Because actual gameplay can not compete with backer dreamcrafting...
Are you saying there's something disappointing about in depth mechanics like this?

Because actual gameplay can not compete with backer dreamcrafting...
Lots of fascinating incidental snippets in there - planetary rotation and size being dumbed down (because "gameplay", but I have to ask, whither fidelity?) not being the least of them.
Anyway,
https://www.reddit.com/r/starcitizen/comments/7dc5bu/if_star_wars_battlefront_2_had_star_citizens/
looks like it could be an interesting read as it develops, to say the least.
I may just be imagining it, but I think the Star Citizen reddit seems to be changing slightly - less rampant fanboy-ism and shouting down of anything deviating from Correct Thought, more introspection and concern over the state of the game and some of CIG's business practices. Don't get me wrong, it's still generally a downvoter's paradise, but there are the occasional chinks of light in the gloom.
You're probably imagining things, since that topic is being downvoted to oblivion...
Star Citizen is not P2W.I don't care if it's not randomized, it's still pay to win.
I don't care if you can earn it by grinding, it's still pay to win.
And interesting video connected to above, on how to design a video game.
https://m.youtube.com/watch?v=K-NBcP0YUQI
Are you saying there's something disappointing about in depth mechanics like this?
https://thumbs.gfycat.com/ScholarlyClumsyIvorybilledwoodpecker-small.gif
When the chapter on SC closes, there will be university courses detailing all of the business failings that took place. It will probably be titled how not to run a crowdfunded business. Offenses against women will only be one of many points listed against RSI / CGI management with their toxic attitudes and community.I would say that the SC community went out of its way to drive women away. From a well known member sending photos of his genitalia to SC women players and then having Ben Lesnick defending him. Then there is Ben Lesnick who linked his own website on the RSI forum that showed him stalking a women. When the community manager acts this way it is hard for women to want to stick around.
Are you saying there's something disappointing about in depth mechanics like this?
https://thumbs.gfycat.com/ScholarlyClumsyIvorybilledwoodpecker-small.gif
Star General? Oh wait, that's already taken.. Star Lag then![]()
Sorry, that's incorrect. Networking is handled by the CPU not the GPU. The more ships, the more networking that needs to take place to coordinate between them. The CPU coordinates ship positions, heading, speed and orientation of all ships in the instance. The GPU renders the ships in the locations and attitudes based on that info.I'm surprised people keep talking about framerates in relation to network testing.
When framerates drop with more ships then that's a graphics issue, not a network issue.
But this is way broader issue than SC. People keep demanding "deep gameplay", without understanding what it really means. People have learned newtruth mechanics - if you can add "very deep" words like "depth, immersion, emergent" to your argument "I don't like this game and I am bored by it actually", you get attention. No one cares you DON'T LIKE THIS GAME. So what? But if there's not "enough depth", suddenly everyone and his dog discusses it, while in reality it is very shallow bath of .
Let's take this golf like scanner. Do they really think that in future scanner will be ever manually triggered? Or if it will be triggered, do they really will decipher or will do signal analysis manually? Remember funny outrage ED got of hiding messages in frequency pane? Also it was just like UI element mechanic. Even this can be extended with good feedback. Instead of majority of complains was about how too easy and casual it is.
So while yeah, I think 'gameplay fallout of SC' will be glorious to see, because SC has been going on without gameplay loops for too long, it is broader issue with demand and dreamstate culture of gaming.
It’s not difficult to create a large, randomly generated world. The problem is in making a vast universe that’s actually interesting – that’s able to hold your attention for an extended period of time. On the mission side, for example, we’re aiming to algorithmically construct a lot of our missions, but we’re going to leverage our designers’ capabilities, instead of trying to entirely replace them with mathematical equations. We’ll have the traditional hand-crafted missions whereupon the player gradually progresses through a detailed storyline, but as with all MMOs the problem with that approach is that you’re always struggling to create enough new content to keep the player base entertained, and if that’s your only method of content generation the quality tends to suffer as a result.
In your quest to deliver a large quantity of content, you tend to lower your standards and create a lot of really simplistic missions that aren’t very interesting, that are identical whether you’ve played it once or a dozen times, that aren’t even remotely fun to repeat, and that often have little to no direct linkage with the previous or subsequent missions you’re offered. For Star Citizen, we’re going to try and do something a lot different.
Designers are going to hand-craft individual mission components, and then specify how those pieces can be customized at run-time and linked to others to form coherent chains that effectively represent small, unique stories consisting of multiple sequential mission objectives. Responding to a simple distress call, then, becomes a lot more interesting because – just like in real life – you never know what might unfold as a result. Prevent a freighter from being destroyed by brigands, and you might collect your reward and leave. Search the computer core of the attackers’ ship, though, and you might ascertain the location of one of their remote outposts. Infiltrate that base and you might learn where they stash their stolen booty and make off with a fortune…if you can figure out how to defeat or draw away the heavily armed ship defending it.
I think that the end result is going to be considerably greater than the sum of the individual pieces, and provide players with a much more diverse and interesting world to explore, where there are a practically infinite supply of threads that, when pulled, can dynamically instantiate long strands of a story that the player can choose to pursue or ignore as they see fit.
Yeah, that famous "Golfswing gate"...i even remember that, one of devs said we don't something simple like in ED where you just hold button for x seconds...so we did this...
Yes, this is perfect example about harsh realitycheck for SC backers...
Whatonearthareyoutalkingabout? Of course the gamplay will be as deep as the Mariana Trench:
http://www.loadthegame.com/2014/11/24/star-citizen-qa-tony-zurovec/
Tony Zurovec, zero previous experience in MMOs, Nov 24 2014
Whatonearthareyoutalkingabout? Of course the gamplay will be as deep as the Mariana Trench:
http://www.loadthegame.com/2014/11/24/star-citizen-qa-tony-zurovec/
Tony Zurovec, zero previous experience in MMOs, Nov 24 2014
Tony Zurovec is ignorant or just plain stupid, CIG can't even make one system in PG, so there you have it.
Go watch FDEVS discovery scanner about galaxy generation and then come back, Tony Zurovec.
So while yeah, I think 'gameplay fallout of SC' will be glorious to see, because SC has been going on without gameplay loops for too long, it is broader issue with demand and dreamstate culture of gaming.
The golfswing mechanic is alive (and well?) in Star Wars Battlefront 2 when reloading your gun. I think if you hit the sweet spot that clip does a bit more damage.
In a normal multiplayer game that doesnt work like that. The GPU render thread is not correlated to the network thread (unless someone made a huge mistake in the code..), and the volume of data to transmit is also not correlated to all of this. The position calculations, etc. are done asynchronously from the render pipeline, which then uses interpolation (in most games, linear, though some claim 2nd order or "predictive") between position / acceleration updates. If you have big chunks of data the net effect will be to delay updates, which can cause rubber banding and such, but not affect the frame rate. Also high ping will not affect the frame rate (i know most people call this "lag" but that's just their GPU choking on something) for the same reason. The challenge is to make these network updates streamable, so to have progressive updates with partial data, and of course to cull the unnecessary updates (whatever the player wont see on his screen).Sorry, that's incorrect. Networking is handled by the CPU not the GPU. The more ships, the more networking that needs to take place to coordinate between them. The CPU coordinates ship positions, heading, speed and orientation of all ships in the instance. The GPU renders the ships in the locations and attitudes based on that info.
The more ships, the more calculations are required with the results sent to all parties for their info and usage. That process chokes the network connection and slows the game down because it's not getting the info required to determine position(s). That kills framerates.
Which is exactly WHY this non-concern suddenly becomes one. When the company works so hard on polishing a pre-alpha over such a long time and it STILL looks and plays like crap you cannot prevent coming to ugly conclusions and becoming aware of risks that you didnt consider beforehand.