The Star Citizen Thread v5

Status
Thread Closed: Not open for further replies.
So they're really going for the bland space-grey design, then? No chance of making it… you know… look good? It's got to be the most monochrome thing I've seen since we got into the brown 360/PS3-era.

It's the common game development trap of not looking out of the window and seeing that stuff is actually coloured.

It's an odd philosophy, since an unrelenting colour scheme can make you feel fatigue and a desire to play something else with a livelier palette. (also applies to ED to be fair with it's orangyness, and darkness in general.)
 
Last edited:
It's the common game development trap of not looking out of the window and seeing that stuff is actually coloured.

It's an odd philosophy, since an unrelenting colour scheme can make you feel fatigue and a desire to play something else with a livelier palette. (also applies to ED to be fair with it's orangyness, and darkness in general.)
That's true. An in-game option to alter the UI filters like you can with the cfg editing would be such an immense yet utterly tiny QoL upgrade — especially if they could keep it from altering portraits. At least there are a whole bunch of different environments you can dive into to get some variety.
 
That theme is an orchestral equivalent of fast food - bland, derivatory and completely forgettable few minutes after a consumption. If you want good cheesy orchestral piece from a cheesy SF, try Klendathu Drop.
…or Robocop — very similar in style, but then, the same director asking the same composer for the same cheese will do that. :D
 
That theme is an orchestral equivalent of fast food - bland, derivatory and completely forgettable few minutes after a consumption. If you want good cheesy orchestral piece from a cheesy SF, try Klendathu Drop.

So, perfect for Star Citizen?

(sorry - couldn't resist...)
 
Last edited:
:)

One thing that I have never got is how multicrew will work out in real life. The theorycrafting of guilds/groups of friends always seems to be done from the POV of the pilot/captain. What other meaningful roles are there that won't end up being horrendously boring after a while. There are obviously "best case" interesting scenarios but they won't necessarily occur every time.

As a note I think that ED could potentially have the same issue with player as opposed to NPC crewmates.

[video=youtube_share;FG3BE6bpTEg]https://youtu.be/FG3BE6bpTEg[/video]
 
Last edited:
I think they are nailing the music tbh. Roberts could have hired any Hollywood composer by now but he is sticking with that portugueser

Not really, they already replaced him for S42. Pretty bland stuff, so I can see why Erin would want to bring in someone with more experience now that there's money.
 
Last edited:
It's not about it being dark or grim — it's about it being bland and uninspired. This holds true for all their designs, not just the stations. Where's the creativity? The sci-fi? The — to use a much-mangled term — fidelity? There are grey-boxed UT4 levels that feel more lived-in than much of the SC stuff.

No, it really isn't. A true alpha in games is no different from a true alpha in any other software project, and this is not it. It is far too incomplete, on both a design and a coding level, to even be close. Like I said, they haven't even reached a sensible vertical slice milestone yet — true alpha is still very far away. The fact that everything is broken just adds to that: it means they've got some way to go before it's stable enough to form a coherent whole, and the lack of functional patching and bug reporting tools means it's not even ready for proper testing.

It's bland enough to match the graphics, I suppose. Its lack of dynamism is a fair aural equivalent to the monochromatic visuals.

Well the "bland and uninspired" is your personal assessment, as The Dude would say: "Yeah, well, that's just, like, your opinion, man".

Actually I think it real is different because how many games do you get to test while the engine is being built? The game is a lot different now than when it was firstly made available to the public, and most of it's game mechanics continue to change, I'm not talking about updates that add new stuff, I'm talking about complete overhauls of major stuff, like FPS, Flight model, UI, Sound Design etc. When they say we are playing a very early alpha, or pre-alpha it's what it is, we are playing while they rebuild most of the engine to allow for the game that they want. That's why we started only with small Arena Commander maps with capacity for 6 players lol.

I find that Star Citizen is up there with the best in terms of visuals/graphical quality. And it's only getting better and better with each lightning pass they do, hopping to see what they can pull with photogrammetry for their pg planets landscape. Last monthly report hinted at R&D for that.

Not really, they already replaced him for S42.

2 Games built at the same time. 1 Composer for each game. Seems about right. [big grin]
 
Last edited:
This is interesting, why would the numbers be different.

Well very simple actualy....Arcorp it´s usless separated peace of"space"(instance)you can´t do to much in there...walking around,dancing,pointing fingers at people and chat....there is no ships to drive in there or posibility to do some FPS at all....In that case honestly 40 it´s very low number....The real-deal is the part of the game with the "ACTION"part and yet there we can´t see more people per instance in CIG´s modified netcode....and even with 16 players become a laggy mess garbage....NO ONE in their PU can make more than 30 frames per sec. no matter how powerfull machine they had....It´s just a netcode problem that making a poor rendering and to be honest a billions of poly´s in ships are not helping at all.....
 
Last edited:
Well very simple actualy....Arcorp it´s usless separated peace of"space"(instance)you can´t do to much in there...walking around,dancing,pointing fingers at people and chat....there is no ships to drive in there or posibility to do some FPS at all....In that case honestly 40 it´s very low number....The real-deal is the part of the game with the "ACTION"part and yet there we can´t see more people per instance in CIG´s modified netcode....and even with 16 players become a laggy mess garbage....NO ONE in their PU can make more than 30 frames per sec. no matter how powerfull machine they had....It´s just a netcode problem that making a poor rendering and to be honest a billions of poly´s in ships are not helping at all.....

The major netcode overhaul comes with the 3.0 update. It's been known for quite a while now.
 
Well the "bland and uninspired" is your personal assessment
Not really, no. It's all stuff we've seen a bajillion different times in a bajillion different shovelware games and movies. I mean, it's not really surprising considering how much we've seen them rip off existing stuff in the concept art that drives those designs — of course the final product will look like everything else since that's where they got it from.

Well actually I think it reall is different because how many games do you get to test while the engine is being built?
Quite a few. Hell, there's an entire secondary marketplace on Steam that lets you do that these days. Not to mention games that are continuously being updated — games like, say, EVE online.

But again, that's not really the point here. The point is that SC is simply not at an alpha state yet. Even CIG says as much. The question is when will it be, because at the current pace, a proper alpha seems a very far way off. There's just too much missing, not just in terms of content and foundation, but in actual tools needed to do any of the testing that gives an alpha its purpose.

I find that Star Citizen is up there with the best in terms of visuals/graphical quality.
It's CryEngine 3 graphical quality, which is decent enough, but it's definitely starting to show its age. Not even CIG is dumb enough to fiddle with the single thing that CE3 has going for it: its rendering pipeline, so short of an complete engine replacement, it's already behind the top performers out now.

That wouldn't be much of a problem in and of itself though, since most of visual quality these days comes in the form of having intelligently made assets — the stuff people made the last-gen engines do at the end of their lives was still pretty spectacular compared to what the same engine did just a few years later. But that's where Chris' lack of experience starts to show, what with his reliance on pure geometry and similar brute-force methods, and his explicit distaste for the graphics tricks that every good engine makes use of to look good. He has picked the worst way possible to create the detail he's longing for, and it just not a good solution for where he wants to end up. It is pointless busywork for the artists; it doesn't scale; it's far more costly to un-approve (which he's fond of); and it's far more problematic to make modular, which they desperately need it to be. It's shades of Strike Commander all over again…

2 Games built at the same time. 1 Composer for each game. Seems about right. [big grin]
So he's not actually “sticking with that portugueser”. That's good news, at least.
 
Last edited:
If the 3.0 netcode works really well, it could be the turning point for SC.
Indeed, not only because of the netcode but because of the debut of planetary landings, the addition of more locations/planets/moons/space stations and the adding of basic professions.
 
Indeed, not only because of the netcode but because of the debut of planetary landings, the addition of more locations/planets/moons/space stations and the adding of basic professions.

Out of interest (I haven't been following it too closely recently) what professions are in 3.0? I'm guessing trading will be in, but is there any news on mining & bounty hunting?
 
Status
Thread Closed: Not open for further replies.
Back
Top Bottom