Latest 4.7 Evo Test Chat

The latest 4.7 Evocati test for Star Citizen introduces major updates to the mining and crafting systems, including a return to multi-material rocks, a reduced number of blueprints, and enhanced dismantling mechanics, though server instability continues to hinder full testing. Additionally, the video features a nostalgic 2012 interview with Chris Roberts, reflecting on the early vision, challenges, and ambitions behind Star Citizen’s development.

The latest 4.7 Evocati test for Star Citizen brings significant changes, particularly to the mining system. The developers have reverted from the previous single-material-per-rock system back to a multiple-materials-per-rock setup, as feedback indicated the single-material approach diminished gameplay complexity and challenge. Players can now scan rocks from a distance to identify the primary material and then scan closer to discover additional materials within each rock. This change reintroduces more depth and difficulty to mining, with some rocks having high resistance or instability, making mining gadgets useful again. However, server issues, especially with the Rockbreaker mission and Nyx server, have hampered comprehensive testing, delaying a full rollout.

Another major update involves the crafting system and blueprints. The number of blueprints initially available to players has been drastically reduced from around 170 to just 19, indicating a shift towards earning or finding blueprints through gameplay rather than having them readily accessible. There is speculation that completing missions like Rockbreaker or finding loot boxes may reward players with additional blueprints, although physical blueprint items and their tradability remain uncertain. The fabricator UI has received a visual overhaul, improving clarity and user experience by introducing icons and reorganizing the queue display.

Dismantling mechanics have also been enhanced. Players can now dismantle items they did not craft themselves, including purchased or pledged items, which yield resources with a base quality level (around 600). This introduces a new gameplay loop where looting and dismantling NPC weapons or found gear could become a viable resource-gathering method. However, dismantling pledge items is restricted, and questions remain about insurance and recovery of dismantled store-bought items. The crafting and dismantling systems are still in early stages, with many details yet to be finalized before the patch reaches wave one and the general public.

The test also revealed ongoing challenges with server stability and gameplay features like Rockbreaker, which remains largely untestable due to technical issues. The developers continue to iterate on mining, crafting, and refining mechanics, with refining notably absent from major updates and expected to be addressed in future patches. The overall impression is that these changes represent a tier-zero implementation, laying the groundwork for more complex systems to come. The testing phase is expected to continue with further adjustments before 4.7 goes live, possibly targeting a release around mid-March.

In addition to the test discussion, the video includes a nostalgic look back at a 2012 interview with Chris Roberts, offering insights into the early vision and challenges of Star Citizen’s development. Roberts reflects on the evolution of gaming technology, storytelling, and the potential of PC gaming versus consoles. He discusses the promise of crowdfunding, the importance of community involvement, and the ambition to create a deeply immersive, open-world space sim. The interview highlights the contrast between initial expectations, such as a two-year development timeline, and the reality of the project’s scale and complexity, providing context for the ongoing development struggles and successes witnessed in the current test.