Game Discussions Star Citizen Discussion Thread v12

And reading some of the faithful comments, i've come to realize one of the scams CIG managed to pull off was convincing backers that stuff other games do regularly is hard, spend years doing it, and then are celebrated by backers for achieving it, instead of them saying "took you long enough!"
Yeah, there are so many MMOFPS that save a dropped object for days, it's so easy that every game has it...
How long does a dropped weapon stay on the ground in ED or NMS?
 
It's not done not because it's hard. It's not done because it's pointless. There is no point in finding someone's trash years later unless your point is to fill up your game database with rubbish.
You find it pointless because you don't play the alpha. Finding in the open a soft death ship full of cargo and items is fun, collecting corpses to retrieve armors & weapons is fun. Seeing land art is fun.
If you are afraid to see too many objects, CIG has already said that they will purge what they think is not interesting for the game.
 
It's not done not because it's hard. It's not done because it's pointless. There is no point in finding someone's trash years later unless your point is to fill up your game database with rubbish.
:oops: How can you say it's trash? Once manufacturing and recycling is in this "trash" will have been compacted to solid ressources to mine. Should only take about a couple million years real time.
 
You find it pointless because you don't play the alpha. Finding in the open a soft death ship full of cargo and items is fun, collecting corpses to retrieve armors & weapons is fun. Seeing land art is fun.
If you are afraid to see too many objects, CIG has already said that they will purge what they think is not interesting for the game.
Nothing of that requires persistence.
 
Persistence is the lazy idiots's way of generating PoIs. The smart programmer devises an algorithm that spawns according encounters without spamming trash in the world that negatively impacts performance. The fools who doesn't have a clue just bets on having a big hard drive to store all the junk information and hope someone stumbles across it. But they don't - by the time someone stumbles along to loot they discover it has long be looted and the game doesn't have a way to determine what to keep and not.
One method is capable to generate meaningful gameplay - the other just generates random junk.
 
The main problem with game design as imagined by the idiot Roberts, 99.99% of gamers don't or wouldn't play games the way his mind works. He has absolutely no idea of how intelligent, clever or intuitive game design works. That's why we have a project that's been brutally mismanaged into an utter clusterfarce of obscure and unplayable nothingness of ever changing goals and ideas over an almost geologically paced development timescale.

We keep hearing about his 'vision'...but nobody, including his own very talented team of developers, know what this grand vision of game design is... because he doesn't know, can't communicate it ...or it changes every time he switches on a TV or yet another game is released. By this stage...even Peter Molyneux would be utterly confused.

...And before I read how x game took x amount of years to develop...all of the other game studios ridiculously used as some form of twisted benchmark comparison to Ci~G's efforts have designed, developed and released not one, not two...but several top selling titles (plus DLC) on multiple platforms during the same time period 🤷‍♂️
 
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You find it pointless because you don't play the alpha. Finding in the open a soft death ship full of cargo and items is fun, collecting corpses to retrieve armors & weapons is fun. Seeing land art is fun.
If you are afraid to see too many objects, CIG has already said that they will purge what they think is not interesting for the game.
Se basically they decided to fill db with something between little bit of rubbish-a huge amount of rubbish but not real full persistence ;)
 
The gastrointestinal simulation does not stop at bodily functions or toilet simulation, it extends to bed sheet "deformation" as well.

I'll see myself out.


star-citizen-maximum-immersion.jpg
 
The main problem with game design as imagined by the idiot Roberts, 99.99% of gamers don't or wouldn't play games the way his mind works. He has absolutely no idea of how intelligent, clever or intuitive game design works. That's why we have a project that's been brutally mismanaged into an utter clusterfarce of obscure and unplayable nothingness over an almost geologically paced development timescale.

...And before I read how x game took x amount of years to develop...all of the other game studios ridiculously used as some form of twisted benchmark comparison to Ci~G's efforts have designed, developed and released not one, not two...but several top selling titles (plus DLC) on multiple platforms during the same time period 🤷‍♂️
And they used their own money to do so.
 
I saw the most amazing bedsheets in VR last night.

They were just really foldy. It wasn't raunchy VR or anything ;)

The water bottle persistence was atrocious though, so I promptly quit in disgust.
For some unknown reason...Steam keeps recommending those type of games for me too...usually something with NFSW in the description :whistle:
 
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