The Star Citizen Thread v5

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Because of a CR interview they think he meant 1000s players in the same spot interacting with each other.

Perhaps you feel his words are being treated unfairly?

"Perhaps you feel you're being treated unfairly" said Vader to Lando (the real lando not that disco one) ;)

What was the proper interpretation so we can all be on the same page...I'm not saying he said that I can't remember that quote but I want all the info so I can make my own interpretation.

You sure he's not altering the deed further?
 
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You sure he's not altering the deed further?
I don't have the ultimate truth, I just have my opinion and in my opinion he was referring to "systems", no exactly 1000s of players in the same m2.

But anyone can believe whatever he wants obviously.
 
They are used to it. (Even i got used to being disappointed with the progress or focus of ED development)

ED is doing the Radical Opposite xD
Instead of dishing out Parts over Parts and even more Parts like SC. While almost Criminally Ignoring the Main Frame to actually mount the Parts on.
ED is going ahead and has Finished an Radically Empty Main Frame with only the absolute bare minimum on it. Thanks to which the Game feels like an Giant Empty Box of what it could be. Because they got the Main Frame but hardly any Parts to mount on it xD


I am pretty sure. On Game Schools these two Games could be a Prime Example of how an Fairly Similar Game. Can go entirely different Paths xD
 
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ED is doing the Radical Opposite xD
Instead of dishing out Parts over Parts and even more Parts like SC. While almost Criminally Ignoring the Main Frame to actually mount the Parts on.
ED is going ahead and has Finished an Radically Empty Main Frame with only the absolute bare minimum on it. Thanks to which the Game feels like an Giant Empty Box of what it could be. Because they got the Main Frame but hardly any Parts to mount on it xD


I am pretty sure. On Game Schools these two Games could be a Prime Example of how an Fairly Similar Game. Can go entirely different Paths xD

One of these days I'm going to write a list of all the things you can already do in ED's 'giant empty box of nothing' it will be a long list. Hat's off to Frontier for taking note of the 'universe of things' people would like in game, rather than immediately writing them into today's workplan, as they occur to them, and as CIG seem to have done. Take your point though and (surely) the core foundations are the most important bit, all the rest needs is a level of patience. An 'impatient programmer' has got to be an oxymoron.
 
Speaking of terrible bug videos, I'm still waiting for that proof that these videos are faked to make SC look worse than it is.

Anyone?

In this vid the players have been throw into a de-bug area. Somebody on SA pointed out that the reason for the "getting into spaceship animation" is there, is because the player character then becomes the ship.. Which is why nobody gets headshot from outside the ship. . Even the wall hack thing won't work.
Also explains why SC would be awful in VR. [ugh]
 
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ED is doing the Radical Opposite xD
Instead of dishing out Parts over Parts and even more Parts like SC. While almost Criminally Ignoring the Main Frame to actually mount the Parts on.
ED is going ahead and has Finished an Radically Empty Main Frame with only the absolute bare minimum on it. Thanks to which the Game feels like an Giant Empty Box of what it could be. Because they got the Main Frame but hardly any Parts to mount on it xD


I am pretty sure. On Game Schools these two Games could be a Prime Example of how an Fairly Similar Game. Can go entirely different Paths xD

I don't think the game (ED) feels empty at all. Second, the universe is the brilliant part, and a marvellous technical achievement. It is not the lack of content.
My frustration comes from specific design decision (PP, Engineers), screwed up story telling (I see snow outside! Where is this winter?), focus on gameplay i don't care about (PvP, CQC), and neglecting of stuff i like (trading, exploration).
 
My frustration comes from specific design decision (PP, Engineers), screwed up story telling ..

While you're not alone in feeling this, to my mind both PP (alternate BGS's) and Engineers (unauthored modules and the barebones of a more systemic damage model potentially) do sacrifice to story-telling short term but they of course add, a shed load of functional power, long term. It's difficult to believe that CIG don't understand that if you try to model everything in the galaxy 'literally' (as opposed to building a 'model of') eventually complexity is bound to crash performance. Either that or you have to stick to authoring which limits game-play branches (you end up with a linear game unless you can continually author and I don't think that's going to satisfy people personally). Difficult to believe but the evidence leads me to think that's what's happened, CIG seems to paint itself into a corner and looks like it's defaulting into Doom to me.
 
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I don't think the game (ED) feels empty at all. Second, the universe is the brilliant part, and a marvellous technical achievement. It is not the lack of content.
My frustration comes from specific design decision (PP, Engineers), screwed up story telling (I see snow outside! Where is this winter?), focus on gameplay i don't care about (PvP, CQC), and neglecting of stuff i like (trading, exploration).

Sandbox and story don't really fit together well, we can't all save the galaxy because there's loads of us and only the one galaxy.

If you like story based space flight sims there's an absolute ton of mods for freespace 2.
 
One of these days I'm going to write a list of all the things you can already do in ED's 'giant empty box of nothing' it will be a long list. Hat's off to Frontier for taking note of the 'universe of things' people would like in game, rather than immediately writing them into today's workplan, as they occur to them, and as CIG seem to have done. Take your point though and (surely) the core foundations are the most important bit, all the rest needs is a level of patience. An 'impatient programmer' has got to be an oxymoron.

Either Extreme is Bad Mate.
there is no "Most Importand" bit in a Game.

You need several Bits to have the Game.


What you can do in ED is really really Limited right now to be honest.
You have a set of Basic things. Like Combat, Trading, Missions and Exploration.
But each of them is about as Fleshed out as Pong on the C64 :p

Combat is very Boring because there is little Variation between Ships or Weapons.
Lasers are all working the same. Just with slightly different Stats.
The Projectile Weapons are at least somewhat different in their Usage method. But also pretty basic.
The Damage Model is an Simplified HP System with no real Deepness as well. The Damage Model of Freelancer was actually more Detailed than what we got in ED ;)
And the Ships are all pretty much the same as well. All Ships are Essentially Frontal Armed Fighters. Meaning that any Ships that can be used for Combat also follow the exactly same Combat Tactics.

Trade is likely the most Boring thing in all of ED.
There is no Dynamic Markets. No Change in the Markets. And no Realism. You Buy and Sell things which are set on Timers without any Interaction on any Side.
If you want to see how Trade should Work in a Space Game I suggest taking a look at X3 ;)
There is no Player Interaction either. No Market for Players to Trade to give it at least a minimum of dynamics :p

And Missions are so Incredible Generic that it Hurts.
Heck in X3 if you got the Mission to Liquidate someone. This Someone actually started Existing He was there for you to Hunt.
You could follow him around because NPCs could tell you they saw him on his Location etc. And when you got him the Resulting Combat Scenario was something not 100% Predictable. You could Ambush him or Challenge him Outright.
You could even try to Really Assassinate him with an Sneak Attack on a Station or something. Whatever Fit your Style.

Exploration of an Vast Universe. Its the thing with the most Gigantic Potential in all of ED.
But also the biggest waste of Potential right now.
Exploration currently consists of Jumping and Running to Scanners for which you Approach stuff with your Nose Pointing on it.
After 100 Systems you Saw everything you could find.
There is little to no Sense to it.
Nothing to find for you except one of the few Needles in the haybarn.
It could be so much more if they would pop up some randomized anomalies and stuff for players to find.
But most of all what hurts em is that the Procedural Generation has just far too little variables to create unique things.
There would need to be an Subroutine in this. Which creates some Planets and other things in between. Which are not found all over.
Asteroid Impacts that aint Millions of Years ago but still got parts of the Asteroid Scattered instead.
Planets that Collided lately and thus are not yet Round again.
Thick Nebulae which block sight when going planets. Not like an Atmosphere but thick enough that you wont be able to see 20km far.
Why is there not a Single bigger Asteroid in an Asteroid Belt or an Ring.
Heck there is so much Potential for adding stuff that would really give a Player the Feeling that its worth Investigating. :p



Elite Dangerous. Has an Insane amount of Potential.
Its Base Frame is an Gigantic Size.
but this works to its Disadvantage right now.

Because dont get this Wrong.
ED in itself is not a Bad Game.
But the Scale of ED is so sooo sooooooo incredible much smaller than the World they are putting it into. :)




If you want to Understand why many People feel ED is on a much too small Scale for what it could be.
You just have to think about one Simple Example :)

ED has 6 Different Star Port Designs for MILLIONS of Systems ;)
Do you know how many Unique Space Stations they had in Freelancer despite all of them using the same small Set of Modules to build them ? :)
The World in which Freelancer Played was not even something worth being called a Fraction of the World of ED.
And yet Freelancer had way more stuff for Players to Discover.
Same for X3. X3 is so incredible much Smaller. But its Variations on Combat and Trade are much much bigger than what you got in ED.


You can Feel Free to make a List. Actually I encourage you.
But that List will be Incredible Short. And once your sitting down to do it. You will notice just how Short it is. :p
 
What you can do in ED is really really Limited right now to be honest.

Limited comparing to what?

You have a set of Basic things. Like Combat, Trading, Missions and Exploration.
But each of them is about as Fleshed out as Pong on the C64 :p

You know where you lose people? When you use talk down features using hyperbole. No, they are way more advanced than you imagine.

Combat is very Boring because there is little Variation between Ships or Weapons.
Lasers are all working the same. Just with slightly different Stats.
The Projectile Weapons are at least somewhat different in their Usage method. But also pretty basic.
The Damage Model is an Simplified HP System with no real Deepness as well. The Damage Model of Freelancer was actually more Detailed than what we got in ED ;)
And the Ships are all pretty much the same as well. All Ships are Essentially Frontal Armed Fighters. Meaning that any Ships that can be used for Combat also follow the exactly same Combat Tactics.

All wrong, "mate". I won't bother even to correct this. You obviously have no clue about how ED combat works and how complex it is.

Trade is likely the most Boring thing in all of ED.
There is no Dynamic Markets. No Change in the Markets. And no Realism. You Buy and Sell things which are set on Timers without any Interaction on any Side.

Markets are simulated, comanders trade off small part of goods flow, but they still see prices going up and down. So they are dynamic. Realism? SC as fas as we know won't have full player market neither. Also having full player market is neither realistic or really fun.

If you want to see how Trade should Work in a Space Game I suggest taking a look at X3 ;)

"Should"? X3 is trade empire game, completely different focus.

There is no Player Interaction either. No Market for Players to Trade to give it at least a minimum of dynamics :p

ED has no emergent gameplay focus. Funny, because it wasn't goal of design too.

And Missions are so Incredible Generic that it Hurts.

Missions flows from BGS. That's why they appear simple, yet very complex to generate, balance to and dynamically create accordingly. That's why people complain when they can't stack missions - because players suck stations dry of them.

Heck in X3 if you got the Mission to Liquidate someone. This Someone actually started Existing He was there for you to Hunt.

X3 had no galaxy simulation to talk about. Thus handcrafted content will give me more immersion if that's only thing you are after.

You could follow him around because NPCs could tell you they saw him on his Location etc. And when you got him the Resulting Combat Scenario was something not 100% Predictable. You could Ambush him or Challenge him Outright.

Yeah, single player game. ED is MMO, where NPCs are simulated, spawned accordingly. Granted there are no persistent NPCs yet.

You could even try to Really Assassinate him with an Sneak Attack on a Station or something. Whatever Fit your Style.

We will get there at some point, but generating such missions using PG and BGS will be much harder than doing it in single player game.

And so on and so forth.
 
You know, never mind all the combat stuff, just based on that Freelancer vs. ED star port comparison comment, I can only conclude that he hasn't actually played ED at all. It's the only explanation for not noticing that it uses the same kind of modular design to create station variety, only it has far more options and variations than Freelancer could ever offer. [haha]
 
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