were show-casing stuff they've already implemented (for SQ42), and are about to start bringing over the SC... rather than showing designs, concepts, prototype, and 'mock-ups' for how things *might* work in SC... The fact that the features are - apparently - working well enough in SQ42 that they're declaring 'feature complete' makes a massive difference, imo.
@@logicalChimp
The problem, for me, is we've been getting little bits and pieces of gameplay for Pyro for the better part of 3 years now, and each time what they show radically changes.
Now, I'm not saying they are no closer to releasing it. The fact that they have all the bits and pieces worked out for SQ42 hopefully means they can devote more development time to SC. But I've been on this ride since the early days, and the one thing that's never changed is that CIG has a bad habit of managing priorities, and 9 times out of 10, you can't hold them to their word, *especially* for release dates. Maybe with the technical aspects of SQ42 being done things will change, but personally, I'll believe it when I see it.
Keep in mind, this isn't me hating on the game. Oh no, Star Citizen is the best at what it does. I'm more resigned to historic trends continuing.
great video and finally they are focusing a little more on the crucial factors of SC instead of new toys to play with
Wonderful News. I'm stoked for the next 12 months...assuming those expectations come to fruition. You're absolutely right though, trust is earned, and its time to see some those concepts come to life.
having played only about a week, I feel like "Destination Adventure" missions really gives off Payday vibe and it gives me an actual reason to group up and do missions tgt. Can't wait for that to come out, how ever long that may be.
Outstanding video!
Thank you for your service !
I love your cinematography, always makes my day 👍
Regarding the 'repair beams' (~7:45) - I think they went with beams because 'repairing' components will be addressed when the implementing Repairing as a gameplay loop... Engineering is looking at the 'big picture' level ('fixing' the whole ship), rather than the smaller 'repair an individual component' level... at least for the initial implementation.
That being the case, a 'magic beam' as a placeholder makes a lot of sense.
Thank you for the great content ❤
Morph, the only comment I have for this video is that at 22:50 you said Mudern Warfare... otherwise great summary video! :D
The hype is back for me. I held the Line
Thanks for the video, it’s all very useful information and a great recap
The cutter scout will be the raptor of the verse, excited to see how the game progresses
Curious how it will stack up against the hornet tracker/terrapin/msr
@@helloitsjay38 im sure each will have a drawback, though the msr is more for data running than scouting.
I bet that the Carrack's maintenance room will be useful for the component repair feature in the future!
sliding is cool, but what i would like to see is a spider crawl similar to how a lot of paintball players move between cover. notice you didn't mention anything about combining magazines which is a big issue with inventory management. the raid mission looks cool with the puzzle jumping and the cargo stuff looks really good for the hangars. atmospheric flight is going to make some ships really good, VTOL will be a blessing and cant wait to call in strafing runs.
Did I miss that? I don't recall them mentioning it at Citizencon, but I know they talked about it before and it's a planned feature to be able to do mag packing. It's meant to be a part of their ammo type update, but that wasn't discussed for sure. I sense it might have been shelved for now to get SQ42 feature complete.
As someone who’s been a backer since April, 2015, I have had a roller coaster of emotion over the years, and this CitizenCon has me more excited than ever before. Get fuckin hyped, but don’t got cray buying ships, people! lol
22:47 "Slidy McSlide"
😂 I support it! For me, modern shooters have long turned into a farce of acrobats, such as the opening of a parachute near the ground and a Slidy McSlide..))
Pro mode man.... as always, and better everytime 💯
Regarding Land Claims (~40:00) - I suspect CIG will do it as they did before... you may be able to buy a 'land claim *token*' from the website, but you'll still need to mark the territory in-game, and then take the token to a 'land claim office' in order to claim the land. Back when CIG first sold the pioneer, this was the process they outlined, whilst also saying that the land claim tokens would be available to buy in-game too.
Forcing someone to mark the location in-game and then claim in-game avoids the P2W aspect, and prevents web-buyers from being able to claim the 'best' locations before the system is functional in-game, etc.
16:54 Holo view make more sense lore wise because this scan info is from rader, but I'd love them to add
contour line of height so that overlapping terrains are easier to differentiate.
Also adding textrues will be a burder to our computers, which is something to worry since the map is rendered in real time.
Fantastic video Morph. CitizenCon sure got me excited again. I have reservations about Star Citizen but I can see it being an amazing game, just not perhaps the expansive space adventure we though it might be, more like a detailed collection of 4 or 5 systems which is fine by me. The fidelity not to mention harddisk space required (we're close to 200GB if you include half of Pyro) is off the scale and if they can keep that manageble, then is should be great fun. As a fan of the WC series, really looking forward to SQ42 as well.
I can't wait to play this game whenever they're done creating all the features! Wait, I totally can wait, thank god.
Overall I like it! I was hyped to hear & see all the work. As with everybody just hate to wait, But wait we must.
Got to say I'm not a fan of the wall hacks in FPS, unless enemy can see you when you use it for example but really positive overall. Great effort putting this together!
Yup - they did say in the presentation that they enemy will detect you when you scan, if you're not careful (need to make sure your 'scan' emissions remain lower than the background emissions, etc).
This looks likw like an incredible video. Unfortunately alot of us have all already done this research if it about citizen con
What an amazing production
Finally ! I was waiting for this :D
Morph is a Master of VideoCreation! I love it!!
uuh... hair physics. That will be nice to watch on those six buzz cuts we can choose from. :D
Excellent summary!
Superb job, great video
15:07 BONE! nice one
5:13
Not just blown off, but blown off while still working.
So in theory you could be in a big ship and be *inside* a part that's blown off, but if it has its own power etc you might still have life support etc...
Or on a smaller ship a gun might continue shooting after the wing it's on is blown off, changing its trajectory and also probably leading to some wild shots for a few moments...
Likewise a ship engine might continue firing for a little while shooting a part off into space.
Potentially hitting other ships.
45 minutes is pretty succinct, even Noobifiers was 42, and he's the king of quick, no bs, passing of info on SC.
Star Citizen is the kind of game where the announcement of basic gameplay functionality 12 years into development warrants a 45min video.
So hyped.
Popcorn and pop well worth spent on this video :)
I am excited for what is to come. Wish i had ot now but i am excited.
Do wish we got the new ui sooner.
Server Meshing is my starting point to play it regularly. So yes, it is my most important part ;)
great video. thanks for making it.
Best summary of the event hands down
re:Underground Facilities, so is the aim to make UGFs a kind of raid dungeon for Star Citizen? Like, make them massive, full of puzzles, and generally very dangerous? If so, that sounds great.
@morphlogis, always a great video, thank you kind fella!!
We held the line