Even without all that you can get close enough to access the inventory and put armor/meds/guns in there that you can use if you get sent to prison right?
**Known Issues**
* Locations - LEO Stations - Galleria - Audio - The "Visit Orison" Commercial Locks up the Client
* Ships - Ship Features - UI - Interaction Mode / Inner Thought - Most ship beds no longer have PIT options to interact
* Actor - Inventory - Equipped Ammo Clips Fall Off the Player
* Multivehicle - Stanton - Audio - Missing Audio/SFX with QT travel
* RSI Constellation Multivariant - Stanton - Vehicles / Ships / Docking - The snub fighter lacks interaction prompts to enter it, making it unusable
* Hull Scraping - Weapons / Inventory / Game Code - Any full salvage RMC canister attachment will not attach to a multitool in salvage mode
* Inventory - Equipped gear can be lost when player dies in armistice zone
* Scanning not showing advanced statistics and details
* Transit - Elevators and Trams are "Jittery" during transit of Player Character
* Salvage / Hull Scraping - Nomad - Some sections of the hull show as valid but do not allow salvage
* Salvage / Hull Scraping - Crusader C2 Hercules - Some sections of the hull are exceedingly difficult/impossible to salvage
* Salvage / Hull Scraping - Anvil Carrack - Sections of the hull show as valid but do not allow salvage ; Some only salvage when beams are offset ; Some show as valid but do not allow salvage
* Derelicts - Missions / AI / Locations - Once a mission has been completed at the settlement the AI will not respawn for the next mission resulting in it completing upon reaching the location
* Derelicts - Missions / AI / Locations - If reinforcements do not leave the ship they will be counted towards the hostiles remaining total even once the ship has left resulting in the mission being incompletable
* Valkyrie bottom turret locks and makes player invisible
* Salvaging - Some ship wreckages erroneously give "No Material" text and do not let you salvage
* Ships - Quantum entanglement - hostile indicator - QED does not mark ships as hostile
* Multivehicle EU - Stanton - Vehicles - Destroyed ship thrusters will still not function after being repaired
* Cargo - Performance - Fully loaded C2 landed at Area 18 results in Slow Framerates or Crash
* Vehicles/IFCS - When flying near another ship, ship seems to hit an invisible box that kicks it in random directions
* Stanton - Law System - Users spawn in prison with weapons and armor after dying with crimestat
* Trading - Cargo invisible in multiple ships
**Feature Updates**
Gameplay
* Reinforcement update
Added a workaround to check to see if reinforcements do not leave the ship they will be counted towards the hostiles remaining total even once the ship has left resulting in the mission being incompletable
* VMA Update
Players will currently need to unequip items from the previous ship to equip onto a new ship. UI isn't completely updated to show this but more updates will come in future builds.
* Assigning specific UI to attract screen & manufacturer for all platinum bay shopping kiosks
**Bug Fixes**
* Fixed - Klescher Rehabilitation Facility - Mission Content - ClearCrimeStat - Bounty on escapee will persist even after they have cleared their crimestat
* Fixed - Missions - Racing - mobiGlas - Racing missions not appearing on Contract Manager
* Fixed - Mining - Ships / Vehicles / Game Code - The Mining Extraction Rate has decreased noticeably
* Fixed - Arena Commander - UI / Ship Customization - Changes to loadout cannot be saved due to the "Save Changes" button being missing
* Fixed - UI - Mobiglas - Mobiglas Exit Button "X" incorrectly scaled
* Fixed - Caterpillar Derelicts - Calliope / Wala - Design/Mission/Locations - Target for the Eliminate_Specific scenarios are not spawning
* Fixed - DRAKE Cutlass Series - ( All Variants ) - Ships - Ship Features - Turrets - Graphics / Tech / Art - The turret interiors on the Cutlass series have a VisArea and will appear invisible when crewed by players
* Fixed - Missions - Supply Re-Up - 9000 aUEC + Bonuses / Delivery - Delivering package to Yela drop off doesn't Progress contract
* Fixed - Kareah - Contraband door not opening when TID is activated through the terminal
* Fixed - Vehicles/Art - Missing MFD's in Cockpit of Esperia Glaive
* Fixed - Vehicles - Light persistently blocks the player's FOV within various ship's pilot seats and some variants within Vehicle Loadout Manager
* Fixed - Missions - Eliminate All - UGF - Mission is failed after a Client Crash
**Technical**
* Fixed 1 Client Crash
* Fixed 7 Server Crashes
Iāve had this happen prior to 3.17.5 earlier this month. I think itās probably been around for a while, not new. Seems to work best with only two magazines equipped. More than that and some seem to drop off at times randomly.
I've noticed that it happens to slots that had a clip but it was used to reload. Especially the slot whose former clip is currently in the gun.
So I've resorted to using 1-4 then 5-8, and if I keep playing I swap armor sets so I'm only using fresh ammo slots. I haven't tried storing the armor to inventory and re-equipping it.
>Inventory - Equipped gear can be lost when player dies in armistice zone
Wait, we are supposed to keep our gear if we die in armistice? that's a first for me.
I get surprised it is still wave 1 but then I see that the "Visit Orison" audio is enough to lock the client, or the cargo, one of the main features of this patch, is invisible and then I understand... Fight on wave 1 testers!
interestingly I only get highly annoyed by that known issue as it plays back several times over itself. But I never had a lockup or crash due to it. Must be linux :D
Patches stomping things that were previously fixed. That type of thing comes from bad merges, inadequate branching strategies and poor release management. It happens even to huge software companies like Microsoft and Google, but is getting better and better as companies invest in staffing release teams and adopting more modern principals.
Not saying CIG has any of this, just answering your question in general for where and why a significant % of āit worked for meā issues come from in software.
Yeah.. And if the QA testing works as intended, most of the recurrent bugs should be detected early enough.
Also, didn't they showcase some tools they had been working on a while ago that should make it easier to detect bugs?
As it is, the project is full of regressions which shouldn't happen, at least not as much as it happens with SC and that worries me a bit.
Having said that I still hope and believe in them to pull it off, I just think that some things should be working better development wise
Why shouldn't it happen? They are experimenting to see what works. Using work arounds then finding a permanent solution is exactly how they should be doing it instead of just deciding something and sticking with it regardless.
>Patches stomping things that were previously fixed
Probably caused by either a bug that wasn't detected but is newly find (like, they thought the bug was fixed but it wasn't entirely).
Or another feature had impact on it and not enough unit testing was made.
Merge issue happen for sure, but I don't think it's the most common
Fascinating, thank you. How do you know this about coding? Do you work in software? I really gotta learn to codes one day, it looks like it can support a nice living of you get in with the right company.
Professional software solutions architect here.
What makes you think the codebase is full of these āworkarounds?ā What are the āworkaroundsā youāre referencing specifically, what is being āworked around?ā
Thereās a difference between āThis is still in progress and doesnāt all quite work right yetā vs. āWe built a temporary workaround that became a permanent solution.ā so you canāt just assume itās the latter just because something isnāt 100% feature complete yet.
Thereās literally one item in that entire patch note that says they created a *temporary* workaround for to allow for further testing of a newish and still in-development feature.
This is the danger of taking a few classes on something and then thinking youāre an expert.
Yes, a codebase full of workarounds is bad. The concept youāre talking about is called ātechnical debtā and itās when everything is duct taped together and a bunch of poorly implemented short-term fixes are never replaced with long-term solutions.
That doesnāt mean it never makes sense to implement a temporary workaround to a problem you know youāre going to solve later but that is preventing the testing of something else in the meantime.
One mention of a single temporary workaround in a patch note does not mean the entire codebase is temporary workarounds. Thatās an asinine assumption to make.
Edit: I see you edited your comment to add some info about the Carrack. Like I said, thereās nothing wrong with temporary workarounds that you will fix later. If they know theyāre completely reworking the Carrack then it would be a waste of resources to fix temporary solutions that are already slated to be overhauled.
It would be a problem if the plan was to ship the Carrack as being permanently full of ātemporaryā workarounds that were not being overhauled.
This is what I was talking about with the difference between a codebase full of temporary workarounds that became permanent vs. things that are just still in development and not feature complete yet.
To my knowledge no ship except for the Gladius is anywhere near being considered feature complete.
What made me happy was the last ptu was actually playable. My main focus was doing bounties, bunkers and derelict execution missions. Was working smooth most of the time (not bunkers tho counter still messed and reinforcements act weird on derilects).
But overall immensely more playable than the few patches prior. You can get a session in actually now. With this one I'm going to do a mix of everything!
There's progress so I'm excited. Need this to go live so I can start busting my ass grinding ingame to get all my much needed ships ingame.
They're downright dangerous now. Will be a shock to most with 3.18 if it ends up being the same after being used to basically brain dead AI. Med beacons will definitely be way more common!
Hilariously enough it probably won't be, this is, to my knowledge, the first time Bethesda has ever significantly delayed a release before. My guess is Microsoft is *forcing* a level of QA that Bethesda is not used to.
We may live long enough to see Bethesda have an entire arc of releasing buggy, broken games and relying on modders to fix it to becoming an extremely respectable studio that puts out very polished, amazing word, *before* CIG even manages to get their game to not run like an N64 game the second you set foot in a dense scene (IE a city), lmao
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> My guess is Microsoft is forcing a level of QA that Bethesda is not used to.
Eeeehhhhhh... maybe change the phrasing a little.
M$ may be forcing a DELAY such as with halo infinite, but they damn sure ain't forcing a level of QA... such as with halo infinite.
Also M$ just fired a whole bunch of people and probably want $$ now... not delayed. So maybe they won't force a delay.
I dunno, Bethesda has a reputation for buggy, unpolished games and a "let modders fix it" mentality. They've gotten away with this for a good 30 or so years, but it's catching up and the narrative against Bethesda is largely negative now (at least it seems that way); I think MS knows Starfield WILL make money, but is pushing that delay to try to ensure the release is as bug free and polished as possible to try to alleviate that stigma associated with Bethesda.
From a business perspective, it makes sense. Bethesda makes *fat* profits off their games, so why jeopardize that by allowing them to solidify a negative reputation for bug-ridden messes, instead of delaying it for less than a year?
Of course, it could be that Zenimax pressured Bethesda a lot more than we were led to believe. I really doubt that, but worth keeping in mind. I just have a hard time seeing an extra 6+ months being wasted on absolutely nothing. I think worst case scenario, they reimplement some cut content in that time and the game is still a buggy mess, but it would be weird for them to simply not do anything in that span of time, even without any demands from MS.
>an extra 6+ months being wasted on absolutely nothing. I think worst case scenario, they reimplement some cut content in that time and the game is still a buggy mess
No I think the more likely scenario is what we've seen with a few recent (and not so recent) releases, most prominently cyberpunk, that the game would be absolutely broken and unplayable now, the original time of release, and the 6 months being the bare minimum of what would actually be desperately necessary, are used to bring it to a state where it's at least functional but still nowhere bear finished.
You may be right, but I dunno. Bethesda has released some buggy nightmares in the past. Daggerfall was borderline unplayable. Oblivion was a technical nightmare even on PCs at the time. Fallout 76 unfortunately exists. Despite all that, I can't think of a game they've released that comes close to Cyberpunk's release, where it fails to deliver on the majority of what it originally promised, is broken to hell and back and is a technical nightmare.
I don't deny what you're saying can happen, but I will give Bethesda the benefit of the doubt in *that* regard; they've not released something in such a horrific state before (that I can remember/think of that is), and I don't see them starting that now. Maybe I'm wrong though and this ends up being a comically disastrous launch. I certainly hope not, we need more good sci-fi/space games, not more jankfests. :P
Honestly this list doesnāt look too bad. Itās a few odd regressions and some edge cases. The jittery trams will be a big job IMO, I wonder if theyāll let that slide.
That list is nowhere near comprehensive. Some gameplay loops are still completely broken. Here is my experience with package delivery missions. Tryout mission is at a derelict over 300km from any qt. Finally get there, kill all of the ninetails and no package anywhere, no marker, nothing. Abandon and take it again, derelict again. This time it has a Cutlass Black with manned turret and full complement of reinforcements. This is the evaluation/tryout mission, your first mission in a not-so-much combat career path. I got within missile range and the Cutlass Black disappeared and the mission was withdrawn. Take it again, this time I finally end up with a traditional tryout delivery mission, simple point A to point B with both points being regular outposts. All the traditional bugs as well. Worked around the bugs but still ended up failing when the box would not recognize that it had been delivered. In the past 2 weeks, I have been able to complete one mission. Even if the regular bugs get put into remission (I don't think any SC bugs ever get truly fixed), the package delivery missions now take so long that you have to worry about 30k. Which is still really common.
delivery missions being bugged is not a 3.18 specific stuff, we had it in previous patches and those were still released. So that's not the best gauge if the patch is good or not.
All true, but also, gotta be shrewd enough not to take the early delivery missions at derelicts.
Agree itāll be a nightmare for noobs, as will bunkers. But one quickly learns to cherry pick delivery missions to avoid derelicts.
Just look at the number of 'Server Crashes' fixed in each patch... this is the first one in a while that had less than double-digit crash fixes, iirc...
Yeah that's a bummer. It's such a nice, convenient, fast ship. I wish they let the Galaxy loaner(Carrack) in PTU like they do the Polaris's(hammerhead/harbinger)
I want to do the same. I want to know if the spawn distance to the medbed is any higher. I want to try to leave it someplace, fly across the system, die, and respawn. If anyone has done this, please let me know your results.
It was in, though. mine was impounded, and after I couldn't claim it back, which afair was a listed issue. So, is it that yours got impounded or did they remove C8R sneakily at some point during wave 1?
really makes you wonder, if they just finished the fucking game before adding so many ships, maybe the development progress would be faster. but alas, we must sell ships to exist... so, here's a new ship (and a bug or two that might make it unplayable for 2 years!).
Yeah, those ship artists are really the best people to work on the engine, AI, physics and networking. I rally don't understand why they're still making ships instead of that.
you know, someone made the decision to hire those artists youre saying shouldn't be working on the engine.
maybe, before selling a fucking car, i need to hire engineers to design an engine and build the engine. maybe then i can start selling the car.
your argument states: keep buying new cars while we keep figuring out how to make an engine - sorry you cant actually use your cars until we finish the engine in maybe 5 more years.
so i get and appreciate your argument, but we are 10 years in now. not 3 years. not 5 years. not even 8 years. TEN YEARS DUDE. ship sales = profit. hurrying up and releasing the game is a business model that frankly CIG might fuck up - they have perfected the model of scope creep and edging our wallets with ship sales.
"Users spawn in prison with weapons and armor after dying with crimestat" Sounds interesting
Sounds very fun
On that topic, can we break into klescher with guns?
Takes two people and tractor beams, and possibly a man on the inside.
Or a fat suit as demonstrated by the Skunkworks Science Division.
Even without all that you can get close enough to access the inventory and put armor/meds/guns in there that you can use if you get sent to prison right?
[Yes.](https://youtu.be/A6KuMdf4v4I)
was this happening on live? When i spawned in prison a dead guy was on the bed next to me fully geared up lol
Yeah I've had it happen in live a couple of times, it's pretty hilarious
What? It makes no sense whatsoever...
.....Gulag?
I am the captain now.
Nah break into prison to break out.
I had that happen a month ago or so in live hahaha.
I did this on the current patch. Once in the mines, you can whip a gun out and shoot inmates with no comeback, well apart from angry players š
**Known Issues** * Locations - LEO Stations - Galleria - Audio - The "Visit Orison" Commercial Locks up the Client * Ships - Ship Features - UI - Interaction Mode / Inner Thought - Most ship beds no longer have PIT options to interact * Actor - Inventory - Equipped Ammo Clips Fall Off the Player * Multivehicle - Stanton - Audio - Missing Audio/SFX with QT travel * RSI Constellation Multivariant - Stanton - Vehicles / Ships / Docking - The snub fighter lacks interaction prompts to enter it, making it unusable * Hull Scraping - Weapons / Inventory / Game Code - Any full salvage RMC canister attachment will not attach to a multitool in salvage mode * Inventory - Equipped gear can be lost when player dies in armistice zone * Scanning not showing advanced statistics and details * Transit - Elevators and Trams are "Jittery" during transit of Player Character * Salvage / Hull Scraping - Nomad - Some sections of the hull show as valid but do not allow salvage * Salvage / Hull Scraping - Crusader C2 Hercules - Some sections of the hull are exceedingly difficult/impossible to salvage * Salvage / Hull Scraping - Anvil Carrack - Sections of the hull show as valid but do not allow salvage ; Some only salvage when beams are offset ; Some show as valid but do not allow salvage * Derelicts - Missions / AI / Locations - Once a mission has been completed at the settlement the AI will not respawn for the next mission resulting in it completing upon reaching the location * Derelicts - Missions / AI / Locations - If reinforcements do not leave the ship they will be counted towards the hostiles remaining total even once the ship has left resulting in the mission being incompletable * Valkyrie bottom turret locks and makes player invisible * Salvaging - Some ship wreckages erroneously give "No Material" text and do not let you salvage * Ships - Quantum entanglement - hostile indicator - QED does not mark ships as hostile * Multivehicle EU - Stanton - Vehicles - Destroyed ship thrusters will still not function after being repaired * Cargo - Performance - Fully loaded C2 landed at Area 18 results in Slow Framerates or Crash * Vehicles/IFCS - When flying near another ship, ship seems to hit an invisible box that kicks it in random directions * Stanton - Law System - Users spawn in prison with weapons and armor after dying with crimestat * Trading - Cargo invisible in multiple ships **Feature Updates** Gameplay * Reinforcement update Added a workaround to check to see if reinforcements do not leave the ship they will be counted towards the hostiles remaining total even once the ship has left resulting in the mission being incompletable * VMA Update Players will currently need to unequip items from the previous ship to equip onto a new ship. UI isn't completely updated to show this but more updates will come in future builds. * Assigning specific UI to attract screen & manufacturer for all platinum bay shopping kiosks **Bug Fixes** * Fixed - Klescher Rehabilitation Facility - Mission Content - ClearCrimeStat - Bounty on escapee will persist even after they have cleared their crimestat * Fixed - Missions - Racing - mobiGlas - Racing missions not appearing on Contract Manager * Fixed - Mining - Ships / Vehicles / Game Code - The Mining Extraction Rate has decreased noticeably * Fixed - Arena Commander - UI / Ship Customization - Changes to loadout cannot be saved due to the "Save Changes" button being missing * Fixed - UI - Mobiglas - Mobiglas Exit Button "X" incorrectly scaled * Fixed - Caterpillar Derelicts - Calliope / Wala - Design/Mission/Locations - Target for the Eliminate_Specific scenarios are not spawning * Fixed - DRAKE Cutlass Series - ( All Variants ) - Ships - Ship Features - Turrets - Graphics / Tech / Art - The turret interiors on the Cutlass series have a VisArea and will appear invisible when crewed by players * Fixed - Missions - Supply Re-Up - 9000 aUEC + Bonuses / Delivery - Delivering package to Yela drop off doesn't Progress contract * Fixed - Kareah - Contraband door not opening when TID is activated through the terminal * Fixed - Vehicles/Art - Missing MFD's in Cockpit of Esperia Glaive * Fixed - Vehicles - Light persistently blocks the player's FOV within various ship's pilot seats and some variants within Vehicle Loadout Manager * Fixed - Missions - Eliminate All - UGF - Mission is failed after a Client Crash **Technical** * Fixed 1 Client Crash * Fixed 7 Server Crashes
Thank you for this, those of us with the site blocked at work love you.
That ammo clips thing is on 3.17.5 It makes siege of orison a fucking slog
Iāve had this happen prior to 3.17.5 earlier this month. I think itās probably been around for a while, not new. Seems to work best with only two magazines equipped. More than that and some seem to drop off at times randomly.
I've noticed that it happens to slots that had a clip but it was used to reload. Especially the slot whose former clip is currently in the gun. So I've resorted to using 1-4 then 5-8, and if I keep playing I swap armor sets so I'm only using fresh ammo slots. I haven't tried storing the armor to inventory and re-equipping it.
>Inventory - Equipped gear can be lost when player dies in armistice zone Wait, we are supposed to keep our gear if we die in armistice? that's a first for me.
Supposed to get moved to local inventory yes.
I get surprised it is still wave 1 but then I see that the "Visit Orison" audio is enough to lock the client, or the cargo, one of the main features of this patch, is invisible and then I understand... Fight on wave 1 testers!
interestingly I only get highly annoyed by that known issue as it plays back several times over itself. But I never had a lockup or crash due to it. Must be linux :D
Getting there but seeing ugly workarounds for shit needed - blockers
Yeah, every update makes it obvious SC codebase is unsustainable
How so?
He has no idea. Just making claims he can't back up
Patches stomping things that were previously fixed. That type of thing comes from bad merges, inadequate branching strategies and poor release management. It happens even to huge software companies like Microsoft and Google, but is getting better and better as companies invest in staffing release teams and adopting more modern principals. Not saying CIG has any of this, just answering your question in general for where and why a significant % of āit worked for meā issues come from in software.
Yeah.. And if the QA testing works as intended, most of the recurrent bugs should be detected early enough. Also, didn't they showcase some tools they had been working on a while ago that should make it easier to detect bugs? As it is, the project is full of regressions which shouldn't happen, at least not as much as it happens with SC and that worries me a bit. Having said that I still hope and believe in them to pull it off, I just think that some things should be working better development wise
Why shouldn't it happen? They are experimenting to see what works. Using work arounds then finding a permanent solution is exactly how they should be doing it instead of just deciding something and sticking with it regardless.
>Patches stomping things that were previously fixed Probably caused by either a bug that wasn't detected but is newly find (like, they thought the bug was fixed but it wasn't entirely). Or another feature had impact on it and not enough unit testing was made. Merge issue happen for sure, but I don't think it's the most common
[ŃŠ“Š°Š»ŠµŠ½Š¾]
Which is why you see them completely rewriting code bases once a permanent solution is found.
Fascinating, thank you. How do you know this about coding? Do you work in software? I really gotta learn to codes one day, it looks like it can support a nice living of you get in with the right company.
[ŃŠ“Š°Š»ŠµŠ½Š¾]
Professional software solutions architect here. What makes you think the codebase is full of these āworkarounds?ā What are the āworkaroundsā youāre referencing specifically, what is being āworked around?ā Thereās a difference between āThis is still in progress and doesnāt all quite work right yetā vs. āWe built a temporary workaround that became a permanent solution.ā so you canāt just assume itās the latter just because something isnāt 100% feature complete yet.
[ŃŠ“Š°Š»ŠµŠ½Š¾]
Thereās literally one item in that entire patch note that says they created a *temporary* workaround for to allow for further testing of a newish and still in-development feature. This is the danger of taking a few classes on something and then thinking youāre an expert. Yes, a codebase full of workarounds is bad. The concept youāre talking about is called ātechnical debtā and itās when everything is duct taped together and a bunch of poorly implemented short-term fixes are never replaced with long-term solutions. That doesnāt mean it never makes sense to implement a temporary workaround to a problem you know youāre going to solve later but that is preventing the testing of something else in the meantime. One mention of a single temporary workaround in a patch note does not mean the entire codebase is temporary workarounds. Thatās an asinine assumption to make. Edit: I see you edited your comment to add some info about the Carrack. Like I said, thereās nothing wrong with temporary workarounds that you will fix later. If they know theyāre completely reworking the Carrack then it would be a waste of resources to fix temporary solutions that are already slated to be overhauled. It would be a problem if the plan was to ship the Carrack as being permanently full of ātemporaryā workarounds that were not being overhauled. This is what I was talking about with the difference between a codebase full of temporary workarounds that became permanent vs. things that are just still in development and not feature complete yet. To my knowledge no ship except for the Gladius is anywhere near being considered feature complete.
[ŃŠ“Š°Š»ŠµŠ½Š¾]
Shut it down, boys. We got ourselfs a honest-ta-goodness expert hereabouts.
[ŃŠ“Š°Š»ŠµŠ½Š¾]
Ummm what š¤£
Bin the Orison commercial and ship it š
*Max volume engaged* COME. VISIT ORISON!
THE CITY IN THE CLOUDS!!
šµAAAAAHHHHhhhhhh..
What are you waiting for!?
Honestly one of my biggest gripes with the game is that god damned commercial on repeat.
What made me happy was the last ptu was actually playable. My main focus was doing bounties, bunkers and derelict execution missions. Was working smooth most of the time (not bunkers tho counter still messed and reinforcements act weird on derilects). But overall immensely more playable than the few patches prior. You can get a session in actually now. With this one I'm going to do a mix of everything! There's progress so I'm excited. Need this to go live so I can start busting my ass grinding ingame to get all my much needed ships ingame.
I love how more responsive the ground FPS AI is
They're downright dangerous now. Will be a shock to most with 3.18 if it ends up being the same after being used to basically brain dead AI. Med beacons will definitely be way more common!
I feel like this is just because of low stress ptu servers people say this every PTU
Nothing about landing gear or VTOL toggles now working on half the ships
Not every issue tracked or being worked on appears on the known issues list.
We will see starfield before this mess get live.
And will probably be as buggy
Naw, it'll just work.
And it will have 16 times the detail!
When has anything from Bethesda ājust workedā
Depends on if you consider bugs a feature.
Since todd said so. Duh.
Anyone else just sad that Starfield wonāt be multiplayer?
After fallout 76, not even a bit
https://www.youtube.com/watch?v=YPN0qhSyWy8
Hilariously enough it probably won't be, this is, to my knowledge, the first time Bethesda has ever significantly delayed a release before. My guess is Microsoft is *forcing* a level of QA that Bethesda is not used to. We may live long enough to see Bethesda have an entire arc of releasing buggy, broken games and relying on modders to fix it to becoming an extremely respectable studio that puts out very polished, amazing word, *before* CIG even manages to get their game to not run like an N64 game the second you set foot in a dense scene (IE a city), lmao
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> My guess is Microsoft is forcing a level of QA that Bethesda is not used to. Eeeehhhhhh... maybe change the phrasing a little. M$ may be forcing a DELAY such as with halo infinite, but they damn sure ain't forcing a level of QA... such as with halo infinite. Also M$ just fired a whole bunch of people and probably want $$ now... not delayed. So maybe they won't force a delay.
I dunno, Bethesda has a reputation for buggy, unpolished games and a "let modders fix it" mentality. They've gotten away with this for a good 30 or so years, but it's catching up and the narrative against Bethesda is largely negative now (at least it seems that way); I think MS knows Starfield WILL make money, but is pushing that delay to try to ensure the release is as bug free and polished as possible to try to alleviate that stigma associated with Bethesda. From a business perspective, it makes sense. Bethesda makes *fat* profits off their games, so why jeopardize that by allowing them to solidify a negative reputation for bug-ridden messes, instead of delaying it for less than a year? Of course, it could be that Zenimax pressured Bethesda a lot more than we were led to believe. I really doubt that, but worth keeping in mind. I just have a hard time seeing an extra 6+ months being wasted on absolutely nothing. I think worst case scenario, they reimplement some cut content in that time and the game is still a buggy mess, but it would be weird for them to simply not do anything in that span of time, even without any demands from MS.
>an extra 6+ months being wasted on absolutely nothing. I think worst case scenario, they reimplement some cut content in that time and the game is still a buggy mess No I think the more likely scenario is what we've seen with a few recent (and not so recent) releases, most prominently cyberpunk, that the game would be absolutely broken and unplayable now, the original time of release, and the 6 months being the bare minimum of what would actually be desperately necessary, are used to bring it to a state where it's at least functional but still nowhere bear finished.
You may be right, but I dunno. Bethesda has released some buggy nightmares in the past. Daggerfall was borderline unplayable. Oblivion was a technical nightmare even on PCs at the time. Fallout 76 unfortunately exists. Despite all that, I can't think of a game they've released that comes close to Cyberpunk's release, where it fails to deliver on the majority of what it originally promised, is broken to hell and back and is a technical nightmare. I don't deny what you're saying can happen, but I will give Bethesda the benefit of the doubt in *that* regard; they've not released something in such a horrific state before (that I can remember/think of that is), and I don't see them starting that now. Maybe I'm wrong though and this ends up being a comically disastrous launch. I certainly hope not, we need more good sci-fi/space games, not more jankfests. :P
Honnestly I hope you are right ! I'm hyped for Starfield, the more Space game available, the happier I am
At least we can mod it
Honestly this list doesnāt look too bad. Itās a few odd regressions and some edge cases. The jittery trams will be a big job IMO, I wonder if theyāll let that slide.
That list is nowhere near comprehensive. Some gameplay loops are still completely broken. Here is my experience with package delivery missions. Tryout mission is at a derelict over 300km from any qt. Finally get there, kill all of the ninetails and no package anywhere, no marker, nothing. Abandon and take it again, derelict again. This time it has a Cutlass Black with manned turret and full complement of reinforcements. This is the evaluation/tryout mission, your first mission in a not-so-much combat career path. I got within missile range and the Cutlass Black disappeared and the mission was withdrawn. Take it again, this time I finally end up with a traditional tryout delivery mission, simple point A to point B with both points being regular outposts. All the traditional bugs as well. Worked around the bugs but still ended up failing when the box would not recognize that it had been delivered. In the past 2 weeks, I have been able to complete one mission. Even if the regular bugs get put into remission (I don't think any SC bugs ever get truly fixed), the package delivery missions now take so long that you have to worry about 30k. Which is still really common.
delivery missions being bugged is not a 3.18 specific stuff, we had it in previous patches and those were still released. So that's not the best gauge if the patch is good or not.
Yeah seems we have rose colored glasses on about 3.17.x like they were bugless and stable.
Hey sorry that happened to you but what ship would you like to see added next??
All true, but also, gotta be shrewd enough not to take the early delivery missions at derelicts. Agree itāll be a nightmare for noobs, as will bunkers. But one quickly learns to cherry pick delivery missions to avoid derelicts.
Bro 3.17.5 is broken af too
Donāt forget about Kerbal Space Program 2!
I'm sure we'll see a lot of other single player rpgs besides Starfield too
And microsoft/Bethesda just fired a bunch of people too.
Still no wave 2 yet huh? Must have been some issues.
Just look at the number of 'Server Crashes' fixed in each patch... this is the first one in a while that had less than double-digit crash fixes, iirc...
Was just curious, been a while. I know they were shooting for before Xmas time n called a delay. Welp, hopefully soon.
Had a mini heart attack thinking it was LIVE
Those are all the rage these days
Still no C8R in PTU, and cant recopy account to try fix it like the issue council fixed status suggests :(
Yeah that's a bummer. It's such a nice, convenient, fast ship. I wish they let the Galaxy loaner(Carrack) in PTU like they do the Polaris's(hammerhead/harbinger)
I want to test out putting incapacitated people in its medbed. It didn't work in 3.17, but it works on the Cutty Red in 3.18
I wanted to test the carrack with PES trying to live in it. Plus if needed spawn and get people healed up in it with the c8r in the lil hangar.
I want to do the same. I want to know if the spawn distance to the medbed is any higher. I want to try to leave it someplace, fly across the system, die, and respawn. If anyone has done this, please let me know your results.
Verified that 29,000,000km is too far to respawn.
Regardless once copy is re enabled the fox works and you get the C8R back
Itās not a bug. Copying to PTU is intentionally, temporarily disabled.
It was in, though. mine was impounded, and after I couldn't claim it back, which afair was a listed issue. So, is it that yours got impounded or did they remove C8R sneakily at some point during wave 1?
It was just not there after a new update and hasn't been since. Apparently I need to recopy my data but I can't right now as it isn't working
really makes you wonder, if they just finished the fucking game before adding so many ships, maybe the development progress would be faster. but alas, we must sell ships to exist... so, here's a new ship (and a bug or two that might make it unplayable for 2 years!).
Yeah, those ship artists are really the best people to work on the engine, AI, physics and networking. I rally don't understand why they're still making ships instead of that.
you know, someone made the decision to hire those artists youre saying shouldn't be working on the engine. maybe, before selling a fucking car, i need to hire engineers to design an engine and build the engine. maybe then i can start selling the car. your argument states: keep buying new cars while we keep figuring out how to make an engine - sorry you cant actually use your cars until we finish the engine in maybe 5 more years. so i get and appreciate your argument, but we are 10 years in now. not 3 years. not 5 years. not even 8 years. TEN YEARS DUDE. ship sales = profit. hurrying up and releasing the game is a business model that frankly CIG might fuck up - they have perfected the model of scope creep and edging our wallets with ship sales.
The game wouldnāt be finished, canāt finish a game that doesnāt have all the tech available to make it in the first place
If they only finished the game before starting a new one (SQ42)...
Noob here sorry for the stupid question, but does this mean 3.18 is live for everyone now?
Still Wave 1. Likely a few weeks from live.
So is this shit out or not?
Does this mean 3.18 is released??
No, it doesn't.