The Star Citizen Thread v5

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I will try :D So any news on the new flight model? (why I`m expecting bad news in reply...)

They rolled out k update which seems to be addressing some of issues people had with FM, but overall people are not impressed. Major issue is that they have made ships to fly very similar fashion and they still feel like hang into strings. Most likely a lot more work needed on that.

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I saw that - seems the bouncy radar is in - who thought that was a good idea? It's horribly distracting and just looks ridiculous.

Distracting I can help with. It makes me literally sick - and I am guy who actually enjoys shaky cockpit in ED (I know FD introduced special feature for players who had issues with this). I can't believe I am only one having issues with this, but they haven't changed this since Gamescom demo, so they might be thinking it is good to go.
 
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Basically you want obstacles and intersections/corridors in space? Because apart from that, essentially you're pointing in a direction in a FPS or Witcher 3, and encounters along the way are Elite's interdictions

I've got it: a comet jumps out at you from behind a planet when you least expect it! :D
 
Basically you want obstacles and intersections/corridors in space? Because apart from that, essentially you're pointing in a direction in a FPS or Witcher 3, and encounters along the way are Elite's interdictions

In the witcher 3 you aren't making choices to avoid a wall/corridor, you're usually making a choice to avoid that forest full of bears or there's a checkpoint. Or, maybe you're opting to take a shortcut through that bear forest because you figure you can kill the bears quickly, or you can outrun them... or you want to clear the map and there's a symbol you haven't visited yet.

So it's not about 'obstacles' but about choices/decisions/gameplay.

And I've no problem with 'corridors in space'. Logically when ships leave witchspace in system A from system B, and head towards the primary trading station, they will all travel the same basic "corridor". That could be 'safe' (in high security systems, as the cops patrol it) or 'risky' (in lower security systems, as the pirates hunt mostly there).

Anyway, that's my personal opinion of what I'd like from multi-crew. Other people have different opinions :).

In terms of SC, I will never understand how people are buying expensive trading/mining/scavenging ships without having any idea of what type of gameplay is associated with them. I assume people buying combat ships "enjoy" the flight model, but the other ship types? /shrug.
 
That's a bit of a fallacy. Just point & go? On any ground open world game, that's not possible. You're constantly required to control your character or vehicle, otherwise won't go anywhere but inot a wall, down a cliff etc.. Crossing open space in Elite, bar cheesy interdictions of ships spawning behind you, does not require any input other than point your mouse somewhere and that's it.

What do even today's vehicles, especially planes, in our actual reality offer to the driver, when they have to maintain a monotonous course over a long period of time? It starts with auto and ends with pilot. :p

It is not a fallacy, but a nature of those types of games. You might want to nick pick by claiming that slight adjustments to your movements makes it so much better, but reality is that is not actual gameplay nor real input. It equates to the same thing. All those games I talked about have sections of just point straight and do nothing, with slight breaks of next to nothing. ED just has the rare option of having much larger sections, but those are the exception not the norm. No one is forcing you to take those missions or to make those journeys.
 
In terms of SC, I will never understand how people are buying expensive trading/mining/scavenging ships without having any idea of what type of gameplay is associated with them. I assume people buying combat ships "enjoy" the flight model, but the other ship types? /shrug.

Because it feels that it is actually encouraged by CIG - to "dream up" gameplay which then company might implement (who cares it is actually interesting or not). These people mostly see SC not as MMO or actual game, but GTA style MP sandbox, where they can play out make believe fantasies (*cough* emergent gameplay *cough*). That's why ED is too limiting for many of them.
 
First of all, ED matches players based on their latency rating and how it impacts 'health' of instance. If impact is too great, player won't be joined. Exceptions are wings or private group. So directly, in open play, chances for European meeting American are quite slim (till internet improves, which might happen in future) - they will just lag each other out.

So in Open most likely you will play with Europeans and you will jump into instancing with Europeans. If anything happens, FD will again determine 'health' of instance and will try to keep it healthy.

As for multicrew what is major point of it that all players in wing will be relatively static related to each other. That means updates can be changed very differently, and it means way less traffic for multicrew scenario.

Actually the truth is opposite of that.
The open population is low enough that americans and europeans instance together all the time. Its actually pretty impressive how little it actually lag's

The problems start when you encounter a fairly populated instance.
Lets say 2 player groups want to fight in a system. Both having 10+ player's waiting for action, both waiting in different instances in same system.
now wing of 4 gathers around and theres high change that mixed wing's happen (european with american wing member's)
so those 3 american's jump in 1 instance filled with allies waiting for action to happen
while that single european will jump in different instance, filled with enemies.
The americans will helplessly watch as their european wing member will get slaughtered with wing beacon dangling 100 meters in front of em.
unable to jump in to save their ally.

Second case both allies and enemies instance together. fight happens and they try to drop in.
Only to find allies fighting empty space occasionally blowing up.
or allies firing at ghost ship that doesnt exist.

Both of these happen so often that player groups pretty much no longer bothers to organize grand scale pvp event's
(that combined with the fact that pvp doesnt have any reward tied to it, the only thing it brings is pretty much moral victory over the loser)
The activity is pretty much 10% when compared to start of this year. Of course BGS games still happen. But thats hardly a thing single player can enjoy.
 
No one is forcing you to take those missions or to make those journeys.

But a better solution would be to make those journeys more engaging so that you didn't feel compelled to say this. And by Burny Burns's argument, no one would be forcing you to use a micro-jump to get from the star to the station either.
 
Actually the truth is opposite of that.
The open population is low enough that americans and europeans instance together all the time. Its actually pretty impressive how little it actually lag's

Maybe, but it can't guarantee that. Regular ping between me and Eastern USA is around 70 - 100 ms. That sometimes is just not enough for real time traffi.

As for other issues I suggest you to read this thread https://forums.frontier.co.uk/showthread.php/315425-Networking-Changes-in-v2-2-03

FD identified and fixes quite a lineup of bugs which are not related with network traffic, latency or speed. These fixes might improve cases you described considerably (as Michael pointed out). So if you know who had issues with this, suggest them to test ED 2.2.03 when it will come out right after New Year Eve.
 
Just as much as the argument I was responding too: "If whatever I am doing is so tedious I'd just do something else in the game, or if that fails, not play that game." You simply chose to point out the argument where it doesn't fit what you might personally prefer.

And it's not asking for an instant win button, it's asking for a minimum measure of sense in game design. Pointing a mouse and going on for half an hour without input is not game design. It's lack thereof.

So I'll ask again: why do you just point your ship and do nothing. Doing nothing is an active choice. It is almost never the best choice. It ignores the construct of spacelanes and how NPCs spawn, it is generally slower than a non-direct approach, it ignores the USS system. Sure, you can do it, and then you can complain about it, but why? I just dont get it. My gameplay is very mission focussed, and I never even have to go to very distant stations if I dont want to. And I am next to Alpha Centauri for Pete's sake. :p

Again, to each his own. But I just dont get why people do the most boring thing just because they perceive it as efficient (even when its not), then do something else thats boring because they think its efficient (like engineers grinding) only to come to the conclusion its all so boring. My point is not a cop-out argument at all. You have all the tools needed to skip that part if you want, yet you can do it if you want too. Its just very silly to demand that long-distance travel should have an option to make it more like short-distance travel. If you want short-distances, just pick different missions.
 
But a better solution would be to make those journeys more engaging so that you didn't feel compelled to say this. And by Burny Burns's argument, no one would be forcing you to use a micro-jump to get from the star to the station either.

But I don't feel compelled to say this, because I don't see it as a problem. I in fact see it as a positive of the game. If I want to take missions that have large travel times I can, if I want to take missions with less travel times I can do that. Given the players the options is not a bad thing.

No one is forcing you to use the 100million button either.

So what, you want rocks and bandits to jump out at you while in space? Want to have to navigate the streets of space? This is the nature of space, it is kind of the understanding of space. Sure supercruse can have things added to it, and I hope it will, but then people will start complaining that things are interrupting their gameplay. We already have that with interdictions. So you have a fast jump, ignoring gameplay, killing pirates and the flow of the game, then what? Undocking taking to long, so lets just jump from station to station, then from docking port to docking port. But why have that, we could just trade from the same station would be the same thing.

You want an instant jump, ok so you just made supercurse pointless and will make sure no gameplay is added. What happens to PVP? to Piracy? to community goals? You have now created a game that contains little boxes, while removing gameplay.
 
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The CIG cheer squad seems a bit quiet. Is the livestream debacle disappointing to even them? I didn't think such things were possible.

Where is all the fawning praise over 2.6 in the PTU? Where are the videos of undeniable fidelitah (admittedly, I'm not looking for them)? Is this release just the same as the last one except with some lipstick and a crusty, moldy and ragged cowboy hat called Star Marine?
 
But I don't feel compelled to say this, because I don't see it as a problem. I in fact see it as a positive of the game. If I want to take missions that have large travel times I can, if I want to take missions with less travel times I can do that. Given the players the options is not a bad thing.

No one is forcing you to use the 100million button either.

So what, you want rocks and bandits to jump out at you while in space? Want to have to navigate the streets of space? This is the nature of space, it is kind of the understanding of space. Sure supercruse can have things added to it, and I hope it will, but then people will start complaining that things are interrupting their gameplay. We already have that with interdictions. So you have a fast jump, ignoring gameplay, killing pirates and the flow of the game, then what? Undocking taking to long, so lets just jump from station to station, then from docking port to docking port. But why have that, we could just trade from the same station would be the same thing.

You want an instant jump, ok so you just made supercurse pointless and will make sure no gameplay is added. What happens to PVP? to Piracy? to community goals? You have now created a game that contains little boxes, while removing gameplay.

I don't want a button that removes supercruise at no cost. I don't want fast jumps ignoring gameplay, killing pirates and the flow of the game, I don't want any of those things. I'm just saying the "no one is forcing you to X" is not a good argument. The other points you make? Sure. Fine. I don't want a 100mil button because it kills the flow of the game, and "no one is forcing me to use it" doesn't change that.

Maybe the related question that we should be asking is: "Is there an alternative cost, other than time or tedium, that can make long-distance travel by supercruise more engaging?" Not necessarily easier, not necessarily any of those things, but more engaging.
 
The CIG cheer squad seems a bit quiet. Is the livestream debacle disappointing to even them? I didn't think such things were possible.

Where is all the fawning praise over 2.6 in the PTU? Where are the videos of undeniable fidelitah (admittedly, I'm not looking for them)? Is this release just the same as the last one except with some lipstick and a crusty, moldy and ragged cowboy hat called Star Marine?

Only praise I have seen is that some people managed to get 50 fps on Space Marine with other players.

So there's that. I guess fact it is still pretty much in broken state and CIG struggles to release it for 22nd makes lot of people avoid appraisal to avoid to look really stupid.
 
They are probably all off writing things about just how badly SC is going to mercilessly crush every other game that has ever existed and spew Idrises on their mangled corpses.
 
I don't want a button that removes supercruise at no cost. I don't want fast jumps ignoring gameplay, killing pirates and the flow of the game, I don't want any of those things. I'm just saying the "no one is forcing you to X" is not a good argument. The other points you make? Sure. Fine. I don't want a 100mil button because it kills the flow of the game, and "no one is forcing me to use it" doesn't change that.

Maybe the related question that we should be asking is: "Is there an alternative cost, other than time or tedium, that can make long-distance travel by supercruise more engaging?" Not necessarily easier, not necessarily any of those things, but more engaging.

Except "no one is forcing you to X" is a good and valid argument. no one is forcing you to trade, no one is forcing you to PVP, no one is forcing you to do Power Play. Many open world games have options for its players, and have different ways of playing. If you don't like an aspect no one is forcing you do to it. Do something else in the game. Having this idea that you have to enjoy every aspect of a large open world game is a problem, you can't please everyone.

Having it more engaging can easily turn into tedium. Getting interdicted 4 times in a row, by the same pirate, while traveling 400ly sure is engaging, but good god does it suck. So how do you make it more engaging? So you want to travel someplace that would take 30min, ok you add activities, so how much longer will that trip take? extra 10? 20? 30 min? Currently there are other activities you can do, its just that people ignore them, nothing is stopping you from doing USS sites, no one is forcing you to do them, but no one is forcing you to skip them either. See sometimes "no one is forcing you to do X" it really is a valid answer.

Ok so you can't add things that make the journey longer, so you can add busy work, so adding tedium. You could add optional content, things people could do if they wanted but could skip at the same time. Like what USS already add, these could easily be expanded and improved. So we are back to "no one is forcing you".
 
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Because it feels that it is actually encouraged by CIG - to "dream up" gameplay which then company might implement (who cares it is actually interesting or not). These people mostly see SC not as MMO or actual game, but GTA style MP sandbox, where they can play out make believe fantasies (*cough* emergent gameplay *cough*). That's why ED is too limiting for many of them.

Some of them are going to be in for a rude awakening then, when it turns out to be a PvP heaven, and someone comes trampling over their carefully planted crops.
 
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