The Star Citizen Thread v5

Status
Thread Closed: Not open for further replies.
The game was pitched as the BDSSE it isn't and it isn't going to be, the flight model is more than a little bit naff. That's not a good foundation for what was originally a space ship game before CIG went PG bird crazy.

This is an issue that NOBODY will ever agree on. Heck, we have trouble agreeing within Elite if it's a simulator or arcade game at times.

One mans flight model is another mans arcade game.

Personally I think SC flight model better than most games with the options available in what part of the flight computer one wants to disable to get full 6DOF.

- - - Updated - - -

Well, against my better judgement I've downloaded 2.6.1. Will have a try of it later and report back.

I have given up with the patches due to the 30GB redownloads and wait for 3.0 IF they manage to fix the networking so I'm not getting info about EVERYTHING happening within a solar system.

I would be INCREDIBLY happy if they get a better patcher going.
 
This is an issue that NOBODY will ever agree on. Heck, we have trouble agreeing within Elite if it's a simulator or arcade game at times.

One mans flight model is another mans arcade game.

Personally I think SC flight model better than most games with the options available in what part of the flight computer one wants to disable to get full 6DOF.

I don't care about realism or immersion I just go with whats fun and whats a crappy recycled freelancer control system of exactly the type CIG specifically said they were not going to do (which was another of CIG's big fibs).
 
- The Nov 2014 date was for the original Vision 1.0 spec. That already had +18 month lee-way. They GRADUALLY increased the scope and peaked at $65m in Nov 2014. That being the month the original should have shipped. They could have built and shipped the game promised in Vision 1.0; then continued on with improvements as per Vision 2.0 IF gamers had continued giving money. You know, just like what every other company does. Your comment that not extending the game's scope would somehow "would have been RUBBISH in comparison of quality and gameplay and only utilized a FRACTION of the funding they received" is without merit, irrelevant and irresponsible. NOTHING they have shown now - at 23 months later - has shown ANY evidence that it's better than what they would have delivered in Nov 2014. Aside from the fact that - to date - they haven't even delivered 15% of what was promised in Vision 1.0. Nobody asked him to increase the scope. He did that all on his own. And if you're thinking of even typing out the words "...but the community voted for it", save yourself the trouble because, again, that one has been thoroughly debunked (with cited sources and metrics) to death. I wrote an entire blog about that. Excerpt from that discussion:

Fair point, and I never meant they decided it at the end of kickstarter and I agree that they could indeed have continued with improvement.

But let's say they DID release it at the proposed date with the original budget plan and saved the money for later AND manage a fairly good game similar to earlier games but with more modern graphics.

- So we get a SQ42 game with some animated cutscenes and more limited gameplay
- NOW they should then remake the game, almost from scratch and replace most cutscenes with expanded performance capture
- Add new expanded gameplay with the PU
- Do everything they have done so far and INJECT it into the base game
- We have no idea if the planned base game would even have been a useful FOUNDATION to build on to make a more expanded game.

End result is that MOST LIKELY we would end up with a (theoretical) worse product than planned. And yes, I DO agree that we do not have a game at the moment since it DOES look more like a tech demo until they tie it all together.
And would backers have LIKED a basic bare-minimum product and then hear a promise that "we will make it better later when we get more money" OR "We will make it a better game with the rest of the money later on". Most likely they would be JUST as annoyed as by a delay by trying to make the game better from the beginning.

And IF they indeed manage to release an AWESOME game one or two years from now would the delay REALLY matter? Sure, he has no publisher reigning him in but this is one of those rare moments where we can actually observe how far that can go and IF that is, in the end good or bad.

And IF there had been a publisher we might not even have KNOWN about the game until THEY decided it was ready for release either.

So yes, they could have done things differently and it might have been better or it might have been worse, we do not know yet but getting hanged up on specific release dates when it comes to computer games nowadays feels a bit extreme.
They have more money than several AAA games had WITH their advertisement budget so the financial side is hardly a problem and even if it was they could most likely get a bank loan to continue the job.

- - - Updated - - -

that doesnt put a good light on these people :) The agressive nature and term-using probably will turn away neutral bystanders and is adressing their fellow believers = echo chamber.

Unfortunately those kind of people are on both side of the fence - We should be able to be mature enough to have civil discussions.
 

dsmart

Banned
that doesnt put a good light on these people :) The agressive nature and term-using probably will turn away neutral bystanders and is adressing their fellow believers = echo chamber.

Yeah, he's an /r/ds regular who is helping spread the toxicity and madness of their cause. It's hilarious.
 
I don't care about realism or immersion I just go with whats fun and whats a crappy recycled freelancer control system of exactly the type CIG specifically said they were not going to do (which was another of CIG's big fibs).

Crappy recycled freelancer control?

What game are you testing?

- 1st person ONLY (hardly Freelancer)
- Full HOTAS support
- 6DOF with different levels of realism depending on settings

Ah, you are thinking of mouse aiming. Sure, that can still be tweaked. I would prefer if they added a TINY delay in mouse/aiming reticle movement so that a mouse user would actually have to FLY the ship and not merely have the ship follow the mouse. Best solution would have been to make gimbals computer controlled similar to Elite but for some reason all those that talked about "it's a skill based game" totally missed the point.
 
Crappy recycled freelancer control?

What game are you testing?

- 1st person ONLY (hardly Freelancer)
- Full HOTAS support
- 6DOF with different levels of realism depending on settings

Ah, you are thinking of mouse aiming. Sure, that can still be tweaked. I would prefer if they added a TINY delay in mouse/aiming reticle movement so that a mouse user would actually have to FLY the ship and not merely have the ship follow the mouse. Best solution would have been to make gimbals computer controlled similar to Elite but for some reason all those that talked about "it's a skill based game" totally missed the point.

Like I said a crappy freelancer style control system "merely have the ship follow the mouse". You missed the important bit, they lied about that whilst flogging their pay2win tech demo to people.
 
I wonder how new backers must feel when they realise that a game that was kickstarted in 2012 is stiil in alpha/pre-alpha...

Another concern for new backers is just how much of their money is going towards paying off refunds to earlier backers because CIG failed to deliver what they originally promised. And good luck to anyone trying to get the figures for that from CIG.
 
Like I said a crappy freelancer style control system "merely have the ship follow the mouse". You missed the important bit, they lied about that whilst flogging their pay2win tech demo to people.

Not really, they always talked about that everyone should be able to play it regardless of controls and that they would support all kinds of peripherals.
So mouse flying itself is nothing I see a problem with, it's ONLY how gimbals are handled that is an issue really.
And sure, they did lowered the weapon sizes on gimbals with their change in weapon systems but it changes nothing on HOW they fly/aim.
 
So mouse flying itself is nothing I see a problem with, it's ONLY how gimbals are handled that is an issue really.

Whiile freedom of choice is a good thing regarding controls as it caters to all kinds of people there IS a problem when you try to balance that mess. Also a topic that has been discussed in detail already.....
 
Like I said a crappy freelancer style control system "merely have the ship follow the mouse".

How should the game behave differently, to accommodate players who (strangely) refuse to fly with anything but a mouse? Should the ship NOT follow the mouse? I can't imagine mouse players finding that desirable.

(This sets aside the point that you don't get 6DOF with a mouse in the first place. So you're already limiting yourself. That's not the game's limitation.)

I'd be more than happy for mouse flight to be removed entirely, and for the game to require a joystick. But I'm aware that's not an opinion shared by everyone.
 
Last edited:
How should the game behave differently

Oh cmon, you know damn well, hundreds of posts on the RSI forums say the same thing: virtual joystick. The way mouse has been accommodated and balanced quite well on countless sims. It's not as if the only other option is removing mouse support!

Don't worry tho, Calix is going to have a controller roundtable soon and this will all be sorted.

Oh wait.
 
Last edited:
Regarding the PCGamer weekend thing, hobo Lando said

The panel went on as planned. It was a live Q&A session for those in attendance, and seemed to go over well.
What they're talking about for the livestream was a short 1 on 1 piece, and it encountered a scheduling issue.
Nothing was canceled. We're hoping to appear tomorrow. =)

Hopefully they don't have a scheduling issue tomorrow as well...
 
Last edited:
Not really, they always talked about that everyone should be able to play it regardless of controls and that they would support all kinds of peripherals.
So mouse flying itself is nothing I see a problem with, it's ONLY how gimbals are handled that is an issue really.
And sure, they did lowered the weapon sizes on gimbals with their change in weapon systems but it changes nothing on HOW they fly/aim.

CIG's Ben Lesnick (developer)
source : https://forums.robertsspaceindustries.com/discussion/comment/4900703/#Comment_4900703

"The great debate that tore the space sim community apart in 2000 was the fact that Freelancer didn’t let you use the joystick AT ALL. You moved your ship around as though it were a cursor and the guns fired for you in the direction you wanted. When the question came up early in the campaign, the answer was obvious: that’s not what we’re going for."

Yet what they've created is as you said "merely have the ship follow the mouse".
 
Status
Thread Closed: Not open for further replies.
Back
Top Bottom