I once tried to make a pen and paper to computer transition of a board game. I learned C+ or (++?), encountered libaries and we all had graphical UI with mouse at that time. I couldn't figure how to determine if a click of mouse is within a predetermined shape on the screen (country, province, hex) and so I can relate when CIG can't figure when NPC fall under surface.Got some interesting goss on how planet tech works (or doesn't), which speaks to this kind of thing. Will write up in a while.
It's still weird that they don't just cull all NPCs below the surface tho...
Jumptown is a sad story. It began as a community-driven conflict zone when players found an unmarked outpost that sold drugs at low low prices and it's now yet another ship sales event.Is it me or are the names in SC just corny? Jumptown, Grim Hex etc.
Is it me or are the names in SC just corny? Jumptown, Grim Hex etc.
The 10th ship sale event of 2024 has begun
Jumptown 2.1
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Sales events of 2024 so far
- In Case You Missed It
- Siege Of Orison
- Valentines (Coramor)
- Chinese New Year (Red Festival)
- Free Fly
- Capture The Idris
- Jumptown
- St Patrick's Day (Stella Fortuna)
- Overdrive with F7C mk2
- Jumptown again
- Art Director Ian Leyland emphasised that SC is a 'live service game' and that buggy deployments have to be accepted and can't be dwelled on. Devs just have to move on.
Corpos are taking all our fun!Jumptown is a sad story. It began as a community-driven conflict zone when players found an unmarked outpost that sold drugs at low low prices and it's now yet another ship sales event.
Maybe he should have seen the doctor to correct that wide eyedness. (wide goes as laterally mighty in my lexicon. Left-right mighty. The "wide eyes" do open vertically, so I just pretend it's an eyesight failure of his. #whenagermanexplainsenglish)Remember, Chris has been thinking about making this game since he was a wide-eyed teenager watching Star Wars.
Come on, it's an art director. What does he really know about making a game. He designs ships and art, not user experience. Fair to say that he's likely the lesser competent person to make a statement on gameplay.That really comes with a "to a certain extent" clause. If its a live service game, players will generally be tolerant of a low level of bugs, as long as fixes are quick in coming. Its the players who are impacted, not the devs, and basically they are then saying the players just need to deal with it, move on.
We've all seen the fallout of FD's buggy releases as well as in other games we play. A certain level of tolerance is there with most players, but if your average non-invested player was trying out SC and had to face what backers have to face, they'd throw their keyboard through the monitor. If a different game dev told their players they had to live with buggy releases, they'd be flamed to the bone.
That's why decent game devs build a sold foundation first before letting players play the game. Not that CIG can really do that, because they need those sweet sweet ship sales to keep themselves afloat.
CI(G?),s dev process is like a big homework project for most kids. There's too much time to worry about working hard on it, until there isn't and it's a mad rush to get something done to turn in for a grade.Given the nature of the time-frame that they're looking at for the 'gold' delivery of Star Citizen 1.0, if it's not fixed this patch then it's fair to say that even with the current lack of confidence in CIGs ability to fix this, based on supposedly numerous attempts, I mean, it's in the patch notes each time so they must have done something, right? Maybe, but then maybe not given the persistent failure to actually fix it. Anyway, if this patch doesn't fix it once and for all, then what does that say about the other things that are meant to be fixed/implemented/polished in this crunch of all crunches after a long protracted twelve year development cycle that has shown so little effective progress beyond the 'shiny thing sells ships' stage? But conversely, if CIG have managed to fix it once and for all, then to be fair, it would show that progress may be happening. Which one will it be? The transition from early days to late in the day has been quite swift.
If as Art Director he's somewhat responsible for the new godawful fake-hologram UI that's practically unreadable, then hhee ddeeffiinniitteellyy hhaass zzeerroo cclluuee aabboouutt mmaakkiinngg ggoooodd uusseerr eexxppeerriieenncceeCome on, it's an art director. What does he really know about making a game. He designs ships and art, not user experience. Fair to say that he's likely the lesser competent person to make a statement on gameplay.
It's quite the conundrum for them. For the all the complaints leveled at Frontier, not all unjustified I may add to be fair, they have provided a pretty solid platform for Elite Dangerous. I mean, think that the entire galaxy, with thousands of factions/BGS/players, all interacting with each other has been running for ten years already, had major updates and additions, and the technical problems are utterly trivial when stacked against what a Star Citizen player has to contend with at pretty much any given point during a play session. Frontier's main concern and problems with Elite aren't so much technical but resources and I'll keep saying it, give Frontier half of that $600m and see what we'd have, which is still 3x what Elite has earned up till 2020 according to wikipedia. But, muh ship interiors and shiny ships for mortgage payments...That really comes with a "to a certain extent" clause. If its a live service game, players will generally be tolerant of a low level of bugs, as long as fixes are quick in coming. Its the players who are impacted, not the devs, and basically they are then saying the players just need to deal with it, move on.
We've all seen the fallout of FD's buggy releases as well as in other games we play. A certain level of tolerance is there with most players, but if your average non-invested player was trying out SC and had to face what backers have to face, they'd throw their keyboard through the monitor. If a different game dev told their players they had to live with buggy releases, they'd be flamed to the bone.
That's why decent game devs build a sold foundation first before letting players play the game. Not that CIG can really do that, because they need those sweet sweet ship sales to keep themselves afloat.
12 years into a 2 year delivery...Wow, 4 months into planning week!