This is where the money is going. The amount of people cheering for it is staggering. This and *staffers working janitorial in servers instead of on something constructive just to give chumps the illusion of persistence*. What a sick joke.
For having been conned that hard into something that strayed so far from the original kickstarter pitch already, which you should look into before you make a(n even bigger) chump of yourself too.
@@twentyeighthunnid what SC is today was VOTED BY ALL THE BACKERS. SC is exactly what original kickstarters, like me, wanted and VOTED. Go back to fornite, nobody cares if u dont like SC.
I got to meet and have a quick chat with Jarad at the end of the second day of CitCon. The thing i asked him was about more singing sections at the videos, and im glad he's obliged. He actually has a great singing voice
Please don't allow weapons at boost speeds... not everyone wants to do combat. Pirates do NOT need the ability to boost after unsheilded ships with weapons blazing.
@@Falenir This would make pirating/criminal pvp functionally impossible which is bad for the game despite what some people might say (or cry) on the forum
@@Blue-2-u Piracy is a lot about timing and overwhelming / surprising your target. As soon as your target is in the position to run, you already made mistakes.
@VulpesChama you don't know what you're even talking about lmao. You are ALWAYS safe. Unless you actually get pulled into a QD field, you are truly never at risk of getting caught by pirates.
It would make more sense to down-size the four frontal guns to S4's under pilot control, and give the co-pilot the wing guns. Otherwise the guns in front may tend to get in each-other's way while tracking two different targets. And it just looks weird.
@@smallgiant6064 That was kind of the point though... With a game that has as many purpose-built combat ships as this one currently has, as well as a number of ships that aren't strictly combat ships but can do decently or better at it, to have *any* one ship responsible for *40% of the total ship kills* in a given time span is... well just not what CIG wants. They don't want the metagame for any aspect of the game to have a clear, overwhelming, universal answer; and before it was nerfed, that's what the Corsair was for the vast majority of combat situations! It would have, and will happen to in the future, any combat ship that approaches this level of dominance.
I want a Jalopy more than any other ship, let's be honest this universe would be filled with home built ships made of whatever parts one could find at the junk yard!
The ability to build junkyard 'uglies' as they are called in Star Wars, would be great once crafting and ship building comes in. Imagine turning a Drake command pod into some kind of trash gunship! Or bolting parts from a scorpius or talon onto and Argo cargo! Turn the Mole into a gunship/dropship or replace the reclaimer claw with an Idris railgun!
I JUST watched a Blade Runner 'Final Cut' clip of the first replicant interrogation scene this morning. I thought I was hallucinating Jared's first speedround question.
maybe the Corsair makes 40% of the kills in the verse, not only because it is well armed, but also and above all because it is the only ship with a decent interior, the only one with a comfortable hold which is not a elevator, the only one with so many access routes, and incidentally the only one that is not bugged. So perhaps (not sure) that this contributes to its popularity and therefore ultimately to its kill rate...
plus trash collector missions, with repuation towards the local comunity services provider. could include garbage patrol to pick up bottles, up towards salavage/tow contracts for abandoned ships. make the verse look great again... reaching max rank with these should earn you a medal..
Listen up guys. We want to travel fast at low altitude. We want to fly around a planet and explore the terrain. We want to fly through an astroid field scanning for stuff. It already takes me an hour to start playing this game. Please don't slow the game down even more because someone over shot a space station.
Exactly!! Flying around/exploring is the best part of the game by a long shot. It's a shame having these massive, incredible planets and not being able to explore them because of artificial restrictions.
The Concorde soars at 699.72 m/s The F-14 Tomcat maxes out at 802.62 m/s F-15 Eagle hits 857.5 m/s MiG-31 Foxhound, 970.69 m/s The Lockheed SR-71 Blackbird can fly at speeds of 983.3 m/s The XB-70 Valkyrie @ 1,029 m/s ....wait, I thought you said? the Mikoyan MiG-25 hits mach 3.2 at 1097 m/s The USAF X-15 reached mach 6.2 at 2126.6 m/s the NASA X-43 has a top speed of 3,293 m/s, Mach 9.6!!!!!!!!!!!! at 110,000 feet. (closest thing to our ships, basically a Zeus) Earth's atmosphere ceiling is 337,360 feet.... this is all with current technology. now 930 years in the future, developed Quantum Travel and we can only fly at 200 m/s in atmosphere? How? Why? to please people that don't want to put in the time and effort? Quantum Boost? I'm sorry, imo that's completely asinine. and you wonder why Citizens are upset with master modes. you know what does fly at 250 m/s? Air Force One, Boeing 747's, a B-52 BOMBER can fly at 291 m/s. Do you understand how massive those PLANES are ?!? come on CIG, Ray Charles can see this...
Totally agree with this. It’s silly watching these ships with engines the size of a freight train moving at 120m/s in atmo. I definitely don’t want to see 2000m/s joust fights, but if it were up to me, a “nav” mode would be like 10 or 20x the current SCM speed, no weapons (shields ok maybe) but would take time to switch modes. Interdiction would be about pulling other ships out of Nav mode to force a fight.
They went over this many times, these ships weigh 4 times more than a modern aircraft their size for instance the Gladius is 4 times heavier than a F-16 due to components and armor.
New flight modes sounds like a bubble wrapped drown grade. The game is a space simulator, that was a key driving point behind the levels of realism when flying your ships. If you want players to not zip into the side of a space station, they themselves should be the ones to learn how their ship operates with the skill levels and knowledge they acquire. Just because a system takes time to learn and master doesn’t make it a bad thing. This delivers levels of intricacy and depth to these seemingly more basic systems that makes star citizen’s flight model stand out from games like no man’s sky that hold onto a more arcade based combat style.
This game has never been a space sim period, ships producing 10 G's and over should insta kill you yet we have fighters pulling 24 G's in game everything is made for fun not realism.
@ I agree with you. I liked the pre master modes flight model the best. I am just saying the proposed changes are continuing to add to the arcade like, hand holding style gameplay that was initially implemented with master modes.
Can we please change the "No shield on high speed but weapons" to "Decide you power allocation to have either weapons OR shield with your high speed" for more interesting options.
@@Billy-bc8pk LOL 🤡 Tf are you talking about "never"? Literally from start to finish master modes have been in the favor of combat and to the detriment of cargo runners.
does this mean that with ships that are supposed to be runners like the MSR and 400i you won't be able to run away? because everybody even in combat mode or nav mode will be able to catch up to you.
Hah, I got so excited when you said you were unifying the speeds of NAV and SCM.... then you said they would both be more or less at our current SCM speeds! Are you guys seriously trying to remove any fun from flight? Remember there is more to this game than just combat. Allowing new players to smack into space stations if they are going too fast is called player agency - we need to be able to make mistakes or there is nothing to learn. I have previously said that whatever you do at least it will be an improvement to Master Modes, but colour me sceptical, this sounds pretty awful. And to top it off, keeping weapons but loosing shields means that escaping combat will be almost impossible. This is sounding more and more like some PvP hellscape. Edit: Just to add, I appreciate the devs finally talking about this. I'm just confused by this explenation and direction.
Couple things to note here that I feel people are missing: 1. You only need to drop shields to enable quantum 2. Quantum boost will be achievable very quickly because it doesn’t require you to lock onto a POI, you just point and go. This means that you do not have to deal with all that spooling and calibration time. All in all, this actually means that you can likely escape more easily now than you could before. Especially if there are multiple ships in the area which with current iteration can space themselves out to catch a ship that tries to use NAV mode to only boost at non-quantum. Assuming they make the right tweaks in these regards, I feel they are right that this could be the proper balance. Make yourself a preset that gives full power to engines and minimum necessary for quantum, and you may likely be able to outrun a ship that is still passing power to weapons.
@gian.4388 Yes, we are locked to SCM speeds for normal flight unless we grind materials for crafting? Or did I miss something? Not sure if this is an improvement 🤔
@ it sounds like that’s the case. However, quantum boost is now that middle ground where you can travel at anywhere in between top of SCM to 1/10th of quantum speed. Since boost does not require fixing to a POI like qt travel, it means you can actually boost away very quickly. In the meantime, you also have the ability to divert all power to engines, thus increasing your speed/afterburner. It also sounds as though we will have “presets” instead of “modes”, meaning just a quick hotkey switch to whatever of our predefined power setups we want to use, thus no fiddling with MFDs to escape. Also keep in mind that if you divert full power to engines, while a chasing ship is still powering weapons, will give you a slight speed advantage even at SCM. Couple that with the fact that most weapons lose effectiveness over 1K, and you’ve got a fairly balanced situation. We also have to realize that CIG doesn’t want everyone to always be able to escape without fail 100% of the time, so “balance” does mean that the system inherently doesn’t just make it so easy to escape that it’s guaranteed.
i've been wondering the same thing for 2 years now. wtf happen to it. (my thought as to why) They want to make it modular so they can sell those parts.
These IAE show episodes being very candid and open about game direction is extremely refreshing (if sometimes disappointing that these things apparently weren't envisioned long ago). Keep it up!
I really love how surprising CIG can be sometimes. We all thought mastermodes couldn't be worse. Well guess what? They've actually made it FAR worse! Congrats
Am I understanding correctly that you can't have quantum + shields, but you can have quantum + weapons? So quantum boosting would disable shields, but attackers can pursue with weapons blazing? Bad to be a non-combat pilot I guess.
dont forget, quantum boost means no steering.. its auto pilot, straight line or towards a marker. leaving the fact at side that staying close to a very fast object requires perfect timing of your own acceleration.. they could use their weapons, but no way they are going to hit.. at some point you are faster then the bullets anyways..
@@joeswanson420 they already talked about quantum boost years ago.. its meant to be very close to the function of quantum travel but accelerates slower.. they never said that we are supposed to control the ship while boosting. what we saw in the gameplay demo was just a short boost in a straight line, dropping out to change direction and boost again..
same, it seem the thursters are insanely strong for a short moment of the sip completely ignore physics. it's too easy. but i guess it will become even easier with boost.
Oh my god, the puppet show at the end... I never expected a developers behind the scenes videos to become a seriously entertaining show to look forward to
This is nice communication, but how it actually works is you drop the massive change and then go radio silence for 6 months without explaining why. Maybe do this type of explaining earlier in the process.
maybe the middle and hustle customizing and quantum boost gameplay was fully fetched or got flawed by other changes in current MM implementation. nonetheless it's late but not couple of years radio silence, iam looking forward of the implementation of quantum boost and operator mode as well as mfd, hud customizisation.
"we're not taking that speed away, we're defaulting everything to a speed that is closer to todays SCM". And Im Jared with SENIOR GAME DIRECTOR and VEHICLE DIRECTOR and we don't know what we are talking.
@@jasonfrost5025 The (non quite) apologist(ic) dev featured looked and sounded as if he had a gun pointed at him. The issue as it has been raised from multiple sources sits at the top. It's Chris and his incessant whimsical flipflops. Tweaking harder than a West Coast crackhead (cracc is out fentanyl is in but butts for the sake of the argument ). He needs to sell or let a competant producer take over or they indeed are finished. They're still in denial about what MM did it seems and if they're not ready to swallow their pride and walk it back they're cooked.
@@twentyeighthunnid MM is crappy and I'm pretty sure they know it. It's just that they have a game to finish called SQ42 and SQ42 shares the same mechanics as SC so those two need to mirror each other. They cornered themselves. If they changed how the gameplay mechanics work, they would have to redo entire parts of SQ42 missions like tutorials, scripted events and so on which could break. It's that bad. That's what happens when you hire devs who have no idea nor interest in flight simulators in general or young devs with no experience and lack of vision in game design.
Chris Roberts is unbelievably lucky to have Jared. Thank you again for a ridiculously enteraining episode Jared! HAPPY IAE! HAPPY THANKSGIVING! AND A HAPPY MANY MORE! ❤❤
Puppet was great! I do have to say though that I would MUCH prefer the loss of weapons for nav than loss of shields. It just feels way too griefer friendly and just vulnerable to a random rock the other way. Choosing fight or flight, not fight or vaporized.
Why not give the player the choice. Witht the implementing of the resource network make it so, that you either can power shields or weapons while qt. And ultimately with crafted powerplant you can operate all 3 systems simultaniously. And for finetuning make the fuel consumption while shields are active higher or lower as needed for balancing. The power plant is still consuming hydrogen fuel, or not? :-)
@@stoneguard Dude. They have zero idea what they are doing. They are just stumbling ahead reacting to what pops up without any farsight or understanding of the consequences of their decisions for gameplay. Its as if the whole leadership is made out if junior developers that never made a game. At this point its just ridicolous.
That doesn't make sense either though, because if you are going fast AND have shields, the attacker is not able to chase and shoot at the same time, ensuring the prey never gets caught. There's got to be a balance struck. But realistically, if you are in a big cargo ship and being chased by unshielded pirates, your turrets should make short work of anything smaller than you.
Great! Now allow us to add our own permanent and deletable markers please. These two features should not be forgotten with quantum boost. edit: also - a really cool idea would be to add a triangle that sends power to shields, weapons or engines. That might be a really cool way of distributing power easily and quickly while we are in combat instead of a MFD with a horizontal scroll wheel that triggers exit seat half the time. OHH and add keybinds to shift power so it’s even easier. /s sort of
Personal markers are coming. It had to be built on top of server meshing because of how the entity graph works. Markers need to persist across server lines (or rather, disparate object containers) in preparation for dynamic server meshing. They talked about this a bit earlier this year.
Triangle reigned supreme. New system so half-455ed, it's baffling. MFD designer probably still hasn't actually tried the friggin game. They're so out of touch it's aburd. Makes me want to cry whenever I reminisce about satirical movies like Idiocracy as the dumbing down has seemingly reached near terminal velocity already.
So if we can reach high speeds with weapons but no shields I think that'll open up an interesting strategy for larger ships, since they can afford taking hits, hitting that top speed in a strait line and forcing a heavy fighter to drop shields and follow in a predictiable trajectory, you could give you turret gunners an easier shot, I imagining this being used by a catterpillar
Except peaceful players trying to run won't be able to because you have to drop sheilds to boost and the enemy can boost after you shooting you. They need to stop trying to make combat faster for "me go fast" goons
One of the main reasons for 'no guns at speed' is because the hit-detection *doesn't work at speed* - it's an engine limitation, not just a 'game design' one.
@@mebrian5728 it was a big focus before Master Modes were released and was constantly cited as the main reason for the switch. the secondary reason being - nobody likes fighting against pixels
Great show. But the most important question: where do i have to sign up now for Garman Humble videos? And: where can we meet Garman Humble in the game? Area 18, Pyro? WHERE???
you cant balance a game that changes that much, that quickly.. why is this so difficult to understand? true balancing is not on the menu for a long time.. if they try it right now it just slows everything down because they have to repeat it over and over again every 2 patches... all we get is placeholder mechanics to make it semi playable and even these cost valuable dev time and confuse ppl..
@@FalconDS9 if that were thr case we wouldn't have seen balancing changes to the corsair and intrepid just this patch. Or the component overhauls. You can't have your cake and eat it too, either they're working on balancing or they're not working on balancing.
@@redace3928 Entirely possible. Crafting (engineering in Elite Dangerous) completely unbalanced PvP combat in ED. If you're in an unengineered ship you stand no chance against an engineered ship. Even a more skilled player would be smart to run.
To surmise the master modes stuff: The quantum drive will still dictate going faster speeds and the shield will still have to be off to use it, but weapons(and im assuming everything else like counter measures) will be available at all times again. There will be less of "switching modes" and probably simply swapping between the shield and the quantum drive being on and different configurations. Also the "NAV" speed won't be limited to going around 1000 m/s with quantum boost, it will be more fluid in going up to say like "spline speeds" that we are used to in the game for intermediate distances, so no more 5 minute travel times going to the surface of a planet to an objective that is 400km away from you, instead it will be much quicker. Just as shown before, essentially you will be quantum "boosting" before you start "jumping" as it is a ramp up in speed and distance.
This is my take on it as well, I'm not sure why people seem to only be hearing "everything will be SCM speed now". Technically, Nav mode is getting even faster, as long as you are Quantum boosting.
@crawlie they didn't take note that you can use weapons at "nav" speeds again. The big difference now is deciding whether to be fast or have defenses like shields.
@@Shanex250 We'll have to see what maneuverability looks like at QB/those speeds to see what combat might look like. Definitely makes an interesting choice between shields and movement, might be quite hard to balance though. For full retreat, If you go max QB speed (1/10th normal quantum) that sounds like a pretty safe option to get out of combat completely assuming you're able to steer even a little at that speed. Also there's the effects that QED and dampeners have to be addressed a bit more comprehensively. If QB is always perfectly suppressed within the range of a dampener, then many ships will just be trapped with no real answer. I suspect there will be more consequences introduced for running dampeners, like power draw or timed effects perhaps.
@@Shanex250 really liked this direction even though i think they should also allow half shields instead of weapons at fast speeds. Give some chance for fleeing industrial ships
the puppet is by far the funniest thing I've seen in a long time. The timing just made it
Need more ❤
Don't be mean... He may look like one, but Jared is in fact human.
You mean second funniest. After the master modes fixing plan
@jared So that's what CIG did 3D-scan you whole naked shaved body for ?
Amazing
We really got Muppet Jared before GTA6, wild
Requesting a full show moderated by mupped jared!
brother we got muppet jared before pyro
I want that on my ship hull.
"When things get dicey.... Go extra spicy."
OK. Those puppets were hilarious. John Crewe must have lost a bet to get him to sing.
This is where the money is going. The amount of people cheering for it is staggering. This and *staffers working janitorial in servers instead of on something constructive just to give chumps the illusion of persistence*. What a sick joke.
@@twentyeighthunnid dont bother with sc then. just leave and never come back.
@@aces.9182 I'd gladly take my monies back.
For having been conned that hard into something that strayed so far from the original kickstarter pitch already, which you should look into before you make a(n even bigger) chump of yourself too.
@@twentyeighthunnid what SC is today was VOTED BY ALL THE BACKERS. SC is exactly what original kickstarters, like me, wanted and VOTED. Go back to fornite, nobody cares if u dont like SC.
I got to meet and have a quick chat with Jarad at the end of the second day of CitCon. The thing i asked him was about more singing sections at the videos, and im glad he's obliged. He actually has a great singing voice
So we can blame you then? 😜
I can't believe he convinced J. Crewe to sing with him. It was great, 👍
He did it just because of you, you're THAT influencial
I'm glad you did, because that made my day. Especially the puppet!!!! I almost spit out my drink in the Q&A!
@@Areanyusernamesleft possibly 😆
samurai swords confirmed
I hope they don't forget about HEMA fans: longsword, messer, rapier, ...
@Karackal Personally, I just want the cyber/80s retro future aesthetic. I don't need halberds or flails. I just want trenchcoats and katanas, man.
And two weapon fighting
dual wielding too.
Ninja swords, Samurais are lame af
This episode was hilarious. I really hope these little skits can be played on tvs/monitors throughout star citizen with 1.0
Please put out a spectrum post explaining the changes to mastermodes/speeds etc for those of us who understand written vs spoken better. Thanks!
Please don't allow weapons at boost speeds... not everyone wants to do combat. Pirates do NOT need the ability to boost after unsheilded ships with weapons blazing.
A lot of words with very little meaning is what it'll be
@@Falenir This would make pirating/criminal pvp functionally impossible which is bad for the game despite what some people might say (or cry) on the forum
@@Blue-2-u Piracy is a lot about timing and overwhelming / surprising your target. As soon as your target is in the position to run, you already made mistakes.
@VulpesChama you don't know what you're even talking about lmao.
You are ALWAYS safe. Unless you actually get pulled into a QD field, you are truly never at risk of getting caught by pirates.
John Crewe is a replicant, confirmed
Glad I'm not the only one who caught that. Question is, is he a Nexis 8? 9?
You were made as well as we could make you.
But not to be continually gold passed.
It was a Spice-Fightt Test?
John's Deadpan delivery of the Puppet question got me good.
This video might be your crowning achievement.
The blade runner line into "Why did you nerf the corsair?" made me choke on my very first sip of beer tonight, congrats. That was amazing.
It would make more sense to down-size the four frontal guns to S4's under pilot control, and give the co-pilot the wing guns.
Otherwise the guns in front may tend to get in each-other's way while tracking two different targets. And it just looks weird.
Or just not nerf the favorite ship
@@smallgiant6064 That was kind of the point though...
With a game that has as many purpose-built combat ships as this one currently has, as well as a number of ships that aren't strictly combat ships but can do decently or better at it, to have *any* one ship responsible for *40% of the total ship kills* in a given time span is... well just not what CIG wants. They don't want the metagame for any aspect of the game to have a clear, overwhelming, universal answer; and before it was nerfed, that's what the Corsair was for the vast majority of combat situations! It would have, and will happen to in the future, any combat ship that approaches this level of dominance.
lol... WHERE IS JAX MCCLEARY?!?!??!?!?!?!?
Yeah, CIG. Wth... :(
he was getting shot at at the end lol
Bring back JAX!!!
He's in the LEGIONNAIRES now.
We want Jax!
I totally loved the puppets. That was just an absolutely fantastic routine.
i absolutely love these IAE shows.... can we keep this wacky style forever pretty please jared?
Please can we add these shows to the existing shows? Pretty please Jared?
I want a Jalopy more than any other ship, let's be honest this universe would be filled with home built ships made of whatever parts one could find at the junk yard!
The ability to build junkyard 'uglies' as they are called in Star Wars, would be great once crafting and ship building comes in. Imagine turning a Drake command pod into some kind of trash gunship! Or bolting parts from a scorpius or talon onto and Argo cargo! Turn the Mole into a gunship/dropship or replace the reclaimer claw with an Idris railgun!
sounds like the perfect way to start testing the systems for recovering derelict ships👀
Please give me a Jalopy CIG!
Yes! I want one too. Drake comes close to it, and the retired Hornet MkI also go in that direction, but they’re still not rusty or anything.
That would bring up this game's appeal an order of magnitude IMHO
I think one day we'll actually get our hands on the MISC Raptor, it has become too much of an icon, we need to clear our Polaris floor with those
+1 🧹
Absolutely love how my top of the line future space age fighter jet can only fly as fast as a jumbo jet.
Right, how does it make sense
"We are going back to operator modes"
Yes.........
"They will be similar to scm"
God Damnit.
Video production team has been knocking it out of the park, these are the most fun videos I've seen from SC in a few years :D
Nice profile pic. :p
@BalthazarB2 :3
I JUST watched a Blade Runner 'Final Cut' clip of the first replicant interrogation scene this morning. I thought I was hallucinating Jared's first speedround question.
Would have been fun if John asked what's a terrapin/tortoise :D
so good xd
maybe the Corsair makes 40% of the kills in the verse, not only because it is well armed, but also and above all because it is the only ship with a decent interior, the only one with a comfortable hold which is not a elevator, the only one with so many access routes, and incidentally the only one that is not bugged. So perhaps (not sure) that this contributes to its popularity and therefore ultimately to its kill rate...
I can’t believe the puppets. You guys are incredible
Suddenly... Jim Henson from the ropes! I didn't know I needed that. That was great.
lord please give us the street sweeper
plus trash collector missions, with repuation towards the local comunity services provider. could include garbage patrol to pick up bottles, up towards salavage/tow contracts for abandoned ships. make the verse look great again... reaching max rank with these should earn you a medal..
Pretty sure it was a zamboni - a Deadpool parody
@@JohnVanderbeckIt’s the MISC Raptor streetsweeper from this years’s April fools
The puppets MIGHT make up for the lack luster IAE this year :D
to all the Ironchads
@17:19 "change the channel" lol, John Crew is great
Listen up guys. We want to travel fast at low altitude. We want to fly around a planet and explore the terrain. We want to fly through an astroid field scanning for stuff. It already takes me an hour to start playing this game. Please don't slow the game down even more because someone over shot a space station.
Exactly!! Flying around/exploring is the best part of the game by a long shot. It's a shame having these massive, incredible planets and not being able to explore them because of artificial restrictions.
I died at 14:28 CIG knows how to defuse sensitive subject ahah
Thank you for making me laugh, you made my day! I hope you had fun making the episode as I did watching it.
The Concorde soars at 699.72 m/s
The F-14 Tomcat maxes out at 802.62 m/s
F-15 Eagle hits 857.5 m/s
MiG-31 Foxhound, 970.69 m/s
The Lockheed SR-71 Blackbird can fly at speeds of 983.3 m/s
The XB-70 Valkyrie @ 1,029 m/s ....wait, I thought you said?
the Mikoyan MiG-25 hits mach 3.2 at 1097 m/s
The USAF X-15 reached mach 6.2 at 2126.6 m/s
the NASA X-43 has a top speed of 3,293 m/s, Mach 9.6!!!!!!!!!!!! at 110,000 feet. (closest thing to our ships, basically a Zeus)
Earth's atmosphere ceiling is 337,360 feet....
this is all with current technology. now 930 years in the future, developed Quantum Travel and we can only fly at 200 m/s in atmosphere? How? Why? to please people that don't want to put in the time and effort? Quantum Boost? I'm sorry, imo that's completely asinine.
and you wonder why Citizens are upset with master modes.
you know what does fly at 250 m/s? Air Force One, Boeing 747's, a B-52 BOMBER can fly at 291 m/s. Do you understand how massive those PLANES are ?!?
come on CIG, Ray Charles can see this...
kerbal space program is a game
But do the dogfight at those speeds?
Totally agree with this. It’s silly watching these ships with engines the size of a freight train moving at 120m/s in atmo. I definitely don’t want to see 2000m/s joust fights, but if it were up to me, a “nav” mode would be like 10 or 20x the current SCM speed, no weapons (shields ok maybe) but would take time to switch modes. Interdiction would be about pulling other ships out of Nav mode to force a fight.
They went over this many times, these ships weigh 4 times more than a modern aircraft their size for instance the Gladius is 4 times heavier than a F-16 due to components and armor.
It's a game bruh, Have you watched The Expanse? Try dogfighting at those speeds, we're video gamers not fighter pilots
New flight modes sounds like a bubble wrapped drown grade. The game is a space simulator, that was a key driving point behind the levels of realism when flying your ships. If you want players to not zip into the side of a space station, they themselves should be the ones to learn how their ship operates with the skill levels and knowledge they acquire. Just because a system takes time to learn and master doesn’t make it a bad thing. This delivers levels of intricacy and depth to these seemingly more basic systems that makes star citizen’s flight model stand out from games like no man’s sky that hold onto a more arcade based combat style.
This game has never been a space sim period, ships producing 10 G's and over should insta kill you yet we have fighters pulling 24 G's in game everything is made for fun not realism.
Master modes is far arcade than 3.22... sorry.
@ I agree with you. I liked the pre master modes flight model the best. I am just saying the proposed changes are continuing to add to the arcade like, hand holding style gameplay that was initially implemented with master modes.
Can we please change the "No shield on high speed but weapons" to "Decide you power allocation to have either weapons OR shield with your high speed" for more interesting options.
No
No Go away
No
You people are just never happy.
@@Billy-bc8pk LOL 🤡 Tf are you talking about "never"? Literally from start to finish master modes have been in the favor of combat and to the detriment of cargo runners.
does this mean that with ships that are supposed to be runners like the MSR and 400i you won't be able to run away? because everybody even in combat mode or nav mode will be able to catch up to you.
No, as they said, ships will have varying speeds and those speeds can be modified with tuning and upgrades. So some ships will be faster than others.
This was hilarious and exactly what we needed to wrap up the IAE show this year - An unexpected treat, Thank you!
Spooling of QT + no shields = no escape. There needs to be a better way.
The duet. omg. perfect.
Excellent show this year. thank you
I enjoyed the Bladerunner reference. And we need those puppets in the merch store asap.
I watched this at 4am. The introduction of the Jared puppet almost made me wake up my wife trying go quiet my laugh. Truly amazing.
Hah, I got so excited when you said you were unifying the speeds of NAV and SCM.... then you said they would both be more or less at our current SCM speeds! Are you guys seriously trying to remove any fun from flight? Remember there is more to this game than just combat. Allowing new players to smack into space stations if they are going too fast is called player agency - we need to be able to make mistakes or there is nothing to learn.
I have previously said that whatever you do at least it will be an improvement to Master Modes, but colour me sceptical, this sounds pretty awful. And to top it off, keeping weapons but loosing shields means that escaping combat will be almost impossible. This is sounding more and more like some PvP hellscape.
Edit: Just to add, I appreciate the devs finally talking about this. I'm just confused by this explenation and direction.
Maybe just watch the video again, and this time try to understand what they say
Couple things to note here that I feel people are missing:
1. You only need to drop shields to enable quantum
2. Quantum boost will be achievable very quickly because it doesn’t require you to lock onto a POI, you just point and go. This means that you do not have to deal with all that spooling and calibration time.
All in all, this actually means that you can likely escape more easily now than you could before. Especially if there are multiple ships in the area which with current iteration can space themselves out to catch a ship that tries to use NAV mode to only boost at non-quantum.
Assuming they make the right tweaks in these regards, I feel they are right that this could be the proper balance. Make yourself a preset that gives full power to engines and minimum necessary for quantum, and you may likely be able to outrun a ship that is still passing power to weapons.
@gian.4388 Yes, we are locked to SCM speeds for normal flight unless we grind materials for crafting? Or did I miss something? Not sure if this is an improvement 🤔
@ yeah, I did, and that’s why my comment was the way it is
@ it sounds like that’s the case. However, quantum boost is now that middle ground where you can travel at anywhere in between top of SCM to 1/10th of quantum speed. Since boost does not require fixing to a POI like qt travel, it means you can actually boost away very quickly. In the meantime, you also have the ability to divert all power to engines, thus increasing your speed/afterburner. It also sounds as though we will have “presets” instead of “modes”, meaning just a quick hotkey switch to whatever of our predefined power setups we want to use, thus no fiddling with MFDs to escape.
Also keep in mind that if you divert full power to engines, while a chasing ship is still powering weapons, will give you a slight speed advantage even at SCM. Couple that with the fact that most weapons lose effectiveness over 1K, and you’ve got a fairly balanced situation.
We also have to realize that CIG doesn’t want everyone to always be able to escape without fail 100% of the time, so “balance” does mean that the system inherently doesn’t just make it so easy to escape that it’s guaranteed.
The Muppet ending brought me back to my childhood for a moment. I can imagine John explaining this to his family being hilarious.
OMG.... I literally began laughing out loud at the Jalopy song.... the John Crewe puppet made me lose it. That was beyond hysterical.
I was actually going to pause the video to search what jalopy was, thanks for that! XD
600i rework when?
Tomorrow 🤞🤞🤞
"600i?! What's that?!"
i've been wondering the same thing for 2 years now. wtf happen to it.
(my thought as to why)
They want to make it modular so they can sell those parts.
Gets delayed a year everytime you ask.
After 1.0
Brother they should have had this conversation 2 years ago
Those puppets really captured their likeness 😅
These IAE show episodes being very candid and open about game direction is extremely refreshing (if sometimes disappointing that these things apparently weren't envisioned long ago). Keep it up!
You guys are totally crazy and that's why we love you? When can we buy the puppets in the merch store ;-)
I really love how surprising CIG can be sometimes. We all thought mastermodes couldn't be worse. Well guess what? They've actually made it FAR worse! Congrats
Am I understanding correctly that you can't have quantum + shields, but you can have quantum + weapons? So quantum boosting would disable shields, but attackers can pursue with weapons blazing? Bad to be a non-combat pilot I guess.
dont forget, quantum boost means no steering.. its auto pilot, straight line or towards a marker. leaving the fact at side that staying close to a very fast object requires perfect timing of your own acceleration.. they could use their weapons, but no way they are going to hit.. at some point you are faster then the bullets anyways..
@@FalconDS9 thats quantum jump QB is steerable thats how they steered around ships in SQ42 when heading to the king ship
@@joeswanson420 they already talked about quantum boost years ago.. its meant to be very close to the function of quantum travel but accelerates slower.. they never said that we are supposed to control the ship while boosting.
what we saw in the gameplay demo was just a short boost in a straight line, dropping out to change direction and boost again..
Bad to be a solo non-combat pilot. The attacker would be vulnerable to turret fire, especially in a light fighter with no shields.
but is quantum boost still being a things ?
alright that ending was worth sticking around for
going from nav to scm brakes your speed near instant, i always approach a station in nav at full blast then revert to scm.
same, it seem the thursters are insanely strong for a short moment of the sip completely ignore physics. it's too easy. but i guess it will become even easier with boost.
I do exactly the same, but as it adds to QOL I did not want to bring attention to it, as CIG is now bound to make it significantly worse
The Voight-Kampff smash into Corsair Baseline test was immaculate.
That Galactipedia page is lit.
well, it has to be otherwise it would be hard to read.
Oh my god, the puppet show at the end... I never expected a developers behind the scenes videos to become a seriously entertaining show to look forward to
Happy Thanksgiving CIG and Citizens of the 'Verse'.
lmao absolutely loved the ending 😂 Jared's puppet just dancing so happily lmao so good!
This is nice communication, but how it actually works is you drop the massive change and then go radio silence for 6 months without explaining why. Maybe do this type of explaining earlier in the process.
I prefer them to test major features without too much input, because then you get less bias. But they still got our feedback and are modifying it.
They already talked of the quantum boosts many times
@@Martin-sx4bxI’m sure “the guns part” was what we all didn’t know. And finally, something about Master Modes that makes sense.
maybe the middle and hustle customizing and quantum boost gameplay was fully fetched or got flawed by other changes in current MM implementation.
nonetheless it's late but not couple of years radio silence, iam looking forward of the implementation of quantum boost and operator mode as well as mfd, hud customizisation.
@ I guess I was referring to master modes, but there are countless other examples.
The production quality is amazingly high with this one. I am amazed! !!
Can we make MM even worse? Of course we can! YES WE CAN! YES WE CAN! YES WE CAN! YES WE CAN! YES WE CAN! YES WE CAN! YES WE CAN! YES WE CAN!
This video is the biggest facepalm I've ever had with SC. This project is just completely done for.
"we're not taking that speed away, we're defaulting everything to a speed that is closer to todays SCM". And Im Jared with SENIOR GAME DIRECTOR and VEHICLE DIRECTOR and we don't know what we are talking.
@@jasonfrost5025 The (non quite) apologist(ic) dev featured looked and sounded as if he had a gun pointed at him. The issue as it has been raised from multiple sources sits at the top. It's Chris and his incessant whimsical flipflops. Tweaking harder than a West Coast crackhead (cracc is out fentanyl is in but butts for the sake of the argument ). He needs to sell or let a competant producer take over or they indeed are finished. They're still in denial about what MM did it seems and if they're not ready to swallow their pride and walk it back they're cooked.
@@twentyeighthunnid MM is crappy and I'm pretty sure they know it. It's just that they have a game to finish called SQ42 and SQ42 shares the same mechanics as SC so those two need to mirror each other. They cornered themselves. If they changed how the gameplay mechanics work, they would have to redo entire parts of SQ42 missions like tutorials, scripted events and so on which could break. It's that bad. That's what happens when you hire devs who have no idea nor interest in flight simulators in general or young devs with no experience and lack of vision in game design.
Chris Roberts is unbelievably lucky to have Jared. Thank you again for a ridiculously enteraining episode Jared! HAPPY IAE! HAPPY THANKSGIVING! AND A HAPPY MANY MORE! ❤❤
Puppet was great! I do have to say though that I would MUCH prefer the loss of weapons for nav than loss of shields. It just feels way too griefer friendly and just vulnerable to a random rock the other way. Choosing fight or flight, not fight or vaporized.
Why not give the player the choice. Witht the implementing of the resource network make it so, that you either can power shields or weapons while qt. And ultimately with crafted powerplant you can operate all 3 systems simultaniously. And for finetuning make the fuel consumption while shields are active higher or lower as needed for balancing. The power plant is still consuming hydrogen fuel, or not? :-)
@@stoneguard Dude. They have zero idea what they are doing. They are just stumbling ahead reacting to what pops up without any farsight or understanding of the consequences of their decisions for gameplay. Its as if the whole leadership is made out if junior developers that never made a game. At this point its just ridicolous.
That doesn't make sense either though, because if you are going fast AND have shields, the attacker is not able to chase and shoot at the same time, ensuring the prey never gets caught. There's got to be a balance struck.
But realistically, if you are in a big cargo ship and being chased by unshielded pirates, your turrets should make short work of anything smaller than you.
Happy Thanksgiving and thank you for the episodes
After 1.0. After 1.0. I feel like that's going to be said way too often now.
Definitely caught a slipped "station warfare" at 10:50. Somebody's been thinking about player station defense, eh?
It's impressive that they've made master modes even worse. That is some dedication.
What are you even on about? Explain
Just like politicians... NEVER admit you are wrong... and Double-Down when caught in a no-win situation.
master modes is awesome
When I saw the AirWolf intro I thought he's never going to top this. Now I see Bert and Ernie in the SC universe and am adding pepper to my crow.
Great! Now allow us to add our own permanent and deletable markers please. These two features should not be forgotten with quantum boost.
edit: also - a really cool idea would be to add a triangle that sends power to shields, weapons or engines. That might be a really cool way of distributing power easily and quickly while we are in combat instead of a MFD with a horizontal scroll wheel that triggers exit seat half the time. OHH and add keybinds to shift power so it’s even easier. /s sort of
Personal markers are coming. It had to be built on top of server meshing because of how the entity graph works. Markers need to persist across server lines (or rather, disparate object containers) in preparation for dynamic server meshing. They talked about this a bit earlier this year.
@@Billy-bc8pk Sure, I understand and remember that - what I said is I hope that don't forget to include that when they add the quantum boost.
Triangle reigned supreme. New system so half-455ed, it's baffling. MFD designer probably still hasn't actually tried the friggin game. They're so out of touch it's aburd. Makes me want to cry whenever I reminisce about satirical movies like Idiocracy as the dumbing down has seemingly reached near terminal velocity already.
Deadpool references on point, puppets to notch... well played!😂
So if we can reach high speeds with weapons but no shields I think that'll open up an interesting strategy for larger ships, since they can afford taking hits, hitting that top speed in a strait line and forcing a heavy fighter to drop shields and follow in a predictiable trajectory, you could give you turret gunners an easier shot, I imagining this being used by a catterpillar
Except peaceful players trying to run won't be able to because you have to drop sheilds to boost and the enemy can boost after you shooting you. They need to stop trying to make combat faster for "me go fast" goons
One of the main reasons for 'no guns at speed' is because the hit-detection *doesn't work at speed* - it's an engine limitation, not just a 'game design' one.
@@Falenir They need to stop making combat slower for "Me no fight" losers. See how that works?
@@logicalChimp Any proof of this? Their engine is almost in house, heavily based off of CryEngine
@@mebrian5728 it was a big focus before Master Modes were released and was constantly cited as the main reason for the switch. the secondary reason being - nobody likes fighting against pixels
Okay. This was a great IAE show. I love the additions to master modes. I'm so excited for the movement around planets with NAV boost.
I didn't expect the ending
Ok can we please see the bonus episode with all the outtakes!!😂
Crafting + Maelstrom = Crucible
Vulcan too
Best episode ever id love this format every week xD
The tone-deafness to backer feedback is staggering.
source?
@ The video genius.
@@mndeg Pay attention. Just because YOU are ignorant doesn't mean things aren't happening.
@@jasonfrost5025exactly
Love the Muppet show! Give a raise to your social media team! 😂
Without Jax McCleary, it doesn't feel like a celebration anymore.
The puppets were wonderful, thx for your creative spirit CIG.
The end was amazing
This year's show is unhinged, and I love it
Great show. But the most important question: where do i have to sign up now for Garman Humble videos?
And: where can we meet Garman Humble in the game? Area 18, Pyro? WHERE???
He's right behind you, right now
@Naqaj don't mind. I am neither a criminal or pirate scum. So where is my fanposter?
Love the Blade Runner question reference. The Muppets made me spit out my coffee! love it!
I think this episode by itself not only redeemed the whole IAE but somehow made John Crewe... human?
Cool segment talking about the master modes and crafting better tiers of equipment to provide a edge... look forward to more on this..
Crafting has become the new "this will fix everything" band-aid to replace actually getting into the weeds for balancing
I mean it kinda make sense, when you can tweak the components yourself, CIG really only have to provide a sane baseline.
you cant balance a game that changes that much, that quickly.. why is this so difficult to understand? true balancing is not on the menu for a long time.. if they try it right now it just slows everything down because they have to repeat it over and over again every 2 patches... all we get is placeholder mechanics to make it semi playable and even these cost valuable dev time and confuse ppl..
@@FalconDS9 if that were thr case we wouldn't have seen balancing changes to the corsair and intrepid just this patch. Or the component overhauls. You can't have your cake and eat it too, either they're working on balancing or they're not working on balancing.
Crafting will be the new master mode that will fix what is wrong and then they will see it's not helping but allowing for a bigger unbalanced play
@@redace3928 Entirely possible. Crafting (engineering in Elite Dangerous) completely unbalanced PvP combat in ED. If you're in an unengineered ship you stand no chance against an engineered ship. Even a more skilled player would be smart to run.
"and it's time to address the Idris in the room"
Missed opportunity to say the "MSR* in the room" lol
To surmise the master modes stuff: The quantum drive will still dictate going faster speeds and the shield will still have to be off to use it, but weapons(and im assuming everything else like counter measures) will be available at all times again. There will be less of "switching modes" and probably simply swapping between the shield and the quantum drive being on and different configurations.
Also the "NAV" speed won't be limited to going around 1000 m/s with quantum boost, it will be more fluid in going up to say like "spline speeds" that we are used to in the game for intermediate distances, so no more 5 minute travel times going to the surface of a planet to an objective that is 400km away from you, instead it will be much quicker. Just as shown before, essentially you will be quantum "boosting" before you start "jumping" as it is a ramp up in speed and distance.
Sounds very interesting
This is my take on it as well, I'm not sure why people seem to only be hearing "everything will be SCM speed now". Technically, Nav mode is getting even faster, as long as you are Quantum boosting.
@crawlie they didn't take note that you can use weapons at "nav" speeds again.
The big difference now is deciding whether to be fast or have defenses like shields.
@@Shanex250 We'll have to see what maneuverability looks like at QB/those speeds to see what combat might look like. Definitely makes an interesting choice between shields and movement, might be quite hard to balance though.
For full retreat, If you go max QB speed (1/10th normal quantum) that sounds like a pretty safe option to get out of combat completely assuming you're able to steer even a little at that speed.
Also there's the effects that QED and dampeners have to be addressed a bit more comprehensively. If QB is always perfectly suppressed within the range of a dampener, then many ships will just be trapped with no real answer. I suspect there will be more consequences introduced for running dampeners, like power draw or timed effects perhaps.
@@Shanex250 really liked this direction even though i think they should also allow half shields instead of weapons at fast speeds. Give some chance for fleeing industrial ships
One thing I like about master modes is it gives ships like Perseus a massive advantage in not needing to drop out far enough away to bring up shields
Master modes is a steaming pile of exrement. Thousands have left the project because of it. Absolute trash.
Yup
No one can EVER claim they didn’t do their best to entertain us, ever.
hahahah what a great episode! "John Crewe, the happiest man at CIG", poor man.
Nice robocop reference with the 6000sux.
Drake is simply the best ship brand.
for you. Drake clearly designed hanger noise. I'll be delivering your Drake ship parts in my MISC ship. Sign here please. Thank you! :)
This episode was absolutely amazing!
Kane (Joseph D. Kucan) confirmed 17:06 🤩
MY GOD. This was your Idea, Jared, right? ... Love it.
p.s. Always amazed that Jared can sing that good!
So the biggest probs with MM will stay? Did you ever play your own game?
They will again suprise ... no body playing our game ?
The end was soooo good! Loved it!