Welcome to the July 2023 Star Citizen Progress Report
This is the 16th progress report about Star Citizen & Squadron 42 in the series.
Information for this report comes from the SC FOCUS features completion page which has been updated again here: https://scfocus.org/star-citizen-s42-features-complete/
Stretch Goal Completion Scoring
Completion for Star Citizen & Squardon 42 is scored based on a total of 104 features that were chosen to represent major gameplay milestones for both projects. The 104 features were selected from the official Stretch Goals.
Previous Star Citizen & S42 reports:
Progress in this reporting period
For the first time since the start of these reports there is significant divergence between the tracked features from the Features Completion Percentage and what is actually planned. Players will be able to operate space stations but not build them. Therefore Space Station Construction is not a planned feature and is being marked as complete for the tracking of progress. Instead of changing the total tracked features from 104 to 103 it is easier to mark the feature as complete. It should not affect overall completion speed and makes things easier to understand and edit. It is worth remembering that as the project comes closer to completion the once speculated and imagined way things would work are starting to take shape and be final. As development continues, speculation about the project is becoming less as the project materializes.
The tutorial feature is also being marked as complete. CIG have added tool tips and a tutorial start to the game so this feature is being marked as playable.
This report covers development until Alpha 3.19.1.
Star Citizen & Squadron 42 Report Summary
Star Citizen is roughly 61% complete as of April 2023 (Alpha 3.19.1).
The pace of progress might be finally speeding up.
Playability Score
Playability Score: 3/5 (-1) - Somewhat Playable
- Player Count (2/5)
- The Economy (3/5)
- Flight Model (4/5)
- Dogfighting (4/5)
- FPS Combat (4/5)
- AI (3/5)
In this reporting period as of Alpha 3.19.1 far too many game breaking issues have been identified. These issues include but are not limited to:
- Invisible players
- Invisible ships
- Invincible ships
- Many forms of duping
Due to the bagginess of the alpha and the vast amount of exploits that can and do ruin the experience, the Playability Score has been lowered from 4 to 3 out of 5.
Playability - How Playable is Star Citizen Alpha 3.19.1?
Persistent Entity Streaming introduced massive amounts of stability issues for the game. The game even was completely unplayable for a while. Latest versions seem somewhat better as seen during the Star Citizen Alpha 3.19.1 Freefly July 2023. From what can be played at least, it seems to be somewhat playable again.
Bugs and Instability
Star Citizen Alpha 3.19.1 still has the Alpha label. As such instability is expected as the game is still some time away from feature complete. Alpha 3.19.1 has really improved playability and the amount of things to do in game has also grown as the few things in Stanton are more playable than ever before. Dogfighting remains ruined by invisible ships, invincible ships, and generally players exploiting things like combining thrust axes to exceed maximum velocities and many other issues. The flight model is expected to change significantly by the next report.
This score was lowered from 4/5 to 3/5 due to the vast amount of game experience-breaking bugs.
3/5
Player Count
Star Citizen is moving from 100 player servers to 200 player servers. In this reporting period servers of between 120 and 160 have been noticed. This score remains unchanged. For this score to be a 3/5 player counts per shard will need to be over or near 1000. For a score of 4/5 over 10,000. A 5 out of 5 score represents the maximum universe size for seamless play (100,000s or millions).
2/5
The Economy
The economy in Star Citizen is still barely functional and almost entirely game-controlled. However, players do trade items but the current server issues are causing Balance, Item, Ship and Reputation wipes. Read our article about Wipes and see Star Citizen wipe history and estimates.
3/5
Flight Model
The flight model is expected to change significantly for Alpha 3.20 and beyond. This stays at 4/5 but is a perfect score around the corner?
4/5
Dogfighting
Dogfighting is going to change significantly with the new flight model in Alpha 3.20. This rating remains unchanged in this report.
With the introduction of soft death and more updates to weaponry and ship fighting features, dogfighting in Star Citizen is near complete.
4/5
FPS Combat
Score unchanged. Certainly playable. Still needs some work to reach fully playable levels but this might be due to server / network issues.
4/5
AI
In the last report we expected little progress in terms of AI in the Persistent Universe and little to no progress was noticed. This score remains unchanged. For a score of 4/5 the universe will need to feel more alive with NPCs and fauna. For a score of 5/5 NPC will be able to be hired as crew on ships and perform useful functions. This score is expected to remain unchanged beyond 2023.
3/5
July 2023 Report Conclusion
Persistent Entity Streaming has caused significant delays and backlogs. Many features are starting to roll into the PU and many others such as Water or Repair are quickly approaching a game-ready state.
Based on what is left for Squadron 42 completion it appears the end of development could be closing in.
Upcoming Features
Some features on the roadmap that are coming up that could be completed within 12 months:
- Escape Pods
- Playable Hangars
- Repair
- Hull Series
- Water
- Component Tuning
- Jump Gates
- Escort Carriers
- Large Battles
- Data Running
- Fuel Gameplay
- Exploration (Pyro)
These features are nearing completion. With the upcoming features being many that are included in this report it might be that progress is finally speeding up.This is not surprising since the estimated progress has now passed 60% total completion. The next 12 might be a hype cycle for Star Citizen with the release of many highly anticipated features (Playable Hangars and Jump Gates).
Suggestions and Issues that require attention
This report aims to provide suggestions for interested readers to current identified issues with the game. This advice is pure suggestion and might not even be applicable for the game or be something that is already solved internally. These are potential issues we have identified that might help development and the community.
Hiding Exploits
Based on recent findings, this org believes that there is an issue with the community hiding exploits. On paper, stopping people from being able to bring attention to exploits does prevent people from acquiring things (or kills) they should not be able to. The idea is that if there is some exploit, you do not want everyone doing it or knowing about it.
While this sounds good on paper, the reality is far different. For a finished product, perhaps it makes sense. For a game in heavy development like Star Citizen, game breaking bugs and exploits should have attention brought to them by the community. This allows developers to fully understand the severity of the issue by the community testing it extensively. It also allows more of the community to be aware of the issue. In fact, the benefits of bringing attention to these issues are many. While the benefits of hiding these issues in practice are few, if any.
Another suggestion here is to have take the opposite approach of what is currently being done. Offer bug bounties to players who identify and help solve exploits. Perhaps even create a new section in the issue council for the most "dangerous" bugs such as item duping and player/ship invisibility.
Having content creators and players be afraid to highlight these issues in fear of being banned, at this early stage of development, is contrary to this game's goals.
Reporting Exploiters - Baiting
A new phenomenon is also occurring with Star Citizen that we have not noticed before. There are groups of players who are abusing the fact they know of certain bugs and exploits (which the general community might not be aware of). These players use these exploits in initial encounters with other foes. They then start recording footage when they are responded to with the same exploit. These players will then report the victims for exploiting and show clipped footage as evidence.
There is at least one dogfighting org that is starting these engagements and then start threatening their enemies with bans. These players are often highly skilled dogfighters who dedicate many hours and then use the exploits in secret only to then threaten bans to other players.
Why is this bad for the community?
If the reasons are not obvious, the main reason is that this overloads CIG moderators with ban requests. Additionally, players that might not be even aware they are being report-baited or even know they are bugged (such as the invisible bug). The community should be vigilant on groups that are consistently engaged with combat, followed by ban threats. Especially if these groups are doing the same exploits in private (or to cause an engagement) and then show clipped footage as "proof" of their opponents cheating.
There have been far too many incidents of this observed now (by the same group and others) in game for this to be ignored.
Scripted Missions (Issue persists from previous reports)
At first glance these scripted mission types might seem like a good idea. Sure, adding mining claims is required so if they make missions with mining claim mechanics this feature can be tested. Or perhaps the data mission sounds like it helps to bring in data running.
But the Author of this articles believes it would be easier, better and more fun, if the first thing added was the simple mechanics, instead of more scripted missions. Scripted missions create complexity that must be bug fixed later on. Consider the case for Mining Claims.
CIG's approach according to the roadmap: Create a special cluster of asteroids with special rules surrounding it. Mining claims give controlled access for a period of time. Resources can deplete selectively at this location.
Consider a proposed organic approach: Define probability rules for a location having the required conditions. In this case heavy density of asteroid mineables. Have the game pick one of these locations and generate mining claims players can accept. Location and mission are dynamic. NPCs react accordingly. No special rules required, mining claim is random location so might naturally end up somewhere interesting. This approach allows for more player freedom, less code to maintain, and development of fixes that apply to all missions not just custom created ones.
The main point being, the Author's advice is to move away from scripted missions and integrate the organic nature of play with the mechanics and NPC behaviors. Scripted missions are less fun, likely to break (think box delivery) and do not offer the potential for unimagined gameplay.
Even if scripted missions are a must for this game, the Author still thinks that adding the procedural version first would be better. The scripted missions can come later.
If this was the approach, we believe the economy, mining, and many other aspects of the game would have better / truer economy. Scripted missions seem to have taken over Star Citizen as can be seen in the mobiglas. The space freedom aspect to the game taking a backseat.
Going forward the Author advocates procedural first, scripted second. With this approach, who knows, perhaps quanta might even finish sooner as it wouldn't conflict with the scripted aspects of the game.
In summary, less boxing-in of players, more dynamic and procedural events. Missions should be a sauce not a main ingredient. Perhaps Squadron 42 missions (single payer game) are what is causing the "Unlimited Universe" to be limited.
In any case, the Author expects scripted missions to become even more a thing going forward. Players looking for a universe of freelancers making their own fun will probably have to look elsewhere.
Scripted Missions Update From Previous Report
Ghost Hollow is a good example of a lightly scripted dynamic event location. A fine blend between mission scripting and player driven action. Notice that the issues that break the "Money from nothing" mission have to do with the scripted (terminal event sequences) parts of the mission. Breakability of chains of sequential events for missions needs to be strengthened or reduced generally.
Caveats
The list of 104 features used to track "progress" in this report are listed at the Star Citizen Completion Features Percentage Page. This is a highly simplified list of features out of thousands of technical, art and gameplay features that the game(s) will end up having. 104 features were chosen as a simplified average set of gameplay features that the author guesses are plausibly required in the final games to be considered "complete".
The data is gathered as objectively as possible and is non-promotional in nature. This information is purely speculative based on personal criteria. Opinion can and should vary. It is provided for free and actually costs time and money to maintain.
Disclaimer
As always, this article does not represent the official views of Star Citizen. It is provided as speculation to help SC FOCUS org plan the strategy going forward. This information is provided to readers openly and freely and each reader is free to form their own opinion.