Welcome to Oceanic Gaming

Oceanic Gaming is an Online Gaming Community, based in the Oceanic region.

While we are mostly from Australia/New Zealand, we welcome like-minded, mature gamers from all around the world. 

Oceanic Gaming is home to Rusted World and Oceanic ARK!

We're so pumped that you're here, and we can't wait to see you around!

This message will be removed once you have signed in.

  • Announcements

    • Maverick

      New Website   01/06/2017

      If you are seeing this, then you have made it to the new website of Oceanic Gaming!! We have ported across old content from our previous forum that still has some relevance. We will be working over the next few days to continue building our new forums. Enjoy! Maverick
    • System-Zero

      Blackwake Servers UP   02/27/2017

      Our Blackwake servers are now operational. See you guys on the high seas!
    • Maverick

      Oceanic News [March 2017]   02/28/2017

      Hello! Well! A lot has happened so far, in 2017!! Click here to see the full post...
    • System-Zero

      Blackwake competition winner!   03/02/2017

      The winner of our blackwake competition has been announced! Well done to Bella Lewis. PM your steam details to me at your earliest convenience. Enjoy your copy of Blackwake and we hope to be sailing with you soon!
    • System-Zero

      We're on Twitch!   03/07/2017

      We're now broadcasting via Twitch! A few of the community members will be getting together each Sunday to host Sh*tFaced Sundays! Grab a tasty beverage and watch us play some of our favorite games. Follow us at https://www.twitch.tv/oceanicgamingnetwork

All Activity

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  1. Today
  2. Yesterday
  3. Jump Point Now Available!

    Jump Point Now Available! Attention development subscribers: the February 2018 issue of Jump Point is now available in your subscription area. You’ll learn about the development of the Nyx planetside location, meet the environment team, learn about the Terrapin in an extract from Whitley’s and more! Interested in becoming a development subscriber? You can learn more here. View the full article
  4. Last week
  5. Tournaments Beta Extension until Monday at 11 PST

    Chat: Heads up! With over 125,000 matches played in the Tournaments Beta, we are officially extending the beta until 11am PST on Monday, February 26! See updated details here: https://www.rocketleague.com/news/tournaments-beta-on-steam--what-you-need-to-know/ View the full article
  6. Reverse the Verse LIVE

    Designers Will Maiden and John Crewe discuss the recently revealed Aegis Vulcan and the future of refueling, repairing and rearming gameplay mechanics. To watch Reverse the Verse LIVE each and every week, tune into http://twitch.tv/starcitizen. View the full article
  7. Combat Preview now on TestLive!

    Hey all! We've released the newest combat on our TestLive Servers. If you'd like to check it out and leave us feedback, please go here: http://steamcommunity.com/app/440900/discussions/7/1692662484243639100/ We read all feedback posted there so please be sure to comment on that thread. Please refrain from posting bugs currently on live. If you're unsure how to switch to TestLive, you can read the instructions here: http://steamcommunity.com/app/440900/discussions/7/133257324787028868/ Thanks and have fun! View the full article
  8. Around the Verse

    This week’s episode features our monthly Squadron 42 project update. Get the latest on what the devs have been up to and take a look at the complex AI systems being implemented in the game, using the massive crew of the Idris frigate as an example. And for info on becoming a subscriber, go to: https://robertsspaceindustries.com/pledge/subscriptions View the full article
  9. Vulcan: Refuel. Repair. Rearm.

    View the full article
  10. Rocket League x Monstercat Vol. 2 Coming in Spring Update

    Are you ready for more Monstercat[www.monstercat.com] in your ears when firing up Rocket League? The wait for new music is almost over! Alongside Monstercat, we’re bringing you FOUR new music playlists to enjoy on Rocket League Radio[www.rocketleague.com], starting with the ‘Rocket League x Monstercat Vol. 2’ EP in our Spring Update[www.rocketleague.com]. Each of the new playlists will be themed around Monstercat’s two new brands: ‘Uncaged’ or ‘Instinct,’ and they’ll be released throughout 2018 as part of our Feature and Content Updates. Along with the new playlists, we’re bringing new FREE Monstercat-themed Antennas with details to be revealed closer to launch. We’ll have more information on the artists and tracks throughout the rest of February and March, leading up to the Spring Update’s release in March/April. View the full article
  11. The Tournaments Beta is now LIVE!

    Chat: Make sure you follow the steps at the link below to access it! If you don't see it just yet, please restart your Steam client. https://www.rocketleague.com/news/tournaments-beta-on-steam--what-you-need-to-know/ View the full article
  12. Tournaments Beta on Steam: What You Need to Know

    https://www.youtube.com/watch?v=pESqfUKaBb8 We can’t wait for you all to check out our Tournaments Beta[www.rocketleague.com] on Steam this week. Before you hop into Rocket League's ‘February Madness,’ however, we have some additional details and tips for you to keep in mind while enjoying the new feature. We will be gathering feedback on the /r/RocketLeague subreddit all throughout the beta -- please drop by and let us know about any issues that you run into. You can also use #RLTournamentsBeta on Twitter to talk about your experience in the beta, call out issues, and more! Reminder: This Tournaments Beta is only available on Steam. Players on Nintendo Switch, PlayStation 4 and Xbox One will not be able to access the Tournaments Beta. Beta start time: Wednesday February 21 (today!), 10am PST (1pm EST/7pm CET) Beta end time: Friday February 23, 5pm PST (8pm EST/2am CET on February 24) How to Access the Beta Go to your Steam Library on your computer and right-click Rocket League Choose ‘Properties,’ Click the ‘BETAS’ tab in the pop-up window Select ‘Tournaments Beta’ from the drop-down list After closing the pop-up window, your Steam client will update Rocket League to the beta. If you don’t see the Tournaments Beta option under the ‘BETAS’ tab at the start time, try restarting Steam or your PC after the beta begins. Note: If you want to disable the beta, go back to the ‘BETAS’ tab, and select ‘NONE - Opt out of the beta program,’ and Steam will then update Rocket League back to your normal ‘live’ version of the game. ‘Beta’ Rocket League vs ‘Live’ Rocket LeagueAs you’re hopping into your first tournament, remember that the Tournaments Beta has limited functionality outside of the new Tournaments feature compared to the ‘live’ version of Rocket League that you normally play on PC. Some of the differences and limitations you should keep in mind are: The Tournaments Beta has no online matchmaking outside of the Tournaments environment You cannot trade with other players, trade up items, or use Crates and Keys in the Tournaments Beta build You will have access to most of your item inventory, but some newer items (e.g.: some items from the Velocity Crate) may not appear. This is normal, and those items are still in your inventory in the ‘live’ version of Rocket League Some of your settings may not carry over to the Tournaments Beta You may see a preview of some new content or features (like expanded color options) in the Tournaments Beta If you plan on switching back and forth between ‘Live” Rocket League and the Tournaments Beta, you may want to backup your save data files just in case. You can do this by going to the following folders: WindowsDocuments\My Games\Rocket League\TAGame\SaveData\DBE_Production macOS:~/Library/Application Support/Rocket League/TAGame/SaveData/DBE_Production/ SteamOS/Linux:~/.local/share/Rocket League/TAGame/SaveData/DBE_Production/ Tournaments Beta Known IssuesLike any test, you may encounter some quirks and stability issues during the Tournaments Beta. Some of these include… Crashing if you leave a Tournament early before your series of matches has concluded Occasional crash when you leave a tournament You can run ‘Hoops’ tournaments, but there may be stability issues throughout Tournament messaging appearing after you ‘Unsubscribe’ from a Tournament Audio bugs when entering a match or training Issues when multiple party members try to join a tournament at once Join match loops if a user or split-screen user are removed from a tournament team Third-party mods/programs may cause the Tournaments Beta to crash Last but not least? Thank you to our Steam community for helping us test the Tournaments system, and have fun! View the full article
  13. Weekly Community Newsletter – Launch and Beyond

    Good evening little dogs of the intertube. We're back with another community newsletter, recapping the last week of development on Conan Exiles. On Friday we released a blog post[www.conanexiles.com] with a list of what you can expect from Conan Exiles at launch. We've been following the community's reactions and while we might not be able to respond to everything we are reading your feedback. We have a vision of what Conan Exiles should be, which might differ from your vision of what Conan Exiles should be, and our job as a developer is to merge the two into a coherent whole. Game development is normally a closed process, but because we opted for Early Access we also had to make sure that the community had a voice. The new combat system is a direct consequence of this interaction that fits in with the Conan vision. Coming up in the beginning of March we'll be running compatibility tests to check the game against several different types of hardware configurations to see how the game performs. The purpose of the test is to identify performance bottlenecks and compatibility issues, e.g. problems running the game with a specific type of CPU, GPU or OS version. As part of optimizing for console we have introduced several tweaks and fixes that improve performance on PS4 and Xbox One. The good news is that several of these optimizations also apply to PC, and are especially useful on lower-end PC configurations.We will be testing these fixes on a wider range of PC hardware configurations than we have access to internally as part of these tests. We're still ironing out the kinks in the new combat system. Our goal is still to have it out on Testlive very soon for testing. The current plan is to keep the new combat system on Testlive for a few weeks to get extensive testing and feedback before rolling it out to Live. That way we can also get large scale testing and stress testing of the combat system before launch. What the teams have been working on in the past week: Every Friday, the development team meets up to highlight and talk about what they’ve been working on recently: New content and features, bugs that have been fixed, and things to come down the pipeline. To not make this newsletter overly long we're only sticking to the highlights. Even if something isn't explicitly mentioned things are still being worked on "behind the scenes", and we'll mention these when they're relevant. Tech and ToolsIt's been a while since we've heard from the guys over on the technical side of Conan Exiles, so we figured it would be good to check in and see what they've been up to. While the Vanguard works directly on game features, Tech and Tools work on backend features. The Tools subteam are the guys in charge of making sure everything we use to make the game works as intended. They build and maintain our internal tools for source control, build system and version making, crash report gathering and handling and smoke tests. Sometimes they also help create systems that are implemented into the game, like the voice chat system. The engine subteam focuses on a wide array of things needed for the game to run properly, such as cross platform dedicated server support, client and server optimizations, engine level bug and crash fixes, and a host of other technical stuff going on under the hood. The game's sand tech, where you'll leave trails in the desert sand as you walk, comes from the engine subteam. The optimization tests we mentioned earlier are also within the realm of the tech team. This past week the Tech team has been battling it out with engine optimizations and various certification issues that have popped up when we're submitting builds to Sony and Microsoft. Definitely valuable work now that we're moving ever close to leaving Early Access. Monster HuntersThe Monster Hunters team was introduced last week as the team in charge of revamping monster and creature NPCs for the new combat system. They've been prototyping monster attacks, primarily testing new setups for Shalebacks, crocodiles and hyenas for now, in addition to experimenting with hyper armor. Hyper armor means the creature can't be staggered when it performs certain attacks, putting an aggressive player in greater danger when engaging a monster. Our end goal with the creature revamp is making them feel smarter and more dangerous to players. The old combat system was more like an MMORPG than an action game, where a creature would stand in front of you and attack. Under the new paradigm we plan to make creature attacks more varied, with better anticipation time and "tells" so you'll know what comes next. BerserkersIn addition to being the combat team The Berserkers are also the guys in charge of movement and animation for the human characters in the game. Since we want to support using tools in the first-person viewpoint we have been revamping the first-person perspective animations to make it all look better. Based on community feedback from the combat stream the Berserkers have been making some improvements to camera behavior when locked onto a target. We had a lot of players ask us not to have your character in center frame when locking on, as this would obscure your target. We've listened to your feedback and moved the camera up higher and slightly to the side. This way your target will always be visible to you when fighting. The camera will also move dynamically depending on where you are in relation to your enemy. Finally, there's been some changes to the way stun-locking works in the game. All heavy attacks will give you hyper armor, preventing you from being stun-locked. This will not only help when facing a crowd of enemies, but also means you can more reliably land hits. Then again, that goes for your opponent as well. ArtOver in the art department we've had a character art workshop for our 3D modellers. This is so we'll have more people to help us with our character assets and art pipeline in the future. Currently there's three people creating every piece of clothing, every human model and every monster and creature you see in the game. Thanks to this workshop we've been able to diversify and have more people available if need be. In terms of new clothing and outfits the Derkheto priest(ess) outfit is coming together nicely in the concepting stage. Derkheto is a death/sex goddess, but designing her followers' clothes is proving trickier than you might think. You'll get to see it soon and we think you're going to like it. VanguardThe Vanguard team is working on translation and UI fixes, making sure the game manages to display all the 11 languages it's being translated into. Some languages have been breaking the user interface in various exciting ways. This obviously can't happen in a finished game, which is why we're fixing it. One of our coders has been doing some fixes to the temperature system, digging through it to work out some of the kinks. Bugs frequently encountered by the community have been fixed and the system should be more reliable than before. If you caught up with our blog on Friday, you'd see that we're adding a fast travel/teleportation feature. We always talked about doing teleportation as part of the sorcery system, and since mounts aren't making it into the game for launch, we wanted to create a way for players to cut down on on-foot travel time. The Map Room, which is a placeable you can build, is our solution. By building a Map Room in your base you can travel to special obelisks you've discovered in the Exiled Lands. To build it you'll need to find the recipe out in the Exiled Lands. Finally, we've been conducting some memory tests on our Testlive servers with the help of diligent members of our community. They answered the call we put out on Twitter, jumping into the servers to play, build, fight and give us some very vauable data. Thanks everyone, we really couldn't have done it without you! The testing was to check out some recent memory leaks, seeing what triggers them. We've run three tests on Testlive and gotten some leads on how to proceed with taking care of the issue. We are aware of the way our live-servers are performing and have collected databases to examine them for data on how our players are playing the game. It gives us a lot of important and useful information in terms of bottlenecks and fixes we need to do. We'll also do spot checks on official servers, so you may have been playing with a Funcom developer without even knowing it! This way we'll be able to improve performance on both PC and console. Final wrap upCommunity Manager Jens Erik will be at the Norwegian Game Awards in Trondheim on Friday. We're sponsoring the event and giving away a Best Game Concept award, so if you're at the event feel free to come around to have a chat. There won't be a Conan Exiles stream this week, but mark your calendars for March 2nd when we'll be streaming again. Sincerely, FuncomView the full article
  14. Showdown: "Historical Context"

    SHOWDOWN Auto-Transcript for S&P and NFSC Submission EP:61:12 : “Historical Context” ERIA QUINT: Welcome to Showdown, an examination of the Empire’s most important issues broken down from multiple angles. I’m Eria Quint. Today’s topic takes us to Jata, the beating heart of the Davien system. From the first Human city visited by the Banu to the infamous terrorist attacks of 2545 that paved the way for Ivar Messer’s ascension, Jata’s tumultuous past has left an indelible impression on the Empire. But now, a vigorous debate has erupted regarding the question of how best to remember that history. The Jata Historical Society (JHS) came under fire following a February 11th meeting where they debated what to name of the city’s newest park. The JHS Board of Directors eventually voted to dedicate the park to influential Aegis Dynamics CEO Hana Chan, a move that has local activists outraged and demanding that the JHS reconsider their decision. Even among Aegis enthusiasts, Chan’s legacy could best be described as problematic. Her 65-year reign from 2643 to 2708, the longest ever among Aegis’ CEOs, featured an impressive list of accomplishments, including the development of the Javelin-class destroyer still in use by the Navy. Yet Chan’s cozy relationship with the Messer regime became a stain on both her legacy and the company’s. Joining us today to discuss the controversial decision is Jata-based activist and author of The People’s History of Davien, Theo Raja. THEO RAJA: Hi, Eria. Great to have Showdown taking on such an important subject. On the surface, this might appear to be a local issue, but addressing how we present our history affects generations to come. ERIA QUINT: Also with us today is Simone Maruyama. She’s a history professor at the University of Jata and a member of the Jata Historical Society’s Board of Directors. Let’s start with you, Ms. Maruyama. How has the JHS responded to the criticism over naming the park after Hana Chan? SIMONE MARUYAMA: Ever since her name was proposed, there has been a vocal contingent against naming the park after Chan. We’ve been listening to those concerns during every step of the process, but ultimately, a majority of the board felt Chan’s impact on the Empire’s history was worthy of the recognition. ERIA QUINT: And you disagree, Mr. Raja? THEO RAJA: To put it mildly? Because it celebrates a woman whose allegiance to the Messers helped them systematically persecute people. I could go into more detail, but what else needs to be said? That alone should be enough to disqualify anyone from having a park named after them, especially when there are so many other worthy candidates to choose from. SIMONE MARUYAMA: Let me make a few things clear. First, I am not here to defend Hana Chan. Believe me when I say that I find many of her actions questionable. Second, the view of Ms. Chan expressed by Mr. Raja is overly simplistic and fails to take into account the many positive contributions she made to the UEE. There’s widespread consensus that her stewardship of Aegis lead to many advancements within the aerospace industry. THEO RAJA: Good and evil aren’t checkmarks on opposite sides of a ledger. Maybe that’s why I can’t so easily disregard whole swaths of Ms. Chan’s life. I mean, one, she considered Illyana Messer VI to be a close personal friend, and two, she leveraged that relationship into massive government contracts, knowing full well that the ships she produced would be used against civilian populations. She literally helped the government terrorize the people. What good could possibly offset that? ERIA QUINT: Ms. Maruyama, your response? SIMONE MARUYAMA: Who would deserve recognition if we only examined the bad parts of their life? What Mr. Raja fails to acknowledge is Ms. Chan’s important role in developing the Javelin as a battle platform that could go toe-to-toe with the Vanduul. Even more importantly, she was essential to making diamond laminate standard in ship cockpits. Today, people don’t realize just how vital diamond laminate was to improving ship safety. Before its widespread use, many, many more people died every year from their ships getting vented due to cracks in the cockpit. THEO RAJA: I’m not saying that Ms. Chan doesn’t deserve recognition for her accomplishments. I just don’t believe Jata should openly celebrate someone with such a troubled history. ERIA QUINT: Mr. Raja, you believe another historical figure from Jata deserves to have the park named after him. Can you tell us about who you’d like it named after? THEO RAJA: Of course. On December 15, 2545, Terrell Milner was a medic and one of the first responders to arrive on scene after the terrorist bombing. He fearlessly rushed into a building to aid those in need, only to die when a secondary device exploded and the building crumbled around him. Milner threw himself across Alex Tinifel before the building collapsed, saving the young boy’s life from the falling debris. This park would be an ideal spot to celebrate his sacrifice, and make this little known hero of Jata a household name. SIMONE MARUYAMA: Terrell Milner was on the shortlist of potential names for the park and given serious consideration. When making the final decision though, the JHS had to keep a few things in mind. One, Mr. Milner’s bravery and sacrifice are already addressed on the historical marker covering the “Atrocity at Jata.” Second, Ms. Chan’s impact on Empire-wide history simply exceeds that of Mr. Milner. For good or bad, the JHS has never acknowledged Ms. Chan’s accomplishments, and we hoped this would be a good chance to do it, warts and all. ERIA QUINT: Warts and all? SIMONE MARUYAMA: Yes, the language adopted by the JHS for the park’s historical marker will specifically mention both good and bad aspects of her legacy. THEO RAJA: Barely … ERIA QUINT: What was that, Mr. Raja? THEO RAJA: Yeah, I’ve seen the text, and the negative parts of her legacy appear almost as an afterthought. It says, and I’m directly quoting here, “Ties to the Messer regime cloud her legacy.” That’s it. Anyone with more than a passing knowledge of Jata’s history knows that’s a grossly inadequate description. Even worse, someone who’s hearing about Chan for the first time walks away with a distorted view of her true impact on the Empire. By recording only a partial history, the JHS are making moral judgements regarding what they deem important. SIMONE MARUYAMA: Are you suggesting that because we don’t inscribe a full biography onto a marker, the whole thing is meritless? THEO RAJA: I’m suggesting that you are sanitizing the facts in order to make history more consumable for tourists. Chan’s legacy is deeply entwined with both the Messers and a major corporation that’s been around for hundreds of years. That connection must be made crystal clear before her impact on it can be fully understood. That would probably be best achieved with a permanent exhibit at the Jata History Museum. Of course, there’s absolutely no chance that Aegis Dynamics would allow such an exhibit to exist in Jata. Trust me, I’ve tried and come up against the full force of their political and economic power. Aegis acknowledges their relationship to the Messers, but they sure as hell don’t want it under a microscope. Particularly in their own backyard. ERIA QUINT: Ms. Maruyama, a similar question to you. Do you believe a historical marker in this park is the ideal way to present Hana Chan’s complicated legacy? SIMONE MARUYAMA: I believe our job isn’t to define her legacy. As historians, our job is to present the facts, provide the proper context, and encourage people to think freely and come to their own conclusion. ERIA QUINT: Thanks to both you for joining us today. We need to take a quick break. When Showdown returns, we’re off to the Coral System to debate whether increased scrutiny at customs checkpoints are deterring businesses from delivering there. Stick around to find out more. View the full article
  15. DC Super Heroes DLC Coming in March

    https://www.youtube.com/watch?v=Kthv7D_zPcw MEANWHILE, AT JUSTICE LEAGUE HEADQUARTERS… ...We’re bringing more of the DC Comics family to Rocket League next month! Our latest licensed premium DLC is bringing a league of your favorite superheroes to the Rocket League universe! The DC Super Heroes DLC Pack[www.rocketleague.com] comes with TWO of your favorite Gotham City rides -- the classic '89 Batmobile AND the roof-cruising The Dark Knight Rises Tumbler made famous in The Dark Knight Trilogy. But we’re bringing more than just the Batmobiles to the game with this DLC pack, so check out the full list of included customization items (sorted by hero) below! Aquaman -- Decal (Breakout), and Player Banner Batman -- Decal (Paladin), and Player Banner Cyborg -- Decal (Roadhog), and Player Banner Flash -- Speed Force Boost, Wheels, Decal (Venom), and Player Banner Green Arrow -- Decal (Hotshot), and Player Banner Green Lantern -- Decal (Merc), and Player Banner Superman -- Decal (Octane), and Player Banner Wonder Woman -- Wheels, Decal (X-Devil), and Player Banner DC Comics -- Player Banner The DC Super Heroes DLC Pack arrives on March 5 for USD $3.99 or regional equivalent. The DLC requires a copy of Rocket League to use and game is sold separately, so make sure you have what you need before you pick the new pack up! NOTE: If three of these items look familiar, The Flash Wheels, Player Banner, and DC Comics Player Banner were previously available in the re-released "Collector's Edition" of Rocket League distributed by Warner Bros. Interactive earlier this year. Let us know which DC hero you’re most excited to represent on Twitter, Facebook, and our subreddit! View the full article
  16. Community Update 172

    [rust.facepunch.com] Inside the weirdest house in Rust, amazing mods, and more. View Post[rust.facepunch.com]View the full article
  17. Raptor TLC & Community Crunch 119!

    Last week we showed you a preview of the updated Sarcosuchus coming in TLC 2 next month. Today we have another special treat to share: the Raptor! The Raptor is one of the most iconic creatures in ARK. Our goal with the Raptor is to keep it an essential early game tame and retain its usefulness to low level or new Survivors for traversing and battling on the ARK. The Raptor will continue to be an excellent scouting dino with its quick speed and high mobility, however it will now also receive a small pack bonus! The Pack Leader will be able to do a special vocalization that increases the packs damage resistance, movement speed, and attack speed for 15 seconds with a 45 second cooldown. This will allow a group of Raptors to stalk and pursue quick targets and quickly take them down. The Raptor will also have a pounce ability that allows it to jump and pin down players and smaller creatures. Once pounced upon, the Raptor can use its bite attack to quickly kill its prey. Survivors on foot better be on the lookout for Raptors that may be stalking them through the trees! The Great Migration #2! In case you missed it among our action-packed announcement post last week, we will be off-lining some additional Legacy servers on March 9th. If you are a player on the Official Legacy Server Network please read the full post at the link below for more information as well as a list of which Legacy servers are being taken down permanently. https://survivetheark.com/index.php?/articles.html/patch-278-tlc-pass-1-valentines-day-tlc-phase-2-preview-great-migration-2-community-crunch-118-r684/ Midweek Madness Sale! ARK is currently on sale for only a few more days for up to 67% off! http://store.steampowered.com/app/346110/ARK_Survival_Evolved/ http://store.steampowered.com/app/708770/ARK_Aberration__Expansion_Pack/ http://store.steampowered.com/app/512540/ARK_Scorched_Earth__Expansion_Pack/ http://store.steampowered.com/app/696680/ARK_Survival_Evolved_Season_Pass/ And the Explorer's Edition: http://store.steampowered.com/bundle/4462/ARK_Survival_Evolved_Explorers_Edition/ ------------- To read the rest of the Community Crunch this week, check out our announcement post on survivetheark![survivetheark.com] Keep on surviving!View the full article
  18. Calling All Devs

    Every week, designers, engineers and other developers from our five offices around the world answer backer questions submitted on SPECTRUM and voted on by YOU. This week, we discuss the status of persistent login locations, scanning, and how we communicate with the community. Multiple Package Clarification: https://robertsspaceindustries.com/comm-link/transmission/13288-Multiple-Package-Clarification You can submit your questions for consideration in future episodes of Calling All Devs here. Submission and voting is open to all backers. And for info on becoming a subscriber, go to: https://robertsspaceindustries.com/pledge/subscriptions View the full article
  19. This Week in Star Citizen

    Greetings Citizens, Last week, we released our first concept ship in 2018 – the Aegis Vulcan. Serving as an entry point into three Star Citizen professions, the Vulcan is designed to assist all vessels in trouble. Currently only available as an Early Bird offer, everyone will have the chance to add one of these versatile Aegis Dynamics support ships to their fleet on Thursday, February 22nd. Also, if you haven’t already, we highly recommend watching last week’s fantastic Reverse the Verse episode featuring Lead System Designer Dan Trufin and Star Citizen Live Director Todd Papy from our Foundry office in Frankfurt, answering gameplay system questions posted by you, the Star Citizen community. Check it out for news about mining, salvaging, exploration, and much more! With that, let’s see what’s going on this week: On Monday Jared will boot up his classic Skype for a new episode of Calling All Devs. This week, we have questions about Scanning Mechanics, the BMM, and multiple character slots! Watch the episode here. Tuesday is lore day! The Lore Team will publish another in-fiction story to help cure your craving for more Star Citizen lore. Check out previously published lore posts here. Wednesday: We have a quick cooling down period. Bugsmashers is taking a short break, but we’ll see Mark Abent’s return on February 28th! Thursday will see a very special episode of Around the Verse, called “The living Idris.” – AI promised not to spoil anything! Friday: Make sure to tune in to our Twitch Channel at for a new episode of Reverse the Verse. This time host Jared Huckaby welcomes Lead Technical Designer John Crewe and Art Director Paul Jones for an episode focusing on the Aegis Vulcan and ship development from design to concept! That’s all for this week, citizens. We’ll see you in the ‘Verse! Ulf Kuerschner Community Manager The Weekly Community Content Schedule MONDAY, FEBRUARY 19TH, 2018 Calling All Devs (https://www.youtube.com/user/RobertsSpaceInd/) TUESDAY, FEBRUARY 20TH, 2018 Weekly Lore Post (https://robertsspaceindustries.com/comm-link/spectrum-dispatch) WEDNESDAY, FEBRUARY 21ST, 2018 - THURSDAY, FEBRUARY 22ND, 2018 Star Citizen: Around the Verse – The Living Idris (https://www.youtube.com/user/RobertsSpaceInd/) Vault Update FRIDAY, FEBRUARY 23RD, 2018 Reverse the Verse – Aegis Vulcan Edition (https://www.twitch.tv/starcitizen) Roadmap Update RSI Newsletter Community Spotlight: February 19th, 2018 We are constantly amazed by the contributions made by the Star Citizen community. Whether it’s fan art, a cinematic, a YouTube guide, or even a 3D print of your favorite ship, we love it all! Don’t forget to submit your content to our Community Hub for a chance at seeing it here! When an Outdoor Writer plays Star Citizen by ZebVance ZebVance, an outdoor writer covering fly fishing, hunting, camping, and hiking recently discovered Star Citizen and decided to start a blog. Give it a read in the community hub. My travel around Crusader by Zexion As a semi-professional photographer with an avid love for video games, Zexion tries to combine his two passions. Check out the amazing results. View the full article
  20. Earlier
  21. Help us with testing by adding our QA account as a friend on Steam!

    Hi everyone! In order to help with internal testing and QA, we need a Steam account with hundreds of friends on its Friends List! How can you help? By adding the account below to your Steam Friends List! http://steamcommunity.com/profiles/76561198357265280 Please note that this account will not respond to messages or any other type of request -- we simply need a high volume of friends in order to help with testing before future updates. Thank you, and have a great weekend! -Devin Connors Community Manager, Rocket League/Psyonix View the full article
  22. Today's Dev Stream now on YouTube/Twitch

    Hey all! Today's stream began the first 25 minutes with Joel answering questions and clarifying some details about the launch features. The rest is Nicole and Jens hanging out with the amazing people behind the Pippi mod, being shown around and seeing the incredible things they've made. This includes a portal room to mazes and puzzles as well as a dance party with hundreds of guests as well as music. Here's a link to the mod: http://steamcommunity.com/sharedfiles/filedetails/?id=880454836 And here is the stream: https://www.youtube.com/watch?v=MVhahfSGrsQ View the full article
  23. Reverse the Verse LIVE

    Lead Systems Designer Dan Trufin and Star Citizen Live Game Director Todd Papy sit down to discuss the continuing development of gameplay systems like mining, salvaging, AI and more. To watch Reverse the Verse LIVE each and every week, tune into http://twitch.tv/starcitizen. View the full article
  24. Conan Exiles Dev Stream - Mod Showcase

    Live Broadcast: Tune in as Jens Erik gets a tour of the Pippi Mod Advanced Server, showcasing everything you can do with the Pippi server tools mod. View the full article
  25. Conan Exiles – Launch and Beyond

    Dear Exiles, As we’re getting closer and closer to launch we’re stocking up on the midnight oil and we’re burning it with reckless abandon. These are busy times, hectic times, but also very exciting times. The studio is buzzing with activity and we’re working hard to make sure the game is ready for the grand premiere on PC, PlayStation 4, and Xbox One on May 8<sup>th</sup>. With only three months to go before the big day, we wanted to take the opportunity to talk to you about how the launch version of Conan Exiles will look. In the past couple of months, we’ve had to make some serious decisions as to what will be in for launch. We’ve been going through every aspect of the game (including things still in development) and we have evaluated everything based on a range of criteria. Some features or content simply ended up not being good enough, some things have ended up not making sense for the game, some things have been replaced with other features and content, while some things just turned out to be out of reach from a technical or development capacity standpoint. When you’re closing in on launch you must make some difficult choices and we’ve been doing a lot of that during the past few months. We’re now at a point where we are able to commit to what’s going to be in for launch and what’s not, and we want to take this opportunity to offer full transparency on what and why. This coming Friday we will be doing another live stream where we will set aside some time to talk about this update. If you have any questions or comments please let us know during the stream and we will try and answer as many questions and address as many comments we can during the stream. The stream will go live at 5pm CET on Friday February 16<sup>th</sup> at http://www.twitch.com/funcom. Major new features and content coming for launch Swamp and Volcano Biomes When we launch Conan Exiles, the world will be twice as big than it was when we first launched Early Access. Starting May 8<sup>th</sup> players will have full access to a vast new swamp biome, full of new monsters, new crafting recipes, weapons and armor, new locations, building materials, and more. The swamp will be an integrated part of the main map and can be found on the eastern side just above the southern desert. A new volcano biome will also be added to the Frozen North area. New combat system When we did our Easter community survey last year, improved combat was the single-most requested feature. In fact, the overwhelming majority told us this should be the number one priority of the development team. Being a game based on Conan the Barbarian and his savage world, melee combat was always something we wanted to make sure was a step above other games in the genre and your feedback confirmed that should be our focus, so we set out to work. https://www.youtube.com/watch?v=Zwc9oKMnZyE The new combat system is a complete and total overhaul. It changes everything. It feels a lot more visceral, it relies on thought and tactics, and most importantly it makes combat a lot more fun. To get an impression of how it all look and plays, check out the recorded livestream above. The new combat system also introduces a brand new HUD and several significant improvements to several of the user interface elements in the game. We will continue to improve and iterate on the HUD towards launch based on the feedback we receive. The Purge The purge was one of the features we talked about early on and it’s been important to us to make sure we get it ready simply because it’s a key ingredient to closing the gameplay loop. The purge was initially conceived as NPC armies coming from outside the Exiled Lands to attack players. As we decided that the team working on this should spend more time polishing and optimizing the general AI on all creatures and NPCs in the game, we had to go back and rescope this feature in order to make sure we could launch with a solid implementation. The important thing to close the gameplay loop is to have a purge mechanic that sees creatures or NPCs present a danger to your base. In PvP you already have the danger of players coming in to attack your city, and you need to build smart and you need to set up defenses to keep attackers at bay. In PvE and single-player we haven’t had such a threat, which means there has been a certain lack of meaning to building a fortified base. The purge mechanic at launch will see creatures and NPCs attack your base, even when you’re not logged in, so you need to consider traps, walls, thralls, and other defenses. It can be a lone hyena trying to knock down your door, or it could be a group of bandits coming in to break down your walls. The purge mechanic will be active on all official servers, and private server admins can choose to turn it on or off on their hosted servers. We look forward to showing you more of this as we get closer to launch. Farming If you ever need a respite from the skull-crushing savagery of the barbarian lifestyle, you will be able to enjoy the laidback life of an exiled farmer. At least until the shalebacks come tearing through your crops. In order to farm crops, you’ll need to be able to obtain seeds from the crop you want to farm. Seeds are gained from plants when you use the Sickle. Seeds can then be placed into a Planter to, over time, grow a crop. Each seed results in a total of 10 crops, except for certain specialized crops. You’ll need to power the planters using Fertilizer. Fertilizer is made in a Compost Heap, which is craftable via the inventory. Certain plants require special Potent Fertilizer, also made in the Compost Heap using special ingredients. All non-aquatic plants can be farmed, as well as the Orange Phykos. A new religion We are adding an entirely new religion to the game with a brand new avatar: Derketo! She is a dual-natured goddess who is worshipped in Stygia as the queen of lust and fertility, while feared in the Black Kingdoms as the goddess of death. She is both terrible and beautiful. This addition represents an entirely new religious path, with three tiers of altars and special crafting ingredients and items you can only create when following Derketo. We look forward to showing you more of this as we get closer to launch. War Paint War paint is confirmed for launch. You learn about war paint through the Feats window, like most other crafting recipes. You craft war paint using Papyrus, which creates a special pattern that you then apply to your character. There are two kinds of war paint. One is purely visual, with 7 different kinds of cultural styles and patterns you can apply. The other gives you a +3 bonus to one of your attributes. When we revamp the attributes system to include perks, war paint can be used to give you those extra stat points you'll need to unlock a particular perk. You can only have one pattern on at a time, so remember to choose wisely. Cultural style war paint will last about a week in real time, but stat boosting war paint will fade after about an hour. So, it could be a good idea to pack extra patterns. Fast Travel We know a lot of you really want a way to quickly get around the world, so we’ve gone ahead and added fast travel! Scattered around the world you will discover obelisks and once you have interacted with them you will be able to fast travel to them from your base. In order to do that you need to build a map room (pictured above), and as you discover more obelisks you will unlock new areas that you can fast travel to. Perk system The new perks give you meaningful choices about how to play (and roleplay) the game. As you spend points in abilities, you unlock these powerful perks. Does your character lean towards cannibalism? Invest in the Survival tree and gain the "Raw and Bloody" perk - which gives you the ability to consume raw flesh without penalty. Are you playing a nimble warrior? Invest in the Agility tree to learn "Extended Leap" and perform amazing feats of acrobatics. A pack rat? Invest in Encumbrance and learn "Balance and Counterbalance" to convert that extra weight into combat damage. There are 35 perks spread across 7 attributes and you’re going to want them all! Other content and features coming in There are many other goodies not in the game right now that will be coming in for launch (or even before launch) not listed above. You’ll see stuff like an improved journey interface (allowing you to track your outstanding milestones), new furniture and other placeables, new building pieces, throwable lures to attract monsters you’re hunting, new potions, and much more. We aim to give you a more exhaustive list closer to launch, but in the interest of keeping the “wall of text” factor to a minimum for this update, we’ll leave it at that for now. Features and content not coming in for launch Mounts and pets Unfortunately, we will not be launching with mounts or pets. Mounts were one of the most requested features, and we have spent a lot of time trying to make it work for Conan Exiles. Due to technical limitations with the way the game loads and streams the game world, we were unable to include a feature that allowed players to move over a certain speed. Our coders worked hard to find a solution for this, but in a recent “point of no return” type meeting, we decided that their time is better spent on polish, bug fixes, and other features that we know can make it for launch. Pets is another animal-specific thing we also wanted to do. We have done a lot of the groundwork, and it’s certainly possible that we can add them at some point after launch, but we decided to prioritize polish and other features ahead of launch. There were also concerns about server performance, that too many players having too many animals and human thralls would have a massive impact on servers. To minimize risk for launch and to focus on other core features, we have decided to put this on hold. Sorcery We started sowing the seeds of sorcery with the release of glass orbs that worked as grenades. Brewing alchemical potions and poisons can also be said to be a kind of sorcery in Conan's world. We're expanding the types of potions you can create using alchemy and you'll also be able to craft special throwable lures to attract specific monsters and creatures. Sorcery, as initially pitched, will not make it into the game, but some elements will. The fast travel system is teleportation magic, but it doesn't require corruption to fuel it. We have also added explosive and poisonous gas orbs that delivers some of what was planned for the sorcery system. Ultimately, we were in a situation where we could either focus our development capacity on improving the combat system or splitting up the team to work on combat and a fully realized sorcery system. We chose to focus on combat, as we felt that was a more integral aspect of the Conan experience. It was a very difficult decision to make, but now that the new combat system is almost ready, we feel that it was indeed the right decision and that a more fun, tactical, and visceral combat system is something the game really needed. Settlement system The settlement system was an idea we had early on to add more NPC life to bases, especially on PvE servers. It was never clearly defined, but we had some high-level ideas. Many of the ideas we talked about early on will not be in the game. Some of the ideas were abandoned because we had to prioritize other key areas, the primary example being enemy AI. A lot of the same coders that would have worked on doing AI for city life had to focus on improving the general and combat AI for enemies (which was far from good enough at launch). Thankfully we have made significant strides in that area due to this reprioritization. Keep in mind the version that is live for PC now over two months old and a lot of progress on NPC pathfinding and general AI behavior has been made since then. Some ideas were abandoned because they didn’t work well enough within the framework of the game and some ideas matured into other features that have since been implemented. For instance, a large part of the settlement system was making thralls more interesting and useful, and some of those features we have added during Early Access. You can now for instance dress them up and equip them with weapons you want them to use, and we have added the ability for thralls to follow you around and help you out in sticky situations. At launch you will also see monsters behaving in more interesting ways, such as foraging for food, resting up, and so on. Looking beyond launch They say ideas are cheap and that execution is the hard part. That’s doubly true for game development. We have had a lot of great ideas both before and during Early Access, and we’re very happy that we have been able to execute on a lot of them. Unfortunately, there have also been ideas that we in our excitement communicated early on that just weren’t possible for us to execute on. So far during our 12 months of Early Access we’ve put out 32 major updates that have introduced new features, new content, and a whole lot of polish and bug fixes (visit http://www.conanexiles.com/updates for a full overview). Some of that content represent parts of the greater designs we envisioned. For instance, we have added the trebuchet and siege defense mechanisms, but we have not added things like corpse lockers or siege towers like we wanted to. It’s fully possible that in the time after launch we can return to some of this content and these features and flesh them out further. A great thing about Early Access is that you have the opportunity to organically discover what your game needs while you’re actually making it. New ideas come up and player behavior and feedback tells us what the game is missing (as mentioned earlier, improved combat was the most requested feature in our survey, so naturally a lot of our attention was turned in that direction). There is a lot of content and several features we have added during Early Access that we weren’t originally planning to do, but saw during Early Access that we should be prioritizing. Some of those features and content include climbing, orbs, and the avatar defense domes to name a few. What we do want to make very clear is that we will never lock features we have talked about for Early Access behind paid content updates. If at some point after launch we can implement mounts, sorcery, or any of these features that we wanted to introduce in Early Access, we will make sure these are available freely to everyone. Our focus now is launch and making sure that’s rock solid on PC, PlayStation 4, and Xbox One, and that we make sure as much of the content and features we envisioned make it into the game. Once we’ve launched we can start making plans for what we can add to the game in the future. Our hope is that Conan Exiles can live on for a long, long time. Kind regards, The Conan Exiles Development TeamView the full article
  26. Not an Update

    [rust.facepunch.com] As previously mentioned, we are moving to monthly patches, which means there is no patch this week. We're going to do the same with devblogs and move them to a monthly schedule alongside each patch. Here's more on that. View Post[rust.facepunch.com] View the full article
  27. February Update Follow-Up

    Hi everyone! We hope you’re all enjoying Competitive Season 7 so far, along with the Season 6 Reward Wheels. Starting, well, today, we plan on following every Content or Feature Update with a post to talk about issues that came up with that update (in this case, Rocket League v1.41) as well as address some issues we see you talking about on Facebook, Reddit, Twitter, and beyond. Now that the February Update is out in the wild, we’re working on a Mini Update (along with the Spring Update[www.rocketleague.com] and Tournaments Beta[www.rocketleague.com]) that we’re aiming to release on March 5. This Mini Update would address several known issues you may be aware of, including: Change Preset not working on the Endgame screen Division/Rank Up or Down not displaying on the Endgame screen Controller vibration strength The Mini Update is only targeting a few issues on our radar, while our Spring (March/ April) Update will contain additional bug fixes for multiple platforms. Season 7 Placement Matches We’re a little over a week into Season 7 and many of you have completed your placement matches. We’ve seen some feedback on our soft reset format and we don’t want you to feel there’s unnecessary chaos during placements. With new seasons, we increase your ability to change ranks after the reset and this will naturally cause you to run into some players who were previously above or below your rank. This is totally normal and gives everyone a chance to recalibrate. That said, we do handle Champion ranks and above a little differently, and we wanted to dig into that reasoning a little bit here. We clamp the skill of Champions and above down to a skill ceiling between seasons around Diamond 3 / Champion 1 and let them climb back to higher ranks during placement and beyond. This measure is necessary to keep the top end of the skill curve manageable and to avoid it inflating season over season. This does cause some churn at those ranks that we’re discussing how to mitigate for future seasons. In the short term, this up-and-down is temporary and should settle sooner than later. Season 6 Rewards Speaking of Competitive Seasons, our Season 6 Wheels were sent out with the February Update to all of you who qualified for Rewards. Keeping in line with previous seasons, we also revoked these Wheels from a number of accounts that were found to be abusing the matchmaking system. Matchmaking abuse may include boosting, being boosted by another player, win-trading, and other irregular activity. Diamond Wheels and Tsunami Beam Boost Of course we saved the best news for last! First, we’re making a change with the Tsunami Beam Boost that came with the Victory Crate last week. After the February Update went live, we realized that Tsunami Beam had a chance of dropping with the Cobalt paint color. As Cobalt Tsunami Beam is very close to the original, we are removing all Cobalt-Painted Tsunami Beams and replacing them with Sky Blue-Painted variants. This will be automatic, will happen regardless if you received it as a drop or via trade, and is happening right now. Next, we’re happy to share the update we’re making to the Season 6 Diamond Wheel! We’ve taken in your feedback and addressed the Wheel’s look accordingly -- take a look at the Wheel below and let us know what you think on the Subreddit and on Facebook or Twitter. Thank you, and enjoy the Tournaments Beta next week! View the full article
  28. Around the Verse

    In this week’s episode, February’s installment of Ship Shape gives us a look at Anvil’s mighty pathfinder, the Terrapin, and unveils the first concept ship of 2018. And for info on becoming a subscriber, go to: https://robertsspaceindustries.com/pledge/subscriptions View the full article
  29. Conan Exiles Dev Stream - Mod Showcase

    As announced in this week's community newsletter, we're doing another dev stream this Friday at 5pm CET on twitch.tv/funcom. Tune in as Jens Erik gets a tour of the Pippi Mod Advanced Server, showcasing everything you can do with the Pippi server tools mod. We'll also be discussing launch features with Joel Bylos.View the full article
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