Agree - server meshing and UI will be huge. One hopefully sorts out stability and AI, whilst the other aids with overall playability. Looking forward to seeing the development and whats added.
I had the opposite reaction that weekend. My only hope is the military grade god-vision will be scaled back for Star Citizen, so explorers have maps to upload and sell.
yeah, the devs dont have the skill level, the internet dosent have the tek and given how much funding the blew to get them here, im gonna say that'll be a never. its just a group of people milking their fan base to stay employed.
I love the option to not download the map, if you don't want the spoiler, and just let the map build itself along the paths you take, as you take them. I think this one of its best features but, either way, I also love the how readable the map holographic is, and the built-in pathing because, to be sure, if I ever make a mod for this game (or maybe more likely for SQ42), it will include a mine with architecture servicing the geometry typical of a fault zone (often serviced by underground mines) and that's not the kind of thing one can simply navigate by hugging a wall.
I hope maps won't spoil gameplay. Like finding maintenance hatches with tunnels yourself diegetically in the world. I don't like playing by map, I want to be immersed in the Verse. Maybe having a map means you no longer have other options.. like EVA fuel, or EMP protection, or you cannot wear heavy armor, or,.. etc. Because otherwise it seems many aspects of what I love about SC (no markers, no handholding, navigation INSIDE the game) may diminish.
Yes, there needs to be a trade-off. In a game where PvP is possible basically everywhere and there's permadeath and loss of all gear upon even incapacitation, yes. Every need to have it as a trade-off or you're basically hampering yourself too much by not using it. @@philipegoulet448
The map has been terrible for a very long time and yet even in it's awful state it has been absolutely necessary to have. I am happy to see that there's been significant progress and hope to get my hands on it soon.
I had hoped that they would make some temporary low effort text UI for the star map until the proper thing is built. But now its probably too close to the proper starmap being built to bother with.
I just need something to orient my self correctly on foot or land vehicle so i can actually find, say, aid shelters or mining facilities while on the ground.
I think they were trying to make the map look as if it was being protected in that cone of light from the mobiglass - which is why parts disappear when you move around. If so that's impressive but awful from a useful UI perspective.
I'm just excited about multicrew capabilities. Giving Engineers and copilots something to do on a ship vs standing around while the pilot does everything, is what I want to see to make it fun with friends.
I *totally* get that devs want players to *play* the game. Maps and mapmarkers have been ruinous for games. What happens is that player reduce playing the game to just moving to wherever the pointer points them to. Then people complain about fetch quests and boredom never realizing that by reducing themselves to followers of (the cult of) the mapmarkers, they did it to themselves. They should be very careful and prevent the map from dominating gameplay.
The simple solution is to not give an exact location to whatever it is the person is doing. Maybe point to the city or a district in the city and then require reading and understanding the quest to further it. No reason to have no map as long as you aren't rockstar and you point people exactly to every single thing they need to do with a red arrow or glowing line.
Agrees with the OP on this issue. Players overall are lazy, though that’s not every player of the game. But if you take away the ability for them to just explore and find things on their own without a map, providing a map with exact location will very much reduce them exploring and just using pin point map location to get there. That’s very much like what exist in Starfield at this very moment.
You guys are saying maps and map markers are bad, but it's stuff I use in everyday life in 2023. Y'all don't use maps? No wonder why I see people trying to swerve off the highway at the last moment, do Uturns all the time: Y'all like getting lost.
I have to say, I was extremely impressed by the new starmap. I was fully expecting just a functional version of the current spacemap with an facelift which I would have been totally happy with, but instead they are developing an all-in-one package that supports and integrates other mechanics like resource managment and exploration really well as well. This should also allow for you to be able to plot out cave systems so you are no longer being lost in there for 1h+ anymore after trying to find that one last guy that is hiding somewhere in the tiniest crack or after wandering too deep into one while hand mining.
It's actually insane that it's taken 8 years of the PU project to give testers a usable navigation UI for a game based in a game space of trillions of square miles. The fact that anything else got priority over the ability for people to navigate the game world in a giant exploration space game is one of the biggest head scratchers for dev resource priority.
I agree the starmap has badly needed an upgrade for years. But the problem with their funding model is that they need to keep the players/backers, that are basically their alpha testers, happy. And people have been clamouring for ships they were waiting on, new content loops, etc. The star map basically sums up the entire issue of Star citizen, which is that a lot of focus has been put on things out of order because they needed to keep generating revenue. Its all our own faults 😅.
at the same time though, this live map thing is pretty crazy.. and works great with the way the game is made, and they basically admitted to realizing how important it is and it kind of makes sense why they/we waited on it
@@RedMage117 I think this is part of the crux only. CIG doesn't just have teams of devs, they have divisions of dev teams. Ships and fancy fun things be as they may, leaving the UI in such a poor state of affairs is, harshly said, negligence. Does anybody know what other UI things have taken priority over these basics? Was it a matter of SQ42 getting done first, and now the PU reaps the benefits off that?
Two possibly amazing possibilities: 1. 7:14 if Scout/Pathfinding ships could relay live radar scan data to a bigger ship like the Carrack, we could vastly extend the range. We could park the Carrack in the middle of nowhere and have pathfinders send ship traffic scans from a distant moon/planet, or all planets. 2. 8:08 FPS scanning can be extremely useful in parties/teams. Designate someone as squad support, they scan the area then automatically share the scan data with the party/squad members in realtime.
@@Miner-dyne Or made Glowsticks brighter. That would have solved about 90% of it - You could just leave a trail of glowsticks behind you to mark paths.
@7:30 I think you should be able to see doors opening and people on your ship trying to invade your ship. They should have to hack your system to prevent those activity from showing up or alerting you.
I'm really excited about this update, which will prove to be a real bonus for the entire community. I don't think we will se se testing this year as I believe there are other areas using the testing platform like Pryo & the replication layer. I am really keen to see this for planetary marker points, which will be a great addition to events like the Daymar Rally. The future of selling your data or even hacking others to capture that data creates a new gameplay loop. Maybe the Herald will be seen a bit more in the Verse, too? 😉
with the marker selling I would think that would fall under the banner of data running, youd use something like an msr to scan and create custom maps of areas and points on interests, unmapped asteroid belt sections ect then sell that data to players/orgs and other npc companies.
If they can do all this with the map, maybe it can be adapted for a landing view/camera to show surroundings (which was answered 2 seconds after I pressed submit) . I look forward to the fps as scanning features.
Did your new editor work on this? (I’m only halfway through so you might have mentioned it at the end.) It’s REALLY solid! Slightly different feel from your Architect Reviews videos, but modern, playful, engaging, and really great for these more wrap-up and news-style vids. If this is your new editor doing their thing, well done!!!
I hope they keep the hud as clean as they can. Maybe map coordinator will become a new position for the friend who likes looking at screens instead of down the barrel.
Squadrons are definitely going to need someone at the holotable coordinating things (if they intend to be effective) and even squads would likely benefit greatly from someone in the copilot/radar-operator seat focusing on the bigger picture when you have more than 4 or so spacecraft.
what do they mean by "locate your own ship" tho? If I have my Carrack and a Pisces in it, and I take the Pisces out for a spin, will I not be able to return to the Carrack?
Concerning landing UI, since Ive discovered Vector Landing, it has been a blast to just use this method so it has removed a bit of the pain of not having any UI for it. Btw, 9:06 ...hahahaha, reminded me of my first flight.
This is neat and one of the biggest things I've wanted for a long time. The way-marker selling idea makes sense as you would need to have a way to share a location with someone anyway. Like a hidden corporation base you need to send coordinates to a new member, that sort of thing.
Enter trespass area - then accept the bunker mission. The higher level bunkers - the wave bunkers work because you are already in the zone, when the countdown timer starts.
Bug squashing isn't a feature. Alpha is for implementing core features, beta is the time for polish and bug squashing. Until then, you can expect every patch to have similar issues. If you don't have the stomach for dealing with/working around them, you probably don't want to play it yet. Wipes will be a thing for awhile still anyway.
i feel like the 'seeing other ships on the map' thing would be an excellent way to integrate sensors into gameplay. i don't actually know if sensors do anything right now, but but better ship sensors could, for example, allow you to update your data in real time from further away, or increase the frequency of those updates, or detect smaller/quieter objects. all the geographical data and stuff that's predictable like planetary positions and space stations would reasonably be accessible all the time, but stuff like asteroids inside a belt or where ships are in space should be tied to your sensors.
I CANNOT wait for this content. Cartography is a passion of mine and it's what made me finally get a game package when the Carrack came out. When they showcased this to us at Citizen Con... I like many others, was ferally screaming.
Another super key update SC needs is multicrew bed logging. It'll make longer term multicrew so much more fun if I don't have to spawn back at base with flying on a friends ship, or spend an hour linking up with people. SC multicrew bed logging - if Alice, Bob and Carl are all flying on a caterpillar owned by Alice, Alice and Carl should be able to log off in a bed and Bob should be able to continue flying. When Bob is ready for bed, he can log off wherever. Carl can log back in first and it should spawn the ship where Bob logged off. Neither of them are the ship owner, Alice is.
IMO this is the single most important feature that is absolutely needed for Star Citizen right now. Sure the replication layer and server meshing are needed to get Star Citizen up to the status of a fully persistent MMO but the Star Map is needed to play the game in it's current limited state. This will be a massive improvement to playability and the approachability of the game for new players and will still significantly reduce headaches for experienced players as well. As you said if it were released today it would not be soon enough.
I have ALWAYS said that they need to implement a scanner rating system for devices and suits. So, say this map module can recognize players who have a stealth rating of 3 or higher. So a player who is wearing a suit or device or whatever that has a rating of 3 will show up. But if they have a suit, or device, or whatever with a rating of 2.86, then they will not show up on these scanners. This makes stealth playing way better. Also, they can have a hacking module that would not show the doors opening and closing. so a stealth suit with a rating of .5 will have almost no armor and no weapons besides a knife, but will not show up on any scans.
i thought ships with computer banks will have the capability to store map data so you can take it places. multi-system jumps will require system data, so long range ships can map routes better
Ground maps are important as they are missing but the star map is critical as it is basically broken crap for years. I won't do any missions until they fix that horrible thing.
loving everything we are seeing. at this point i dont care when/if we get testing, im just exciting to test and the pipeline for everything is looking cool. map first would be amazing.
Looking forward to more mapping features. I got a GPS in my Jeep & on my phone that can tell me where the nearest gas station is and the speed limit and traffic now. But hundreds of years in the future I can't direct me to the nearest outpost if I'm stuck on the surface with no ship. I dream of the day I can drop my space camper stocked with supplies on Microtech and circumnavigate the whole planet going outpost to outpost with no ship support. First we'll also need a ground vehicle with bed logging though. Or some sort of camping mechanic. (I go camping nearly every weekend IRL, I also can't wait to in game, I'm and addict)
My org deals mostly with military issues, using actual military tactics and methodology. So having the planned map features would improve our performance by leaps and bounds.
with the marker system, I can already see people in global chat advertising: "72k 64% quant rock for 25kUEC" I can't wait for this to be a thing, makes miner's life easier and adds a new job (scout/explorer)
So… say a Connie is active ship, will this mean we can ‘see’ it further than 30km odd away if we head down to a planet in our P-52/72? That would be nice.
Yeah that's gonna be a requirement, if not with this map update, then hopefully soon. I think sort of a ship management app on the mobiglass would make sense, where you can turn on a HUD marker for the ship and maybe do some other functions. Like, I think in this sci-fi future, you'd be able to connect to your ship from pretty much anywhere (as long as you and it are in comm range) and open doors, ramps, etc. But for gameplay purposes it would be fine if some functions were limited to closer proximity.
I apparently finally decided to jump in with my original '13 pledge at the right time. This game has seen some massive progress, the past year. This coming year seems even more optimistic.
well all current non stowed ships should be visible on urs own map (by filter?!), so you are able to find urs way back to yours liberator or hercules while in urs C8R.
Would be pretty cool if you could use the new map system to make quantum points for those out of the way places like Grim Hollow and whatnot, so you can jump in closer. Even if it might require a quest to unlock the map of the area to make a point.
What the devs are inferring maybe that markers will be stored like a temporary cache in the ship’s replication layer, which’ll be separate from the outside ship layer.
My estimate is that the next meaty tech patch in PU (proper) will come with Q1 March-April 2024 with the Starmap UI stuff. Q2 July-August 2024 (delayed) might have the Character Creator/StarCloth/StarHair and other character-based customization. Q3 will have tier 1 Hazards (fire/radioactivity/solar flares), Q4 around December 2024 or Q1 2025 will a working but bugged Pyro with tier 0 ServerMeshing, updated water tech and early creatures. Around this time (early 2025) concept phase for Base-building will solidify and SQ42 will officially release the first patch that will make it playable.
My most awaited feature. Way more than all systems ready to travel. The star map ui/ux is the only thing touching my nerves. Hope it'll arrive soonish. Great video. Thanks
If the map system allows you to see any information related to or affected by the current state of the target location - and it's not your current location - then thinking back to how server authority worked with the replication layer in the server meshing demo, it seems like getting the map system to play nicely with server meshing will be a very interesting challenge :)
Map data doesn't change with server meshing, the planets are the same on both client and server. Player icons and ships yeah, but we shouldn't be able to see those anyway. Seems like the problem solves itself
The map wont be using your eyes - nor your surroundings - if that thing or person you are looking at on the map is in a different place than you are.. The map will be pulling from that same pool - object containers / entitity graph / replication layer - and feeding the map just what it needs. If it wasnt already capable of accessing that stuff - we wouldnt see them able to zoom out to solar system levels - down to ground level to set way points and onto ships and having views of that ships child objects like engineering components and doors on the map.
at best it would show locations of party members who actively share their location, and possibly if they have a suitably advanced scanning ship they could share some scanning info. It would be *very* interesting to add lightspeed lag to sharing such advanced information. Obviously the replication layer is not going to share state of every single object in the universe with every client or even every server when meshing is in.
Adding the galactapedia into the game would be massive for me, as one of the things i miss the most from freelancer is the inforcards for ever location and item
I just want custom markers to qt to. The idea of orgs having a home location that everyone hangs out at i feel would make a good addition. Personally id use it for my solo salvage operation. Liberator and vulture stay in one spot to safe on fuel. Take the srv out find some salvage tow it back to the liberator to strip the salavage of everything because i have a ship that can hold all of the rmc, weapons and cargo. Id do that now but not having a custom qt marker isnt as time saving as traveling 100km from some where and storing ships that way.
All the actually interesting stuff won't be on the downloadable map. But of course auto-mapping will help immensely in finding your way back from the tunnels.
Not testing. About the only things I imagine them previewing would be Pyro again and some more replication later testing, the latter also speaks to what you said about "when".
I would love for them to simply have hub locations that were small, and had everything you needed in one room/area. The multiple elevators, trams, and long hallways get very tedious after the first time.
Unfortunately stability has to be one of the last priorities for now. Main priority for alpha is getting all the main features in, then beta is when you put more focus into squashing bugs.
That new map system looks amazing. I sort of wish it would come out fully baked before we get it though.. cause as soon as we get it we're going to want all the rest of it working. But.. given the status/style of this game development, it makes sense we'd get parts of it and see more of it added in the coming years. Years.. ugh. I wish I could go to sleep for like 4 years and wake up and the game with tons of star systems, currency, economy, pvp, etc was all done and ready to explore.. with VR!
They already been shadow testing the replication layer in live and declared it in evocatii. They seem to pick servers under 10 population to play with in live. Last night they flipped me over lime 20 some times. I was finding each time took roughly 2minutes to stabalize
Great video as always Morph! There are many features I am excited to see for Star Citizen going forward but my god, I need this new map ui, the current one brings a surprising level of anger out of me
I think you got the navigation assistance wrong. What they said in citcon is that the minimap pathfinding won't tie into the starmap route, meaning if you mark your target location in another planer it won't tell you the way to the ATC and to the hangar. It will just tell you a route of QT jumps to get to the other planet's spaceport. If you want, you can mark the ATC area, a route in your minimap will indicate the path to the ATC. Then ask for your ship and mark the hangar, then a route will indicate the path to the hangar. And when you're in your ship you can mark another planet and it will trace a path through multiple QT jumps just like it does now. This has nothing to do with multiple system jumps, it's likely that you can trace a starmap path from Crusader QT to Pyro I and it will tell you to go through the Stanton-Pyro jump point. The example they put was: if you're on foot on a planet and put a marker on a different planet, we're not going to give you a path from your current location to the marker location because that would depend on what ship you take, what hangar the ATC will assign to you, where on the other planet you'll be told to land, etc. You as the player have to make those steps on your own, choose your ship, request landing, etc.
This, engineering gameplay, server meshing, new star systems and, the whole quanta system and NPC crew mates are in my eyes the remaining big features needed to get this game to feel 'complete'. As in, have all the important core features that make SC what it is. NPC crew especially doesn't get mentioned often enough imo. Most ships in this game are multicrew. Being able to hire NPC would be huge especially for solo players (which let's be real is the vast majority). Suddenly you'll be able to get MUCH more value out of medium to large ships.
I hope that data acquisition, selling, and brokering are more granular and robust than simply selling coordinates with a label. The idea of infiltrating an installation and using a combination of scanning, hacking, and stealth to accumulate a reasonably comprehensive dataset map-file which must be transported back and can be sold for a time before it goes 'stale' is an exciting gameplay and profession-creating possibility. Same for planetary region and asteroid field surveying and prospecting.
The really needed feature in SC is fun and engaging gameplay loops .... So I think their priority should be an enhanced mission system based on reputation with progressive rewrads. This mission system should procedurally generated random complex multi-stage missions that would suppress the static and repetitive current gameplays. The main issue is that for having interesting missions, you would need interesting NPCs, and in particular the possibility to interact and talk with NPCs. So the NPC and the NPC interactions should also be a priority. And because of the servers issue, I think they should try to run many objects include NPC close to the players on their clients instead than on the servers. This would make them more responsive and would greatly unload the servers probably permitting the management of more objects in a system and or more players.
A drop-down navigation menu is an absolute must-have. I want to be able to pick a specific POI, like a city, station, or outpost, and have it path me to it. This isn't reinventing the wheel...it's been done to death in other space games to great effect. Honestly, this specfic issue prevents me from playing sometimes. It's just so incredibly frustrating.
So you Didnt see the CitCon presentation showing them using a navigation menu, picking a specific POI like a city, staton or outpost and having it set a path?
@@hawkzulu5671 good to hear. Did they show any sort of HUD adjustment when icons are stacked due to your POV? Like trying to warp to a party member when a dozen of them are clustered together or different space objects are close to on line so they are just laying on each other in your view?
Id have to watch again - but it looked pretty clean.. i think they were at orison and set a foot route to a carrack there ..but as they were zooming from solar system level - and down to the smaller level like the immediate area, i dont recall seeing that jumbled up clutter like we are used to in the current map or in our HUD@@steppahouse
It was Lumberyard - but years of R&D, some patents and invetion, tons of new tools and tech integrations later - its a new proprietary engine - Star Engine.
Another needed feature is some type of night/IR vision. Youre telling me with our advanced QT travelling, propulsion systems, and sweet ass ship designs that make me throw money at this game, we've somehow thrown away some much needed nightvision?
The single most needed feature in mapping IMHO is the ability to get a marker to our ships, wherever they are. So I can leave a Carrack somewhere in space, fly away in a C8 say, then find my way back. Also if I get disconnected while in space, getting a marker to my ship so I can find my way back to it. To hear this is a "distant" thing honestly makes me a bit upset. This is so very needed and frankly is one of the LARGERST issues that makes my gameplay less fun right now.
This update is going to make setting quantum routes so much easier, since the current star map we have currently often won't let you select locations properly. Love the idea of the map markers but also wary because I find games with an overabundance of markers to induce fatigue - games like Far Cry 6. However something like there was in Elden Ring might work where there was the ability to place five 'beacons' and if you placed a 6th then the first one vanished and then it had permanent pictoral markers you could place but only 100 of them. Not saying that system would work for Star Citizen but the limits prevent overload and clutter and also need to consider the size of the games relatively speaking and the MMO nature of SC. I am looking forward to this change - I think it is going to make navigation much easier and less frustrating.
That problem will probably be fixed quiet easiely with an filter feature. They mentioned grouping custom markers inside folders in the future which you then probably will be able to hide on the map as well. Otherwise it could get completely out of hand real quick especially for orgs that share their markers between members.
Besides "server meshing", this UI upgrade is greatly needed.
And Quantum, without which the galaxy will feel devoid of people and purpose.
Orgs tool too, right now, there is nothing in-game elsel than a meager Party system that is just not working lol
Agree - server meshing and UI will be huge. One hopefully sorts out stability and AI, whilst the other aids with overall playability. Looking forward to seeing the development and whats added.
I had the opposite reaction that weekend. My only hope is the military grade god-vision will be scaled back for Star Citizen, so explorers have maps to upload and sell.
yeah, the devs dont have the skill level, the internet dosent have the tek and given how much funding the blew to get them here, im gonna say that'll be a never. its just a group of people milking their fan base to stay employed.
I love the option to not download the map, if you don't want the spoiler, and just let the map build itself along the paths you take, as you take them. I think this one of its best features but, either way, I also love the how readable the map holographic is, and the built-in pathing because, to be sure, if I ever make a mod for this game (or maybe more likely for SQ42), it will include a mine with architecture servicing the geometry typical of a fault zone (often serviced by underground mines) and that's not the kind of thing one can simply navigate by hugging a wall.
Even with download maps it may not be complete living out some places.
I hope maps won't spoil gameplay. Like finding maintenance hatches with tunnels yourself diegetically in the world. I don't like playing by map, I want to be immersed in the Verse. Maybe having a map means you no longer have other options.. like EVA fuel, or EMP protection, or you cannot wear heavy armor, or,.. etc. Because otherwise it seems many aspects of what I love about SC (no markers, no handholding, navigation INSIDE the game) may diminish.
Ur not gonna mod shit lol
@@GodwinsnameThese do not diminish. You can very simply just unbind the map button! No need to keep everyone else from using it
Yes, there needs to be a trade-off. In a game where PvP is possible basically everywhere and there's permadeath and loss of all gear upon even incapacitation, yes. Every need to have it as a trade-off or you're basically hampering yourself too much by not using it. @@philipegoulet448
The map has been terrible for a very long time and yet even in it's awful state it has been absolutely necessary to have. I am happy to see that there's been significant progress and hope to get my hands on it soon.
I had hoped that they would make some temporary low effort text UI for the star map until the proper thing is built. But now its probably too close to the proper starmap being built to bother with.
I just need something to orient my self correctly on foot or land vehicle so i can actually find, say, aid shelters or mining facilities while on the ground.
@@MikeLitty69 they have different antennas right? But sign posts would be good.
I think they were trying to make the map look as if it was being protected in that cone of light from the mobiglass - which is why parts disappear when you move around. If so that's impressive but awful from a useful UI perspective.
God the new map will be a breath of fresh air.
oh LORD it includes land navigation! no more getting lost in Orison or Loriville for me.
@@DFX2KX watching newbies getting lost on orrison is one of my favorite things lol
@RepentandbelieveinJesusChrist5what he said
I'm just excited about multicrew capabilities. Giving Engineers and copilots something to do on a ship vs standing around while the pilot does everything, is what I want to see to make it fun with friends.
I *totally* get that devs want players to *play* the game. Maps and mapmarkers have been ruinous for games. What happens is that player reduce playing the game to just moving to wherever the pointer points them to. Then people complain about fetch quests and boredom never realizing that by reducing themselves to followers of (the cult of) the mapmarkers, they did it to themselves. They should be very careful and prevent the map from dominating gameplay.
The simple solution is to not give an exact location to whatever it is the person is doing. Maybe point to the city or a district in the city and then require reading and understanding the quest to further it. No reason to have no map as long as you aren't rockstar and you point people exactly to every single thing they need to do with a red arrow or glowing line.
Agrees with the OP on this issue. Players overall are lazy, though that’s not every player of the game. But if you take away the ability for them to just explore and find things on their own without a map, providing a map with exact location will very much reduce them exploring and just using pin point map location to get there. That’s very much like what exist in Starfield at this very moment.
Remeber old RPGs where people had no markers at all? Even Oblivion back then required you to do a lot of reading and figuring out. Love that!
Bro, i just want to travel somewhere without my friends party markers blocking my ability to.
You guys are saying maps and map markers are bad, but it's stuff I use in everyday life in 2023. Y'all don't use maps?
No wonder why I see people trying to swerve off the highway at the last moment, do Uturns all the time: Y'all like getting lost.
Hope we get it sooner than later is one of THE main things needed
I have to say, I was extremely impressed by the new starmap. I was fully expecting just a functional version of the current spacemap with an facelift which I would have been totally happy with, but instead they are developing an all-in-one package that supports and integrates other mechanics like resource managment and exploration really well as well. This should also allow for you to be able to plot out cave systems so you are no longer being lost in there for 1h+ anymore after trying to find that one last guy that is hiding somewhere in the tiniest crack or after wandering too deep into one while hand mining.
It's actually insane that it's taken 8 years of the PU project to give testers a usable navigation UI for a game based in a game space of trillions of square miles. The fact that anything else got priority over the ability for people to navigate the game world in a giant exploration space game is one of the biggest head scratchers for dev resource priority.
I agree the starmap has badly needed an upgrade for years. But the problem with their funding model is that they need to keep the players/backers, that are basically their alpha testers, happy. And people have been clamouring for ships they were waiting on, new content loops, etc. The star map basically sums up the entire issue of Star citizen, which is that a lot of focus has been put on things out of order because they needed to keep generating revenue. Its all our own faults 😅.
at the same time though, this live map thing is pretty crazy.. and works great with the way the game is made, and they basically admitted to realizing how important it is and it kind of makes sense why they/we waited on it
@@RedMage117 I think this is part of the crux only. CIG doesn't just have teams of devs, they have divisions of dev teams. Ships and fancy fun things be as they may, leaving the UI in such a poor state of affairs is, harshly said, negligence. Does anybody know what other UI things have taken priority over these basics? Was it a matter of SQ42 getting done first, and now the PU reaps the benefits off that?
personally, i feature i would love to see is "less bugs" a very nice uplift for the game!
I hope navigating to people’s rescue, med assist, or transport beacons becomes easier. It’s a nightmare sometimes.
Two possibly amazing possibilities:
1. 7:14 if Scout/Pathfinding ships could relay live radar scan data to a bigger ship like the Carrack, we could vastly extend the range.
We could park the Carrack in the middle of nowhere and have pathfinders send ship traffic scans from a distant moon/planet, or all planets.
2. 8:08 FPS scanning can be extremely useful in parties/teams. Designate someone as squad support, they scan the area then automatically share the scan data with the party/squad members in realtime.
With a map we can finally do some cave missions without getting lost ourselves. ;D
Yep. Honestly they could have just given us a ball of yarn item, and solved 90% of getting lost.
@@Miner-dyne Or made Glowsticks brighter. That would have solved about 90% of it - You could just leave a trail of glowsticks behind you to mark paths.
@7:30 I think you should be able to see doors opening and people on your ship trying to invade your ship. They should have to hack your system to prevent those activity from showing up or alerting you.
That powerful UMPH at 0:15 gave me goosebumps!!
3 features i cant wait for vehicle munching, starmap and Survey gameplay, ( finding rocks and salvage stuff and marking and selling locations )
vehicle munching is currently in a special channel that should not be named ...........it rhymes with manicotti
@@Thatnibbles what?!! what the f**k is 'vehicle munching' ? Please explain to those of us unenlightened
@richardconway6425 basically instead of scraping the hull you fragment the ship and break it into stuff you vacuum up
@@eclipsemarauder5394 ok thanks for that, makes sense.
Just a question where is the video o "an architec review" from the C1 Spirit?, I dont see it in the channel maybe is for patreons or members?
To begin with, I would like to finally see the simplest thing - the long-suffering compass on the helmet
I'm really excited about this update, which will prove to be a real bonus for the entire community. I don't think we will se se testing this year as I believe there are other areas using the testing platform like Pryo & the replication layer. I am really keen to see this for planetary marker points, which will be a great addition to events like the Daymar Rally. The future of selling your data or even hacking others to capture that data creates a new gameplay loop. Maybe the Herald will be seen a bit more in the Verse, too? 😉
with the marker selling I would think that would fall under the banner of data running, youd use something like an msr to scan and create custom maps of areas and points on interests, unmapped asteroid belt sections ect then sell that data to players/orgs and other npc companies.
If they can do all this with the map, maybe it can be adapted for a landing view/camera to show surroundings (which was answered 2 seconds after I pressed submit) . I look forward to the fps as scanning features.
Since the engineering gameplay we saw seems to depend on some of the map tech, I think we might see it first in the Arena Commander experimental mode.
I am always gonna remember our boy Bones when seeing the flashlight flair on screens now 😂 like @ 2:21
Ah, 10:55 brings back memories of Uni in the '90s. Sadly, as a Minnesotan, I wish we hadn't learned that this was the real Sorbo.
Did your new editor work on this? (I’m only halfway through so you might have mentioned it at the end.) It’s REALLY solid! Slightly different feel from your Architect Reviews videos, but modern, playful, engaging, and really great for these more wrap-up and news-style vids.
If this is your new editor doing their thing, well done!!!
point of clarification @5:12 or so of the video. They did mention selling the map data for exploration/data running. That was confirmed.
I hope they keep the hud as clean as they can. Maybe map coordinator will become a new position for the friend who likes looking at screens instead of down the barrel.
Squadrons are definitely going to need someone at the holotable coordinating things (if they intend to be effective) and even squads would likely benefit greatly from someone in the copilot/radar-operator seat focusing on the bigger picture when you have more than 4 or so spacecraft.
They're slowly bringing the game to life and it's beautiful to behold.
what do they mean by "locate your own ship" tho? If I have my Carrack and a Pisces in it, and I take the Pisces out for a spin, will I not be able to return to the Carrack?
pin a marker for the carrack.
@@hawkzulu5671 for sure, if they let us!
Concerning landing UI, since Ive discovered Vector Landing, it has been a blast to just use this method so it has removed a bit of the pain of not having any UI for it.
Btw, 9:06 ...hahahaha, reminded me of my first flight.
You didn't discover it by watching Wicked Wookie by any chance?
@@CathrineMacNielIndeed I did!!
God bless that guy! His vids are just pure joy!
@@olivierpelletier9643 Never get between Meemaw and her double dogs. Only death can follow. :)
I like happy positive Morph. Good to hear that energy in your voice again.
This is neat and one of the biggest things I've wanted for a long time. The way-marker selling idea makes sense as you would need to have a way to share a location with someone anyway. Like a hidden corporation base you need to send coordinates to a new member, that sort of thing.
Most needed feature is missions that dont bug. I havent been able to complete a single mission in a bunker since this patch started
Enter trespass area - then accept the bunker mission. The higher level bunkers - the wave bunkers work because you are already in the zone, when the countdown timer starts.
Bug squashing isn't a feature. Alpha is for implementing core features, beta is the time for polish and bug squashing. Until then, you can expect every patch to have similar issues. If you don't have the stomach for dealing with/working around them, you probably don't want to play it yet. Wipes will be a thing for awhile still anyway.
The most needed feature is the landing / docking UI and an easy way to tell which pad you are assigned to.
I like the idea of using the stations to gain new maps, or areas of the map, like a “fog of war” feature… would feel more obligated to explore
Night vision or edge enhancement is the most needed feature
No
I'm curious if the map data will be permanent or will be wiped with persistence resets (whatever the back end player info wipe is)
Morph, you are the only TH-cam channel I have the notifications turned on for. I appreciate all your videos!
i feel like the 'seeing other ships on the map' thing would be an excellent way to integrate sensors into gameplay. i don't actually know if sensors do anything right now, but but better ship sensors could, for example, allow you to update your data in real time from further away, or increase the frequency of those updates, or detect smaller/quieter objects. all the geographical data and stuff that's predictable like planetary positions and space stations would reasonably be accessible all the time, but stuff like asteroids inside a belt or where ships are in space should be tied to your sensors.
I CANNOT wait for this content. Cartography is a passion of mine and it's what made me finally get a game package when the Carrack came out. When they showcased this to us at Citizen Con... I like many others, was ferally screaming.
yeah, but does it work on the ground on planets and moons? will we finally be able to land navigate?
The Starmap and UI upgrade is my most anticipated feature.
4mths seems like a long wait.
Thanks for update.
Pretty sure I can tell that this is the new editor right? Did a good job.
If the Mobiglas can showcase so much details, i wonder what the speciality of the holomap room of the carrack is. Exact the same but bigger?
maybe bigger, higher detail for like boxes/threats/...idk power grids?
Another super key update SC needs is multicrew bed logging. It'll make longer term multicrew so much more fun if I don't have to spawn back at base with flying on a friends ship, or spend an hour linking up with people.
SC multicrew bed logging - if Alice, Bob and Carl are all flying on a caterpillar owned by Alice, Alice and Carl should be able to log off in a bed and Bob should be able to continue flying. When Bob is ready for bed, he can log off wherever. Carl can log back in first and it should spawn the ship where Bob logged off. Neither of them are the ship owner, Alice is.
IMO this is the single most important feature that is absolutely needed for Star Citizen right now. Sure the replication layer and server meshing are needed to get Star Citizen up to the status of a fully persistent MMO but the Star Map is needed to play the game in it's current limited state. This will be a massive improvement to playability and the approachability of the game for new players and will still significantly reduce headaches for experienced players as well. As you said if it were released today it would not be soon enough.
I have ALWAYS said that they need to implement a scanner rating system for devices and suits. So, say this map module can recognize players who have a stealth rating of 3 or higher. So a player who is wearing a suit or device or whatever that has a rating of 3 will show up. But if they have a suit, or device, or whatever with a rating of 2.86, then they will not show up on these scanners. This makes stealth playing way better. Also, they can have a hacking module that would not show the doors opening and closing. so a stealth suit with a rating of .5 will have almost no armor and no weapons besides a knife, but will not show up on any scans.
i thought ships with computer banks will have the capability to store map data so you can take it places. multi-system jumps will require system data, so long range ships can map routes better
Ground maps are important as they are missing but the star map is critical as it is basically broken crap for years. I won't do any missions until they fix that horrible thing.
Cannot wait for a new map system ... huge quality of life improvement!
If I fly out of my Carrack or Undock from a Conne will I see the mother ship or is the active ship the one I am in?
Not sure but you can pin the mother ship with a map marker - if its not the active one.
Ya that will work, Thank you@@hawkzulu5671
loving everything we are seeing. at this point i dont care when/if we get testing, im just exciting to test and the pipeline for everything is looking cool. map first would be amazing.
Looking forward to more mapping features. I got a GPS in my Jeep & on my phone that can tell me where the nearest gas station is and the speed limit and traffic now. But hundreds of years in the future I can't direct me to the nearest outpost if I'm stuck on the surface with no ship. I dream of the day I can drop my space camper stocked with supplies on Microtech and circumnavigate the whole planet going outpost to outpost with no ship support. First we'll also need a ground vehicle with bed logging though. Or some sort of camping mechanic. (I go camping nearly every weekend IRL, I also can't wait to in game, I'm and addict)
My org deals mostly with military issues, using actual military tactics and methodology. So having the planned map features would improve our performance by leaps and bounds.
with the marker system, I can already see people in global chat advertising: "72k 64% quant rock for 25kUEC"
I can't wait for this to be a thing, makes miner's life easier and adds a new job (scout/explorer)
(5:57) I don’t know, I feel like the traversal modes might fill the gaps of multi point qt jumps.
So… say a Connie is active ship, will this mean we can ‘see’ it further than 30km odd away if we head down to a planet in our P-52/72? That would be nice.
Yeah that's gonna be a requirement, if not with this map update, then hopefully soon. I think sort of a ship management app on the mobiglass would make sense, where you can turn on a HUD marker for the ship and maybe do some other functions. Like, I think in this sci-fi future, you'd be able to connect to your ship from pretty much anywhere (as long as you and it are in comm range) and open doors, ramps, etc. But for gameplay purposes it would be fine if some functions were limited to closer proximity.
I apparently finally decided to jump in with my original '13 pledge at the right time. This game has seen some massive progress, the past year. This coming year seems even more optimistic.
well all current non stowed ships should be visible on urs own map (by filter?!), so you are able to find urs way back to yours liberator or hercules while in urs C8R.
Would be pretty cool if you could use the new map system to make quantum points for those out of the way places like Grim Hollow and whatnot, so you can jump in closer. Even if it might require a quest to unlock the map of the area to make a point.
Man , that intro is so beautiful to watch
What the devs are inferring maybe that markers will be stored like a temporary cache in the ship’s replication layer, which’ll be separate from the outside ship layer.
My estimate is that the next meaty tech patch in PU (proper) will come with Q1 March-April 2024 with the Starmap UI stuff. Q2 July-August 2024 (delayed) might have the Character Creator/StarCloth/StarHair and other character-based customization. Q3 will have tier 1 Hazards (fire/radioactivity/solar flares), Q4 around December 2024 or Q1 2025 will a working but bugged Pyro with tier 0 ServerMeshing, updated water tech and early creatures. Around this time (early 2025) concept phase for Base-building will solidify and SQ42 will officially release the first patch that will make it playable.
Vid got a thumbs up as soon as I saw the minions. Awesome, lol.
When is this update coming?
My most awaited feature. Way more than all systems ready to travel. The star map ui/ux is the only thing touching my nerves. Hope it'll arrive soonish. Great video. Thanks
If the map system allows you to see any information related to or affected by the current state of the target location - and it's not your current location - then thinking back to how server authority worked with the replication layer in the server meshing demo, it seems like getting the map system to play nicely with server meshing will be a very interesting challenge :)
Map data doesn't change with server meshing, the planets are the same on both client and server. Player icons and ships yeah, but we shouldn't be able to see those anyway. Seems like the problem solves itself
The map wont be using your eyes - nor your surroundings - if that thing or person you are looking at on the map is in a different place than you are.. The map will be pulling from that same pool - object containers / entitity graph / replication layer - and feeding the map just what it needs. If it wasnt already capable of accessing that stuff - we wouldnt see them able to zoom out to solar system levels - down to ground level to set way points and onto ships and having views of that ships child objects like engineering components and doors on the map.
at best it would show locations of party members who actively share their location, and possibly if they have a suitably advanced scanning ship they could share some scanning info. It would be *very* interesting to add lightspeed lag to sharing such advanced information. Obviously the replication layer is not going to share state of every single object in the universe with every client or even every server when meshing is in.
When he said Target Location assumed he meant like in a bounty hunting situation - another players position@@EeroafHeurlin
Adding the galactapedia into the game would be massive for me, as one of the things i miss the most from freelancer is the inforcards for ever location and item
I just want custom markers to qt to. The idea of orgs having a home location that everyone hangs out at i feel would make a good addition. Personally id use it for my solo salvage operation. Liberator and vulture stay in one spot to safe on fuel. Take the srv out find some salvage tow it back to the liberator to strip the salavage of everything because i have a ship that can hold all of the rmc, weapons and cargo. Id do that now but not having a custom qt marker isnt as time saving as traveling 100km from some where and storing ships that way.
The map upgrade will be great, but I would also like to see greater group functionality and org mechanics as well.
0:00 Is that really what the Corsair sounds like?! 😮
Absolutely needed! Especially with the Obituary station in Pyro, 90% my time was spent being lost in that damn station. Hahaha
All the actually interesting stuff won't be on the downloadable map. But of course auto-mapping will help immensely in finding your way back from the tunnels.
Not testing. About the only things I imagine them previewing would be Pyro again and some more replication later testing, the latter also speaks to what you said about "when".
I would love for them to simply have hub locations that were small, and had everything you needed in one room/area. The multiple elevators, trams, and long hallways get very tedious after the first time.
I'd say it just needs stability, last time I played I got stuck in the elevator to my ship and had to be rescued by a random gc user
Unfortunately stability has to be one of the last priorities for now. Main priority for alpha is getting all the main features in, then beta is when you put more focus into squashing bugs.
The sooner we get new starmap the better, and it cannot be soon enough!
That new map system looks amazing. I sort of wish it would come out fully baked before we get it though.. cause as soon as we get it we're going to want all the rest of it working. But.. given the status/style of this game development, it makes sense we'd get parts of it and see more of it added in the coming years. Years.. ugh. I wish I could go to sleep for like 4 years and wake up and the game with tons of star systems, currency, economy, pvp, etc was all done and ready to explore.. with VR!
They already been shadow testing the replication layer in live and declared it in evocatii. They seem to pick servers under 10 population to play with in live. Last night they flipped me over lime 20 some times. I was finding each time took roughly 2minutes to stabalize
Read the title & thought we were finally getting our NPC crew tech....Nope guess I'll wait another 10 years
Great video as always Morph! There are many features I am excited to see for Star Citizen going forward but my god, I need this new map ui, the current one brings a surprising level of anger out of me
Agree that this is an iterative improvement that points to a very nice end product!
I think you got the navigation assistance wrong. What they said in citcon is that the minimap pathfinding won't tie into the starmap route, meaning if you mark your target location in another planer it won't tell you the way to the ATC and to the hangar. It will just tell you a route of QT jumps to get to the other planet's spaceport. If you want, you can mark the ATC area, a route in your minimap will indicate the path to the ATC. Then ask for your ship and mark the hangar, then a route will indicate the path to the hangar. And when you're in your ship you can mark another planet and it will trace a path through multiple QT jumps just like it does now. This has nothing to do with multiple system jumps, it's likely that you can trace a starmap path from Crusader QT to Pyro I and it will tell you to go through the Stanton-Pyro jump point.
The example they put was: if you're on foot on a planet and put a marker on a different planet, we're not going to give you a path from your current location to the marker location because that would depend on what ship you take, what hangar the ATC will assign to you, where on the other planet you'll be told to land, etc. You as the player have to make those steps on your own, choose your ship, request landing, etc.
Marking where I parked my ship while i drive 20km will be handy.
This, engineering gameplay, server meshing, new star systems and, the whole quanta system and NPC crew mates are in my eyes the remaining big features needed to get this game to feel 'complete'. As in, have all the important core features that make SC what it is. NPC crew especially doesn't get mentioned often enough imo. Most ships in this game are multicrew. Being able to hire NPC would be huge especially for solo players (which let's be real is the vast majority). Suddenly you'll be able to get MUCH more value out of medium to large ships.
I hope that data acquisition, selling, and brokering are more granular and robust than simply selling coordinates with a label. The idea of infiltrating an installation and using a combination of scanning, hacking, and stealth to accumulate a reasonably comprehensive dataset map-file which must be transported back and can be sold for a time before it goes 'stale' is an exciting gameplay and profession-creating possibility. Same for planetary region and asteroid field surveying and prospecting.
The really needed feature in SC is fun and engaging gameplay loops ....
So I think their priority should be an enhanced mission system based on reputation with progressive rewrads. This mission system should procedurally generated random complex multi-stage missions that would suppress the static and repetitive current gameplays. The main issue is that for having interesting missions, you would need interesting NPCs, and in particular the possibility to interact and talk with NPCs. So the NPC and the NPC interactions should also be a priority. And because of the servers issue, I think they should try to run many objects include NPC close to the players on their clients instead than on the servers. This would make them more responsive and would greatly unload the servers probably permitting the management of more objects in a system and or more players.
It will be interest to see if the new map system can some how help NPC pathfinding and interactions in FPS combat sections.
Guild system is needed, the ping could use a cool down and the enemy should be alerted to your general direction after you ping prox.
Good video but I don't like the text at 2:02 - Needless
A drop-down navigation menu is an absolute must-have. I want to be able to pick a specific POI, like a city, station, or outpost, and have it path me to it. This isn't reinventing the wheel...it's been done to death in other space games to great effect. Honestly, this specfic issue prevents me from playing sometimes. It's just so incredibly frustrating.
So you Didnt see the CitCon presentation showing them using a navigation menu, picking a specific POI like a city, staton or outpost and having it set a path?
@@hawkzulu5671 Not that specifically, but I didn't watch every single second of Citcon. I watched the map presentation and I'm optimistic.
I only asked because u described Exactly what they did.@@steppahouse
@@hawkzulu5671 good to hear. Did they show any sort of HUD adjustment when icons are stacked due to your POV? Like trying to warp to a party member when a dozen of them are clustered together or different space objects are close to on line so they are just laying on each other in your view?
Id have to watch again - but it looked pretty clean.. i think they were at orison and set a foot route to a carrack there ..but as they were zooming from solar system level - and down to the smaller level like the immediate area, i dont recall seeing that jumbled up clutter like we are used to in the current map or in our HUD@@steppahouse
And here I am thinking you were gonna talk about night vision haha.
The UI change alone is very great for the experience we have in the game.
Hope it comes really soon.
wait currently the game isnt running on starengine? still over lumberyard?
It was Lumberyard - but years of R&D, some patents and invetion, tons of new tools and tech integrations later - its a new proprietary engine - Star Engine.
Another needed feature is some type of night/IR vision. Youre telling me with our advanced QT travelling, propulsion systems, and sweet ass ship designs that make me throw money at this game, we've somehow thrown away some much needed nightvision?
The single most needed feature in mapping IMHO is the ability to get a marker to our ships, wherever they are. So I can leave a Carrack somewhere in space, fly away in a C8 say, then find my way back. Also if I get disconnected while in space, getting a marker to my ship so I can find my way back to it.
To hear this is a "distant" thing honestly makes me a bit upset. This is so very needed and frankly is one of the LARGERST issues that makes my gameplay less fun right now.
They should bring in the ability to mark your mother ship if taking a snub out, LET ME LIVE IN MY CARRACK DAMN IT
It will interesting to see when any of it arrives, and in what state. Lot's of potential, and very promising.
This update is going to make setting quantum routes so much easier, since the current star map we have currently often won't let you select locations properly.
Love the idea of the map markers but also wary because I find games with an overabundance of markers to induce fatigue - games like Far Cry 6.
However something like there was in Elden Ring might work where there was the ability to place five 'beacons' and if you placed a 6th then the first one vanished and then it had permanent pictoral markers you could place but only 100 of them.
Not saying that system would work for Star Citizen but the limits prevent overload and clutter and also need to consider the size of the games relatively speaking and the MMO nature of SC.
I am looking forward to this change - I think it is going to make navigation much easier and less frustrating.
That problem will probably be fixed quiet easiely with an filter feature. They mentioned grouping custom markers inside folders in the future which you then probably will be able to hide on the map as well. Otherwise it could get completely out of hand real quick especially for orgs that share their markers between members.
Bone! Deliver the UI Update!
Also 9:03 xD
"Distant future" is this games mantra.