Day 2
Character Advancement. Here they start out by showing a bunch of new NPC types and looks as well as location in the Pyro system. Introducing new gangs and their various outfits. That also let them show off some new tattoos since one of them is basically Space Yakuza. They didn't really go into the backgrounds, just where they operate and what they look like. They also showed off some new effects of dirt and grime on both players and clothing.
StarCloth. This is kind of a repeat of the previous day, only with different outfits shown off. The comments have a lot of people complaining about it. It also teased a new looting mechanic/screen that seems to be more streamlined than what's currently in the game.
StarHair. Yes, another sort of repeat segment showing off how the hair moves and is affected by different environments and objects. They also went into excruciating detail on the new hair styles, colors and hair dying options.
Character Customization. Here they go into more detail on new customizations on the face, head and eyes. Starting with having more starting heads to base things off of and then a slew of new shaping tools. Looks like you can make just about any human head you can imagine.
Life in the First Person.
Traversal. This mostly showed off new zero G maneuvers. Finally giving the player the ability to grab, pull and push off of objects. Something they've teased for years. It also has better transitions and animations when going from space back into a ship with gravity and vice versa. They've also reworked prone for better movement through tight crawlspaces. This also looks more realistic from the 3rd person to anyone watching it. They've also reworked ladders so you can better grab, climb, jump, and push off of them. You can also lean while on one. Slides are also being added. Not the ones at playgrounds, but more like how a baseball player slides feet first.
How Interaction works. This segment goes on how they're changing the interaction with objects. Looks much smoother and like it'll take up less visual space. It should let you just walk up to things and hit "f" with the ability to hold it down and pull up a small menu. Kind of like how most games do things these days. That menu also seems to be customizable. Animations to how the character interacts with buttons, switches ect also seem to be much improved. The new looting screen/menu also makes an appearance here and they go into a bit more detail on it.
Stealth Gameplay and Weapon wear. Here they show off different takedowns. Some of which look pretty good. What concerns me is they show some sloppy and slow ones based on the players "skill" what this means and how it goes up, they didn't really explain. Restraints also made an appearance here, so taking bounties alive may be an option one of these days.
Also, depending on your armor or other gear, you can now ping in first person. This acts kinda like the wall hacks in almost every game these days. It'll briefly show you the layout and where items and people are located. The range isn't great and it only shows up for a couple seconds. Enemies also don't get tagged and stay highlighted, they disappear too. Supposedly someone with the right equipment will be able to detect you when you're pinging something. So it's more like a sub's active ping that a magic wallhack that lets you see everything without risk.
Weapon wear is also being added. This makes the weapons look dirtier the more they're carried, used. Think RDR2. When dirty it looks like they give off more smoke, the sound changes some and maybe (might just be me) the ROF goes down a hair. They'll also jam sometimes and it'll happen more often the dirtier it is. We'll see how it turns out. If the wear is really fast just gimme a space AK that works. In 2953 you'd think some level of reliability would exist to carry a weapon longer than a day or fire more than three magazines before totally malfunctioning.
Weapons in general are getting reworked with different sound effects and more recoil. They've also changed/added new iron sights. Some of them in game currently are crap and these look better and you may be able to change the stock iron sights to different iron sights. I'm a fan of sights. In 2023 even the Amish have optics on their rifles and this game takes place in 2953. Other weapons changes include the ability to reload from the backpack or armor, at the cost of taking much longer to reload than one in a pouch on your armor. A new automatic pistol and fancy future beam energy weapons were also shown off. They're also gonna be making changes to forces on the player and making armor work better increasing TTK.
FPS AI changes. Number 1 they'll now no longer have infinite ammo. They'll use it better and go refill if they run low, or swap weapons to one with more ammo. They will now use grenades more often and frequently. They'll also avoid your grenades and other hazards better. The demo showed that some of them worked a bit better and didn't just stand there spamming fire or run straight into you. They took cover and moved with a bit more sense.
Taking Flight.
This one starts out with changes to all those little buttons in the cockpit. It's not DCS level, but some of them actually do stuff now and with the other changes to interaction, you can actually interact with them reliably. The MFDs are more easily customizable and if you have a helmet and a ship with few MFDs, you can cast them to the helmet HUD to clutter it up as much as you see fit to.
There's now different flight modes. A precision mode, for slow tight maneuvers or landing. A fast mode for moving fast, but weapons won't recharge and shields will be disabled. This fast mode also requires charging the quantum drive for some reason. Making it risky to run by dropping your shields and still adding a delay to when you can hit the high speeds. Finally, the regular mode we have now.
They then showed off some new NPC flight AI.
There's no gun convergence and the fix is to add a bit of movement on each weapon, even fixed ones. Not to set it yourself, but so that once you aim at a target it adjust the convergence onto the target on the fly up to certain limits.
Next there's a precision fire mode, which zooms in the sight a bit, reduces the rate of fire by a bit and paints sections of the target. This way instead of aiming at the lead pip, you aim at the ship components and the ship's gimbals will adjust to that part of the enemy ship. They used this in a demo to snipe the turrets off of a Hammerhead.
The atmosphere now has a greater effect on ships. Most ships now have control surfaces to help control when in an atmosphere. If you have something that's aerodynamic it should let you glide to some extent without engines. It looked a bit weird when they showed it off though.
Living on the Edge
This one shows off some of the Pyro locations and how/why they were designed that way. The list of assests used in Pyro is far greater than Stanton so there should be more visual variety than we had at Stanton where all the outposts were really copies of the same handful of buildings. The locations in this one are different. It's like a weird mad max style frontier out there in the Pyro system. With tons of locations that consist of towns, small cities, trading hubs, mining camps, homesteaders, gang hideouts farms wrecks, abandoned sites, ect. One of them is a town made on what looks like an oil rig and it looks pretty cool. It's a big system that has far more locations and planets than Stanton does. It's also playable in the Alpha starting with the first waves of testers. These locations will have different reputations so they may be hostiles or not depending on your actions. This gives you loads of locations to either raid or get missions from.
Pyro space stations were also shown and they look very detailed and not like the cookie cutter ones on Stanton. These are mostly in various stages of ill repair. With multiples ways to get around through maintenance decks/spaces/jeffries tubes. Some of them are abandoned and give off some serious Alien vibes. I spend more time playing this game by just walking around the locations and it seems there will be plenty for me to do there.
Destination Adventure
There's new distribution centers owned by different companies on the planets' surfaces. These appear a bit small for planetary distribution centers, but it's a game and that's already gigantic. These will give you more areas to trade from, get missions from, or just raid and steal stuff from. They even showed some gameplay of that.
Cargo handling is getting revamped with different cargo coming in different size and weight containers. Some new commodities will also require different handling, like temperatures, or they're volatile, or fragile or can't be transported via quantum. it also looks like that cargo may have to be loaded by the player.
Hangars also are getting changes. You can now store things there. Spawn and/or store vehicles in the hangar to then load on a ship. This is done via a new cargo lift which will also deliver the cargo to you for loading.
Player outposts will also be a thing. You can build it as you like. Decorate it. Store stuff there. Build or make things there with fabricators. Build ore extractors. There's also shields and turrets for defense.
Day 2 was finished with the Squadron 42 video. I'll recommend you just watch it. It looks great and I can't wait. That's also where they claimed Squadron 42 is feature complete and just in a polishing phase. This is Chris Roberts though, so who knows how long that'll take. The other claim they made was everything shown in those two days will be released sometimes between now and the end of next year.
Also, if you don't like walls of text or really long videos, go watch the TheNOOBIFIER1337's videos where he distills everything down into short summary videos
https://www.youtube.com/watch?v=s7cyxOSih7E&list=PLZcv1kmz26utOW5mlPUg_WKckloW5TZEz ...maybe I should have led with this.