The Star Citizen Thread v5

Status
Thread Closed: Not open for further replies.
Refactorization drive charging....

You would have thought they would have at least designed their ships with the dimensions of their player avatars in mind. Fidelity and all that.
 
Refactorization drive charging....

You would have thought they would have at least designed their ships with the dimensions of their player avatars in mind. Fidelity and all that.

I did often wonder about that.

Why would you purposely design a ship that your characters can't stand up in - in a world where you start with a blank canvass that you have the design power over?
 
You would have thought they would have at least designed their ships with the dimensions of their player avatars in mind. Fidelity and all that.


If what has been rumoured about Squadron 42 is even remotely true, then even making rooms and corridors fit the dimensions of certain in-game characters (the Vanduul... what a stupid name btw) is also beyond CIG's abilities as well....
 
Last edited:
Refactorization drive charging....

You would have thought they would have at least designed their ships with the dimensions of their player avatars in mind. Fidelity and all that.

I did often wonder about that.

Why would you purposely design a ship that your characters can't stand up in - in a world where you start with a blank canvass that you have the design power over?

I don't see a problem with that, the real problem is that there was a moment in time the stance of the player character continuously adapted to the objects above it without clipping through surfaces. I think a lot of the issues have to do with the obsession with using mocap for everything animation related in the game.
 
The booth build continues
Cp_7UHyUsAAH6DU.jpg:large
 
I think it's mostly the cool factor. Someone sketches up a fancy looking ship, Genuine Roberts gives it the thumbs up, and then it's cobbled together from as many pre-existing assets as possible to avoid extra work and expense.

It's then ordered to have different hard points, or cool sticky-out bits, and shrunk a bit to make the guns look bigger or something. With every change, every little modification, their scale or boundings get skewed, and it's only when it's rendered and put in-editor that they find that pilots bums stick out into space when sitting on something. It doesn't matter though - nobody will ever see that bit so go ahead and make 10 variants we can flog for $100 a pop.
 
I think it's mostly the cool factor. Someone sketches up a fancy looking ship, Genuine Roberts gives it the thumbs up, and then it's cobbled together from as many pre-existing assets as possible to avoid extra work and expense.

It's then ordered to have different hard points, or cool sticky-out bits, and shrunk a bit to make the guns look bigger or something. With every change, every little modification, their scale or boundings get skewed, and it's only when it's rendered and put in-editor that they find that pilots bums stick out into space when sitting on something. It doesn't matter though - nobody will ever see that bit so go ahead and make 10 variants we can flog for $100 a pop.

Ah yes - the      hanging out in space feature :D

It's just I remember CR going on about how everything was designed in the ships - all the moving parts - there was actually a space in which the retracting undercarriage could retract!

The spacedude can't walk upright though.
 
I did often wonder about that.

Why would you purposely design a ship that your characters can't stand up in - in a world where you start with a blank canvass that you have the design power over?

No no, this super fidelity in action, each player will be scanned (webcam or vive), so their avatars can be anywhere between 4-7 feet tall (between dwarves and goliaths, did we mention rpg aspects?), people over 5.9 are just too high for some ships, it's pretty realistic, germans during wwII thought of reducing the size/weight of their tanks by having height limit on crews, guess that idea caught up in the future with manipulated gravity and all
 
On another note, someone over at SA linked this which I thought was interesting
https://www.youtube.com/watch?v=QeZtqoydXpc

e: relevance is, I'm no game programmer but what the guy says makes a lot of sense to me. What are some potential drawbacks to this method? How does method differ from (what we know of) CIG's?

(The guy explains how Dual Universe aims to have all clients on a single shard)

The guy claims: no instancing, then shows these smaller and smaller cubes, what are those? How will they handle all ppl on server coming to a single location? And it's a terraforming/minecraft game at that? So not only player data needs to be shared, but what they build/destroy at the same time? Want to see live test of 1200 players, their tests seem to be testing server only, add real-life internet conditions (and client rendering capabilities to render 1000 players at the same time), what about collisions(I put a rock block here, while a guy on edge of his cube put iron, who wins?), looks like hype-talk and will get scaled down pver time (or they will forget about it until 1 day before release with tweet: it's not really thousands of ppl at once experience)
 
Here is one of the best effort posts I've seen on the SA forums in recent weeks (and there have been a lot of great ones too, interspersed between the plentiful CIG-baiting cack-posting comments and cat(te)tax pictures.) It perfectly distils all of the issues that are afflicting Star Citizen and the huge obstacles CIG would face just trying to address all of them (and those are just the ones the poster mentioned, there are a ton more which could be included) if they want his game to come out in any sort of reasonable state worthy of release....

Yes it's exactly like that, except it's nothing like that. It's getting more and more amusing to see how twisted and skewed the theory's go to try and fit CIG into a spiral doom of nothing but a immense failure.

Except that it's the completely opposite, they removed all the factors that effectively could hinder their development and are now in a UNIQUE position to change gaming history just like Elite did.

What a minority fails to understand is that what Star Citizen is trying to do is very hard indeed. The game is incredibly ambitious. What they are doing is new, revolutionary, trendsetting. The scope is vast and quite different from anything done before, so there is no right answer for what they are doing wrong and what they are doing right, because they are trailblazing. And that's why It is frustrating to see some of the criticism of Star Citizen. We should applaud when someone tries something that is hard, that hasn’t been done, not discourage them.

They have the talent, the willing, the time and the money to produce something unprecedented in gaming history. Learn to enjoy the ride and full-fill the dream.

Yeah sure, keep pushing that attitude. Nothing to do with game playing like crap with hotas...

All top players are using HOTAS or variations of Double Joystick and pedals. If I didn't knew any better I would think you are still stuck in the first arena commander version. I would welcome you to try Arena Commander and go with mouse + keyboard and try yourself against HOTAS players to see how wrong you are, but I guess that would collapse the Alice in Wonderland narrative and bring you down to acknowledging that maybe this is a game that requires a kind of skill that you have yet made the effort to acquire.
 
Last edited:
Status
Thread Closed: Not open for further replies.
Back
Top Bottom