{"data":{"id":16700,"title":"Letter from the Chairman","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/16700-Letter-From-The-Chairman","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/16700","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/16700","channel":"Transmission","category":"General","series":"From the Chairman","images":[{"id":7179,"name":"Thing.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/sfdol8g83wodmr\/source\/Thing.jpg","alt":"","size":392123,"mime_type":"image\/jpeg","last_modified":"2018-08-03T17:41:00+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7179","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7179\/similar"},{"id":7183,"name":"EB01C1ADE253A7C58607C55CD4863F9476D823BFDE4FBD5861-pimgpsh_fullsize_distr.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/yycte38ag0zl7r\/source\/EB01C1ADE253A7C58607C55CD4863F9476D823BFDE4FBD5861-pimgpsh_fullsize_distr.png","alt":"","size":68225,"mime_type":"image\/png","last_modified":"2018-08-03T20:39:36+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7183","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7183\/similar"}],"images_count":3,"translations":{"en_EN":"Hello Citizens\nI hope you are all enjoying Star Citizen Alpha 3.2.1. We\u2019re having a great time checking out the community streams, videos, and screenshots that you\u2019re creating. Events like the Spanish Community getting together for a 50-person Quantum Jump to Daymar and a huge coordinated mixed-arms battle give us all an exciting glimpse at the possibilities of the universe that we\u2019re building.\n\nCitizenCon and Star Citizen Alpha 3.3\nWe were very happy with the format of last year\u2019s CitizenCon and felt it was the most successful CitizenCon yet \u2013 the community could spend a solid amount of time with the developers and had the opportunity to learn about the game in a way impossible from a single presentation. This year we are doubling down on this approach to make it even more like a convention, and we have some pretty cool things in store for you that we\u2019ll be sharing in the coming month.\n\nAs part of our planning for CitizenCon, we need to make sure that it works with our new quarterly release schedule so that we don\u2019t overload our development teams. In terms of focus and split deadlines, it doesn\u2019t make much sense to deliver Star Citizen Alpha 3.3 at the end of September and then a few days later have CitizenCon, as it creates two big deadlines back to back and leaves us with less opportunity to surprise the community at the event.\n\nBecause of this, we\u2019ve made the decision to align the Alpha 3.3 release (and subsequent 3rd quarter releases in the future) with CitizenCon, which this year will be on Oct 10th in Austin, Texas.\n\nGoing forward the release will be: Q1 end of March, Q2 the end of June, Q3 in October with CitizenCon, and the Q4 in mid-to-late December. We feel this makes the most sense for both the development teams and you, the community. We\u2019re looking forward to Star Citizen Alpha 3.3 becoming part of the CitizenCon celebration.\n\nVideo Content\nWhile on Reverse the Verse last month to discuss the release of 3.2, I mentioned that we were looking to revamp our video content to be more targeted to what we see as the three distinct groups that we would like to engage:\n1. Hardcore backers that consume everything, from the shows, to Jump Point, to enthusiastic forum discussions.\n2. Casual backers. They believe in and support Star Citizen but only check in occasionally and don\u2019t have time to follow every little bit of information.\n3. Potential or new backers who don\u2019t know much about Star Citizen but would like to learn more.\nYou may have noticed the start of this format change with Around the Verse. We\u2019ve been working to create a shorter, faster-moving show that feels more like a TV news show \u2013 one that strikes a good balance between quick updates and visuals; less talk, more show.\n\nIt\u2019s still a work in progress and we\u2019re in the process of beefing up our Video Production team with some new hires, as up to now we have relied on only a few people who have been putting in far too many hours than we felt healthy in order to satisfy in the insatiable demand for new Star Citizen content.\n\nPart of this initiative has caused us to sit down and look at the long-term plan for how we deliver interesting content each week without distracting or breaking the flow of the development teams.\n\nIt\u2019s a difficult tightrope to walk. If we hold too much back, we\u2019re accused of not being \u2018open\u2019 enough. Show everything, and people shrug their shoulders when we demo new content at a live event or are underwhelmed by a new release because they\u2019ve already seen it on ATV. Because of this, we have decided to hold a few things back to have some features and content to surprise you at CitizenCon and on future releases. Don\u2019t worry, there\u2019s still plenty to show and discuss but we want a healthy balance between ongoing engagement and updates and genuine excitement and discovery.\n\nHowever, ATV is only one piece of the puzzle as we plan to improve the quality of our behind-the-scenes featurettes. To do this, we\u2019ve decided to not share deep dives on features that are in the middle of development, as we feel we can\u2019t do them justice while they\u2019re still being refined. Plus, it\u2019s a pretty big strain on the development team when we make additional demands for interview time and b-roll creation while they are knee deep trying to deliver the feature.\n\nOur new plan is to do fewer featurettes, but make them longer and of a higher quality, with better b-roll and graphics than past videos. We will only deep-dive into a feature or addition once it has been completed, to make sure we can tell the full story; from concept to in game. These featurettes are aimed at the first group I mentioned earlier: hardcore backers that want to know all the details and will make the time to do so.\n\nThe final part of the new Community video plan is to create video content aimed at the new or potential backers that want an easy digestible \u2018in\u2019 to the universe of Star Citizen, as well as giving existing backers a show to share with their friends to give them a taste of what Star Citizen is about. Casual backers should have content that they\u2019ll enjoy when they want to catch up with the development of the game and universe.\n\nWe think this plan walks the appropriate line between too much and too little and addresses the three major audience groups that we\u2019re trying to cater to.\n\nUEC\nRecently a few people have voiced their concerns about the removal of the player UEC wallet cap that came with the release of Star Citizen Alpha 3.2. This was done to help smooth over the transition to an in-game economy and to give people that had purchased game items through the now-defunct Voyager Direct web store the ability to \u2018melt\u2019 them back for UEC, so they can repurchase new items in-game. As we are going to be rebalancing the pricing and economy as we expand the game, and as we currently reset everyone\u2019s accounts when we release a new patch, we felt it would be unfair to force people to keep items they may have bought at a radically different price. This would have happened if we\u2019d kept the overall hard cap on UEC as many players had amassed a lot more than 150,000 UEC worth of items. We still limit the maximum purchasing to 25,000 UEC a day, but we felt that removing the cap was the right call, especially as with every persistent database reset we need to refund players the UEC they have purchased with money and used to buy in-game items. It\u2019s one thing to lose an item due to gameplay, but it\u2019s a complete other thing to have your game account forcibly reset with each new patch, losing all the items you paid actual money for.\n\nPutting aside the puzzle of why some people don\u2019t have a problem with stockpiling ships or items but a player having more than 150,000 UEC is game breaking, I think it may be useful to revisit Star Citizen\u2019s economic model.\n\nDeveloping and operating a game of Star Citizen\u2019s ambition is expensive. From day one of the campaign we\u2019ve been quite clear on the economic model for Star Citizen, which is to not require a subscription like many MMOs, but instead rely on sales of initial game packages and in-game money to fund development and online running costs. To ensure money isn\u2019t a deciding factor in progression, the core principle that the game follows is that everything you can obtain with real money, outside of your initial game package, can also be earned in game via normal and fun gameplay. There will also be plenty of things that can only be earned by playing.\n\nThere are two types of resource players have that they can contribute to Star Citizen to make it better: time and money. A player that has lots of time but only backed for the basic game helps out by playing the game, giving feedback, and assisting new players. On the flip side, if a player has a family and a demanding job and only has four hours to game a week but wants to spend some money to shortcut the time investment they would need to purchase a new ship, what\u2019s wrong with that? They are helping fund the ongoing development and running costs of the game, which benefits everyone. The exact same ship can be earned through pure gameplay without having to spend any money and the backer that has plenty of time is likely to be better at dogfighting and FPS gameplay after playing more hours to earn the ship. I don\u2019t want to penalize either type of backer; I want them both to have fun. People should not feel disadvantaged because they don\u2019t have time, nor should they feel disadvantaged if they don\u2019t have money. I want our tent to be large and encompass all types of players with varied skill sets, time, and money.\n\nThis was the economic approach I proposed out when I first pitched Star Citizen because it is the model as a player I prefer. I don\u2019t like to have to pay a subscription just to play and I hate when things are deliberately locked behind a paywall, but as someone that doesn\u2019t have twenty hours a week to dedicate to building up my character or possessions, I appreciate the option to get a head start if I\u2019m willing to pay a little extra.\n\nSome people are worried that they will be disadvantaged when the game starts for \u2018real\u2019 compared to players that have stockpiled ships or UEC. This has been a debate on the forums since the project started, but this is not a concern for me as I know what the game will be and I know how we\u2019re designing it.\n\nThere will always be some players that have more than others, regardless of whether they\u2019ve spent more or played more, because people start at different times and play at different paces. This is the nature of persistent MMOs. Star Citizen isn\u2019t some race to the top; it\u2019s not like Highlander where \u201cThere can only be one!\u201d It is an open-ended Persistent Universe Sandbox that doesn\u2019t have an end game or a specific win-state. We are building it to cater to players of all skill levels, that prefer PvE or PvP, that like to play solo or in a group or a large organization, that want to pursue various professions, some peaceful and some combat orientated. This is the core philosophy of Star Citizen; there isn\u2019t one path, nor is there one way to have fun.\n\nThis may be a foreign concept to gamers as the majority of games are about winning and losing, but Star Citizen isn\u2019t a normal game. It\u2019s a First Person Universe that allows you to live a virtual life in a compelling futuristic setting. You win by having fun, and fun is different things to different people.\n\nSee you in the \u2018Verse!\n\n\u2014 Chris Roberts","de_DE":"Hallo B\u00fcrger\nIch hoffe, Sie alle genie\u00dfen Star Citizen Alpha 3.2.1. Wir haben eine gro\u00dfartige Zeit damit, uns die Community-Streams, Videos und Screenshots anzusehen, die Sie gerade erstellen. Veranstaltungen wie das Treffen der spanischen Gemeinschaft zu einem 50-Personen-Quantensprung nach Daymar und ein riesiger koordinierter Mixed-Arm-Kampf geben uns allen einen spannenden Einblick in die M\u00f6glichkeiten des Universums, das wir aufbauen.\n\nCitizenCon und Star Citizen Alpha 3.3\nWir waren sehr zufrieden mit dem Format der letztj\u00e4hrigen CitizenCon und hielten sie f\u00fcr die bisher erfolgreichste CitizenCon - die Community konnte viel Zeit mit den Entwicklern verbringen und hatte die M\u00f6glichkeit, das Spiel in einer einzigen Pr\u00e4sentation auf eine unm\u00f6gliche Weise kennenzulernen. In diesem Jahr verdoppeln wir diesen Ansatz, um ihn noch mehr wie eine Convention zu machen, und wir haben einige ziemlich coole Dinge f\u00fcr euch auf Lager, die wir im kommenden Monat teilen werden.\n\nIm Rahmen unserer Planung f\u00fcr CitizenCon m\u00fcssen wir sicherstellen, dass es mit unserem neuen viertelj\u00e4hrlichen Releaseplan funktioniert, damit wir unsere Entwicklungsteams nicht \u00fcberlasten. In Bezug auf Fokussierung und Aufteilung der Fristen macht es nicht viel Sinn, Star Citizen Alpha 3.3 Ende September und dann einige Tage sp\u00e4ter CitizenCon zu liefern, da es zwei gro\u00dfe Fristen hintereinander schafft und uns weniger Gelegenheit gibt, die Community bei der Veranstaltung zu \u00fcberraschen.\n\nAus diesem Grund haben wir uns entschieden, das Alpha 3.3 Release (und die nachfolgenden zuk\u00fcnftigen Releases im dritten Quartal) mit CitizenCon abzustimmen, das in diesem Jahr am 10. Oktober in Austin, Texas, stattfinden wird.\n\nIn Zukunft wird die Freigabe erfolgen: Q1 Ende M\u00e4rz, Q2 Ende Juni, Q3 im Oktober mit CitizenCon und Q4 Mitte bis Ende Dezember. Wir glauben, dass dies sowohl f\u00fcr die Entwicklungsteams als auch f\u00fcr Sie, die Community, am sinnvollsten ist. Wir freuen uns darauf, dass Star Citizen Alpha 3.3 Teil der CitizenCon-Feier wird.\n\nVideo-Inhalte\nW\u00e4hrend wir letzten Monat auf Reverse the Vers waren, um die Ver\u00f6ffentlichung von 3.2 zu besprechen, erw\u00e4hnte ich, dass wir unsere Videoinhalte umgestalten wollten, um gezielter auf die drei verschiedenen Gruppen einzugehen, die wir als solche betrachten:\n1. Hardcore-Unterst\u00fctzer, die alles konsumieren, von den Shows \u00fcber Jump Point bis hin zu begeisterten Forumsdiskussionen.\n2. Beil\u00e4ufige Geldgeber. Sie glauben an und unterst\u00fctzen Star Citizen, checken aber nur gelegentlich ein und haben nicht die Zeit, jeder Kleinigkeit an Informationen zu folgen.\n3. Potenzielle oder neue Geldgeber, die nicht viel \u00fcber Star Citizen wissen, aber mehr dar\u00fcber erfahren m\u00f6chten.\nVielleicht haben Sie den Beginn dieser Format\u00e4nderung mit Around the Vers bemerkt. Wir haben daran gearbeitet, eine k\u00fcrzere, schnellere Show zu entwickeln, die sich eher wie eine TV-Nachrichtensendung anf\u00fchlt - eine, die ein gutes Gleichgewicht zwischen schnellen Updates und Visuals herstellt; weniger Gespr\u00e4ch, mehr Show.\n\nEs ist noch in Arbeit und wir sind dabei, unser Videoproduktionsteam mit einigen neuen Mitarbeitern aufzustocken, da wir uns bisher nur auf wenige Leute verlassen haben, die viel zu viele Stunden investiert haben, als wir uns gesund f\u00fchlten, um die uners\u00e4ttliche Nachfrage nach neuen Star Citizen Inhalten zu befriedigen.\n\nEin Teil dieser Initiative hat uns veranlasst, uns zusammenzusetzen und uns den langfristigen Plan anzusehen, wie wir jede Woche interessante Inhalte liefern, ohne den Fluss der Entwicklungsteams zu st\u00f6ren oder zu unterbrechen.\n\nEs ist eine schwierige Gratwanderung. Wenn wir uns zu sehr zur\u00fcckhalten, wird uns vorgeworfen, nicht offen genug zu sein. Zeige alles, und die Leute zucken mit den Schultern, wenn wir neue Inhalte bei einem Live-Event vorf\u00fchren oder von einer neuen Version nicht begeistert sind, weil sie es bereits auf ATV gesehen haben. Aus diesem Grund haben wir uns entschlossen, einige Dinge zur\u00fcckzustellen, um einige Funktionen und Inhalte zu haben, die Sie auf der CitizenCon und bei zuk\u00fcnftigen Versionen \u00fcberraschen werden. Keine Sorge, es gibt noch viel zu zeigen und zu diskutieren, aber wir wollen ein gesundes Gleichgewicht zwischen kontinuierlichem Engagement und Updates und echter Aufregung und Entdeckung.\n\nAllerdings ist ATV nur ein Teil des Puzzles, da wir planen, die Qualit\u00e4t unserer Hinter den Kulissen-Features zu verbessern. Um dies zu tun, haben wir uns entschieden, keine Tieftauchg\u00e4nge \u00fcber Features zu teilen, die sich mitten in der Entwicklung befinden, da wir das Gef\u00fchl haben, dass wir ihnen nicht gerecht werden k\u00f6nnen, w\u00e4hrend sie sich noch in der Entwicklung befinden. Au\u00dferdem ist es eine ziemlich gro\u00dfe Belastung f\u00fcr das Entwicklungsteam, wenn wir zus\u00e4tzliche Anforderungen an die Interviewzeit und die Erstellung von B-Rolls stellen, w\u00e4hrend sie knietief sind und versuchen, das Feature zu liefern.\n\nUnser neuer Plan ist es, weniger Features zu machen, sie aber l\u00e4nger und hochwertiger zu machen, mit besserer B-Rolle und Grafik als fr\u00fchere Videos. Wir werden erst dann tief in ein Feature oder eine Erweiterung eintauchen, wenn es fertig ist, um sicherzustellen, dass wir die ganze Geschichte erz\u00e4hlen k\u00f6nnen, vom Konzept bis zum Spiel. Diese Features richten sich an die erste Gruppe, die ich bereits erw\u00e4hnt habe: Hardcore-Unterst\u00fctzer, die alle Details wissen wollen und sich die Zeit nehmen werden, dies zu tun.\n\nDer letzte Teil des neuen Community-Video-Plans besteht darin, Videoinhalte zu erstellen, die sich an die neuen oder potenziellen Geldgeber richten, die einen leicht verdaulichen Zugang zum Universum von Star Citizen w\u00fcnschen, sowie bestehenden Geldgebern eine Show zu bieten, die sie mit ihren Freunden teilen k\u00f6nnen, um ihnen einen Eindruck davon zu vermitteln, worum es bei Star Citizen geht. Beil\u00e4ufige Geldgeber sollten Inhalte haben, die ihnen Spa\u00df machen, wenn sie die Entwicklung des Spiels und des Universums nachholen wollen.\n\nWir denken, dass dieser Plan die richtige Grenze zwischen zu viel und zu wenig \u00fcberschreitet und sich an die drei gro\u00dfen Publikumsgruppen richtet, denen wir versuchen zu entsprechen.\n\nUEC\nVor kurzem haben einige Leute ihre Bedenken \u00fcber die Entfernung der UEC-Walletkappe des Players ge\u00e4u\u00dfert, die mit der Ver\u00f6ffentlichung von Star Citizen Alpha 3.2 einherging. Dies wurde getan, um den \u00dcbergang zu einer In-Game-Wirtschaft zu erleichtern und Leuten, die Spielgegenst\u00e4nde \u00fcber den inzwischen nicht mehr existierenden Voyager Direct Webshop gekauft hatten, die M\u00f6glichkeit zu geben, sie f\u00fcr UEC zur\u00fcckzuschmelzen\", damit sie neue Gegenst\u00e4nde im Spiel zur\u00fcckkaufen k\u00f6nnen. Da wir die Preise und die Wirtschaft neu ausbalancieren werden, w\u00e4hrend wir das Spiel erweitern, und da wir derzeit alle Konten zur\u00fccksetzen, wenn wir einen neuen Patch ver\u00f6ffentlichen, hielten wir es f\u00fcr unfair, die Leute zu zwingen, Gegenst\u00e4nde, die sie vielleicht zu einem radikal anderen Preis gekauft haben, aufzubewahren. Dies w\u00e4re passiert, wenn wir die Gesamtzahl der Hardcaps auf UEC beibehalten h\u00e4tten, da viele Spieler viel mehr als 150.000 UEC an Gegenst\u00e4nden gesammelt h\u00e4tten. Wir beschr\u00e4nken den maximalen Kauf immer noch auf 25.000 UEC pro Tag, aber wir waren der Meinung, dass das Entfernen der Obergrenze der richtige Aufruf war, zumal wir bei jedem hartn\u00e4ckigen Datenbank-Reset den Spielern die UEC, die sie gekauft und f\u00fcr den Kauf von Gegenst\u00e4nden im Spiel verwendet haben, erstatten m\u00fcssen. Es ist eine Sache, einen Gegenstand aufgrund des Gameplays zu verlieren, aber es ist eine ganz andere Sache, wenn Ihr Spielkonto mit jedem neuen Patch zwangsweise zur\u00fcckgesetzt wird und alle Gegenst\u00e4nde verloren gehen, f\u00fcr die Sie tats\u00e4chlich Geld bezahlt haben.\n\nWenn man das R\u00e4tsel beiseite l\u00e4sst, warum einige Leute kein Problem damit haben, Schiffe oder Gegenst\u00e4nde aufzustapeln, aber ein Spieler mit mehr als 150.000 UEC ist ein Spielbrecher, denke ich, dass es n\u00fctzlich sein k\u00f6nnte, das Wirtschaftsmodell von Star Citizen erneut zu besuchen.\n\nDie Entwicklung und der Betrieb eines Spiels mit den Ambitionen von Star Citizen ist teuer. Vom ersten Tag der Kampagne an waren wir uns \u00fcber das wirtschaftliche Modell von Star Citizen im Klaren, das darin besteht, kein Abonnement wie bei vielen MMOs zu ben\u00f6tigen, sondern sich auf den Verkauf von ersten Spielepaketen und In-Game-Geld zu verlassen, um die Entwicklungs- und Online-Betriebskosten zu finanzieren. Um sicherzustellen, dass Geld kein entscheidender Faktor f\u00fcr den Fortschritt ist, ist das Grundprinzip, dem das Spiel folgt, dass alles, was Sie mit echtem Geld au\u00dferhalb Ihres urspr\u00fcnglichen Spielpakets erhalten k\u00f6nnen, auch im Spiel durch normales und unterhaltsames Gameplay verdient werden kann. Es wird auch viele Dinge geben, die nur durch Spielen verdient werden k\u00f6nnen.\n\nEs gibt zwei Arten von Ressourcen, die Spieler haben, die zu Star Citizen beitragen k\u00f6nnen, um es besser zu machen: Zeit und Geld. Ein Spieler, der viel Zeit hat, aber nur f\u00fcr das Basisspiel unterst\u00fctzt wird, hilft aus, indem er das Spiel spielt, Feedback gibt und neue Spieler unterst\u00fctzt. Auf der anderen Seite, wenn ein Spieler eine Familie und einen anspruchsvollen Job hat und nur vier Stunden Zeit hat, um eine Woche zu spielen, aber etwas Geld ausgeben will, um die Zeitinvestition zu verk\u00fcrzen, die er f\u00fcr den Kauf eines neuen Schiffes ben\u00f6tigt, was ist dann falsch daran? Sie helfen bei der Finanzierung der laufenden Entwicklung und der laufenden Kosten des Spiels, was allen zugute kommt. Das genau gleiche Schiff kann durch reines Gameplay verdient werden, ohne Geld ausgeben zu m\u00fcssen, und der Geldgeber, der viel Zeit hat, wird wahrscheinlich besser im Luftkampf und FPS-Gameplay sein, nachdem er mehr Stunden gespielt hat, um das Schiff zu verdienen. Ich m\u00f6chte keine der beiden Arten von Geldgebern bestrafen; ich m\u00f6chte, dass beide Spa\u00df haben. Menschen sollten sich nicht benachteiligt f\u00fchlen, weil sie keine Zeit haben, noch sollten sie sich benachteiligt f\u00fchlen, wenn sie kein Geld haben. Ich m\u00f6chte, dass unser Zelt gro\u00df ist und alle Arten von Spielern mit unterschiedlichen F\u00e4higkeiten, Zeit und Geld umfasst.\n\nDies war der wirtschaftliche Ansatz, den ich bei meiner ersten Vorstellung von Star Citizen vorgeschlagen habe, weil es das Modell ist, das ich als Spieler bevorzuge. Ich mag es nicht, ein Abonnement bezahlen zu m\u00fcssen, nur um zu spielen, und ich hasse es, wenn die Dinge absichtlich hinter einer Paywall eingeschlossen sind, aber als jemand, der keine zwanzig Stunden pro Woche hat, um sich dem Aufbau meines Charakters oder Besitzes zu widmen, sch\u00e4tze ich die Option, einen Vorsprung zu bekommen, wenn ich bereit bin, ein wenig mehr zu bezahlen.\n\nEinige Leute bef\u00fcrchten, dass sie benachteiligt werden, wenn das Spiel f\u00fcr \"echt\" beginnt, im Vergleich zu Spielern, die Schiffe oder UEC auf Lager haben. Dies ist seit Beginn des Projekts eine Debatte in den Foren, aber das ist kein Problem f\u00fcr mich, da ich wei\u00df, wie das Spiel aussehen wird und ich wei\u00df, wie wir es gestalten.\n\nEs wird immer einige Spieler geben, die mehr haben als andere, unabh\u00e4ngig davon, ob sie mehr ausgegeben oder mehr gespielt haben, denn die Menschen beginnen zu unterschiedlichen Zeiten und spielen mit unterschiedlichen Geschwindigkeiten. Das liegt in der Natur von persistenten MMOs. Star Citizen ist kein Wettlauf an die Spitze; es ist nicht wie in Highlander, wo es \"nur einen geben kann\"! Es ist eine offene Persistent Universe Sandkiste, die kein Endspiel oder einen bestimmten Win-Zustand hat. Wir bauen es f\u00fcr Spieler aller Leistungsstufen, die PvE oder PvP bevorzugen, die gerne alleine oder in einer Gruppe oder einer gro\u00dfen Organisation spielen, die verschiedene Berufe aus\u00fcben wollen, einige friedlich und andere kampforientiert. Das ist die Kernphilosophie von Star Citizen; es gibt weder einen Weg noch eine M\u00f6glichkeit, Spa\u00df zu haben.\n\nDies kann ein fremdes Konzept f\u00fcr Spieler sein, da es bei den meisten Spielen um Sieg und Niederlage geht, aber Star Citizen ist kein normales Spiel. Es ist ein First Person Universe, das es Ihnen erm\u00f6glicht, ein virtuelles Leben in einer \u00fcberzeugenden futuristischen Umgebung zu f\u00fchren. Man gewinnt, indem man Spa\u00df hat, und Spa\u00df ist f\u00fcr verschiedene Menschen etwas anderes.\n\nWir sehen uns im Vers!\n\n- Chris Roberts","zh_CN":"Hello Citizens\nI hope you are all enjoying Star Citizen Alpha 3.2.1. We\u2019re having a great time checking out the community streams, videos, and screenshots that you\u2019re creating. Events like the Spanish Community getting together for a 50-person Quantum Jump to Daymar and a huge coordinated mixed-arms battle give us all an exciting glimpse at the possibilities of the universe that we\u2019re building.\n\nCitizenCon and Star Citizen Alpha 3.3\nWe were very happy with the format of last year\u2019s CitizenCon and felt it was the most successful CitizenCon yet \u2013 the community could spend a solid amount of time with the developers and had the opportunity to learn about the game in a way impossible from a single presentation. This year we are doubling down on this approach to make it even more like a convention, and we have some pretty cool things in store for you that we\u2019ll be sharing in the coming month.\n\nAs part of our planning for CitizenCon, we need to make sure that it works with our new quarterly release schedule so that we don\u2019t overload our development teams. In terms of focus and split deadlines, it doesn\u2019t make much sense to deliver Star Citizen Alpha 3.3 at the end of September and then a few days later have CitizenCon, as it creates two big deadlines back to back and leaves us with less opportunity to surprise the community at the event.\n\nBecause of this, we\u2019ve made the decision to align the Alpha 3.3 release (and subsequent 3rd quarter releases in the future) with CitizenCon, which this year will be on Oct 10th in Austin, Texas.\n\nGoing forward the release will be: Q1 end of March, Q2 the end of June, Q3 in October with CitizenCon, and the Q4 in mid-to-late December. We feel this makes the most sense for both the development teams and you, the community. We\u2019re looking forward to Star Citizen Alpha 3.3 becoming part of the CitizenCon celebration.\n\nVideo Content\nWhile on Reverse the Verse last month to discuss the release of 3.2, I mentioned that we were looking to revamp our video content to be more targeted to what we see as the three distinct groups that we would like to engage:\n1. Hardcore backers that consume everything, from the shows, to Jump Point, to enthusiastic forum discussions.\n2. Casual backers. They believe in and support Star Citizen but only check in occasionally and don\u2019t have time to follow every little bit of information.\n3. Potential or new backers who don\u2019t know much about Star Citizen but would like to learn more.\nYou may have noticed the start of this format change with Around the Verse. We\u2019ve been working to create a shorter, faster-moving show that feels more like a TV news show \u2013 one that strikes a good balance between quick updates and visuals; less talk, more show.\n\nIt\u2019s still a work in progress and we\u2019re in the process of beefing up our Video Production team with some new hires, as up to now we have relied on only a few people who have been putting in far too many hours than we felt healthy in order to satisfy in the insatiable demand for new Star Citizen content.\n\nPart of this initiative has caused us to sit down and look at the long-term plan for how we deliver interesting content each week without distracting or breaking the flow of the development teams.\n\nIt\u2019s a difficult tightrope to walk. If we hold too much back, we\u2019re accused of not being \u2018open\u2019 enough. Show everything, and people shrug their shoulders when we demo new content at a live event or are underwhelmed by a new release because they\u2019ve already seen it on ATV. Because of this, we have decided to hold a few things back to have some features and content to surprise you at CitizenCon and on future releases. Don\u2019t worry, there\u2019s still plenty to show and discuss but we want a healthy balance between ongoing engagement and updates and genuine excitement and discovery.\n\nHowever, ATV is only one piece of the puzzle as we plan to improve the quality of our behind-the-scenes featurettes. To do this, we\u2019ve decided to not share deep dives on features that are in the middle of development, as we feel we can\u2019t do them justice while they\u2019re still being refined. Plus, it\u2019s a pretty big strain on the development team when we make additional demands for interview time and b-roll creation while they are knee deep trying to deliver the feature.\n\nOur new plan is to do fewer featurettes, but make them longer and of a higher quality, with better b-roll and graphics than past videos. We will only deep-dive into a feature or addition once it has been completed, to make sure we can tell the full story; from concept to in game. These featurettes are aimed at the first group I mentioned earlier: hardcore backers that want to know all the details and will make the time to do so.\n\nThe final part of the new Community video plan is to create video content aimed at the new or potential backers that want an easy digestible \u2018in\u2019 to the universe of Star Citizen, as well as giving existing backers a show to share with their friends to give them a taste of what Star Citizen is about. Casual backers should have content that they\u2019ll enjoy when they want to catch up with the development of the game and universe.\n\nWe think this plan walks the appropriate line between too much and too little and addresses the three major audience groups that we\u2019re trying to cater to.\n\nUEC\nRecently a few people have voiced their concerns about the removal of the player UEC wallet cap that came with the release of Star Citizen Alpha 3.2. This was done to help smooth over the transition to an in-game economy and to give people that had purchased game items through the now-defunct Voyager Direct web store the ability to \u2018melt\u2019 them back for UEC, so they can repurchase new items in-game. As we are going to be rebalancing the pricing and economy as we expand the game, and as we currently reset everyone\u2019s accounts when we release a new patch, we felt it would be unfair to force people to keep items they may have bought at a radically different price. This would have happened if we\u2019d kept the overall hard cap on UEC as many players had amassed a lot more than 150,000 UEC worth of items. We still limit the maximum purchasing to 25,000 UEC a day, but we felt that removing the cap was the right call, especially as with every persistent database reset we need to refund players the UEC they have purchased with money and used to buy in-game items. It\u2019s one thing to lose an item due to gameplay, but it\u2019s a complete other thing to have your game account forcibly reset with each new patch, losing all the items you paid actual money for.\n\nPutting aside the puzzle of why some people don\u2019t have a problem with stockpiling ships or items but a player having more than 150,000 UEC is game breaking, I think it may be useful to revisit Star Citizen\u2019s economic model.\n\nDeveloping and operating a game of Star Citizen\u2019s ambition is expensive. From day one of the campaign we\u2019ve been quite clear on the economic model for Star Citizen, which is to not require a subscription like many MMOs, but instead rely on sales of initial game packages and in-game money to fund development and online running costs. To ensure money isn\u2019t a deciding factor in progression, the core principle that the game follows is that everything you can obtain with real money, outside of your initial game package, can also be earned in game via normal and fun gameplay. There will also be plenty of things that can only be earned by playing.\n\nThere are two types of resource players have that they can contribute to Star Citizen to make it better: time and money. A player that has lots of time but only backed for the basic game helps out by playing the game, giving feedback, and assisting new players. On the flip side, if a player has a family and a demanding job and only has four hours to game a week but wants to spend some money to shortcut the time investment they would need to purchase a new ship, what\u2019s wrong with that? They are helping fund the ongoing development and running costs of the game, which benefits everyone. The exact same ship can be earned through pure gameplay without having to spend any money and the backer that has plenty of time is likely to be better at dogfighting and FPS gameplay after playing more hours to earn the ship. I don\u2019t want to penalize either type of backer; I want them both to have fun. People should not feel disadvantaged because they don\u2019t have time, nor should they feel disadvantaged if they don\u2019t have money. I want our tent to be large and encompass all types of players with varied skill sets, time, and money.\n\nThis was the economic approach I proposed out when I first pitched Star Citizen because it is the model as a player I prefer. I don\u2019t like to have to pay a subscription just to play and I hate when things are deliberately locked behind a paywall, but as someone that doesn\u2019t have twenty hours a week to dedicate to building up my character or possessions, I appreciate the option to get a head start if I\u2019m willing to pay a little extra.\n\nSome people are worried that they will be disadvantaged when the game starts for \u2018real\u2019 compared to players that have stockpiled ships or UEC. This has been a debate on the forums since the project started, but this is not a concern for me as I know what the game will be and I know how we\u2019re designing it.\n\nThere will always be some players that have more than others, regardless of whether they\u2019ve spent more or played more, because people start at different times and play at different paces. This is the nature of persistent MMOs. Star Citizen isn\u2019t some race to the top; it\u2019s not like Highlander where \u201cThere can only be one!\u201d It is an open-ended Persistent Universe Sandbox that doesn\u2019t have an end game or a specific win-state. We are building it to cater to players of all skill levels, that prefer PvE or PvP, that like to play solo or in a group or a large organization, that want to pursue various professions, some peaceful and some combat orientated. This is the core philosophy of Star Citizen; there isn\u2019t one path, nor is there one way to have fun.\n\nThis may be a foreign concept to gamers as the majority of games are about winning and losing, but Star Citizen isn\u2019t a normal game. It\u2019s a First Person Universe that allows you to live a virtual life in a compelling futuristic setting. You win by having fun, and fun is different things to different people.\n\nSee you in the \u2018Verse!\n\n\u2014 Chris Roberts"},"links_count":1,"comment_count":111,"created_at":"2018-08-03T00:00:00+00:00","created_at_human":"7 years ago"},"meta":{"processed_at":"2026-05-07 23:03:15","valid_relations":["images","links"],"prev_id":16697,"next_id":16701}}