{"data":{"id":16468,"title":"Alpha 3.2 Feature Survey","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/engineering\/16468-Alpha-32-Feature-Survey","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/16468","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/16468","channel":"Engineering","category":"Development","series":"None","images":[{"id":24971,"name":"Subscriber.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/ls27iyxog62nnr\/source\/Subscriber.png","alt":"","size":68680,"mime_type":"image\/png","last_modified":"2014-01-21T17:16:01+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/24971","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/24971\/similar"},{"id":25218,"name":"Sc_horizontal_white.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/y9drgpcvulh48r\/source\/Sc_horizontal_white.png","alt":"","size":29781,"mime_type":"image\/png","last_modified":"2018-03-22T20:44:32+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/25218","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/25218\/similar"},{"id":26776,"name":"Top-Light-Blue.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/pqm85sh451j8jr\/source\/Top-Light-Blue.png","alt":"","size":949,"mime_type":"image\/png","last_modified":"2017-10-09T19:52:07+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26776","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26776\/similar"},{"id":26779,"name":"Bottom-Line.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/ez00a9axpk7gyr\/source\/Bottom-Line.png","alt":"","size":953,"mime_type":"image\/png","last_modified":"2017-10-09T19:53:29+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26779","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26779\/similar"},{"id":42313,"name":"Center-Bcg.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/rk76xsup1z4ier\/source\/Center-Bcg.png","alt":"","size":0,"mime_type":"undefined","last_modified":"1970-01-01T00:00:00+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/42313","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/42313\/similar"}],"images_count":7,"translations":{"en_EN":"Alpha 3.2 Feature Survey\nAs the team prepares to release the Alpha 3.1 patch of the Persistent Universe to a wider selection of backers, we wanted to take an opportunity to use what we\u2019ve learned from this first quarterly release and reassess development priorities, with feedback from you, the players.\n\nIf you\u2019ve been following along with our public Roadmap, the producers, directors, and leads have prioritized the introduction of major profession-based mechanics (like mining, salvage, and manual repair) into each quarterly release, along with improvements to gameplay features introduced in Alpha 3.0 and 3.1 (like quantum travel and service beacons.) While these mechanics have the potential to introduce new ways to play and expand the functionality of certain ships, they require extensive development resources and take time to fine-tune to make sure they balance with the other mechanics that already exist in the game. Part of what we learned through this latest release cycle was that existing elements in the game weren\u2019t getting adjustments and improvements that would improve usability and polish because the resources that would do this work were focusing on implementing the brand new mechanics on the Roadmap. As we feel like this has been short changing the current game experience, we\u2019ve decided to adjust our efforts to dedicate some of our resources to improve and expand the existing features, while making sure that new profession-based mechanics are as polished and playable as possible. Basically, we want to ensure that what\u2019s there is as refined and fun as it can be, before we add too much more.\n\nThat\u2019s where you come in.\n\nAs we shuffle the features and mechanics, we wanted to know which features you are most excited about seeing implemented, improved and refined. Below you\u2019ll find brief descriptions of the feature improvements on our schedule, we invite you to weigh in on which of these features you would rate as top three priorities to get into the game.\n\n\n\nFeature Improvements\n\nQuantum Linking\nThis feature gives players the ability to sync up with their friends when making quantum jumps. Aside from making grouped multi-ship travel possible, Quantum Linking also helps if you are interdicted, as the friends you brought along with you can help. This system will be used in tandem with AI or player-created missions through the service beacon, so the people hired to help will be linked to you when they jump.\n\nImproved Interdiction\nWork on this feature will create a variety of different interdiction scenarios for players, as well as provide the opportunity to trap other players and AI Non-Player Characters using a Quantum Jammer that can be added as a ship component or deployed in a self-powered buoy, like a mine.\n\nService Beacon Improvements\nThe Service Beacon will expand and evolve to include new contract types, additional filters, and more feedback precision. AI characters will be able to interface with the system so that they too will be able to request help and provide assistance to others, which will in turn increase both how much of this type of \u201cimmediate\u201d content we can offer at any given time, as well as the likelihood that someone \u2013 whether player or Non-Player Character \u2013 will be drawn to respond to your calls for support.\n\nFirst Tier of Guilds & Associations\nWe are going to create member associations within the Universe that give players different benefits. These will ultimately include the Bounty Hunter\u2019s Guild, Merchant\u2019s Guild, etc., but there will also be member-based services, themed to fit different player types. For example, the United Wayfarers Club provides repair and refuel assistance for pilots broken down in space and also grants discounts for these services at CryAstro.\n\nParty System\nThese improvements will improve the player\u2019s ability to create groups, allowing you to team up with friends to join the same game instance and cooperate on jobs and missions.\n\nTeam Chat\nImprovements to the team chat system that will polish communication between players and make the experience more robust and intuitive. Work on this system will also begin to factor in the incorporation of Spectrum into the game.\n\nEconomy\/Shopping UI Experience\nThe feature includes the implementation of Shopping Kiosks in the stores and increased variation of available products, including ship items and weapons not physically available to display (or even buy) in stores.\n\nItem 2.0 Ship Systems and Weapons\nFeature work would include finalizing Item 2.0 functionality that, allows them to overheat, misfire and suffer critical failures based on factors such as increased wear or damage. It would also introduce deeper functionality to upgradeable items so new power plants, shields, coolers, stealth and comms\/radar all make a marked difference to the ship\u2019s performance based on how they are configured.\n\nFPS AI Combat\nThe first stage of getting combat AI into the Persistent Universe. This would expand mission types by introducing the risk that an AI could be waiting to ambush you on a distant moon, or in a hulk drifting in space.","de_DE":"Alpha 3.2 Feature-\u00dcbersicht\nW\u00e4hrend sich das Team darauf vorbereitet, den Alpha 3.1-Patch des Persistent Universe f\u00fcr eine gr\u00f6\u00dfere Auswahl von Geldgebern zu ver\u00f6ffentlichen, wollten wir die Gelegenheit nutzen, die Erkenntnisse aus diesem ersten Quartalsbericht zu nutzen und die Entwicklungspriorit\u00e4ten neu zu bewerten, mit R\u00fcckmeldungen von Ihnen, den Spielern.\n\nWenn Sie unsere \u00f6ffentliche Roadmap befolgt haben, haben die Produzenten, Regisseure und Leads die Einf\u00fchrung wichtiger professioneller Mechaniken (wie Bergbau, Bergung und manuelle Reparatur) in jede viertelj\u00e4hrliche Ver\u00f6ffentlichung priorisiert, zusammen mit Verbesserungen der Gameplay-Funktionen, die in Alpha 3.0 und 3.1 eingef\u00fchrt wurden (wie Quantenreisen und Servicebaken.). W\u00e4hrend diese Mechaniken das Potenzial haben, neue Wege zu er\u00f6ffnen, um die Funktionalit\u00e4t bestimmter Schiffe zu spielen und zu erweitern, ben\u00f6tigen sie umfangreiche Entwicklungsressourcen und nehmen sich Zeit, um das Gleichgewicht mit den anderen Mechaniken herzustellen, die bereits im Spiel vorhanden sind. Ein Teil dessen, was wir durch diesen letzten Release-Zyklus gelernt haben, war, dass bestehende Elemente im Spiel keine Anpassungen und Verbesserungen erhielten, die die Benutzerfreundlichkeit verbessern und verbessern w\u00fcrden, da sich die Ressourcen, die diese Arbeit leisten w\u00fcrden, auf die Implementierung der brandneuen Mechanik in der Roadmap konzentrierten. Da wir das Gef\u00fchl haben, dass dies nur eine kurze \u00c4nderung des aktuellen Spielerlebnisses war, haben wir beschlossen, unsere Bem\u00fchungen anzupassen, um einige unserer Ressourcen f\u00fcr die Verbesserung und Erweiterung der bestehenden Funktionen einzusetzen, w\u00e4hrend wir gleichzeitig sicherstellen, dass neue professionelle Mechaniken so ausgefeilt und spielbar wie m\u00f6glich sind. Grunds\u00e4tzlich wollen wir sicherstellen, dass das, was da ist, so raffiniert und lustig wie m\u00f6glich ist, bevor wir zu viel mehr hinzuf\u00fcgen.\n\nDa kommst du ins Spiel.\n\nW\u00e4hrend wir die Features und die Mechanik mischen, wollten wir wissen, welche Features Sie am meisten begeistern, wenn Sie sehen, wie implementiert, verbessert und verfeinert. Nachfolgend finden Sie kurze Beschreibungen der Funktionsverbesserungen in unserem Zeitplan. Wir laden Sie ein, zu \u00fcberlegen, welche dieser Funktionen Sie als die drei wichtigsten Priorit\u00e4ten f\u00fcr den Einstieg in das Spiel einstufen w\u00fcrden.\n\n\n\nFunktionsverbesserungen\n\nQuantenverkn\u00fcpfung\nDiese Funktion gibt Spielern die M\u00f6glichkeit, sich mit ihren Freunden zu synchronisieren, wenn sie Quantenspr\u00fcnge machen. Abgesehen davon, dass gruppierte Mehrschiffsreisen m\u00f6glich sind, hilft Quantum Linking auch, wenn Sie verboten sind, da die Freunde, die Sie mitgebracht haben, helfen k\u00f6nnen. Dieses System wird in Verbindung mit KI- oder von Spielern erstellten Missionen \u00fcber das Service-Bake verwendet, so dass die mit Hilfe beauftragten Personen mit Ihnen in Verbindung gebracht werden, wenn sie springen.\n\nVerbessertes Verbot\nDie Arbeit an dieser Funktion wird eine Vielzahl von verschiedenen Verbotsszenarien f\u00fcr Spieler schaffen, sowie die M\u00f6glichkeit bieten, andere Spieler und KI-Nicht-Player-Charaktere mit einem Quanten-Jammer zu fangen, der als Schiffskomponente hinzugef\u00fcgt oder in einer Boje mit Eigenantrieb, wie einer Mine, eingesetzt werden kann.\n\nVerbesserungen an der Servicebake\nDer Service Beacon wird erweitert und weiterentwickelt, um neue Vertragsarten, zus\u00e4tzliche Filter und mehr Feedback-Pr\u00e4zision aufzunehmen. KI-Charaktere werden in der Lage sein, sich mit dem System zu verbinden, so dass auch sie in der Lage sein werden, Hilfe und Unterst\u00fctzung f\u00fcr andere zu erbitten, was wiederum sowohl die Anzahl der von dieser Art von \"sofortigen\" Inhalten, die wir zu einem bestimmten Zeitpunkt anbieten k\u00f6nnen, als auch die Wahrscheinlichkeit erh\u00f6ht, dass jemand - ob Spieler oder Nicht-Player-Charakter - dazu gezogen wird, auf Ihre Anfragen nach Unterst\u00fctzung zu reagieren.\n\nErste Stufe der Gilden und Verb\u00e4nde\nWir werden Mitgliedsverb\u00e4nde im Universum gr\u00fcnden, die den Spielern unterschiedliche Vorteile bieten. Dazu geh\u00f6ren letztendlich die Kopfgeldj\u00e4ger-Gilde, die H\u00e4ndler-Gilde usw., aber es wird auch mitgliederbasierte Dienste geben, die auf die verschiedenen Spielertypen abgestimmt sind. So bietet der United Wayfarers Club beispielsweise Reparatur- und Betankungshilfe f\u00fcr Piloten, die im Weltraum liegen, und gew\u00e4hrt auch Rabatte f\u00fcr diese Dienstleistungen bei CryAstro.\n\nParteiensystem\nDiese Verbesserungen verbessern die F\u00e4higkeit des Spielers, Gruppen zu erstellen, so dass du dich mit Freunden zusammenschlie\u00dfen kannst, um derselben Spielinstanz beizutreten und bei Jobs und Missionen zusammenzuarbeiten.\n\nTeam-Chat\nVerbesserungen am Team-Chat-System, das die Kommunikation zwischen den Spielern verbessert und das Erlebnis robuster und intuitiver macht. Die Arbeit an diesem System wird auch die Integration von Spectrum in das Spiel ber\u00fccksichtigen.\n\nWirtschaft\/Einkaufen UI-Erfahrung\nDas Feature beinhaltet die Implementierung von Einkaufskiosken in den Gesch\u00e4ften und eine gr\u00f6\u00dfere Variation der verf\u00fcgbaren Produkte, einschlie\u00dflich Schiffsartikel und Waffen, die nicht physisch verf\u00fcgbar sind, um sie in den Gesch\u00e4ften auszustellen (oder sogar zu kaufen).\n\nPunkt 2.0 Schiffssysteme und Waffen\nZu den Feature-Arbeiten geh\u00f6rt die Finalisierung der Item 2.0-Funktionalit\u00e4t, die es ihnen erm\u00f6glicht, sich zu \u00fcberhitzen, versagen zu lassen und kritische Ausf\u00e4lle aufgrund von Faktoren wie erh\u00f6htem Verschlei\u00df oder Besch\u00e4digung zu erleiden. Es w\u00fcrde auch eine tiefere Funktionalit\u00e4t f\u00fcr aufr\u00fcstbare Gegenst\u00e4nde einf\u00fchren, so dass neue Kraftwerke, Schilde, K\u00fchler, Stealth und Kommunikation\/Radar einen deutlichen Unterschied in der Leistung des Schiffes machen, je nachdem, wie sie konfiguriert sind.\n\nFPS KI-Kampf\nDie erste Stufe, um die Kampf-KI in das persistente Universum zu bringen. Dies w\u00fcrde die Missionsarten erweitern, indem es das Risiko mit sich bringt, dass eine KI darauf warten k\u00f6nnte, Sie auf einem fernen Mond oder in einem im Weltraum treibenden Schiffsrumpf zu \u00fcberfallen.","zh_CN":"Alpha 3.2 Feature Survey\nAs the team prepares to release the Alpha 3.1 patch of the Persistent Universe to a wider selection of backers, we wanted to take an opportunity to use what we\u2019ve learned from this first quarterly release and reassess development priorities, with feedback from you, the players.\n\nIf you\u2019ve been following along with our public Roadmap, the producers, directors, and leads have prioritized the introduction of major profession-based mechanics (like mining, salvage, and manual repair) into each quarterly release, along with improvements to gameplay features introduced in Alpha 3.0 and 3.1 (like quantum travel and service beacons.) While these mechanics have the potential to introduce new ways to play and expand the functionality of certain ships, they require extensive development resources and take time to fine-tune to make sure they balance with the other mechanics that already exist in the game. Part of what we learned through this latest release cycle was that existing elements in the game weren\u2019t getting adjustments and improvements that would improve usability and polish because the resources that would do this work were focusing on implementing the brand new mechanics on the Roadmap. As we feel like this has been short changing the current game experience, we\u2019ve decided to adjust our efforts to dedicate some of our resources to improve and expand the existing features, while making sure that new profession-based mechanics are as polished and playable as possible. Basically, we want to ensure that what\u2019s there is as refined and fun as it can be, before we add too much more.\n\nThat\u2019s where you come in.\n\nAs we shuffle the features and mechanics, we wanted to know which features you are most excited about seeing implemented, improved and refined. Below you\u2019ll find brief descriptions of the feature improvements on our schedule, we invite you to weigh in on which of these features you would rate as top three priorities to get into the game.\n\n\n\nFeature Improvements\n\nQuantum Linking\nThis feature gives players the ability to sync up with their friends when making quantum jumps. Aside from making grouped multi-ship travel possible, Quantum Linking also helps if you are interdicted, as the friends you brought along with you can help. This system will be used in tandem with AI or player-created missions through the service beacon, so the people hired to help will be linked to you when they jump.\n\nImproved Interdiction\nWork on this feature will create a variety of different interdiction scenarios for players, as well as provide the opportunity to trap other players and AI Non-Player Characters using a Quantum Jammer that can be added as a ship component or deployed in a self-powered buoy, like a mine.\n\nService Beacon Improvements\nThe Service Beacon will expand and evolve to include new contract types, additional filters, and more feedback precision. AI characters will be able to interface with the system so that they too will be able to request help and provide assistance to others, which will in turn increase both how much of this type of \u201cimmediate\u201d content we can offer at any given time, as well as the likelihood that someone \u2013 whether player or Non-Player Character \u2013 will be drawn to respond to your calls for support.\n\nFirst Tier of Guilds & Associations\nWe are going to create member associations within the Universe that give players different benefits. These will ultimately include the Bounty Hunter\u2019s Guild, Merchant\u2019s Guild, etc., but there will also be member-based services, themed to fit different player types. For example, the United Wayfarers Club provides repair and refuel assistance for pilots broken down in space and also grants discounts for these services at CryAstro.\n\nParty System\nThese improvements will improve the player\u2019s ability to create groups, allowing you to team up with friends to join the same game instance and cooperate on jobs and missions.\n\nTeam Chat\nImprovements to the team chat system that will polish communication between players and make the experience more robust and intuitive. Work on this system will also begin to factor in the incorporation of Spectrum into the game.\n\nEconomy\/Shopping UI Experience\nThe feature includes the implementation of Shopping Kiosks in the stores and increased variation of available products, including ship items and weapons not physically available to display (or even buy) in stores.\n\nItem 2.0 Ship Systems and Weapons\nFeature work would include finalizing Item 2.0 functionality that, allows them to overheat, misfire and suffer critical failures based on factors such as increased wear or damage. It would also introduce deeper functionality to upgradeable items so new power plants, shields, coolers, stealth and comms\/radar all make a marked difference to the ship\u2019s performance based on how they are configured.\n\nFPS AI Combat\nThe first stage of getting combat AI into the Persistent Universe. This would expand mission types by introducing the risk that an AI could be waiting to ambush you on a distant moon, or in a hulk drifting in space."},"links_count":1,"comment_count":516,"created_at":"2018-03-23T00:00:00+00:00","created_at_human":"8 years ago"},"meta":{"processed_at":"2026-04-26 11:33:31","valid_relations":["images","links","translations"],"prev_id":16467,"next_id":16470}}