News 2.3 Dev Update

Wow ... and I thought that the "arcade" game was Star Citizen ...
This game is becoming more and more disappointing.

Geeee ... the instantaneous transfer is necessary for the fun !!!
or maybe the fun is to accept the rules of a consistent simulation.

Geeee ... ED is not a simulation !!!
Yes it is. In this case it is becoming a ugly one, but yes, it is.

I have a job That requires 60 hours a week + Family Responsibilities ...
What are you waiting for? stop playing or dismissed and divorced. It's not that I have to play a bad game because of your commitments.

Very pleased indeed to hear about the instant joining a ship for multi-crew. The less barriers to entry the better! This means That mulit-crew has something to offer everyone, even the deep space explorer. A great decision for sure!
... Bha ... please ... shut up!

I do not understand when Mr. Braben promotes scientific accuracy (and simulation) in favor of new "gameplay vectors", then when we see deployments so childish.
Iron logic and realism create thousand folds in which lie a thousand ways and interpretations of the style of play. On the contrary, a simplified system, created "to measure" on the player, can be interpreted in only one way.
A golden rule:
fun gameplay is when you have to adapt yourself to a game environment and not when the environment has to adapt to you.

Two souls. Maybe there are too many cooks in the kitchen ...
... Or maybe I'm too old ... Christ! I will die without seeing a decent game ...

Good lord, man. At the end of the day you have to accept that this is a game and it already does a horrendous job of respecting your time. You guys already ruined ship transfer with your immersion , you don't get to claim an actual gameplay feature this time.
 
Instantaneous transfer to other ships may sound a bit ridiculous, sure, but how else would we solve to problem of making multicrew an attractive option for people? It's already hard enough to convince people not to stick to their own ships (MC requires giving up some level of control already), and adding extra time to that process (having to physically meet up, even if that just involves a jump or two) is only going to make people more resistant to the idea. The likely result is people try it once or twice, then forget the feature altogether in favor of just flying solo/wings... because ultimately it's that much more convenient.

Is it really worth it to be so strict about realism/immersion/sim-ness/whatever on this matter to render this new feature unused by 99% of the population? Because that's what will happen, whether you like it or not. Most people won't bother if they have to go through a lot of trouble for little perceived benefit.

At some point, we have to accept when our vision of the game may or may not be practical, nor shared with many other players. I know it sucks sometimes - we all want our 'dream game' - but reality often disagrees with what works and what doesn't.


Besides, a lot of the discussion seems to forget that this is only a first glance at the features, with only a few details to whet our appetites. It is not the final product (as they explicitly said), nor does it include all the features of the patch. Can we save the moaning and groaning for beta (when we can actually try it), and just keep this discussion relatively open-minded for now?
 
<< Meaning >>?

do you imply that I got off topic, or do you disagree with the statement? Or maybe a hardcore ship operating gameplay has no use? I really can't tell :S

Just that comparing imagined future gameplay vs. a first actual implementation of gameplay isn't very fair. If we compare each's first implementation then it's not so "hardcore"
 
Just that comparing imagined future gameplay vs. a first actual implementation of gameplay isn't very fair. If we compare each's first implementation then it's not so "hardcore"

Gosh, I thought I took some precautions to avoid this one, you had my disclaimer at the bottom, I edited it and made it bigger.

"BUUUT it's not released yet, so we see the cost of more hardcore features : unreleased forever, even with hundreds of million dollars".

that was my way of weighing down the effeciency of star citizen's development process, I thought it was easier to understand that <<SOME WORD IN CAPITAL LETTERS>> :p
 
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Ok, good point... Er.... Ok, how about "we dont just drone it because the telepresence system is as unreliable as 20th century internet providers and lost/dropped connections would mean expensive unmanned ships flying into stars and planets"?


Look i know where you guys are coming from but this is not about immersion nor realism. Ok maybe a bit about immersion BUT...

If Frontier decides that now most of their features are not accessible enough there is very simple and elegant also stupid easy way to marry both immersion and gameplay.

I am handing out the best solutions for it and they are off the top off my head.. ready?

Buff every single ships jumprange by 500% or whatever percentage Fdev sees fit.

When you have a fully combat fit corvette jumping like a fully stripped down with lightweight mod on everything Anaconda you won't have to implement ridiculous magical teleportation to your game.

I would gladly take that instead of a total disregard for consistency and the blatant disregard for the vision of Lord Braben. It can be put in and explained as a groundbreaking discovery in frameshift technology.

There, consistency saved, immersion and ease of access for gameplay achived. With those kinds of jumpranges people can meet up in a couple of minutes. Not only that it will help Explorers who try to get to formadine rift or colonia or people who just want to get together to shoot stuff or reaching the community goal locations. Yes it kinda shrinks the sandbox but we have a largehuge galaxy with hundreds of billions of star systems..

OR they could've added in wormhole tech for example with a similar explanation. We have Thargoids beginning to roam around anyway...
 
Yeah, I'm going to just enjoy the feature for the fun.

Internally, I will rationalise it as:

Conditions of Ship insurance requires physical presence of CMDR at the helm - to prevent circumstances of failure of telepresence system causing destruction of unmanned expensive ship by crashing into star/planet/station.
&
Limitations of Telepresence technology mean power requirements negligible for linkage to slf within 30km, however requires ship shutdown (except lifesupport & telepresence system) for distant ship linkage.

If that's not good enough for anyone else, that's their problem.
 
It's just not appealing to force players to wait a couple of hours or days for another player to arrive from the other side of the galaxy to join a ship. That's why telepresence is the best explanation to make it fun for everyone. Most people don't have much time to play per day.


if they do not have time, they do not play!
What is this, a game for those who do not have time to play ?!

Play is serious business, who loses time with crap like work or family that they stay away ... (ok, just kidding)
 
< < LOL > > (hehe)

On a serious note FD should now tidy up the cockpit panels with yet more QOL improvements.

e.g. add 1st becoming WANTED ALARM - various tones to each manufacturer.
Move the crap info away from centre screen to other useful areas already provided.
Make the Info Panel scroll for any history.
Add a Scan & KWS only (not go aggro) feature for SLF
Add more variation to NPC characters like corrupt cops and WANTED Miners etc.
Improve the Bounty methods and add a 5 MOST WANTED ONLINE PLAYERS - last seen in *
 
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It's just not feasible to force players to wait a couple of hours or days for another player to arrive from the other side of the galaxy to join his ship. That's why telepresence is the best excuse to make it fun for everyone. Most people don't have that much time to play per day.

I hear you and I fully agree. Have to admit, my first instinct was a deeeeeeeep aversion against that kind of stuff, however I see the necessity. If physical presence in the same station was a requirement for multicrewing a single ship, then this feature would have "forming a wing with the people present in the system" as a direct competition... I don't think we would see many people use the new feature if that approach had been taken... (not "nobody", just not many people).

That said, I still regard the middle ground of playing as a different character as a viable road to... not happiness... but at least "no-fecal-storm-weather" :)
Still wondering why the decisions here appear so one-sided...

Too old for arcadey stuff
Haggis McMoose
 
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Gosh, I thought I took some precautions to avoid this one, you had my disclaimer at the bottom, I edited it and made it bigger.

"BUUUT it's not released yet, so we see the cost of more hardcore features : unreleased forever, even with hundreds of million dollars".

that was my way of weighing down the effeciency of star citizen's development process, I thought it was easier to understand that <<SOME WORD IN CAPITAL LETTERS>> :p

alright alright i didn't see that there when i responded tbh. tea?
 
The NPC crew we hire right now??.. the one we use will turn up instantaneously when we assign them to the ship, even if we hired 3 of them 39 jumps ago, so... Maybe they're using distant telepresence already?
 
But single ship won't be as effective as wing of ships.

I understand your concern, but I wouldn't jump to conclusions just yet.

- - - Updated - - -



Anything you described would require full fledged space legs. Not saying it should make it better...but it gives context.

How does anything he describes need Space Legs? How about having a Science Module that your Science Officer can use to analyse scan data to obtain extra information from it (like mission tip-offs, or locations of in-game mysteries)? How about a Navigation Officer who can get you to pre-assigned Waypoints, both between & within systems....or in the heat of battle when you need a quick escape, or who can supercharge your FSD for Hyper-jumps or Super-cruise? How about an Engineer who can perform diagnostics for you to squeeze a short-term boost from your modules, or who can Reboot/Repair your ship during combat? Heck, how about a Tactical Officer who can manage all your "secondary" systems during combat (chaff, shields, ECM) & prioritise targets for you?
 
WOW.. what a watered down vision of multicrew. Holy crap. Its about as advanced as our current "honk to explore" mechanic. I guess I shouldn't have expected anything that would make it interesting.
 
Good lord, man. At the end of the day you have to accept that this is a game

Another genius. I know that this is a game.
You who think that it must be ugly

and it already does a horrendous job of respecting your time

ehm...what do you mean??

You guys already ruined ship transfer with your immersion , you don't get to claim an actual gameplay feature this time.

? i hear a lot of come out of your mouth
 
Then we should be able to transfer scan data etc. instantly after this patch is out? Solo players would love some instant stuff also.
 
That said, my BIGGEST hope is that they re-jig these roles a bit - it feels very much like combat is the focus.

That's because combat is the focus. It's the focus of every point update since 1.0, even in 2.0 the Horizons update added tons of planetary combat content but zero explorer content for those surfaces. None. Lots of surface to drive around on but no gameplay to do with them.

Combat is always the focus. It's beginning to greatly sour me on the game in all honesty, it's far past time to give some other aspects of the game the same attention that combat has gotten for two years now.
 
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