Game Discussions Star Citizen Discussion Thread v12

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And here they are on SQ42...

Maybe by some miracle I will be proven wrong, but from what I have played and from what I have seen it's very bad. I have not played much of it because it is too buggy and I don't know how much progress has been made since, but when I saw the announcement at citcon I was very doubtful about it.

I don't really want to give a timeline, but I will say it was pretty recently in the development. It was not years ago :)
The build crashed too much and had too many blockers to be walkthrough complete. I could only play a few minutes of different sections at the time, so my opinion might not be the best. The AI is absolutely horrible, which should not surprise anybody since it's the same direction as the PU. The art direction is pretty cool and there's a good attention to details. Gameplay wise, they do a lot of the absolute "NOs". Like follow NPCs very slowly for a long time. The cutscenes I have seen were unnecessarily long. I don't mean lots of dialogs long, I just mean nothing happening long. I don't really feel like I have experienced a game, it was just launching up what felt like very very very early alpha builds not ready at all. Some levels were still in white box phase too. I think the best summary I could give is that it had a AAA art feel with the rest feeling low budget by a small team.

They have a LOT less limitations for sure and other tools that can create cool content that does not need to be replicated, but they still have the same terrible engine and well, the same direction/management :) I mean no disrespect to the poor people on the lower level when I say IMO things don't look good. I can feel their pain.
 

Viajero

Volunteer Moderator
If there have indeed been ~100 layoffs then CIG are doing amazingly well at keeping it quiet

Dunno, I may be wrong but I´d reckon we have seen a similar amount of social media posts and status changes resulting from the FDEV consultation process. Short of CIG announcing it outright like publicly traded companies have to do for the most part (see FDEV etc), I think it is pretty loud already. We have already seen around 15-20 direct testimonies. That would be around 15-20% of those affected (if the ~100 is the actual ballpark), and I suspect those testimonies are just a small fraction of the total, much like it has probably happened with FDEV. And if that has been over several months, under the pretense of relocation in some cases etc...

Whether observers decide to amplify that "noise" or ignore it is a different story.
 
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A reasonable set of observations:

I am a game developer. Here are some fun thoughts I’ve had about the last few months of this fairground gimmick of a project. Individually they’re too small or specific to warrant a whole post, but I wanted to share them anyway.

  • Demonstrating server meshing with 2 people walking across static lines delineating different server simulations isn’t actually a demonstration because it doesn’t have to account for message volume, which is where the networking falls apart at scale.
  • You don’t lay off people from critical leadership roles when your game is “in the polish phase” unless something is really wrong with them or your finances.
  • You don’t stage a team migration to a vanity office when your game is “in the polish phase.”
  • That destruction looked really neat. Now all they have to do is persist and replicate its state (hint: that’s practically impossible at the degree of fidelity they demonstrated).
  • It’s been a really long time since anyone on the team has brought up how they’re going to solve the issues their current renderer has with dynamic lighting. There are lots of ways to fake it though. CryEngine sucks.
  • No way to be certain of this without asking a CIG engineer, but I bet clients see NPCs t-posing on furniture because their state replication priority is the absolute lowest, so once the server is bogged down by everything else it has to do, it never gets around to sending clients messages about non-interactive NPCs. If true, this means there isn’t a “true” fix for the behavior other than fixing the servers.
  • The level design in this game is some of the most amateur design I’ve ever seen. Describing what is wrong with it would be a book, but most of it hinges on failing to lead the player’s eye and using lighting to indicate navigable areas.
  • They should make spaceships out of the same materials as the trees on Microtech.
  • As a “game,” it’s not very fun. Over-emphasis or organizational effort and preparation paired with punishing deaths and low TTK makes people frustrated and sad. It plays like one of the “What is your dream MMO” posts over in r/MMORPG.
  • Networking is hard. Not as hard as CIG makes it look, but it’s still hard.
  • What they are doing has been done before.
  • Since the SC Kickstarter, I have shipped 6 games, which have collectively generated over 3B USD in revenue. It makes me feel bad for CIG devs, especially the ones looking for work now

Source: https://old.reddit.com/r/starcitizen_refunds/comments/1b0bsa6/game_dev_thoughts/
 
"Since the SC Kickstarter, I have shipped 6 games, which have collectively generated over 3B USD in revenue."

Yeah, if you lurk outside of SC bubble, you get how far the Mess™ is from being a tangible success but first and foremost an anomaly.

You have to look at alleged CIG numbers relative to other numbers like for example 25M/20M players respectively for Palworld and Helldivers 2 in few weeks, the finances of inferior studios that couldn't cope with the #neverdonebeforever fideliciousity of SC like Behaviour Interactive, etc...

Citizens count seems high for a niche but not that much impressive if you consider 1-timers, multicounts and such. Funding tracker is jaw-dropping at first sight, but quickly not in a good light if you consider 95% at least of this number is expenditure and losses.
 
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It's the test realm where the best SQ42 AI live...

[3.22.1] New Master Modes AI - Feedback - 11 Minutes of a Gladius standing still.

Source: https://www.youtube.com/watch?v=SRXACBAusqU

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I turned off my shields after 7 minutes.​


DiegoMM-CIG said:
Hey @Sader thanks for the feedback.
For 3.22.1 we've added the new AI fighter behaviours, what that means is that we've changed the manoeuvres they perform, mainly focusing on bringing the engagement closer. This only covers movement not firing accuracy.
However, we're aware that aiming is not the greatest at the moment but we've already been working in some improvements that we're aiming to release in 3.23, I'll use your test case of standing still, as ideally it'd destroyed within a minute.
Again you bring up a good case of standing still, I'll make sure to consider some adjustments to the behaviour given this case

Gotta love the music 😁

(I believe that theme is called 'Feature Complete!'...)
 
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My takeaways from the Idris event are a bit different from others:

  • Lots of Idris owners don't have orgs, or they would not be so salty about orgs having the upper hand
  • Lots of people who have orgs really like the idea of taking down an Idris

I predict when they are added to the 'verse it will be a time of much fun for those watching - not so much for those expecting a quiet cruise :)
 
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