{"data":{"id":20371,"title":"Letter From The 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ago, lost in the mists of time before COVID, at CitizenCon 2949, we showcased the first in-game prototype of traveling from the Stanton System to the Pyro System via a Jump Point.\n\nAfter a much longer than anticipated development process, what was teased in 2019 becomes a reality for all players when we launch Star Citizen Alpha 4.0 to the live servers, as part of what we are calling the 4.0 Preview.\n\nFor the first time in our history, we will run 2 live releases in parallel, each with their own progress and persistence. This means you'll have the unique opportunity to choose which version you want to dive into, at least for a little while. At this stage, we both want and need the high traffic of a Live release to thoroughly test Server Meshing and the newly refactored systems that rely on it as they go through their final paces. We acknowledge that we did not have time to get all the mission types working before our holiday break, which is why we have decided to temporarily support two parallel Live tracks: Alpha 3.24.3 will remain available, so you can play the missions and engage in game loops that are not working to our new playability standards in 4.0. Meanwhile, the 4.0 Preview will also be accessible from your launcher as a second Live option. If you are not interested in previewing 4.0, you can simply select Alpha 3.24.3 from the dropdown and continue enjoying the current live build.\n\nThis may feel like our usual PTU process, but there is one key difference: by running both builds on the Live environment, we can take steps to ensure that your progress on 4.0 will carry over. Our goal is for anything you do and earn in the 4.0 Preview to persist without any further wipes\u2014unless something major happens, though we do not anticipate that.\n\nThat said, it's important to note that progress made in Alpha 3.24.3 will remain tied to that version and will not transfer to 4.0. This allows us to maintain a clean slate for the new systems coming online in the 4.0 Preview, ensuring a consistent and stable environment as we look to deprecate 3.24.3 in the new year.\n\nAs you navigate through Stanton and Pyro, you are now also navigating seamlessly through a mesh of servers that encompasses the entire game. Each planet, landing zone, or major station is now covered by different game servers. Thanks to this technology, server boundaries are effectively invisible, even at our high levels of fidelity, ensuring smooth, uninterrupted gameplay. This means that server performance, playability, and overall health are now local to each of the nodes in the server mesh. Even dreaded server crashes are now localized to those regions, with players in other areas of space or on planets unaffected. It also means improved performance, as each server is simulating fewer entities, resulting in more responsiveness and allowing the game we are striving to create to finally shine through its content.\n\n4.0 is not just 3.24.3 with Server Meshing\u2014it also includes a lot of new content. With the addition of Pyro, we have further pushed our reputation system to include two competing mission chains that allow you to align with either Headhunters or Citizens for Prosperity. This means areas that were previously neutral will become hostile or friendly depending on your choice. This decision will become even more important next year as we start to put a greater focus on storytelling inside the \u2018verse.\n\nWe have also introduced Contested Zones within the major stations in Pyro\u2014each heavily manned by a gang faction: Fire Rats, Horizon, or XenoThreat. These large, sprawling locations offer high-quality rewards in the depths of their vaults, but you will need to contend with the current occupants and either help or battle your fellow players. They are also home to the mysterious Pyro Amalgamated component boards, which some say can lead to even greater rewards.\n\nThis type of content is an important milestone as we start to introduce different ways for players to progress in the game, with reputation and physical rewards being something we aim to push even further in future patches.\n\n2025: A Focus on Playability\nAs we jump into the new year, our primary focus across our Star Citizen teams is clear: improving playability. Our drive for playability surrounds three critical areas - performance, stability, and content. We understand that the Live environment must be far more reliable and consistent, and we are determined to deliver on this.\n\nThe sentiment many of you have shared\u2014and one we wholeheartedly agree with\u2014is that if the current game, as it stands today, ran smoothly with fewer obstacles and bugs, it would provide an unparalleled experience. Over the years, we have experimented with different approaches to improve quality of life (QoL) and tackling tech debt. However, the ongoing challenge has been balancing these efforts alongside the introduction of new features and technology.\n\nToo often, testing new features within the same pipeline as content has led to unintended ripple effects\u2014creating instability, hindering performance, and impacting overall gameplay. In some cases, new features that are not fully mature have delayed the release of content or caused blockers that impact our progress. This has prompted us to reevaluate our approach to feature and content rollout, focusing on steps we can take to bring the game to a better state while maintaining steady delivery.\n\n\n\n\nTo achieve our goals, we are making a fundamental change: decoupling feature development from content creation and general fixes. This means new features will no longer hold up content delivery or risk destabilizing the Live environment. This approach will leverage the Tech Preview Channel, which was reserved for major new pieces of technology, like the Replication Layer and Server Meshing, but will now extend to gameplay feature testing too.\n\nWhen a new feature is deemed complex or risky enough to require focused testing, we\u2019ll introduce a separate Experimental PTU (EPTU) channel dedicated to that feature. Testing in this isolated channel will allow us to refine and stabilize the feature without impacting content and broader development work. Only once the feature is fully greenlit will it integrate into our standard Evo\/PTU\/Live pipeline.\n\nThis means we will have more stability and predictability in our ongoing game releases as the main development stream will not be disrupted by untested features still being worked on \u2013 instead the team can focus on improving stability, performance and QoL. Alongside this playability initiative, we are also tying together our content releases so that they feel more connected to the world. This means each new content drop will be more focused and drive an overall narrative forward, similar to our Overdrive and Save Stanton events. This content will then unlock new and powerful rewards including ships, armors, and weapons that you can play to earn.\n\nWe are taking this approach to deliver more things to do, more often than we have in the past where we have frequently been held hostage by tech or feature work that has taken longer than anticipated.\n\nOur objective is to make Star Citizen more stable, more performant and more fun this coming year!\n\nMy whole career I have created the games I wanted to play, as a gamer, because I could see a game in my mind\u2019s eye that didn\u2019t exist, I felt if it did it would be amazing, and I could see the steps needed to make it a reality. I have been fortunate that the games that I want to play, a lot of other people also want to play too. But I have rarely met a publishing executive that has the ability to see the possibilities in this kind of vision. They can only see a known quantity, a sequel, a bet on an existing IP. This is why I chose crowdfunding for Star Citizen, rather than pursuing a development deal with a big publisher, and it is why I feel incredibly lucky and privileged to be able to develop Star Citizen and Squadron 42 with all of your continued support, year after year, as it allows me and every developer at CIG to focus on just making the games that we - and you - all want to play.\n\nStar Citizen and Squadron 42 are two games that would never have been greenlit by any of the big publishers. They are both too ambitious, and in a genre that up until recently was viewed as niche. They require patience and investment that I doubt any publisher would have the stomach for.\n\nYet here we are, thanks to all of you!\n\nThe team and I are determined to repay that faith, patience, and support by delivering two games unlike any other.\n\nWe have already made great strides. With today\u2019s release, Server Meshing is no longer a question mark, but a reality, and seeing the results of a more densely populated universe, as well as better performance and stability \u2013 we are closer than ever to realizing a dream many have said is impossible.\n\nWith a clear destination for both Squadron 42\u2019s release, the Star Citizen 1.0 Roadmap, a focused team, and most importantly, the enthusiasm and support from the best community in gaming, we will deliver!\n\nThis confidence comes from the unwavering dedication of the Evocati testers, the hundreds of thousands of you who help us test releases at scale in the PTU, and the immense amount of constructive feedback shared across Spectrum, Discord, YouTube, Facebook, X, and Reddit. Your involvement shapes Star Citizen in countless ways, making this journey a truly collaborative effort.\n\nThe impact of the community is felt far beyond the game as well. In 2024 alone, an incredible 203 Bar Citizen meetups were held, bringing players together to celebrate their passion for our shared universe. This year also shattered in-person attendance records: community-organized events such as BE@Con and the Shenzhen Bar Citizen each drew over 2,000 attendees, while CitizenCon 2954 in Manchester welcomed more than 5,000 fans from every corner of the globe.\n\nOver one million of you have played 32 million hours in the game this year, and our ranks have swelled by almost half a million Citizens.\n\nThis is a community that is only getting stronger!\n\nThe journey hasn\u2019t been without its challenges, but nothing great ever comes easy, and there\u2019s no one we\u2019d rather have by our side than you.\n\nThanks for all your support in 2024. Wishing you happy holidays and looking forward to the great things we will do together in 2025.\n\n-Chris","de_DE":"Vor langer Zeit, verloren im Nebel der Zeit vor der COVID, haben wir auf der CitizenCon 2949 den ersten Prototyp f\u00fcr die Reise vom Stanton-System zum Pyro-System \u00fcber einen Sprungpunkt im Spiel vorgestellt.\n\nNach einem viel l\u00e4nger als erwarteten Entwicklungsprozess wird das, was 2019 angeteasert wurde, f\u00fcr alle Spieler Wirklichkeit, wenn wir die Star Citizen Alpha 4.0 auf die Live-Server bringen, als Teil dessen, was wir die 4.0 Preview nennen.\n\nZum ersten Mal in unserer Geschichte werden wir 2 Live-Releases parallel laufen lassen, jede mit ihrem eigenen Fortschritt und Fortbestand. Das bedeutet, dass du die einmalige Gelegenheit hast, zu w\u00e4hlen, in welche Version du eintauchen m\u00f6chtest, zumindest f\u00fcr eine Weile. In dieser Phase wollen und brauchen wir den hohen Traffic eines Live-Releases, um Server Meshing und die neu \u00fcberarbeiteten Systeme, die darauf aufbauen, gr\u00fcndlich zu testen, w\u00e4hrend sie ihre letzten Schritte durchlaufen. Wir sind uns bewusst, dass wir nicht die Zeit hatten, alle Missionstypen vor unserer Urlaubspause zum Laufen zu bringen, deshalb haben wir beschlossen, vor\u00fcbergehend zwei parallele Live-Tracks zu unterst\u00fctzen: Die Alpha 3.24.3 wird weiterhin verf\u00fcgbar sein, so dass du die Missionen und Spielschleifen spielen kannst, die nicht nach unseren neuen Spielbarkeitsstandards in 4.0 funktionieren. In der Zwischenzeit wird die 4.0-Vorschau auch als zweite Live-Option \u00fcber deinen Launcher zug\u00e4nglich sein. Wenn du kein Interesse an der 4.0-Vorschau hast, kannst du einfach Alpha 3.24.3 aus dem Dropdown-Men\u00fc ausw\u00e4hlen und weiterhin die aktuelle Live-Version genie\u00dfen.\n\nDas mag sich wie unser \u00fcblicher PTU-Prozess anf\u00fchlen, aber es gibt einen entscheidenden Unterschied: Indem wir beide Builds in der Live-Umgebung laufen lassen, k\u00f6nnen wir sicherstellen, dass dein Fortschritt in 4.0 \u00fcbernommen wird. Unser Ziel ist es, dass alles, was du in der 4.0-Vorschau tust und verdienst, ohne weitere L\u00f6schungen weiterl\u00e4uft - es sei denn, es passiert etwas Gr\u00f6\u00dferes, aber damit rechnen wir nicht.\n\nDeshalb ist es wichtig zu wissen, dass der Fortschritt, den du in der Alpha 3.24.3 gemacht hast, an diese Version gebunden bleibt und nicht auf 4.0 \u00fcbertragen wird. So k\u00f6nnen wir f\u00fcr die neuen Systeme, die in der 4.0-Vorschau online gehen, einen Neuanfang machen und eine konsistente und stabile Umgebung sicherstellen, wenn wir 3.24.3 im neuen Jahr abschaffen wollen.\n\nWenn du durch Stanton und Pyro navigierst, navigierst du jetzt auch nahtlos durch ein Netz von Servern, das das gesamte Spiel umfasst. Jeder Planet, jede Landezone und jeder gr\u00f6\u00dfere Bahnhof wird jetzt von verschiedenen Spielservern abgedeckt. Dank dieser Technologie sind die Grenzen zwischen den Servern selbst bei unserem hohen Fidelity-Level praktisch unsichtbar, was einen reibungslosen, unterbrechungsfreien Spielablauf gew\u00e4hrleistet. Das bedeutet, dass die Serverleistung, die Spielbarkeit und der allgemeine Zustand der Server nur noch von den einzelnen Knotenpunkten des Servernetzes abh\u00e4ngen. Selbst die gef\u00fcrchteten Serverabst\u00fcrze beschr\u00e4nken sich jetzt auf diese Regionen, ohne dass Spieler\/innen in anderen Gebieten des Weltraums oder auf Planeten davon betroffen sind. Das bedeutet auch eine verbesserte Leistung, da jeder Server weniger Entit\u00e4ten simuliert, was zu einer besseren Reaktionsf\u00e4higkeit f\u00fchrt und es dem Spiel, das wir erschaffen wollen, erm\u00f6glicht, endlich durch seinen Inhalt zu gl\u00e4nzen.\n\n4.0 ist nicht nur 3.24.3 mit Server Meshing, sondern enth\u00e4lt auch eine Menge neuer Inhalte. Mit Pyro haben wir unser Rufsystem weiter ausgebaut und zwei konkurrierende Missionsketten eingef\u00fchrt, die es dir erm\u00f6glichen, dich entweder auf die Seite der Kopfj\u00e4ger oder der B\u00fcrger f\u00fcr Wohlstand zu stellen. Das bedeutet, dass Gebiete, die bisher neutral waren, je nach deiner Wahl feindlich oder freundlich werden. Diese Entscheidung wird im n\u00e4chsten Jahr noch wichtiger werden, da wir einen gr\u00f6\u00dferen Fokus auf das Geschichtenerz\u00e4hlen im Verse legen werden.\n\nAu\u00dferdem haben wir umk\u00e4mpfte Zonen in den gro\u00dfen Bahnh\u00f6fen in Pyro eingef\u00fchrt - jede davon ist stark von einer Bandenfraktion besetzt: Fire Rats, Horizon oder XenoThreat. Diese gro\u00dfen, weitl\u00e4ufigen Orte bieten in den Tiefen ihrer Gew\u00f6lbe hochwertige Belohnungen, aber du musst dich mit den aktuellen Bewohnern auseinandersetzen und entweder deinen Mitspielern helfen oder sie bek\u00e4mpfen. Sie beherbergen auch die geheimnisvollen Pyro-Amalgamated-Bauteilbretter, von denen manche sagen, dass sie zu noch gr\u00f6\u00dferen Belohnungen f\u00fchren k\u00f6nnen.\n\nDiese Art von Inhalten ist ein wichtiger Meilenstein, da wir verschiedene M\u00f6glichkeiten einf\u00fchren, wie Spieler im Spiel vorankommen k\u00f6nnen.\n\n2025: Fokus auf Spielbarkeit\nZu Beginn des neuen Jahres liegt unser Hauptaugenmerk in allen Star Citizen-Teams ganz klar auf der Verbesserung der Spielbarkeit. Unser Bestreben nach Spielbarkeit umfasst drei wichtige Bereiche: Leistung, Stabilit\u00e4t und Inhalte. Wir wissen, dass die Live-Umgebung viel zuverl\u00e4ssiger und konsistenter sein muss, und wir sind entschlossen, dies zu erreichen.\n\nViele von euch haben die Meinung ge\u00e4u\u00dfert - und wir stimmen ihr voll und ganz zu -, dass das Spiel in seiner jetzigen Form ein unvergleichliches Erlebnis bieten w\u00fcrde, wenn es reibungslos und mit weniger Hindernissen und Bugs laufen w\u00fcrde. Im Laufe der Jahre haben wir mit verschiedenen Ans\u00e4tzen experimentiert, um die Lebensqualit\u00e4t (QoL) zu verbessern und die Tech Debt zu bek\u00e4mpfen. Die st\u00e4ndige Herausforderung bestand jedoch darin, diese Bem\u00fchungen mit der Einf\u00fchrung neuer Funktionen und Technologien in Einklang zu bringen.\n\nAllzu oft hat das Testen neuer Funktionen in der gleichen Pipeline wie die Inhalte zu unbeabsichtigten Nebeneffekten gef\u00fchrt, die zu Instabilit\u00e4t, Leistungseinbu\u00dfen und einer Beeintr\u00e4chtigung des Spielablaufs gef\u00fchrt haben. In einigen F\u00e4llen haben neue Funktionen, die noch nicht ganz ausgereift sind, die Ver\u00f6ffentlichung von Inhalten verz\u00f6gert oder Blockaden verursacht, die unseren Fortschritt beeintr\u00e4chtigen. Dies hat uns dazu veranlasst, unsere Vorgehensweise bei der Einf\u00fchrung von Funktionen und Inhalten zu \u00fcberdenken und uns auf Schritte zu konzentrieren, mit denen wir das Spiel auf einen besseren Stand bringen und gleichzeitig eine kontinuierliche Bereitstellung gew\u00e4hrleisten k\u00f6nnen.\n\n\n\n\nUm unsere Ziele zu erreichen, nehmen wir eine grundlegende \u00c4nderung vor: Wir entkoppeln die Entwicklung von Features von der Erstellung von Inhalten und allgemeinen Korrekturen. Das bedeutet, dass neue Funktionen nicht mehr die Bereitstellung von Inhalten verz\u00f6gern oder die Live-Umgebung destabilisieren k\u00f6nnen. Dieser Ansatz wird den Tech Preview Channel nutzen, der bisher f\u00fcr wichtige neue Technologien wie den Replication Layer und das Server Meshing reserviert war und nun auch f\u00fcr das Testen von Gameplay-Features genutzt wird.\n\nWenn ein neues Feature als so komplex oder riskant eingestuft wird, dass es gezielte Tests erfordert, werden wir einen separaten Experimental PTU (EPTU) Channel f\u00fcr dieses Feature einrichten. Die Tests in diesem isolierten Kanal erm\u00f6glichen es uns, das Feature zu verfeinern und zu stabilisieren, ohne den Inhalt und die allgemeine Entwicklungsarbeit zu beeintr\u00e4chtigen. Erst wenn die Funktion vollst\u00e4ndig freigegeben ist, wird sie in unsere normale Evo\/PTU\/Live-Pipeline integriert.\n\nDas bedeutet, dass wir mehr Stabilit\u00e4t und Vorhersehbarkeit in unseren laufenden Spielver\u00f6ffentlichungen haben werden, da der Hauptentwicklungsstrom nicht durch ungetestete Features, an denen noch gearbeitet wird, unterbrochen wird - stattdessen kann sich das Team auf die Verbesserung von Stabilit\u00e4t, Leistung und QoL konzentrieren. Neben dieser Initiative zur Verbesserung der Spielbarkeit binden wir auch unsere Inhaltsver\u00f6ffentlichungen zusammen, damit sie sich besser mit der Welt verbunden f\u00fchlen. Das bedeutet, dass jeder neue Content-Drop fokussierter sein wird und eine \u00fcbergreifende Geschichte vorantreibt, \u00e4hnlich wie unsere Overdrive- und Save Stanton-Events. Diese Inhalte schalten dann neue und m\u00e4chtige Belohnungen wie Schiffe, R\u00fcstungen und Waffen frei, die du dir spielend verdienen kannst.\n\nWir verfolgen diesen Ansatz, um mehr zu tun zu haben als in der Vergangenheit, in der wir oft durch technische Probleme oder Features, die l\u00e4nger als erwartet gedauert haben, in Geiselhaft genommen wurden.\n\nUnser Ziel ist es, Star Citizen im kommenden Jahr stabiler, leistungsf\u00e4higer und spa\u00dfiger zu machen!\n\nIn meiner ganzen Karriere habe ich die Spiele entwickelt, die ich als Gamer spielen wollte, weil ich ein Spiel vor meinem geistigen Auge sah, das noch nicht existierte, von dem ich glaubte, dass es fantastisch w\u00e4re, wenn es existierte, und weil ich die Schritte sah, die n\u00f6tig waren, um es Wirklichkeit werden zu lassen. Ich hatte das Gl\u00fcck, dass die Spiele, die ich spielen will, auch von vielen anderen Leuten gespielt werden wollen. Aber ich habe selten einen Verlagsmanager getroffen, der die F\u00e4higkeit hat, die M\u00f6glichkeiten einer solchen Vision zu sehen. Sie sehen nur eine bekannte Gr\u00f6\u00dfe, eine Fortsetzung, eine Wette auf eine bestehende IP. Deshalb habe ich mich f\u00fcr Crowdfunding f\u00fcr Star Citizen entschieden, anstatt einen Entwicklungsvertrag mit einem gro\u00dfen Publisher anzustreben, und deshalb f\u00fchle ich mich unglaublich gl\u00fccklich und privilegiert, dass ich Star Citizen und Squadron 42 mit eurer kontinuierlichen Unterst\u00fctzung Jahr f\u00fcr Jahr entwickeln kann.\n\nStar Citizen und Squadron 42 sind zwei Spiele, die von keinem der gro\u00dfen Publisher gr\u00fcnes Licht bekommen h\u00e4tten, denn beide sind zu ehrgeizig und geh\u00f6ren zu einem Genre, das bis vor kurzem noch als Nische galt. Sie erfordern Geduld und Investitionen, die wohl kein Verlag aufbringen kann.\n\nUnd doch sind wir hier, dank euch allen!\n\nDas Team und ich sind entschlossen, dieses Vertrauen, die Geduld und die Unterst\u00fctzung zur\u00fcckzuzahlen, indem wir zwei Spiele liefern, die einzigartig sind.\n\nWir haben bereits gro\u00dfe Fortschritte gemacht. Mit der heutigen Ver\u00f6ffentlichung ist das Server-Meshing kein Fragezeichen mehr, sondern Realit\u00e4t, und mit dem Ergebnis eines dichter bev\u00f6lkerten Universums sowie einer besseren Leistung und Stabilit\u00e4t sind wir der Verwirklichung eines Traums, den viele f\u00fcr unm\u00f6glich gehalten haben, n\u00e4her denn je.\n\nMit einem klaren Ziel f\u00fcr die Ver\u00f6ffentlichung von Squadron 42 und der Star Citizen 1.0 Roadmap, einem fokussierten Team und vor allem dem Enthusiasmus und der Unterst\u00fctzung der besten Community im Gaming-Bereich werden wir es schaffen!\n\nDiese Zuversicht verdanken wir dem unerm\u00fcdlichen Einsatz der Evocati-Tester, den Hunderttausenden von euch, die uns dabei helfen, Releases im gro\u00dfen Stil in der PTU zu testen, und der immensen Menge an konstruktivem Feedback, das \u00fcber Spectrum, Discord, YouTube, Facebook, X und Reddit geteilt wird. Eure Beteiligung pr\u00e4gt Star Citizen auf unz\u00e4hlige Arten und macht diese Reise zu einer wahrhaft gemeinschaftlichen Anstrengung.\n\nDer Einfluss der Community ist auch weit \u00fcber das Spiel hinaus zu sp\u00fcren. Allein im Jahr 2024 fanden unglaubliche 203 Bar Citizens statt, bei denen die Spieler zusammenkamen, um ihre Leidenschaft f\u00fcr unser gemeinsames Universum zu feiern und zu teilen. In diesem Jahr wurden auch neue Besucherrekorde aufgestellt: Von der Community organisierte Veranstaltungen wie die BE@Con und die Bar Citizen in Shenzhen zogen jeweils \u00fcber 2.000 Teilnehmer an, w\u00e4hrend die CitizenCon 2954 in Manchester mehr als 5.000 Fans aus aller Welt begr\u00fc\u00dfte.\n\n\u00dcber eine Million von euch haben in diesem Jahr 32 Millionen Stunden im Spiel verbracht und unsere Reihen sind um fast eine halbe Million B\u00fcrger\/innen angewachsen.\n\nDas ist eine Gemeinschaft, die nur noch st\u00e4rker wird!\n\nDie Reise war nicht ohne Herausforderungen, denn nichts Gro\u00dfes ist einfach, aber es gibt niemanden, den wir lieber an unserer Seite h\u00e4tten als dich.\n\nVielen Dank f\u00fcr deine Unterst\u00fctzung im Jahr 2024. Wir w\u00fcnschen dir sch\u00f6ne Feiertage und freuen uns auf die gro\u00dfartigen Dinge, die wir 2025 gemeinsam tun werden.\n\n-Chris","zh_CN":"Long ago, lost in the mists of time before COVID, at CitizenCon 2949, we showcased the first in-game prototype of traveling from the Stanton System to the Pyro System via a Jump Point.\n\nAfter a much longer than anticipated development process, what was teased in 2019 becomes a reality for all players when we launch Star Citizen Alpha 4.0 to the live servers, as part of what we are calling the 4.0 Preview.\n\nFor the first time in our history, we will run 2 live releases in parallel, each with their own progress and persistence. This means you'll have the unique opportunity to choose which version you want to dive into, at least for a little while. At this stage, we both want and need the high traffic of a Live release to thoroughly test Server Meshing and the newly refactored systems that rely on it as they go through their final paces. We acknowledge that we did not have time to get all the mission types working before our holiday break, which is why we have decided to temporarily support two parallel Live tracks: Alpha 3.24.3 will remain available, so you can play the missions and engage in game loops that are not working to our new playability standards in 4.0. Meanwhile, the 4.0 Preview will also be accessible from your launcher as a second Live option. If you are not interested in previewing 4.0, you can simply select Alpha 3.24.3 from the dropdown and continue enjoying the current live build.\n\nThis may feel like our usual PTU process, but there is one key difference: by running both builds on the Live environment, we can take steps to ensure that your progress on 4.0 will carry over. Our goal is for anything you do and earn in the 4.0 Preview to persist without any further wipes\u2014unless something major happens, though we do not anticipate that.\n\nThat said, it's important to note that progress made in Alpha 3.24.3 will remain tied to that version and will not transfer to 4.0. This allows us to maintain a clean slate for the new systems coming online in the 4.0 Preview, ensuring a consistent and stable environment as we look to deprecate 3.24.3 in the new year.\n\nAs you navigate through Stanton and Pyro, you are now also navigating seamlessly through a mesh of servers that encompasses the entire game. Each planet, landing zone, or major station is now covered by different game servers. Thanks to this technology, server boundaries are effectively invisible, even at our high levels of fidelity, ensuring smooth, uninterrupted gameplay. This means that server performance, playability, and overall health are now local to each of the nodes in the server mesh. Even dreaded server crashes are now localized to those regions, with players in other areas of space or on planets unaffected. It also means improved performance, as each server is simulating fewer entities, resulting in more responsiveness and allowing the game we are striving to create to finally shine through its content.\n\n4.0 is not just 3.24.3 with Server Meshing\u2014it also includes a lot of new content. With the addition of Pyro, we have further pushed our reputation system to include two competing mission chains that allow you to align with either Headhunters or Citizens for Prosperity. This means areas that were previously neutral will become hostile or friendly depending on your choice. This decision will become even more important next year as we start to put a greater focus on storytelling inside the \u2018verse.\n\nWe have also introduced Contested Zones within the major stations in Pyro\u2014each heavily manned by a gang faction: Fire Rats, Horizon, or XenoThreat. These large, sprawling locations offer high-quality rewards in the depths of their vaults, but you will need to contend with the current occupants and either help or battle your fellow players. They are also home to the mysterious Pyro Amalgamated component boards, which some say can lead to even greater rewards.\n\nThis type of content is an important milestone as we start to introduce different ways for players to progress in the game, with reputation and physical rewards being something we aim to push even further in future patches.\n\n2025: A Focus on Playability\nAs we jump into the new year, our primary focus across our Star Citizen teams is clear: improving playability. Our drive for playability surrounds three critical areas - performance, stability, and content. We understand that the Live environment must be far more reliable and consistent, and we are determined to deliver on this.\n\nThe sentiment many of you have shared\u2014and one we wholeheartedly agree with\u2014is that if the current game, as it stands today, ran smoothly with fewer obstacles and bugs, it would provide an unparalleled experience. Over the years, we have experimented with different approaches to improve quality of life (QoL) and tackling tech debt. However, the ongoing challenge has been balancing these efforts alongside the introduction of new features and technology.\n\nToo often, testing new features within the same pipeline as content has led to unintended ripple effects\u2014creating instability, hindering performance, and impacting overall gameplay. In some cases, new features that are not fully mature have delayed the release of content or caused blockers that impact our progress. This has prompted us to reevaluate our approach to feature and content rollout, focusing on steps we can take to bring the game to a better state while maintaining steady delivery.\n\n\n\n\nTo achieve our goals, we are making a fundamental change: decoupling feature development from content creation and general fixes. This means new features will no longer hold up content delivery or risk destabilizing the Live environment. This approach will leverage the Tech Preview Channel, which was reserved for major new pieces of technology, like the Replication Layer and Server Meshing, but will now extend to gameplay feature testing too.\n\nWhen a new feature is deemed complex or risky enough to require focused testing, we\u2019ll introduce a separate Experimental PTU (EPTU) channel dedicated to that feature. Testing in this isolated channel will allow us to refine and stabilize the feature without impacting content and broader development work. Only once the feature is fully greenlit will it integrate into our standard Evo\/PTU\/Live pipeline.\n\nThis means we will have more stability and predictability in our ongoing game releases as the main development stream will not be disrupted by untested features still being worked on \u2013 instead the team can focus on improving stability, performance and QoL. Alongside this playability initiative, we are also tying together our content releases so that they feel more connected to the world. This means each new content drop will be more focused and drive an overall narrative forward, similar to our Overdrive and Save Stanton events. This content will then unlock new and powerful rewards including ships, armors, and weapons that you can play to earn.\n\nWe are taking this approach to deliver more things to do, more often than we have in the past where we have frequently been held hostage by tech or feature work that has taken longer than anticipated.\n\nOur objective is to make Star Citizen more stable, more performant and more fun this coming year!\n\nMy whole career I have created the games I wanted to play, as a gamer, because I could see a game in my mind\u2019s eye that didn\u2019t exist, I felt if it did it would be amazing, and I could see the steps needed to make it a reality. I have been fortunate that the games that I want to play, a lot of other people also want to play too. But I have rarely met a publishing executive that has the ability to see the possibilities in this kind of vision. They can only see a known quantity, a sequel, a bet on an existing IP. This is why I chose crowdfunding for Star Citizen, rather than pursuing a development deal with a big publisher, and it is why I feel incredibly lucky and privileged to be able to develop Star Citizen and Squadron 42 with all of your continued support, year after year, as it allows me and every developer at CIG to focus on just making the games that we - and you - all want to play.\n\nStar Citizen and Squadron 42 are two games that would never have been greenlit by any of the big publishers. They are both too ambitious, and in a genre that up until recently was viewed as niche. They require patience and investment that I doubt any publisher would have the stomach for.\n\nYet here we are, thanks to all of you!\n\nThe team and I are determined to repay that faith, patience, and support by delivering two games unlike any other.\n\nWe have already made great strides. With today\u2019s release, Server Meshing is no longer a question mark, but a reality, and seeing the results of a more densely populated universe, as well as better performance and stability \u2013 we are closer than ever to realizing a dream many have said is impossible.\n\nWith a clear destination for both Squadron 42\u2019s release, the Star Citizen 1.0 Roadmap, a focused team, and most importantly, the enthusiasm and support from the best community in gaming, we will deliver!\n\nThis confidence comes from the unwavering dedication of the Evocati testers, the hundreds of thousands of you who help us test releases at scale in the PTU, and the immense amount of constructive feedback shared across Spectrum, Discord, YouTube, Facebook, X, and Reddit. Your involvement shapes Star Citizen in countless ways, making this journey a truly collaborative effort.\n\nThe impact of the community is felt far beyond the game as well. In 2024 alone, an incredible 203 Bar Citizen meetups were held, bringing players together to celebrate their passion for our shared universe. This year also shattered in-person attendance records: community-organized events such as BE@Con and the Shenzhen Bar Citizen each drew over 2,000 attendees, while CitizenCon 2954 in Manchester welcomed more than 5,000 fans from every corner of the globe.\n\nOver one million of you have played 32 million hours in the game this year, and our ranks have swelled by almost half a million Citizens.\n\nThis is a community that is only getting stronger!\n\nThe journey hasn\u2019t been without its challenges, but nothing great ever comes easy, and there\u2019s no one we\u2019d rather have by our side than you.\n\nThanks for all your support in 2024. Wishing you happy holidays and looking forward to the great things we will do together in 2025.\n\n-Chris"},"links_count":0,"comment_count":0,"created_at":"2024-12-19T22:00:00+00:00","created_at_human":"1 year ago"},"meta":{"processed_at":"2026-05-09 11:51:44","valid_relations":["images","links"],"prev_id":20370,"next_id":20373}}