The Star Citizen Thread V2.0

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Wow dude just because a patch didn't fix a part of the game that you are bothered by you saying their entire QA department simply sucks?

That's even worse than saying instead of working on the flight controls the helmet animation got added in.

Contrary to you i see many many people playing AC since weeks both on youtube and twitch. They seem to play it and have fun interesting how is that possible?

It sucks because the have made the game even worse! The radar is useless as it automatically rescales all the time and "arcadey" arrow indicators became bugged. And it was so difficult to find out that the large arrows simply disappeared.

If you read this forum then you would no that most people here almost do not play AC. Sure there are enough AC fans who like playing Crysis 3 in the spaceship.
 
There is little sense in these patches as long as the game is unplayable due to control issues.
Looks like other very big priority is to get multiplayer out ASAP. Smart decision or not - don´t know, but i think most backers want this. And like it is mentioned - it probably isn´t conflicting with controller customizing work (but who knows).
 
It sucks because the have made the game even worse! The radar is useless as it automatically rescales all the time and "arcadey" arrow indicators became bugged. And it was so difficult to find out that the large arrows simply disappeared.

If you read this forum then you would no that most people here almost do not play AC. Sure there are enough AC fans who like playing Crysis 3 in the spaceship.

Welcome to the alpha process Aleksej where things can break. Sometimes bugs happen but as said you seem to be more of a finished product person so better wait more.

So people like Bohemian Eagle and Scott Manley are Crysis 3 in space ship people? There are many video makers who enjoy AC even though it has issues.

Looks like other very big priority is to get multiplayer out ASAP. Smart decision or not - don´t know, but i think most backers want this. And like it is mentioned - it probably isn´t conflicting with controller customizing work (but who knows).

Again parallel process. The netcode team is not related to the flight system team. To properly do balancing it is better to have working multiplayer because you can collect data way easier on live data as well as getting feedback with PVP situations.
 
Welcome to the alpha process Aleksej where things can break. Sometimes bugs happen but as said you seem to be more of a finished product person so better wait more.

So people like Bohemian Eagle and Scott Manley are Crysis 3 in space ship people? There are many video makers who enjoy AC even though it has issues.

There is no need in sarcasm. I have participated in ED Alpha and it was much polished, much finished and much better in each aspect of the game.

It is a shame that CR cannot keep up with them given all the funding he has received.
 
Well then watch E: D videos. If AC is such a pain. :)
Would you care to elaborate?

Aleksej

And somehow I cannot see those "arcadey" arrows showing the direction of enemy anymore
What? I'm downloading the patch right now. The radar is nothing more than a cosmetic, inutile thing.

I have participated in ED Alpha and it was much polished, much finished and much better in each aspect of the game.
Same here. It's a fact.
 
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It sucks because the have made the game even worse! The radar is useless as it automatically rescales all the time and "arcadey" arrow indicators became bugged. And it was so difficult to find out that the large arrows simply disappeared.
Yeah HUD is not greatest. Will it get better? Probably. But i would not get hopes up for quick fix.
 
Yeah HUD is not greatest. Will it get better? Probably. But i would not get hopes up for quick fix.

I expect it to be fixed. But again - top priority should be to make the game playable and not fixing some cosmetic issues while introducing the new ones.
 
I have participated in ED Alpha and it was much polished, much finished and much better in each aspect of the game.

It is a shame that CR cannot keep up with them given all the funding he has received.
Agree that i would not change FD for CIG not in a million years. Very happy with how FD is handling all the things and development pace and quality. Still i would not give up on CIG - nearly $50mil is nearly $50mil, and nearly 300 people working with the game. Road may be bumpy (and it has been sadly very bumpy for SC), but what matters is end result.
 
Agree that i would not change FD for CIG not in a million years. Very happy with how FD is handling all the things and development pace and quality. Still i would not give up on CIG - nearly $50mil is nearly $50mil, and nearly 300 people working with the game. Road may be bumpy (and it has been sadly very bumpy for SC), but what matters is end result.

We'll see something that looks like the end result somewhere 2016-2017.
 
Star Citizen world background material

Okay, have managed to take more of a look at this now.

To start with, the library page is quite an assault of work and tricky to navigate. The Time capsule booklet (thank you and the fan who produced it Mr. Nowak) makes it palatable.

The patchwork intention is of the work is definitely the right idea. The writing doesn't feel distinctly different though and defaults to reportage. I think that's a sign of intention rather than craft. Certainly the ideas and information is there.

I do find it interesting looking back at this as it was released quite some time ago. I'll give more of an appraisal as I read more of it.
 
We'll see something that looks like the end result somewhere 2016-2017.
Sadly yes. :(

But like i have said a million time - i still belive CIG can deliver a quality game (although i disagree with a lot of development and design decisions, that´s why i greatly prefer ED, but that nearly 300 devs and nearly $50mil must count for something).
 
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Okay, have managed to take more of a look at this now.

To start with, the library page is quite an assault of work and tricky to navigate. The Time capsule booklet (thank you and the fan who produced it Mr. Nowak) makes it palatable.

The patchwork intention is of the work is definitely the right idea. The writing doesn't feel distinctly different though and defaults to reportage. I think that's a sign of intention rather than craft. Certainly the ideas and information is there.

I do find it interesting looking back at this as it was released quite some time ago. I'll give more of an appraisal as I read more of it.

Cool that you liked it. There are too many articles but each type of lore piece has a different style. Some are more like a reportage while other's are POV it really changes. There is more lore data then the ones i linked to you. Each week there are around 3 articles that get added to the lore of the game.

There is a chunk of data to navigate for sure but to make it easier go to this link

https://robertsspaceindustries.com/comm-link?channel=&series=&type=&text=&sort=publish_new

From there you can select "series" which groups a certain publishment together. So let's say clicking on the series "A Seperate Law" will bring up all articles related to that lore.

It's not very easy to navigate but as of now they are grouped in the series section in the comm link and you can find them there. Make sure to check out the Company data's and other stuff that is more directly related to the game too they will be included in the PU.

Also here is a piece of Organisation lore i wrote for my own corporation it is tied to the in game lore it's very amateurish but hopefully you will like it.

https://robertsspaceindustries.com/orgs/ARMADYNE

Sadly yes. :(

But like i have said a million time - i still belive CIG can deliver a quality game (although i disagree with a lot of development and design decisions, that´s why i greatly prefer ED, but that nearly 300 devs and nearly $50mil must count for something).

Why sadly it's going to be and is a great ride for sure. I am enjoying the process. One of the best things i signed up for! Triple AAA games take usually 3-5 years to develop so 2016 seems like a good goal for the final release of Star Citizen.
 
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There is no need in sarcasm. I have participated in ED Alpha and it was much polished, much finished and much better in each aspect of the game.

It is a shame that CR cannot keep up with them given all the funding he has received.

These games are simply not heading in the same direction with their flight models. People that are die hard fans and love the way ED is doing stuff will ofc be angry and mad when Star Citizen does something completely different which they are not used to and deem as "unplayable" or "less skilled" etc..

Looking at CR's response to the issue we had at the start of AC (where a group of fans demanded a WW2 flight model) we can see that they are 100% intent into continuing with their current flight model.

You may disagree in the direction the game is progressing in and feel it's "terrible" and "not fun" and you are ofc allowed to feel that way and to voice your concern. Though the thing you have to understand is that there are also other people that have pledged for this game and they might not feel the same way. So demanding a total change in the direction is rather uncalled for. Since that would just anger the other camp that pledged for a game with a proper "physics based flight model".

I for instance am positive with the direction the game is taking, and unlike you I am having fun playing the Arena Commander. I just love the way each ship feel different to each other when you fly them around in space. I do believe that there are stuff lacking ofc, especially the sounds, the small maps and there's issues with the HUD that needs fixing, but these are all things I believe CR have mentioned will be fixed in the future. They are just focusing all their attention on the multiplayer so everybody can start playing. They will hopefully get around to the rest after that.

We will probably not be seeing any changes to the current flight model as many of you guys are hoping. What will likely happen is that they will continue to tweak the current settings (and add full 6DOF + keybinding and sensitivity options as promised) and will most likely release a few other flight modes.

Adding a WW2 flightmode for the onboard flight computer might be the perfect compromise for fans of both types of gameplay. So people preferring to fly like WW2 planes can just press the CAPS key and select the "WW2 Flightmode" option while people that prefer the other mode can play with the current flight model. Though the problem here would be balancing WW2 Flightmode vs Normal Flightmode.

Why can't we all be friends? xD
 
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I think it's great that SC and ED have ended up with flight models based on two opposing treatments. What a travesty it would be if two fantastic open-universe space games were to be developed and yet those who prefer one flight model or the other couldn't find their preference in either game.

Personally I'm thrilled with the 'authentic' direction SC is taking. That said, if you'd asked me 18 months ago I'd have sworn black and blue ED would be far more likely to take the harder-science route where SC would be more likely to go 'Star Wars' on it.
 
Personally I'm thrilled with the 'authentic' direction SC is taking. That said, if you'd asked me 18 months ago I'd have sworn black and blue ED would be far more likely to take the harder-science route where SC would be more likely to go 'Star Wars' on it.

Both are based on the same physics,
They both:

Use full 6DoF physic,
Limit their maximum vector velocity for game play purpose
Use grossly overpowered directional thrusters.

The difference is:

SC: Thruster responses ramp up to full (infinite) acceleration over a short period on input requests, requiring anticipation to stop desired vector

ED: Thruster responses are instantaneous, but not infinite, so that you can see and feel the ship accelerate (that sense of mass). It''s also much quicker in applying counter-thrust so that it''s easier to stop on a desired vector.

ED: Turn (yawn) responses are dampened for game play purposes.

SC in addition calculate moments from the position of the thruster exhaust, while ED uses a centerline model.

If ED was to introduce a less instantaneous acceleration in it's thruster model, and SC reduce the force produced by the thrusters to more realistic levels then, other than yaw both models would be very similar.
 
Both are based on the same physics,
They both:

Use full 6DoF physic,
Limit their maximum vector velocity for game play purpose
Use grossly overpowered directional thrusters.

The difference is:

SC: Thruster responses ramp up to full (infinite) acceleration over a short period on input requests, requiring anticipation to stop desired vector

ED: Thruster responses are instantaneous, but not infinite, so that you can see and feel the ship accelerate (that sense of mass). It''s also much quicker in applying counter-thrust so that it''s easier to stop on a desired vector.

ED: Turn (yawn) responses are dampened for game play purposes.

SC in addition calculate moments from the position of the thruster exhaust, while ED uses a centerline model.

If ED was to introduce a less instantaneous acceleration in it's thruster model, and SC reduce the force produced by the thrusters to more realistic levels then, other than yaw both models would be very similar.

Exactly - the models aren't all that different.

Anyone that has spent some time in Elite flying with Flight Assist off will likely say the same thing.

The differences are in the limits put on Yaw, Pitch and acceleration. And these things dramatically change the style of gameplay.
 
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