We have been working around the clock to
have Arena Commander V0.9 ready for our backers. As of tonight, there
are several remaining bugs that we feel would not provide the best
possible Arena Commander experience and which would ultimately be
detrimental to our process of community testing/feedback. We had hoped
to have these ironed out and ready to go today (and in time for PAX Prime and Dragon*Con!) but have made the tough decision not to release until it meets the standards you’ve come to expect.
With version 0.9 we’ve added the Murray Cup Racing map and game mode,
the Vanduul Swarm Coop game mode, and the now-flyable M50 and 350R. The
patch also includes our first implementation of private matches and the
option to select multiple control schemes (more control customization
will arrive in another patch shortly after this one.) These features in
particular have required that we concurrently add a number of new
features to our nascent backend infrastructure to support their
introduction. By introducing features we have not rolled out before, we
are seeing new bugs with our backend for the first time as well. These
issues include problems like being unable to join a private match,
frequent issues connecting to servers with the new game modes and map,
and some new gameplay crashes.
These are all major issues we want (and expect) to resolve shortly.
The most major "blocker” bug, as discussed in the Gamescom presentation,
is the introduction of the new Leaderboard system to this build. The
leaderboards are going to be for all modes in Arena Commander, including
the recently added Vanduul Swarm Co-Op and Murray Cup Racing (racing
without placement scores isn’t much fun!) From a technical standpoint,
Leaderboards are a big deal. They’re the first time the game will be
consistently passing significant amounts of data between the client
(what you download and play) and the platform (the web side of things.)
Even if you aren’t looking forward to comparing scores with friends,
getting the back end of Star Citizen to talk to the backend of the Star
Citizen website is a huge deal. What we’re hooking up today is also
going to allow features like the Galactapedia, Interactive Star Map and
the Star Citizen mobile app to communicate with the game. Our goal with
Star Citizen is to build a universe with a highly connected community at
its core and Leaderboards, along with the stat tracking and backend
infrastructure that allow for leaderboards, are a significant step in
building that experience. Allowing backers to get the first taste of a
larger persistence in the ‘Verse is something we feel is very important.
We know that it is disappointing that we’re not quite ready to share
our progress with the community, but today’s build is just not yet to a
state where it achieves our vision. We will be working around the globe
through the holiday weekend to deliver on the promise of V0.9. And for
those interested in the process, we will be providing continued updates
in the coming week on the status of the release. The entire Star Citizen
team will be working as hard as possible to make sure you’re racing
ships and taking on the Vanduul together soon!
Valkyrie A new NS vehicle is now available at standard aircraft terminals, the Valkyrie!
The Valkyrie is a six person
aircraft used for close air support and transportation. It is crewed by a
pilot and a forward gunner with room for four additional rumble seat
passengers. These passengers sit in open seats on the side of the
Valkyrie which allows them to use their personal equipment while in
New Ribbons and Medals
- Awarded to players in a squad who are above BR 20. Awarded by being
within 50m of a squadmate who is at or under BR 20 for every 200 squad
bonus XP that squadmate earns.
The next two Server Smashes have been anounced. The crown jewel of PS2's very first smash will be against Connery, in a 288 vs 288 fight spread out across Amerish. This will be going down on September 6th at 22UTC (which I believe is 6pm EST, correct me if I'm wrong). We'll be getting more details as we can, so until then, sign up in the Server Smash thread and keep a close eye on it!
After our own smash, Briggs will be taking a crack at Connery as well in a 144 vs 144 on Hossin. Interesting choice of continent, what with the drop bears, snakes, spiders, dingos and dozen other nasty critters that are sure to be released there, but we'll see.
Racing is coming to Star Citizen! The
Murray Cup is the big leagues of racing in the ‘Verse and now is your
chance to get your name written in the book of racing legends. Racing
will be available in v 0.9 and then you can start building your
reputation. You have a long way to go before your name can be said in
the same breath as the first Murray Cup winner Ian Rikkord but even the
greats have to start somewhere. Get ready to tune, test, and race!
It's been a while since I've done one of these, so I apologize for that.
Planetside 2 saw some pretty interesting changes for the July update. We've got Directives (an achievement system with unique rewards), the first stage of the Resource Revamp (with no more vehicle timers), new Continent Locking Alerts, and a new "Quick Spawn" system in place now. Many people saw a sort of change in the game's meta after this update, responding to it on reddit and the official forums. As a result, these things are still being improved upon this month, so look for changes in any future hotfixes and give feedback on your forum of choice.
In addition, this month we will be getting another exciting update. The Valkyrie, a 4-passenger small air vehicle similar to an ESF, will be the second vehicle to be added to Planetside 2 since launch. Intended to be a passenger transport vehicle that provides close air support or quick drop-offs, it holds one pilot, one forward facing gunner, and two exposed rumble seats. The Valkyrie boasts a unique flight model that closely resembles a helicopter, making heavy use of vertical thrusters and staying in a constant hover mode.
The current iteration of the Valkyrie is available on the Planetside Test Server, which you can download here. It will stay on the PTS for the duration of the month, so that players can give their feedback and adjustments can be made accordingly. I encourage you all to hop onto Test whenever you have the spare time and mess around with the Valkyrie. You can post critiques on either of the aforementioned forums and report bugs in-game (on Test) by typing "/bug" in the chat.
As promised, Arena Commander is
expanding! Now that multiplayer is available to all backers, we are
beginning to roll out additional game modes. This process begins today
with the launch of Capture the Core!
Patterned after classic ‘Capture the Flag’ games but with the
additional challenge of operating in three dimensional space, Capture
the Core is a team based game mode that rewards points to players for
capturing ‘cores’ from the opposite side of the map. Players must
capture the cores and then transport them to the other side of the map
to add to their energy stockpile.
In order to capture a core, your team’s core must not be currently
taken. You can steal the enemy’s Core by flying through it, either at
their base or out in space if it has been dropped by a teammate. If a
player carrying a Core is killed, the Core will remain at the location
of his death for 30 seconds or until it is either returned by an ally or
stolen by an enemy.
The game ends after one team has scored 5 captures, or 20 minutes
have elapsed. Kills do not progress your team to victory directly, and
spending your time trying to shoot down enemy pilots exclusively will be
detrimental to your team! Points are awarded for picking up the enemy
Core, Capturing a Core, returning your stolen Core or killing an enemy
carrying your Core.
This mode is very objective based, and players will do best to focus
on protecting their core, escorting their-core carriers, and taking down
anyone who has stolen their core. When choosing a ship, it is not only
toughness one should keep in mind, but a ship’s respective speed.
Different ships can serve different roles.
Capture the core is available to all Arena Commander-eligible backers
now. Please give it a try and let us know if you run into any issues;
your feedback is essential to improving every aspect of Arena Commander.
Sometimes when the player is spawned / re-spawned, the markers /
icons used to denote the team rings and cores will disappear from the HUD.
If a player joins the game after a core has been removed from a
ring and looks at the ring, the ring will still have the lightning
effect displayed. If the core is returned to the ring, it will then
begin to function normally.
In rare cases the particle manager will not cull old particles,
which will lead to your PC slowing down over time. To fix the issue you
will need to quit back to the lobby and re-enter.
having a hell of a time with twc internet apparently won't be connected until NEXT thursday and they have to send someone out to make sure everything is installed correctly because the cable box hasnt been serviced since 2010