Alpha 3.2 Feature Survey
As the team prepares to release the Alpha 3.1 patch of the Persistent Universe to a wider selection of backers, we wanted to take an opportunity to use what we’ve learned from this first quarterly release and reassess development priorities, with feedback from you, the players.
If you’ve been following along with our public Roadmap, the producers, directors, and leads have prioritized the introduction of major profession-based mechanics (like mining, salvage, and manual repair) into each quarterly release, along with improvements to gameplay features introduced in Alpha 3.0 and 3.1 (like quantum travel and service beacons.) While these mechanics have the potential to introduce new ways to play and expand the functionality of certain ships, they require extensive development resources and take time to fine-tune to make sure they balance with the other mechanics that already exist in the game. Part of what we learned through this latest release cycle was that existing elements in the game weren’t getting adjustments and improvements that would improve usability and polish because the resources that would do this work were focusing on implementing the brand new mechanics on the Roadmap. As we feel like this has been short changing the current game experience, we’ve decided to adjust our efforts to dedicate some of our resources to improve and expand the existing features, while making sure that new profession-based mechanics are as polished and playable as possible. Basically, we want to ensure that what’s there is as refined and fun as it can be, before we add too much more.
That’s where you come in.
As we shuffle the features and mechanics, we wanted to know which features you are most excited about seeing implemented, improved and refined. Below you’ll find brief descriptions of the feature improvements on our schedule, we invite you to weigh in on which of these features you would rate as top three priorities to get into the game.
Feature Improvements
Quantum Linking
This feature gives players the ability to sync up with their friends when making quantum jumps. Aside from making grouped multi-ship travel possible, Quantum Linking also helps if you are interdicted, as the friends you brought along with you can help. This system will be used in tandem with AI or player-created missions through the service beacon, so the people hired to help will be linked to you when they jump.
Improved Interdiction
Work on this feature will create a variety of different interdiction scenarios for players, as well as provide the opportunity to trap other players and AI Non-Player Characters using a Quantum Jammer that can be added as a ship component or deployed in a self-powered buoy, like a mine.
Service Beacon Improvements
The Service Beacon will expand and evolve to include new contract types, additional filters, and more feedback precision. AI characters will be able to interface with the system so that they too will be able to request help and provide assistance to others, which will in turn increase both how much of this type of “immediate” content we can offer at any given time, as well as the likelihood that someone – whether player or Non-Player Character – will be drawn to respond to your calls for support.
First Tier of Guilds & Associations
We are going to create member associations within the Universe that give players different benefits. These will ultimately include the Bounty Hunter’s Guild, Merchant’s Guild, etc., but there will also be member-based services, themed to fit different player types. For example, the United Wayfarers Club provides repair and refuel assistance for pilots broken down in space and also grants discounts for these services at CryAstro.
Party System
These improvements will improve the player’s ability to create groups, allowing you to team up with friends to join the same game instance and cooperate on jobs and missions.
Team Chat
Improvements to the team chat system that will polish communication between players and make the experience more robust and intuitive. Work on this system will also begin to factor in the incorporation of Spectrum into the game.
Economy/Shopping UI Experience
The feature includes the implementation of Shopping Kiosks in the stores and increased variation of available products, including ship items and weapons not physically available to display (or even buy) in stores.
Item 2.0 Ship Systems and Weapons
Feature work would include finalizing Item 2.0 functionality that, allows them to overheat, misfire and suffer critical failures based on factors such as increased wear or damage. It would also introduce deeper functionality to upgradeable items so new power plants, shields, coolers, stealth and comms/radar all make a marked difference to the ship’s performance based on how they are configured.
FPS AI Combat
The first stage of getting combat AI into the Persistent Universe. This would expand mission types by introducing the risk that an AI could be waiting to ambush you on a distant moon, or in a hulk drifting in space.
[Select your highest priority, second highest priority and third highest priority. You can also select one profession-based mechanic (salvage, repair, refuel) that should be prioritized for 3.2, however, mining will still have the highest priority and you cannot vote on that decision.]
As mining will be the primary profession-based mechanic introduced in Alpha 3.2, we would like to know which of these three gameplay mechanics you would like to see implemented next. Your feedback will help us decide how to prioritize them for future releases in order to make room for these continued quality of life improvements.
Salvage Systems: The ability to scavenge materials from wrecked ships you’ve destroyed yourself or discovered.
Repair Systems: The ability to repair your own ship, or use a repair vessel to help others, either for free or for a contract fee.
Refuel Systems: The ability to gather and transport fuel, with the options to sell it to other players, and use it to remotely refuel ships using associated technology.