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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!

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  1. Hey everyone, Here's a quick update about the release window of the game: We've been looking at our development roadmap for Conan Exiles, and considering the level of quality and polish we would like to meet before full release. Making sure that Conan Exiles is of a high technical and gameplay quality is our number one priority right now. As such, we have decided to take a little more time than we had originally planned, to make sure we get as much polish in as we can before it moves out of Early Access. So we're pushing the release date from Q1 2018 to early Q2 2018. It's not a major shift in release, but it will make a significant difference on the quality of the game. View the full article
  2. Lead Writer Dave Haddock delves into the Stanton System and provides an overview of its major planets. He even shares the system’s initial concept and description from the game’s early days. Remember that you can always explore the Star Citizen Universe yourself in our web-based Ark Star Map. View the full article
  3. Ship Mass: I’m Not Heavy I’m Just Built That Way A Guide to the New Ship Matrix Greetings Citizens! With the release of 3.0.0 we have completed a ground up pass on mass for all in-game items, from the smallest bit of personal armor up to the largest spaceship. We have always endeavored to use real world items to guide our mass in-game but over time this has slowly caused issues as everyone’s interpretation of how heavy something is has wildly varied, a phenomenon especially noticeable during concept announcements when ship masses are first pitched. One area we identified was the notion of our spaceships being similar in role to modern day aircraft, so we originally endeavored to keep their mass values similar as well. Of course, coming at this from new angles caused a number of serious issues. For instance, the Gladius is a Light Fighter and to many that is similar in role/size to a modern day fighter jet like an F/A-18 Hornet (no relation to the ANVL Hornet) but when we got farther into things, the reality was that the Gladius has around 5x the volume of an F-18. This was problematic given it was originally implemented in-game at around 140% the weight of one. As we looked deeper into more and more ships it became increasingly clear that our original mass values were very inconsistent and often misleading. Given these are the basis for many areas of simulation within the game we decided to completely rework this aspect. Given the huge range of ships and items in-game as well as in-concept we needed to solidify a way of calculating the mass correctly for both our existing assets and ones yet to come. For this, we decided to harness our existing physics meshes and use them to calculate the volume of material in the ships. Generally these are pretty accurate but with the wide range of ship types there were naturally a few different steps involved in generating a correct volume per ship. Grasping the Concept At the concept stage, these ships are at their trickiest to calculate, as they are generally very high poly meshes without the benefits of physics sub-meshes. This requires a small amount of work to simplify and cap hole to allow us to accurately generate a volume for the ship. Capping Holes is the process of fully enclosing our collision proxy meshes and open faces that can cause issues in the engine. In essence we make them “watertight” while marking up specific faces that will allow entities to move through them unimpeded. Whilst this is usually done in the production stage we had to move ahead with this at a simple level for many of our concept ships to achieve standardized mass calculations for all ships. My Density Has Brought Me to You Once we had the volume of the ship as if it was solid block of material, we then subtracted the volume blocked out by the design team for the interior play space, cockpit and internal local grid mesh. This new volume (solid minus interior) was assigned an appropriate density value with a few modifiers: Construction Methodology Origin ships use more advanced lightweight materials that retain strength rather than the traditional stalwarts like Aegis and Anvil with heavier metals. The materials in play are an essential component in accurately accessing the correct mass of a vehicle, ship, or space station. Species Construction Xi’an ships are renowned for their materials and are significantly lighter than human counterparts, with their collaboration with MISC allowing some crossover. Design will work with the Lore Team to determine not only the aesthetics in play for a specific species like Banu or Vanduul, but they types of resources at their disposal and technological advantage of their culture in determining the materials used in construction. Design Role Ships that are naturally heavily armored or require more rigid internal support generate a denser value. It is vitally important not only to consider the source and history inherent in each ship, but it’s intended purpose within both the lore of the Star Citizen universe, and the design of our game. It’s What’s Inside That Counts Once the mass for the external “chassis” of the ship was generated, we used the internal volume again to generate a weight for the interior. This simulated all the interior panelling, doors, wiring etc as the design blockout volumes and local grids are slightly larger than the interior playable space (as they encompass the walls/floor meshes) and we felt this was a better reflection on the overall mass. Only What You Take with You Finally, we looked at the ship’s proposed or current default loadout, and added the specifics for each of these components (which also got a rework pass) to the final mass generated from the above steps. What does this mean? All of our ships and characters now behave much better as the values used throughout the game are much more in sync. One example we uncovered during this rework was that on a variety of ships the physics meshes were uncapped, which during detachment and having the mass assigned to them was causing the engine to incorrectly calculate the mass of the detached part and thus it would behave poorly. With all the parts now capped or in the process of being capped, ship destruction and part detachment is much more reliable and believable, with less instances of huge ship debris parts spinning off at excessive speed. In addition to better behavior it also meant a lot of systemic features can be better accounted for such as carried items and cargo. Previously, with ships being so wildly disparate in weight, the simple act of adding a heavier weapon could significantly alter one ship unintentionally. Frequently Asked Questions or: Questions We Figured You Might Have Q: Will changing the item mass on my ship, intentionally or through damage, actually have an impact on its flight? A: Yes it will, though not immediately in Alpha 3.0. When we do the initial tuning value we base it around the default loadout and structure then give the ship “goal times” to achieve the desired results in zero g and atmospheric flights. Generally the ships are able to achieve these goals, as they are not absolute timings. Outside of any external factors, adding mass will change the flight characteristics and should you make the center of mass uneven may not do so for the better! We anticipate this feature coming online in a future Alpha 3.x release. Q: What other aspects of mass have changed outside of ships? A: Every single piece of armor and every item you carry on your person has an applicable mass and these all directly tie into the Actor Status System. The heavier you are the more exertion there is to perform actions and these consume oxygen quicker or may even limit what actions you can do. This system also extends to items carried on ships. Carrying a small crate of heavy metal will slow you down more than carrying a helmet in your hands and these all get added on to the mass of your ship when inside of it. Further Reading Ship Mass Careers and Roles coming soon: Thrusters coming soon: Ship Technical Information coming soon: Ordnance Hardpoints coming soon: Weapon Hardpoints coming soon: Other Hardpoints coming soon: Turrets coming soon: Variants & Modules coming soon: scu and Cargo View the full article
  4. Sponsored by WillsOp Welcome to TRACKER, the Bounty Hunter Guild’s official show on the spec. I’m your host Garet Coliga. Glad you joined us today. We’ve got lots of important stuff to cover, so let’s not beat around the bush. We’re going to start with the news everyone needs to know. Anyone currently working a bounty in Kiel needs to contact the Guild right away. There’s a chance you’re chasing the wrong target. It appears that the Kiel branch had their systems breached. No word on the extent of the damage, but its effects are already being felt. Yesterday, the Guild noticed what’s being called “an alarming spike in false-positive collars.” The issue first came to light when numerous elite bounties suddenly popped onto scanners across Kiel. Guild members scrambled, ready and raring to catch targets not seen in the system for years. It wasn’t long before reports of false-positives flooded the Guild’s comms. Turned out the likes of Carlo ‘Crowbar’ Ellingsworth and Emma ‘Necktie’ Dudeney hadn’t suddenly come out of hiding to shop at the local Casaba. Instead, the regtags associated with many of the Guild’s bounties had been replaced by those for clean ships, leading to numerous innocent and unsuspecting people being wrongfully apprehended. The Kiel Guild branch has apologized for the incident and opened an investigation into the matter. Meanwhile, Bounty Hunter Guild administrators across the UEE are scanning their systems to ensure they weren’t similarly breached. So far, the incident appears to be contained to Kiel. Now, most people erroneously captured were immediately released once their real IDs were confirmed, but not everything went smoothly. Civil rights watchdog groups have condemned the tactics Guild members used to apprehend what they believed were high profile targets. In one unfortunate incident, a woman leaving her daughter’s sataball game suffered a broken arm and three broken ribs when she was incorrectly picked up by a Guild-licensed bounty hunter. In another, a family of five were held against their will and interrogated for hours before finally being released. Joining me now from Kiel is Guild representative Lian Bolyard. He’s here to comment on the current chaos and update us on anything we need to know. Thanks for taking the time to join the show. Lian Bolyard: I wish it could be under better circumstances, Garet. I hear you, Bones. It’s been a few, hasn’t it? Lian Bolyard: No doubt. Believe the last time we crossed paths was at that DefCon panel back in ’43. Unbelievable how time flies. Well, let’s get into it. What’s the latest? Lian Bolyard: We’ve taken the Guild network offline in Kiel as smarter folks than me try to figure out exactly what happened. That means we’re not issuing bounties, so at least the problem isn’t getting any worse. Of course, the system being down means we also can’t process outstanding bounties. To help prevent more people from being incorrectly held, we are asking Guild members to take anyone they pick up to Horus or Hadrian, which so far seems unaffected by the issue. I’d also like to say that we really need everyone’s help to spread the word about what’s going on. I know some trackers get so caught up in the hunt that they tune out all the noise. We need to get the message to those Guild members before there are any more mix-ups with innocent people getting snagged off their ships. You heard the man. Let’s get the word out, folks. If you happen to know an associate currently working a case in Kiel, please encourage them to confirm that their bounty was issued prior to breach. They can check what dates are affected by comming the Guild directly, right? Lian Bolyard: Absolutely. We apologize for the issue and appreciate your patience and understanding while we get things back to normal. We’ll be sure to let everyone know once our system is secured and back online. Until then, it’s probably best to either hold tight or look for work in another system. Any idea how much longer it’ll be until things get sorted? Are we talking hours … days? Lian Bolyard: No idea. Right now, all I can say is that we’re hoping it’s sooner rather than later. Now, from my understanding, this seems like a very sophisticated attack. Since someone went to a lot of trouble to do this, you gotta wonder what they hoped to achieve. Did they merely want to spread chaos or was there a more sinister goal? Are there any prevailing theories about what motivated it? Lian Bolyard: A few. Care to elaborate on any of them? Lian Bolyard: Honestly, Garet, right now the ‘why’ behind it all isn’t as important as shoring up our network and getting it back online without any worse unfortunate incidents happening in the meantime. I’d be more than happy to speculate on motivations after we get a handle on the situation. Understandable. Bet you’re thanking your lucky stars that this didn’t happen during next month’s Intergalactic Aerospace Expo. Lian Bolyard: To tell you the truth, the thought of this happening during the expo had me tossing and turning last night. Didn’t sleep a wink. That’s why I want to make sure we get the system back online ASAP, so we can focus on getting to the bottom of the situation and ensure that it doesn’t happen again. Sounds good, Bones. I appreciate you taking the time outta your hectic schedule to speak with us today. Stay in touch so we can keep everyone up-to-date on the system’s status. Don’t go anywhere, folks. Up next, we’ll be speaking with the Guild’s own legal advisor Christy Tabares about “false-positive collars” and what you need to do if you apprehend the wrong person. That and more when TRACKER returns. View the full article
  5. Careers and Roles A Guide to the New Ship Matrix Greetings Citizens! With the upcoming release of the New Ship Matrix, the updated database of stats for every Star Citizen vehicle and ship, and the continuing development of Star Citizen Alpha 3.0.0 we have consolidated and re-aligned every ship in the game to better serve the community in understanding which ships are right for them. Over the next couple weeks, you’ll see new posts detailing the intricacies of our new Ship Matrix, what some of these new stats mean, how we expect them to manifest in game, and our thought process behind some of the changes you’ll see when all is said and done. Of course, even with the release of this New Ship Matrix, our work is not completed. As Star Citizen continues to develop, so to will the classifications and stats for our spacecraft and ground vehicles. With our new baseline established, going forward we intend to keep the matrix as up-to-date as possible with the latest information. It is our hope that the New Ship Matrix will be the starting point for your Star Citizen theorycrafting adventures, as we detail the stock loadouts each ship will begin with. Remember, in the finished game, you’ll be able to customize many aspects of your ship, taking your spacecraft beyond the original intentions of their designers. We eagerly look forward to the loadouts and customization you’ll one day apply to your ships, as you make each Hornet, each Constellation, or each Hull C your own. We hope you’re as excited by the possibilities as we are. To begin this process of updating our New Ship Matrix, we started by sorting each ship into one of our new “Career” groups. These groups will allow us as developers and you as backers to broadly compare various ships with one another using common themes intended to help make the choice regarding what ship is right for you. Currently there are six (6) defined career groups that all ships fit under: Combat Exactly as the name implies, all about shooting and offensive damage to other ships, vehicles, and people on both ends of the legal spectrum. Consisting of military surplus, militia converted, the rare current military stock and the more common un-gunned civilian ships there is something for everyone in this group. Transport Ships that transport anything as their primary income method, be that cargo, data, or passengers. From the smallest ship carrying a single crate to the massive Hull-E, these ships are the backbone of the economy; carrying goods in and between systems. Exploration For those ships that go on short (and long) journeys to distant locations, be it for solo, group, or commercial discovery there is a ship to suit all explorers tastes. Equipped for a variety of mission types and often with extra transport options included in the larger ships. Industrial If gathering items from the verse is your thing, then Industrial is the best group for you featuring Mining, Salvage, Science, and other similar ships. Anything that gathers a resource from the world is contained within this group, whether its physical matter such as Mining and Salvage or intercepting/generating data from the environment. Support Perfect for those who want to be involved in the action but without shooting everything in sight; Medical, Repair, and Refueling ships are all part of this group and provide a less combat orientated approach to group gameplay loops. Competition Almost entirely consisting of ships for Racing, the group for those who need to go fast with lightweight agile ships. Great for racing but lack the durability for much else. In addition to the six above there are a few ships that we really couldn’t condense into one group or another so we have termed these “Multi-Role” ships as they have such a range of roles it wouldn’t be right to put them in one group or another. Once each ship had been given a Career we drilled down further and assigned it a role inside that group to further define what that ship excels at. We have listed some of the Roles below: Ship Career / Role Chart Which Spaceship Is the Right Spaceship for Me? Career Roles Combat Fighters Interdiction Drop Ship Bomber Transport Freight Passenger Data Exploration Pathfinder Expedition Touring Industrial Mining Salvage Science Agriculture Support Medical Refueling Repair Reporting Competition Racing * This is a partial listing of Ship Careers and Roles. Many of the Roles can have prefixes such as Light/Medium/Heavy to better differentiate ships, such as the Prospector and Orion from each other as they are very different mining ships. Combat ships also benefit from this as the Gladius (Light Fighter) and Hornet F7C (Medium Fighter) would end up being considered as direct competitors otherwise. All these new Careers/Roles are visible on the ASOP terminals in game to help better guide your choice of ship selection as well as on the website and in the future we’re aiming to have our own version of a “tech tree” where you can see natural upgrade routes between all the ships based on what you want to do with them. Spaceship Role Call or: Intended Purposes and How to Defy Them Each ship has a Role assigned to it, in the case of “Multi-Role” groups these often have two to reflect their nature, this role is a further clarification of what each ship is designed to do out of the box. The Role gives an overview of what the expected minute to minute, hour to hour gameplay loop will be with this ship rather than the day to day loop the Career Group defines. Through in-game customization these roles can get blurred together but generally you can never competitively, you can trick out a Gladius with heavier weapons to an extent, better armor and more durable components but its still a Light Fighter at its core rather than a Medium Fighter and whilst it would be competitive in the right hands against a stock Medium fighter, outside of that its best considering other options. Ship Roles: A Visual Guide Ship Role: Pathfinder Ship Role: Pathfinder Ship Role: Racing Ship Role: Racing Ship Role: Passenger Ship Role: Passenger Ship Role: Touring Ship Role: Touring Ship Role: Interdiction Ship Role: Interdiction These are but a small sample of the roles currently available among the variety of Star Citizen ships and vehicles, and by no means a comprehensive list of all there is, or all there will be. Over time, additional roles will be introduced and existing roles will be expanded upon and detailed further. For the purposes of this post, we wanted to provide you with a brief introduction to some of the gameplay we want Star Citizen ships and vehicles to offer. Additionally, these roles are starting points for each ship based on the intended design and default loadout. Through Star Citizen’s item upgrading and customization systems, we hope to provide a wide range of options to the player in tailoring the performance and capabilities of each ship, to both improve upon the functionality of it’s intended role, and in some cases, perform adequately outside the boundaries of any original conceptions designers may have had for a ship. Want a tricked out racing Hornet? How about a stealthy Buccaneer? While not every ship is as versatile as others, we’re excited to one day present you the tools that will allow you to make each ship your own. Frequently Asked Questions or: Questions We Figured You Might Have Q: What do the other Roles in Exploration mean? A: Expedition ships are for the multi-crew ships in the Exploration category that are able to support extended explorations with much larger supplies and often vehicles. Luxury exploration ships cover both of the aforementioned roles, but naturally do them in a much more luxurious manner. On paper without visuals if you compared a 300i and Aurora LX they’d stack up fairly similar (one seat, one bed, similar item counts) but in reality the 300i is a much more luxurious ship. Q: Why has my ship changed Role from what it was sold as? A: We have tried to ensure that all ships remain as close to their originally pledged roles, however a few may seem to have changed but this is more to do with a vague or nebulous original description. As development has progressed a lot of the older ships had very unique roles which do not fit nicely in with the current game design and need to be subtly pushed in various directions to better fit their intended role. Q: Does my Career group restrict what missions I can do? A: Absolutely not, We do not restrict missions available to the player at all currently and have no immediate plans to, its up to you to decide the best ship for the mission based on the information provided. You would still be able to take an “Escort” mission in a 890 Jump if you so desire, but the difficulty in achieving the same income for that would be much higher than if you took that person in a ship that was a dedicated long range Combat ship like the Vanguard or Banu Defender. Further Reading coming soon: Ship Mass Careers and Roles coming soon: Thrusters coming soon: Ship Technical Information coming soon: Ordinance Hardpoints coming soon: Weapon Hardpoints coming soon: Other Hardpoints coming soon: Turrets coming soon: Variants & Modules coming soon: scu and Cargo View the full article
  6. Real-world weapons, soloing in a BP world, base builds, and more.[rust.facepunch.com] View the full article
  7. Dear exiles, We hope everyone's had a good weekend and that the fall weather is treating you well. I'll keep the introduction short this week so we can get to the good stuff! Current state of PC Last week we pushed a new build to Testlive with some exciting changes. You can now interact with archer, fighter and dancer thralls and open their inventories. This means you can equip better armors and weapons and thereby increase their survivability and damage potential! New thralls will only be clothed in the most basic, coarse tunic after you remove them from the Wheel of Pain. They'll still retain their weapons, so they can fight, but without armor they might not survive for long. One side effect of introducing the thrall inventories was that you could no longer pickup these thralls once they have been deployed [due to inventory item restrictions]. This makes it more cumbersome to move thralls over long distances. We are therefore adding support for archer, fighter and dancer thralls to follow you around instead. This should make it easier to rearrange your defenses. The follow mechanics also opens up the doorway for rescuing thralls in the future. We have also introduced repair kits and patch kits to complement the new and reworked repair system. These allow you to do partial repairs on weapons and armor sets, respectively. They become available at level 12 and you can unlock higher tier ones which are more efficient for repairs at higher levels. Finally, we added some more roofing pieces (bringing the total number of new building pieces up to 195) so you'll have more variety when building. We will update TestLive this week with bugfixes as well as the ability to tell thralls to follow you around, and we aim for the patch to go to Live during next week. Current state of Xbox Xbox was patched last week with a hotfix to take care of some memory and texture loading issues. We found an error where the game was using up too much memory, causing the client to crash. The version we rolled out last week seems to have helped a lot with client stability. Work continues on server stability with G-portal, our official server partner. What the teams have been working on in the past week: Every Friday, the entire development team meets up to discuss what they’ve been working on recently: New content and features, bugs that have been fixed, and things to come down the pipeline. The development team is split into cross professional Scrum teams that each have their own focus and tasks to complete. You can find their names and descriptions in the first community letter. Vanguard (Bugs and exploit fixes and gameplay updates) The Vanguard has been on the crash and bug fixing train this past week, resolving both inventory crashes and server crashes. Hopefully they make it into the game really soon. They've also been helping out team Berserkers by adding improved ragdolls for humanoids. As mentioned last week: knocking someone down with a giant hammer isn't the same if he doesn't go flying in a heap of limbs. Other than that, there's been some changes to temperature and how building pieces will affect your character. Basically, we made them temperature resistant. Sandstone, for instance, is supposed to make you colder, but only past a certain threshold. If your character is warm, taking shelter in a Sandstone building will start to cool you down towards Temperate, the neutral state. It won't make you colder beyond 0. If you're already cold it won't push your temperature down further. If the area you're in is cold something like Insulated Wood can't make you any warmer, but it will try to bring you up to a neutral temperature. Which is how it should work. Terraformers (New areas and content) As revealed last week, the new dungeon is located inside the large Volcano in the north. Inside the volcano you will meet a new faction, who holds a mysterious attachment to the old ruins that rest at the center of the caldera, nestled atop a deadly lake of lava. The Volcano will bring a new mechanic to the game that will challenge your skill and agility to even reach the dungeon at its heart. Art team (Character designs, outfits, animations and effects) The art team is still filling in the different gaps in the crafting system. There are a bunch of new weapons in the works, two of which you got to see last week. This week, two more! Expect to see more in the weeks to come. Beyond the traditional weapons, design work has begun on special weapons to capture thralls. Personally, I'm hoping for a net you can fire with a crossbow. On the animation side the facial rig we finalized a few weeks back is being integrated into our motion capture system for future use. Finally, there's a new creature coming to The Frozen North, one we won't reveal just yet, but it's currently being animated. It's big, hairy, and will pose a significant threat. Those weren't the new monster, by the way. They're just adorable baby animals Featurama (New gameplay systems and content) The Featurama team has been busy with optimization work, making sure everything in the game is working at a certain threshold of polish. They've been tackling FPS drops when destroying buildings and how to properly handle thrall equipment (thralls are very protective of their equipment). Finally, they've started working on an upgrade to the weather system. This reworking will create more dynamic weather types and remove bugs from the older system. [/h1]The Berserkers (Combat and movement)[/h1] Combat prototyping is far from over and The Berserkers is moving into gameplay design to further iterate on the combat system in the game. They're looking at stacks, buffs, combo attacks and different weapon properties, and brainstorming how it all can fit together in Conan Exiles. Something that's being considered is a more free-flow movement and combat system, where your character won't end up facing the camera during combat. It's still on the experimental stage, and might not make it into the game at all, but it's a possibility. Tech and tools (Client and server stability and performance) On the back-end side of things the tools team have been wrestling with the Unreal Editor, fixing whatever problems and crashes the developers might be having. They've also been working on extracting better crash data for future crash fixes. The rest of the tech team have been working on improving stability and performance on the Xbox One, specifically by improving how the client loads and streams in game data. Previously you'd load in everything when jumping into a server or single-player game. This doesn't just take a while, but streaming in all that data can also cause the client to crash. We're now looking into a way to load in data in chunks and stream those to the player, hopefully improving stability and performance. There's no firm ETA yet, as it still needs more testing and polish. Don't expect it to come out immediately. Wrapping up This year, Funcom is sponsoring Splash Jam[www.splash-jam.com], a traveling game jam on a cruise ship travelling from Tromsø to Trondheim on the 18th to the 21st of October. Joel and myself, Jens Erik, will be attending and tweeting about the event on the official Funcom Twitter account. Sincerely, FuncomView the full article
  8. Greetings Citizens Greetings Citizens, We are less than two weeks away from CitizenCon 2947! We’re really excited about expanding the scope and format of our on-stage presentations to deliver you more information and content than ever before. You can find all of the details about this year’s event here. Also, the team will be in attendance this weekend at TwitchCon! We look forward to meeting many of you on Friday at Space Madness! The Resurgence of Space & Sci-Fi Games and on Sunday for Star Citizen: How Great Communities Make Great Games. With that, lets see what’s going on this week: We’re kicking off the week with a brand new episode of Citizens of the Stars! Sgt. Gamble talks to us about broadcasting live on Twitch from Canada, then Stephen Hosmer takes on the hot seat for Quantum Questions. On Tuesday, the lore team publishes another detailed post for those of you looking to learn more about the Star Citizen universe. You can also catch previously released posts here. On Wednesday we’ll take a journey together to explore another system in the Star Citizen universe with Loremaker’s Guide to the Galaxy. Then on Thursday, fresh off the digital press, a new episode of Around the Verse will release, sharing an in-depth look at the development of Star Citizen and an update to the Burndown list with Eric Keiron Davis. Lastly, we’ll be wrapping up the week with another episode of Happy Hour: Community. Join us live at 9 AM PDT at twitch.tv/starcitizen. That’s all for this week, we’ll see you in the ‘Verse! Tyler Witkin Lead Community Manager The Weekly Community Content Schedule MONDAY, OCTOBER 16TH, 2017 Citizens of the Stars (https://www.youtube.com/user/RobertsSpaceInd/) TUESDAY, OCTOBER 17TH, 2017 Weekly Lore Post (https://robertsspaceindustries.com/comm-link/spectrum-dispatch) WEDNESDAY, OCTOBER 18TH, 2017 Loremarker’s Guide to the Galaxy! (https://www.youtube.com/user/RobertsSpaceInd/) THURSDAY, OCTOBER 19TH, 2017 Around the Verse + Burndown (https://www.youtube.com/user/RobertsSpaceInd/) Vault Update FRIDAY, OCTOBER 20TH, 2017 Happy Hour: Community [0900 PDT / 1600 UTC) (https://www.twitch.tv/starcitizen/) Schedule Update RSI Newsletter Jump Point Magazine Community Spotlight: October 16th, 2017 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! Watercolor Vanguard by Mecavity Mecavity has painted a stunning picture of the Aegis Vanguard using watercolor! Community Hub post here Sandstorm Race by Ocypeta Ocypeta has created a beautiful image highlighting the intensity of a planetside race during a sandstorm! Community Hub post here View the full article
  9. Welcome to Citizens of the Stars, our new weekly program exclusively about you, the Star Citizen Community. Whether through bug reports on the issue council, feedback on the forums, or the creation of content inspired by the game, Star Citizen is only possible because of the community. Citizens of the Stars not only highlights these contributions, but also puts a dev in the hotseat for a round of Quantum Questions, which addresses some fun facts about the dev and game. SGT Gamble talks about the excitement of streaming at Gamescom in this week’s Citizen Spotlight. Then tech designer Stephen Hosmer discusses the Cyclone during Quantum Questions. Remember, many of the questions used are taken from our Star Citizen Subscribers in this thread here. Don’t forget to add yours for inclusion in future episodes, vote for the ones you want to see answered, and remember to keep them short and concise if you want your best chance of having them answered in under two minutes. The links for this week’s content are below: CITIZEN SPOTLIGHT Sgt. Gamble and his Twitch Channel TOP 5 Screenshot Collection by CenturionC4 Olaf Jaeger and his Drake Caterpillar Poster The Thing in the Cat by Don Benvenuto The_Admiral83 and the MISC Freelancer 2947 Commercial MVP: Narayan and the Road to 3.0 View the full article
  10. ???? What an intriguing discovery survivors, can you guess what creature it is? ARK: Evolution Event Weekend! Survivors across ALL Platforms will be receiving a special Evolution Event perk this weekend! It's already live now and will remain active until Monday the 16th at 12PM EST. All Official Servers will be undergoing this evolutionary change which includes: 2x Harvesting Rate 2x Taming Rate 2x EXP Rate ------------- To read the ARK Digest and rest of the Community Crunch this week, check out our announcement post on survivetheark![survivetheark.com] Keep on surviving!View the full article
  11. Rocket League’s first-ever Haunted Hallows special Event is just around the corner, which means that it’s time for a closer, not-at-all spooky look at Rocket League’s upcoming Event system! Earning and Spending Currency Our Event system introduces a new limited-time currency, with the first being Candy Corn! All you need to do to earn it is to play (and complete) Online Matches. In order to use Candy Corn, simply click the 'Special Event' button on the main menu screen. From there, you can redeem whatever you've earned to claim Halloween Items, Decryptors, and Locked "Haunted Hallows" Crates. Candy Corn can be spent throughout the Event, and will expire one week after Haunted Hallows is over, but don't worry -- Items purchased with Candy Corn DO NOT expire at the end of the event, and will remain in your inventory forever! *Note: The standalone items you can buy with Candy Corn are NOT the same as the items available in the ‘Haunted Hallows’ Crate! Decryptors Decryptors are the newest way to unlock Crates in Rocket League and they can be used for any Crate in the game (including Event Crates). The only way to get Decryptors is to buy them with Candy Corn. But remember: any Crate Item unlocked through the use of Decryptors will be untradeable. If you want to trade an unlocked item, make sure you use a normal Key. Event Crates Our new ‘Haunted Hallows’ Event Crates are only available during the Haunted Hallows event, and there are three ways to get them. As always, you can get a new Crate as a drop after some Online Matches, and you can also buy the Crate using Candy Corn. In both cases, you can open the Crate with a Key or a Decryptor. We’re also letting you buy Event Crates directly, similar to how you buy Keys, and any purchased ‘Haunted Hallows’ Crate will not require a Key or Decryptor to unlock. Finally, the Haunted Hallows Event Crates will not be updated for next Halloween. If you decide to wait a year to open one of these Crates, it will still have the same potential item inside as it does during this event. The Haunted Hallows event gets rolling this Monday, October 16 at 5pm PDT, so get ready to earn some Candy Corn. Haunted Hallows Event Start Time Monday, October 16 at 5pm PDT (8pm EDT/2am CEDT on October 17)Haunted Hallows Event End Time Monday, November 6 at 10am PST (1pm EST/7pm CET) View the full article
  12. CitizenCon 2947 Details A Guide to the Week’s Activities Greetings Citizens! CitizenCon 2947 is almost here, as Star Citizen celebrates the fifth anniversary with you, the people that make all this possible. In addition to the annual presentation by Chris Roberts, we’re pushing the boundaries of what a CitizenCON can be in new and exciting ways. We’re expanding the scope and format of our on-stage presentations to deliver you more information and content; packing additional rooms with interactive demos to showcase new and upcoming technology while letting those in attendance get their hands on it, filling a room with dozens of PCs so attendees can play Alpha 3.0, and broadcasting all afternoon on Twitch so we can bring everything CitizenCon has to offer to those of you who can’t attend in person. Let’s see what CitizenCon 2947 has to offer. All times are local Frankfurt time. 14:00 – Attendees Arrive Guests are welcomed into the majestic Capitol Theatre. Built in the early 20th century, this historical landmark provides the perfect backdrop for CitizenCon 2947: Exploring New Worlds. 14:30 – Broadcasting Empire Wide Unable to attend the festivities live? Complete coverage of the event will be broadcast with a show covering all the Capitol Theatre’s activities, interviews with UEE dignitaries, and bringing live presentations to those of you watching from across the Empire. 15:00 – Aegis Dynamics Presents: CitizenCon Opening Address To mark the official start of this year’s conference, we will hear from noted luminaries on what it means to be a citizen in today’s Empire, and how expanding and protecting Humanity’s new frontier is changing us for the better. 15:30 to 20:30 – Five Presentations Featuring many of the greatest minds from across the UEE, experience panels on the most recent ground-breaking research and technological trends in the fields of kinesiology, xeno-linguistics, privatized colonization and more with a special address by Innovator of the Year Silas Koerner and an inspiring look at the spacecraft being hailed as a “game changer.” 21:00 – Electronic Access Presents: CitizenCon Keynote Address Whether it’s visiting a city you’ve never traveled to before, charting a star system newly discovered, or even battling on virtual planets in a sim, Exploring New Worlds can mean many different things to many different citizens. Our keynote address will strive to get at the heart of why exploring our universe is so important, and how each of us can be a part of it. Additional Activities for Attendees For those in attendance, this year’s CitizenCon offers some extra features to partake in. Whether you’re getting a behind the scenes look at the technology behind Star Citizen, exploring the moons of Crusader on our network of terminals or catching up with devs and other Con attendees at the bar, there’s something for everybody. Tech Gallery Sponsored by Aegis Dynamics Beginning at 15:00, journey to the cutting edge of technological innovation in CitizenCon’s new Tech Gallery. Scientists, Designers, Artists and Engineers offer up close and exclusive looks at the latest advancements in disciplines ranging from geohacking to outpost design to weapon manufacture. The UEE Diplomatic Corps Bar Sponsored by the UEE Diplomatic Corps, the Frontier Bar is the perfect place to network for your next exploration mission, simply connect with friends, or catch up with. Universum Sponsored by Electronic Access Beginning at 15:30 Electronic Access invites conference-goers to stop by one of their high-end terminals to be the first to experience their exciting new planetary technology. Beyond CitizenCon With Citizens attending from the farthest reaches of the Empire, the UEE Diplomatic Corps have ensured there are focal points for meeting up with each other on both the day before and after to ensure a better sense of camaraderie and in celebration of everything being a Citizen entails. Thursday, October 26th From 18:00 to 20:00 several members from the UEE Diplomatic Corps will be available at Champions Bar in the Marriott Hotel Frankfurt. You can enjoin with your fellow Citizens there and discuss the logistics of covering everything happening the next day. Location: Hamburger Allee 2, 60486 Frankfurt Saturday, October 28th After the previous evening’s celebrations, we’ll be enjoying a quiet drink at the Apfelwein Wagner in the afternoon from 15:00 to 17:00. Come join us there and chat about your favorite experiences of CitizenCon 2947. Location: Schweizer Straße 71, 60594 Frankfurt View the full article
  13. October 2947 Subscriber Flair Greetings Subscribers! This month’s subscriber flair is part of our newest “Masters of Design” series of ship schematics. Before Esperia produced working recreations of historic and alien ships, its founders Jovi and Theo Ingstrom obsessively collected ship blueprints. Thanks to Esperia’s digital archives the original schematics for the Caterpillar and Dragonfly are now available for you to examine in detail. If you’re an active subscriber, the flair will be attributed to your account today. If you subscribe over the weekend, the flair will be attributed to your account on Monday October 16th. More information about subscriptions can be found here! View the full article
  14. Chris Roberts and Sandi Gardiner host an episode that dives into the enhancements coming to cockpits. Plus, catch the first “Burndown” since the Evocati got there hands on 3.0. And for info on becoming a subscriber, go to: https://robertsspaceindustries.com/pledge/subscriptions View the full article
  15. Lots of balance and fixes, stone spawn improvements, a look at vehicles, and more.[rust.facepunch.com] Upgraded to Unity 2017.1.2 Added debug.log convar to toggle log output Miner / Candle Hat provides protection Caves have a good chance of spawning stone tools Added toggled map grid coordinates (off by default) Added Debris Field marker on map when heli/bradley is destroyed Boonie/Bandana/Cap provides minimal protection instead of none Miner hat has emissive blinding flare Added radial map marker (mod support) Pickaxe vm - Fixed hands intersecting when aim running Fixed launchsite exploit allowing to hide in the wall Big cleaver vm - Fixed hands intersecting when aim running Satchel charge wm- Fixed wrong texture appearing when thrown Satchel charge vm - Fixed arms clipping when thrown Beancan grenade vm - Fixed arm clipping when thrown Bone club vm - Fixed popping from throw cancel to idle m249 vm - fixed arms clipping at max FOV Fixed packet exploit to bring down servers Fixed stone ore scarcity Sawnoff shotgun vm - Fixed arm clipping at max FOV Fixed indoor shadow issues introduced by viewmodel shadow chan Fixed missing viewmodel shadow feet Fixed node hotspots invisible during med-high fog Fixed some water reflection artifacts Fixed not being able to pick up items outside of any TC Fixed Vending Machines not displaying if item for trade is a bluepri Fixed Steam Inventory Items not unlocking their blueprint Miner hat no longer emissive to other players when switched off Fixed workbench status everywhere exploit Fixed candle hat having a 30m light radius (!) Fixed peacekeeper turrets not firing vm hierarchy and folder structure new vm arm mesh All viewmodels set to use base mesh vessel, all anims contain ani Bow vm - anim tweaks Salvaged axe, hammer & icepick vm - Removed attack2 lerping bl Water jug vm - removed static left hand in view when thrown at m Sawnoff shotgun vm - Removed wobble at end of deploy anim Ak47 vm - Updated base pose, transition additions Increased speed of outro anim blend on ironsights vSupply signal vm folder restructure Only allow drinking when water has certain depth Improved water intersection test performance Added process memory usage to system info Tweaked high external wall and gate deploy volumes Reduced scrap tier of many decorative items Can now pick up research / repair benches Broken items now have a minimum recycle yield of 10% Items now remove attachments/ammo when recycled Sewing kit is made of less rope (less recycle yield) Lantern and Tuna Can Lamp provide more light Lantern costs 25 Metal Fragments (was 40) Less fuel / hqm in caves Small/Medium wooden signs default blueprints Stone Spear default blueprint Workbench radius tripled Workbenches can be rotated with hammer Radsuit leaks small amounts of radiation at NPP/LSR Lowered HQM yield from heli/bradley gibs Satchel has slightly less chance to be a dud Flamethrower Requires Workbench Tier 2 Hoodie/Pants require 75 scrap to research ( Was 250 ) Snow Jacket/vagabond more common and much cheaper to make Elite crate spawns half as much stuff Elite crates spawn every 2 hours instead of 20 min at LSR Bradley drops elite crate loot Cluttery deployables drop as blueprints instead of full items Bradley begins healing much slower Bolt rifle vm - removed unused anims View the full article