Monday, April 2nd 2018

Roberts Space Industries and Cloud Imperium Games Launch Star Citizen Alpha 3.1

Following on its plan to deliver quarterly updates to Star Citizen, Roberts Space Industries and Cloud Imperium Games (CIG) today announced the release of Star Citizen Alpha 3.1 to its eager fan base. Star Citizen is an epic first-person experience where players fly highly detailed space ships, battle on foot through massive environments, explore life-sized planets and moons, and discover boundless adventure in an ever-changing and expanding galaxy.

New features in the 3.1 update include the much-anticipated character customizer, allowing players to add a distinctive look to their in-game avatars by personalizing their physical appearance, as well as the Service Beacon feature, providing players the ability to send out distress calls which other players can detect and respond to.
Additionally the development team polished many of the exciting features that launched with the 3.0 patch in December. Updates to the planetary technology, IFCS (flight control), AI, the Personal Manager tool on each player's mobiGlas, ship weapons, ship damage physics and overall performance optimization, all work in concert to improve the overall Star Citizen gameplay experience.

Five new ships and vehicles see their flyable/drivable debut in Alpha 3.1, including Aegis' heavy salvage ship, the Reclaimer, the Anvil Terrapin-Class exploration vessel, MISC's dedicated long-distance racer, the Razor, the Nox Kue, a flashy variant of Aopoa's popular open canopy speedster, and the Tumbril Cyclone, a capable all-terrain ground vehicle.

"This is the first step in fulfilling the pledge we made to our community last December to target quarterly updates to Star Citizen," said CEO and Creative Director Chris Roberts. "These are important updates and our fans should see some significant improvements to Star Citizen's overall experience.

"Star Citizen is an ambitious game. We are working tirelessly to build a fully immersive experience where players will be able to have the adventures of a lifetime. One universe that can be a home for all gamers and one that will continue to grow and evolve. We are proud that so many gamers have joined with us to make Star Citizen the success that it is today."
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33 Comments on Roberts Space Industries and Cloud Imperium Games Launch Star Citizen Alpha 3.1

#26
deu
R-T-BThere is... It's called Elite: Dangerous, and it costs $60.00.

Star Citizen costs 25-30 dollars for persistent universe! Everything you pay MORE than that, the devs have repeatetly told that would be pure contribution and support, since the ships bought can be earned ingame as well. :p (except 1-2 really big things, that should not be easily obtained.) (We dont want every noob fliying around with a stardestroyer! :D. To be honest I think the balance is fair. The hardcore fans can support all they want, but super noobs can buy the game at launch and start earning their ships through quest/missions ect. (This comes from a person that have spent 120 dollars; my reason to do so is to support the development and the vision. I hope a game will emerge at some point, but in principle its the vision that im supporting. (The people that make that game actually want to make the best possible game for the players. (alot of developers do), but they are usually choked out by publishers and businesspractices. Lets all (whether or not we like space sims hope that SC will be a fan success as well as a commercial success. If that happens more games made FOR the gamers will be made (instead of games being taken hostage as a tool to empty the customers pockets (battlefront etc. and in general EA! :D)
Posted on Reply
#27
bug
deuStar Citizen costs 25-30 dollars for persistent universe! Everything you pay MORE than that, the devs have repeatetly told that would be pure contribution and support, since the ships bought can be earned ingame as well. :p (except 1-2 really big things, that should not be easily obtained.) (We dont want every noob fliying around with a stardestroyer! :D. To be honest I think the balance is fair. The hardcore fans can support all they want, but super noobs can buy the game at launch and start earning their ships through quest/missions ect. (This comes from a person that have spent 120 dollars; my reason to do so is to support the development and the vision. I hope a game will emerge at some point, but in principle its the vision that im supporting. (The people that make that game actually want to make the best possible game for the players. (alot of developers do), but they are usually choked out by publishers and businesspractices. Lets all (whether or not we like space sims hope that SC will be a fan success as well as a commercial success. If that happens more games made FOR the gamers will be made (instead of games being taken hostage as a tool to empty the customers pockets (battlefront etc. and in general EA! :D)
None of what you wrote prevents RSI from releasing a simple(r) game and adding features afterwards. The fact that they choose not to is what raises questions.
Also, you make the point that you don't have to spend money because everything can be earned in game. That's true for pretty much every pay2win title out there - another thing that makes one wonder.
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#28
yotano211
deuStar Citizen costs 25-30 dollars for persistent universe! Everything you pay MORE than that, the devs have repeatetly told that would be pure contribution and support, since the ships bought can be earned ingame as well. :p (except 1-2 really big things, that should not be easily obtained.) (We dont want every noob fliying around with a stardestroyer! :D. To be honest I think the balance is fair. The hardcore fans can support all they want, but super noobs can buy the game at launch and start earning their ships through quest/missions ect. (This comes from a person that have spent 120 dollars; my reason to do so is to support the development and the vision. I hope a game will emerge at some point, but in principle its the vision that im supporting. (The people that make that game actually want to make the best possible game for the players. (alot of developers do), but they are usually choked out by publishers and businesspractices. Lets all (whether or not we like space sims hope that SC will be a fan success as well as a commercial success. If that happens more games made FOR the gamers will be made (instead of games being taken hostage as a tool to empty the customers pockets (battlefront etc. and in general EA! :D)
I'll send money when the game releases. The game sounds good and I am sure it might be but its not out yet.
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#29
deu
bugNone of what you wrote prevents RSI from releasing a simple(r) game and adding features afterwards. The fact that they choose not to is what raises questions.
Also, you make the point that you don't have to spend money because everything can be earned in game. That's true for pretty much every pay2win title out there - another thing that makes one wonder.
Dude... That is what 3.1 is. A simpler version. :D I can go into a long explaination (which would properbly be seen as a defense :D), about why the fundementals need to be in place before that can even happen. The good news is that 3.0-> is the fundementals, thats why different big and important gameplay mechanics have begun to be added to the game. (mining, trading, discovering stuff like that. (Roadmap can be seen here: robertsspaceindustries.com/roadmap/board/1-Star-Citizen) Right now you can dogfight, you can FPS match, you can race, you can PU ( persistenuniverse although pretty shitty server performance.) Right now it is for sure only a game for supporters or people spacesim interested, but during 2018-2019 the game should become fullyfeatured.) In regard to 'pay to win' CIG have made it abundantly clear that buying a ship now will not provide you with a superiority when the game launches. The ship I have payed 120 dollars for might be earned in 50 hours of play. And they made it clear so I dont go whine when nonsupporters are going to own me. But thats the rules.

In regard to transparency Star Citizen is the most open development of a game that have ever happened, so if you uninformed you should look up the hundreds of video shows they actually produce to the solve purpose of informing about whats where and why! :D
Posted on Reply
#30
bug
I was about to write you a more meaningful reply. But then I realised, if you started your comment by telling me an alpha version is a released product, we probably lack the grounds for a meaningful discussion.
Posted on Reply
#31
INSTG8R
Vanguard Beta Tester
bugI was about to write you a more meaningful reply. But then I realised, if you started your comment by telling me an alpha version is a released product, we probably lack the grounds for a meaningful discussion.
He’s not defending it at all :roll::rolleyes:
Posted on Reply
#32
deu
bugI was about to write you a more meaningful reply. But then I realised, if you started your comment by telling me an alpha version is a released product, we probably lack the grounds for a meaningful discussion.
Im not sure you understand alpha/beta/final. You can have open alpha or beta (I assume you understand that it does not HAVE to closed for it to be a beta) Another question; Have you tried the game? because you keep asking for exactly what CGI is providing; A modular 'alpha->beta->FINAL.1.0->xx' implementation that supporters can opt in on whenever they want. Now; in 1 year; when the game releases; (you decide) Right now the game is the basic systems being tested out, stripped of content and meningful user experience gamemechanics. The game let you try what they have created. You're a tester right now when you play. If you want anything close to a Battlefield finish wait till release. If you enjoy spacesims well then SC dogfighting modules will proberbly make you drowl of exitement, but people getting salty over that the game is not a finish product but that they still allow people to test it (before it is finished), should proberbly find a AAA title to play :)
If you have more questions feel free to write.
Posted on Reply
#33
bug
Ah, that's the problem with Star citizen. That I don't get it. Thanks for pointing it out.
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