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ZAT0ICHI

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Beiträge von ZAT0ICHI

  1. vor 16 Stunden schrieb chueche:

    Echt Kacke wenn das so wäre.

    Einen Stand bei der GC soll ja bis zu 100000$ kosten. Da wäre ein eigenes Event kostenmässig schon besser aber man erreicht eohl nur die Stammbacker und keine neuen Unterstützer.

    Soweit wie ich weiß habe sie dieses Jahr einen größeren Messestand mit Intel zusammen....

    Nur mich bekommt keiner auf die KidsCom aus dem Alter bin ich raus....

    Ein Treffen im Gilden Brauhaus wäre echt super und sollte doch sicher zu Organisieren sein....

     

    • Upvote 1
  2. Star Citizen Alpha 2.2.0 PTU Playtest Invite

    Greetings everyone!

    If you’re receiving this email, you’ve been specifically invited to the Public Test Universe (PTU) to playtest Star Citizen Alpha 2.2.0, featuring the new Monitored Space/Hostility/Bounty system, EVA improvements, the Hangar-ready Xi'an Scout, the Flight-ready Aegis Sabre, 24-player maps, and Party System revamps!

    In order to get the best ship feedback possible during this round of PTU, we’ve included the Sabre on every accounts for this first wave of testing!

    IMPORTANT NOTE: IFCS/SCM mode frequently break where ships are stuck at 10m/s. This happens far more in Arena Commander than Crusader, and we'll have a fix for this ASAP. As a reminder, remember to submit all of your bug reports to https://robertsspaceindustries.com/community/issue-council/star-citizen-alpha!

    Testing Goals:

    Our biggest need is for playtesters to spend time inside the Aegis Sabre.

    Please note that it will NOT show up on the website, nor will it be in the Hangar (unless you own one).

    The Sabre will show up inside of Arena Commander or Crusader.

    We’d also like players to check out the new Monitored Space and Bounty systems as this is a major new game mechanic introducing true consequences on actions within the 'Verse!

    Last, but certainly not least, we need significant testing on the new improvements to the much-anticipated Party System improvements!

    Monitored Space System

    "Monitored Space” are large areas of the Crusader system that are being actively monitored by Crusader Industries. These areas are centered around any active Comm Arrays in Crusader, as well as Cryo-Astro and Port Olisar.

    By disabling the Comm Arrays, you can toggle Monitored Space off for that area. Likewise you can reactivate "Monitoring" by activating the local Comm Arrays.

    Comm Arrays will be active or disabled at-random when a instance is first brought up.

    Disabling a Comm Array has consequences, because no-one except a Criminal would ever want to go unnoticed by Crusader Industries.

    Players who are not currently considered a "Criminal" will receive missions for any Comm Arrays that need to be reactivated.

    Player character kills made in non-Monitored Space will go unnoticed by local authorities.

    Bounty System

    In an effort to improve security in the Crusader region while their local staffing is low, Crusader Industries has activated their "Bounty" system and encourages all pilots to hunt down any wanted criminals in their space.

    Destroying an empty ship, colliding with a landed ship (in Monitored space), or disabling a Comm Array gives the offending character 1 level of Wanted Criminal.

    However, these are not cumulative and will not take your character above 1 Criminal level.

    Killing a player character or destroying an occupied ship (in Monitored space) gives 1 Cumulative level of Criminal.

    Crusader Security AI will spawn and attack any Criminal (of any wanted level), that enters the area around Cry-Astro Station or Port Olisar.

    There are 5 Criminal levels available. At Level 5 point, a global bounty mission is posted to all characters on the server instructing them to hunt down and kill the character.

    Each Criminal level adds 30 seconds of "jail time" to your respawn. When a Criminal is killed, they will be locked into their spawn-bedroom for the duration of their penalty time.

    If you are killed while at Criminal Level 5, you will be kicked off the server!!

    There are only two ways to reduce your Criminal level.

    Waiting 10 minutes without committing a crime will naturally reduce the level by 1.

    There is a console in Security Post Kareah that you can "hack". Each hack you initiate and complete drops your wanted level by 1.

    However, each hack takes 1 minutes to complete, and other criminals can interrupt your hack by initiating their own.

    Our full Patch Notes are here: https://ptu.cloudimperiumgames.com/comm-link/15201-Star-Citizen-Alpha-220

    Some very important Known Issues are here: https://robertsspaceindustries.com/faq/ptuknownissue

    This first round of testers is approximately 1,000 accounts from participating on Issue Council with one New Report and one Contribution, plus 5,000 accounts who have played more than five PTU builds in the last three months.

    For more information on how we select our PTU waves, check out the FAQ at: https://robertsspaceindustries.com/faq/PTU-Invites

    Thanks and see you in the ‘Verse!

    Cloud Imperium Games

    • Upvote 3
  3. Star Citizen Alpha 2.1.1 Patch Notes

     

    Alpha Patch 2.1.1 has been released to the PTU, and is now available for player testing! This patch is primarily performance and crash fixes for Crusader and Arena Commander, as well as some ship balance changes.

    Your launcher should should show “2.1.1-313225-PTU” as the client version. It is strongly recommended that players delete their USER folder for the Public client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\Program Files\Cloud Imperium Games\StarCitizen\Test.

    Please review our list of 2.1.0 Known Issues, and take full advantage of our Issue Council area of the Community site to report any bugs you encounter, as well as contribute to other players submissions.

    Some important call-outs:

    • A jet-pack looking item is appearing on the back of characters in Crusader. This will be removed shortly.

     

    Contents:

    Arena Commander Module: Balance/Tweaks:

    Components

    • Improved the overheat rate of the Revenant Gatling gun, so that it will go longer before overheating.

    Ships

    • Slightly reduced the overall maneuverability of the Vanguard Warden.
    • The Vanduul Glaive now has cruise speed of 1080.
    • The Vanduul Scythe now has a cruise speed of 995.
    • The Vanduul Glaive has received a significant increase to ship health.

     

    Fixes:

    Gameplay

    • Fixed an issue where enemy Vanduul AI ships would spin out of control when killed and only despawn on hitting the simulation boundary.
    • Fixed an issue where damaging or destroying a Vanguard Warden was not awarding points in Arena Commander.
    • Fixed several error messages happening in Arena Commander when killing AI.

    Ships

    • Fixed the position of the radar globe in the Vanguard Warden ship HUD.
    • We are temporarily changing the Vanguard to use one shield at 6x current strength, to closer mimic its final function.
      • This is temporary as the tech for the six-shield set up the Vanguard will have in its final iteration is not yet implemented in 2.1.
    • Fixed an issue with the Cutlass Black and Retaliator turrets, where the weapons were misaligned and not correctly attached to the turret mounts.

    User Interface

    • Fixed an issue where the central MFD information was offset from the ship HUD on the Vanguard Warden’s screen.

     

    Persistent Universe: Additions:

    Gameplay

    • Increased the maximum player count in Crusader from 16 to 24.
      • The maximum player ship count in the instance is still locked to 16 while we gather data.

     

    Fixes:

    Gameplay

    • Fixed a bug that caused all doors in ArcCorp and Million Mile High club to break.

    Technical

    • Fixed a number of server and client crashes.
    • Upvote 5
  4. Star Citizen Patch 1.2 - PTU - Patch Notes

     

    The Social Module has been released to the PTU, and is now available for player testing. During this initial testing phase, PTU access will be restricted to a small group of players that we will expand on over time. This patch provides access to our first multiplayer planet side environment, ArcCorp’s Area18 landing zone, with all the scenic vistas our team has been hard at work on. This will also include our first iteration of our augmented reality system, emotes and chat system.

     

    Contents:

     

    Hangar


    • Additions
    • Balance/Tweaks
    • Fixes

     

    Arena Commander


    • Fixes

     

    Social Module


    • Additions
    • Known Issues

     

    Hangar Module

     

    Additions:

     

    Gameplay

     

    The main elevator is now active for all pilot hangars and will allow access to our multiplayer ArcCorp module.

    For Selfland, Revel & York, and Aeroview hangers, you can find the elevator through the double-doors directly behind your character when spawning into the central bay. Once inside, the elevator to ArcCorp is located on your right.

    For VFG Industrial Hanger, you can find the double-doors underneath the platform where your character spawns, across from any ship you currently have in the central bay. Once you’ve passed through the double doors, the elevator to ArcCorp is located on your right.

    During this testing phase of the social module and ArcCorp, characters will now appear in one of six random gear loadouts when they spawn into the Hangar. You can only swap between the six loadouts in the Hangar, via the “F6” key.

    The available loadouts are Marine Light, Medium, Heavy and Outlaw Light, Medium, Heavy.

    Whatever loadout a character is wearing when they travel to ArcCorp will be retained for the rest of that play session.

     

    User Interface

     

    The screenshot keybind has been moved to “Print Screen”. “F12” is now the toggle for the chat interface.

     

    Balance/Tweaks:

     

    Gameplay

     

    Transition animations for moving between standing, crouch and idle have received some minor improvement for a smoother and more realistic experience.

    Jump animations have received some minor improvements for a smoother experience.

     

    Fixes:

     

    Ships

     

    Fixed a collision issue with the Origin M50 Interceptor that allowed players to see into the ship cockpit from the outside and potentially become stuck.

    Fixed an issue with the Vanduul Glaive, where the pilot hands would not always connect properly with the ship handles and interior components when entering or exiting the ship.

    Fixed an issue with the beds in the Cutlass Black, where your character would teleport outside of the ship when trying to lay down in the starboard bed.

     

    Environment

     

    A number of collision issues that were allowing characters to clip out of the Revel & York hangar have been resolved.

    A number of collision issues that were allowing characters to clip out of the VFG Industrial Hangar have been resolved.

     

    User Interface

     

    Fixed an issue where graphics in the game options menu would occasionally overlap with each other.

     

    Arena Commander Module

     

    Fixes:

     

    Gameplay

     

    Fixed an issue in Arena Commander where hosts were not always being removed from the Lobby when they left the match.

    Fixed an issue in Arena Commander where the host of a game would sometimes not be able to cancel their search due to matchmaking crashing.

    Fixed an issue in Arena Commander where players could be put into a broken lobby if the matchmaking service crashed while they were in a game.

    The HUD colors on the Avenger, Gladiator, Hornet (all variants) and Cutlass (all variants) have been updated to be consistent.

    Fixed an issue where the countermeasure interface on the Mustang HUD (all variants) would overlap with other UI elements.

    Fixed an issue where the Vanduul Glaive designated “Tank” at the end of Tutorial Chapter 6 would sometimes become immortal.

     

    Social Module

     

    Additions:

     

    Gameplay

     

    Our first multiplayer planet side environment, the ArcCorp Area 18 Landing Zone, is now available for testing.

    During this testing phase where players will have a shared ‘spawn’ location, player collision is disabled on ArcCorp.

    The first areas available to explore in ArcCorp include:

    ArcCorp Customs area.

    Medical Bay.

    JobWell, sponsored by the Trade and Development Division of ArcCorp.

    G~Loc Bar.

    Astro-Armada.

    Dumper’s Depot.

    Cubby Blast.

    Some areas of ArcCorp are not available on the PTU during this initial launch. Some of those intentionally off-limits include:

    The Casaba Outlet.

    The Medical Bay Emergency Room.

    The ArcCorp landing pad.

    The elevator to the second floor of Astro-Armada.

    The firing range at Cubby Blast.

    You can return to your Hangar when you’re done exploring ArcCorp, via the transport elevator in ArcCorp customs that you originally arrived in. You can also leave via the “Return to Hanger” button in the game menu.

    Our first set of fully animated emotes are now available for players to use in ArcCorp and the Hangar.

    Emotes can be used in the chat UI by typing “/” followed by the emote. Some emotes also have multiple variations, which you can use by adding a number at the end of the emote command.

    Example: /cheer4

    The full list of available emotes and their variations can be viewed in the chat interface, via the “?” button.

    Augmented Reality is now available for players to test in ArcCorp. You can access this new functionality via the “F2” key.

    In this initial release, Augmented Reality will allow you to see character name plates as well as information on shop items in ArcCorp.

    Our chat interface has launched and is now available for players to use in both ArcCorp and the Hangar. You can bring up the chat interface via “F12”.

    Players can now chat in our first channel (designated Local at the moment) which is shared between the multiplayer ArcCorp and single player Hangar.

     

    Known Issues:

     

    Gameplay

     

    Player collision will sometimes disable during game play within ArcCorp

    Players will sometimes appear to T-pose while running upstairs

    Player character animations will sometimes desync between clients

     

    User Interface

     

    The chat interface cannot be resized

    Many of the buttons in the chat interface are intentionally grayed out while their functionality is receiving additional polish

    Chat scroll will stop updating when chat is spammed excessively

    Social Module elevator UI will incorrectly display “Connection Failed” instead of a “Server Full” message

    Augmented Reality text will sometimes not display other players’ names

    Client crash will occur when F12 is spammed excessively to open and close the chat window

    There is only one chat channel across all game modes and instances

    • Upvote 3
  5. PTU - 1.2 Patch

     

     

    We're doing this one a bit differently. Invites are going to go out in waves so that we can gather information about how things behave at different population levels. 

     

    These invites will be sent via email and steps for how to get into the PTU will be included in the email. 

    As always, it's a good idea to be wary of emails that you think might not be legitimate. If you aren't sure about an email being legitimate and don't want to click on a link to protect your computer security, right click the link, select 'copy link location' and paste it into a search engine like google. Most popular search engines will give a warning if a site is malicious.

    Customer Service does not have control over who it getting invites so please don't give them more work by contacting them. If you'd like an invite and haven't gotten one, please be patient.

    Patch notes are hosted on the PTU website and can be found here (these require a PTU account and remember to use the password that is sent via email after copying your account over):

     

    http://ptu.cloudimperiumgames.com/comm-link//14920-Star-Citizen-Alpha-12

    A brief summary of the things we've added for those that want to see them here:
    -Elevator in the hangar now connects to ArcCorp, allowing players to explore the map and some of the shops that it has
    -New chat system added
    -Emotes added
    - /help command added to list all the emotes

     

    Hier noch der Original Link ins Forum: https://forums.robertsspaceindustries.com/discussion/280997/ptu-1-2-patch/p1

     

    PS: Der Patch ist ca. 30 GB groß....

    • Upvote 4
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