Star Citizen Discussions v7

(3.0 Spoilers) 5th Evocati Q&A Update
Q: How’s testing this week?A: We did a lot of focused tests in the past 7 days including 100 player server stress tests, shopping experience tests, mission system tests, and reviewing ships’ completion status. We’re at patch 3.0.0X now, and we’re able to test most missions except combat missions, Miles’ and Ruto’s missions. CIG gave us 25 million aUEC so we can travel to the player hubs and buy everything on the shelves for the shopping experience test. This also meant we can afford as much cargo, re-fuel, repair, and insurance deductibles as we want. Outside of the constant mobiGlas bugs, the shopping experience can be considered feature complete and hassle free. The missions system still needs work and I’m hoping that CIG enables the mission-givers Miles and Ruto soon. We can use the beds on ships again, but the ability to log out with them is not yet implemented.

Q: Can the Aurora haul cargo?
A: Yes and no. You can buy SCUs worth of cargo (1m3 box) from trade kiosks but it won’t APPEAR on the Aurora because external cargo boxes aren’t implemented yet. 1 SCU of cargo equals 100 units, so if you buy 6 SCU of cargo for the Aurora, you effectively bought 600 units of cargo. You can buy and sell cargo with the Aurora, Mustang and Hornet through the trade kiosks at the 3 player hubs (Port Olisar, GrimHex, and Levski). With the small, less than 1 SCU “unit cargo boxes” that you can find/carry/place, you can technically place them inside the Aurora but it’s a tricky process under gravity. Any ship where you have to use a ladder to get inside the ship prevents you from placing small cargo boxes inside because your character automatically releases any cargo box from your hand to use the ladder. Any ship that has an accessible ramp to get inside you can place as much cargo as it can fit, but it’s best to place them on designated mag-plates (cargo grid) so they don’t move during travel. You can have a mix of large SCU non-carry-able cargo boxes and small unit cargo boxes that you can carry/place/stack in the same cargo grid.

Q: How’s the FPS lately?
A: I’ve been getting a wide range of frames lately. From as low as 7 FPS in a full server to 65 FPS in a fresh server, my average FPS is about 30 in a 60 player server. To me, that’s a significant improvement from 2.6.3.

Q: How are NPCs coming along?
A: They’re still confined to the player hubs, but they make the hubs feel alive especially Levski. The shopkeepers make comments while you browse and shop, and the space ATC guy sounds like a good guy to hang out with. NPC ships only appear during missions AFAIK. Miles and Ruto are at Levski and GrimHex, respectively, but they’re not enabled yet.

Q: Are the missions from 2.X gone now?
A: Tessa and the ICC Probe missions are not in 3.0 AFAIK. There is no ICC Probe to QT jump to. The CommArray satellites and their missions are still in 3.0 with the added multiple turret security. There are only 4 CommArray satellites and 1 CryAstro service station around Crusader. The Private Eye mission at Covalex Station near Daymar is in 3.0. The Covalex station has a small new area to explore and the secret room to get the good ending is still there. I don’t know if the numerous collectibles at Yela’s belt is still around because I haven’t bothered to look. Security Outpost Kareah is still at Cellin in 3.0, but the security mission for it is not in the mission board app. It might be unlockable with enough good reputation.

Q: How are the bikes and rover handling now?
A: The Dragonfly is working much better than the Nox lately, while the Ursa rover is much more stable than the bikes. The Dragonfly does better in off-road terrain while the Nox works best on smooth surfaces like the race track at Deakins Outpost. The Nox still tends to flip on its side and turning with the Nox is like riding a stallion without a saddle. There’s still the issue of collision with both bikes and the rover. With the bikes, hitting a boulder on the moon surface sends you flying into the air and flipping uncontrollably. With the Ursa rover, it jumps upward when hitting obstacles and flips over. Parking the bikes into ships is still tricky where they move erratically trying to conform to the larger ship’s internal grid. Parking the rover inside the Connie is less problematic than the bikes, but it tends to slip through the cargo bay floor when closing them. That bug needs to be fixed. With Patch X, the bikes can now strafe up and down and they automatically switch from hover mode to flight mode if you can get high enough above the surface.

Q: How’s ship combat? Did they really buff the Gladius?
A: With a “no PVP unless stated otherwise” rule in ETF and no combat focused testing yet, I don’t know. When CIG states we can test combat among each other and combat/escort missions are fixed, I’ll let you know. The Gladius does have 3x size 3 weapon mounts in 3.0.

Q: What’s improved significantly from the first 3.0 patch to the current one?
A: Traversal. In the first 3.0.0 patch, I had a tough time just getting to the moons. Now that we have ~1000m/s AB cruise on most ships and buoys are plentiful and much closer to the moons, traversal is easier now. Most multi-crew ships have enough quantum fuel to travel for hours, while the single-seater ships have enough QF to reach Levski and traverse the moons. However, our ships don’t have enough fuel to reach the other planets. Hurston is over 32 million kilometers away and ArcCorp is over 42 million km away. MicroTech was removed. Delamar, and its landing zone Levski, is the furthest moon we can reach at about 800,000 km away.

Q: If you weren’t in Evocati Test Flight what would you be doing to pass the time during the Great Drought?
A: I’d be playing Space Engineers, Stellaris, Empyrion, Astroneer, Hellion, Elite Dangerous, or my old copy of Freelancer. I certainly wouldn’t be spending my free time being salty on the internet
Source: https://www.reddit.com/r/starcitizen/comments/7eh7v3/30_spoilers_5th_evocati_qa_update/
 
Or while on a Stealth mission, how about you just don't turn it on. Kinda like you are warned about in Fallout with the Pipboy that its light can give your location away....

Good plan - you just got promoted! Just need to gaffer tape all over your visor now to blackout those facelights and you're good to go!
 
…and one thing above what you can do in one particular other game is a pretty thin argument for being “much better” and definitely does not qualify for the supposed “exploration” that was offered as another suggestion. Especially when that one thing is trivially cancelled out by the myriad of other things that all the other games offer on top of what you just listed.



No. Implementation makes for a good game. Testing makes for a good game. Theory crafting makes for nonsensical comparisons between what's real and what's not. Of those three, CIG only does the one that does nothing useful for actually making the process go forward.


NMS was Implemented. It still sucks.
GTA5 was supposedly well tested before delivery. Its STILL a horrible hacked nightmare of multiplayer.

Theory crafting can indeed make a good game, but yes, it must be tied in with a lot of other stuff to succeed. But I'm QUITE sure you were just wanting to be pedantic.

Good plan - you just got promoted! Just need to gaffer tape all over your visor now to blackout those facelights and you're good to go!

Or just don't turn the damn things on. There is already a keybind for it.
 
NMS was Implemented. It still sucks.
No. NMS was constructed of parts. Those parts were implemented — if they had been left as mere theory crafting, they would have been useless and added nothing. Some were probably not particularly well tested once implemented, at least not in relation to the whole they were trying to build, but unlike the incoherent and contradictory mess that is the SC dream, at there's a whole lot to actually build a game on.

Theory crafting can indeed make a good game
No. Theory crafting is useless exactly because of what it is: theory crafting. It has nothing to do with reality. Hell, most of the time, it actively ignores or contradicts reality. It serves no purpose other than to make whomever relies on it look silly.
 
(3.0 Spoilers) 5th Evocati Q&A Update
Q: How’s testing this week?A: We did a lot of focused tests in the past 7 days including 100 player server stress tests, shopping experience tests, mission system tests, and reviewing ships’ completion status. We’re at patch 3.0.0X now, and we’re able to test most missions except combat missions, Miles’ and Ruto’s missions. CIG gave us 25 million aUEC so we can travel to the player hubs and buy everything on the shelves for the shopping experience test. This also meant we can afford as much cargo, re-fuel, repair, and insurance deductibles as we want. Outside of the constant mobiGlas bugs, the shopping experience can be considered feature complete and hassle free. The missions system still needs work and I’m hoping that CIG enables the mission-givers Miles and Ruto soon. We can use the beds on ships again, but the ability to log out with them is not yet implemented.

Q: Can the Aurora haul cargo?
A: Yes and no. You can buy SCUs worth of cargo (1m3 box) from trade kiosks but it won’t APPEAR on the Aurora because external cargo boxes aren’t implemented yet. 1 SCU of cargo equals 100 units, so if you buy 6 SCU of cargo for the Aurora, you effectively bought 600 units of cargo. You can buy and sell cargo with the Aurora, Mustang and Hornet through the trade kiosks at the 3 player hubs (Port Olisar, GrimHex, and Levski). With the small, less than 1 SCU “unit cargo boxes” that you can find/carry/place, you can technically place them inside the Aurora but it’s a tricky process under gravity. Any ship where you have to use a ladder to get inside the ship prevents you from placing small cargo boxes inside because your character automatically releases any cargo box from your hand to use the ladder. Any ship that has an accessible ramp to get inside you can place as much cargo as it can fit, but it’s best to place them on designated mag-plates (cargo grid) so they don’t move during travel. You can have a mix of large SCU non-carry-able cargo boxes and small unit cargo boxes that you can carry/place/stack in the same cargo grid.

Q: How’s the FPS lately?
A: I’ve been getting a wide range of frames lately. From as low as 7 FPS in a full server to 65 FPS in a fresh server, my average FPS is about 30 in a 60 player server. To me, that’s a significant improvement from 2.6.3.

Q: How are NPCs coming along?
A: They’re still confined to the player hubs, but they make the hubs feel alive especially Levski. The shopkeepers make comments while you browse and shop, and the space ATC guy sounds like a good guy to hang out with. NPC ships only appear during missions AFAIK. Miles and Ruto are at Levski and GrimHex, respectively, but they’re not enabled yet.

Q: Are the missions from 2.X gone now?
A: Tessa and the ICC Probe missions are not in 3.0 AFAIK. There is no ICC Probe to QT jump to. The CommArray satellites and their missions are still in 3.0 with the added multiple turret security. There are only 4 CommArray satellites and 1 CryAstro service station around Crusader. The Private Eye mission at Covalex Station near Daymar is in 3.0. The Covalex station has a small new area to explore and the secret room to get the good ending is still there. I don’t know if the numerous collectibles at Yela’s belt is still around because I haven’t bothered to look. Security Outpost Kareah is still at Cellin in 3.0, but the security mission for it is not in the mission board app. It might be unlockable with enough good reputation.

Q: How are the bikes and rover handling now?
A: The Dragonfly is working much better than the Nox lately, while the Ursa rover is much more stable than the bikes. The Dragonfly does better in off-road terrain while the Nox works best on smooth surfaces like the race track at Deakins Outpost. The Nox still tends to flip on its side and turning with the Nox is like riding a stallion without a saddle. There’s still the issue of collision with both bikes and the rover. With the bikes, hitting a boulder on the moon surface sends you flying into the air and flipping uncontrollably. With the Ursa rover, it jumps upward when hitting obstacles and flips over. Parking the bikes into ships is still tricky where they move erratically trying to conform to the larger ship’s internal grid. Parking the rover inside the Connie is less problematic than the bikes, but it tends to slip through the cargo bay floor when closing them. That bug needs to be fixed. With Patch X, the bikes can now strafe up and down and they automatically switch from hover mode to flight mode if you can get high enough above the surface.

Q: How’s ship combat? Did they really buff the Gladius?
A: With a “no PVP unless stated otherwise” rule in ETF and no combat focused testing yet, I don’t know. When CIG states we can test combat among each other and combat/escort missions are fixed, I’ll let you know. The Gladius does have 3x size 3 weapon mounts in 3.0.

Q: What’s improved significantly from the first 3.0 patch to the current one?
A: Traversal. In the first 3.0.0 patch, I had a tough time just getting to the moons. Now that we have ~1000m/s AB cruise on most ships and buoys are plentiful and much closer to the moons, traversal is easier now. Most multi-crew ships have enough quantum fuel to travel for hours, while the single-seater ships have enough QF to reach Levski and traverse the moons. However, our ships don’t have enough fuel to reach the other planets. Hurston is over 32 million kilometers away and ArcCorp is over 42 million km away. MicroTech was removed. Delamar, and its landing zone Levski, is the furthest moon we can reach at about 800,000 km away.

Q: If you weren’t in Evocati Test Flight what would you be doing to pass the time during the Great Drought?
A: I’d be playing Space Engineers, Stellaris, Empyrion, Astroneer, Hellion, Elite Dangerous, or my old copy of Freelancer. I certainly wouldn’t be spending my free time being salty on the internet
Source: https://www.reddit.com/r/starcitizen/comments/7eh7v3/30_spoilers_5th_evocati_qa_update/

Good one Rolan!

Q: How are NPCs coming along?
A: They’re still confined to the player hubs, but they make the hubs feel alive especially Levski. The shopkeepers make
comments while you browse and shop,

suit-of-armour-ooo-suits-you-sir.jpg
 
NMS was Implemented. It still sucks.
GTA5 was supposedly well tested before delivery. Its STILL a horrible hacked nightmare of multiplayer.

Theory crafting can indeed make a good game, but yes, it must be tied in with a lot of other stuff to succeed. But I'm QUITE sure you were just wanting to be pedantic.

Sorry, but this response is nonsensical, 'theorycrafting' doesn't make anything, it's not a description of reality, it's a description of intent. Theory is worthless if it's impossible to implement either due to the maker's skills, or due to the structure of reality. Example: I can "theorycraft" a real faster-than-light spaceship, but as long as it's physically impossible to create, the awesomeness of my theory doesn't matter.
 
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You'll have to forgive me if, based on what they've actually managed to release, I don't believe even they're remotely capable of implementing that.

Based on what they've released, and the tendency for things to clip through other things and spontaneously explode, cargo is likely to make a large mess all over the various landing zones whether it's secured or not.
 
NMS was Implemented. It still sucks.

The mistake you're making is to claim that a game with no such systems in place is superior to one that has been more fully developed, but which you don't like. I don't know why you think SC is going to be immune to all of the perceived failings of other games, should they ever get as far with their own development.

But that's the thing, CIG haven't implemented enough for anyone to scrutinise all of these imaginary systems and decide whether or not they suck. Which is exactly why they continue to not implement them IMO.
 

dayrth

Volunteer Moderator
Yes, I'm well aware of it, the whole point is 5 years ago, this wasn't even allowed. Now tablet devices are becoming more and more prevalent.

For example look at the rise of the G500 or G1000 in the cockpit of even the 172's of the world. The same thing is happening with the use of tablets.

The FAA approves tablets for nav maps, flight bags and SOME systems monitoring currently. What are they going to allow/support next year? 10?

Hell I learned to fly on a J-3 built in 1947 for sake... there was NO way I could have seen flight nav, flight training and flight control taken to where it is today. So yeah, I can totally see the use of a mobi-glass device for a lot of flight stuff.


I can very much see the future going just this way.

I think you two are arguing about different things. Your saying that it's not unlikely that you will be able to use a hand held device to program your flight computer in the future. Slopey is saying that it's daft that you can't use the controls in the cockpit to do it so you are forced to use the hand held device. If you had the choice of using either I'm sure Slopey wouldn't be complaining.
 
Actually the ships in Elite are far better than the ships in SC, because I can fly around them in a real game that exists. I can also get up and walk around the cockpit using my Oculus (something it seems SC has abandoned) and I can also load them with cargo, pew pew, go mining, and set out into the black.

In SC, my one ship exists only as a concept, unrealized in any capacity outside of some joke of a pre-pre-pre alpha that I won't re-download until they come up with a reasonable patching system that doesn't make me download 40 gigs when a dev decides to change the scaling on a single texture.

Also, yes I own NMS.. and I've gotten more hours of fun out of it than I have SC. I know the multiplayer is lacking, but at least it is lacking at a reasonable framerate near the base I built. Come back when SC can say the same.
 
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Actually the ships in Elite are far better than the ships in SC, because I can fly around them in a real game that exists. I can also get up and walk around the cockpit using my Oculus (something it seems SC has abandoned) and I can also load them with cargo, pew pew, go mining, and set out into the black.

In SC, my one ship exists only as a concept, unrealized in any capacity outside of some joke of a pre-pre-pre alpha that I won't download until they come up with a reasonable patching system that doesn't make me download 40 gigs when a dev decides to change the scaling on a single texture.

Also, yes I own NMS.. and I've gotten more hours of fun out of it than I have SC. I know the multiplayer is lacking, but at least it is lacking at a reasonable framerate near the base I built. Come back when SC can say the same.


Not quite sure what you are playing because in the CURRENT public Alpha (2.6.x) you can fly around, in real game that exists dozens of different ships. So you must be attempting to do something much different than those actually playing Star Citizen currently.

And no, you cannot get up and walk around your ship in ED. You can look around your cockpit. Nope, I cannot put my Rift/Vive etc on with SC yet. But I can fully explore the ships in game, including the larger ones.

You may only have one ship in SC currently, but there are PLENTY of them available to you. What you are saying is no different than me claiming I cannot deliver 100 units of cargo in Elite Dangerous because I only have a FAS. Or that because I don't have the space bucks for the Anaconda and don't feel like spending the dozens of hours doing boring grinds to make the space bucks that the ship simply doesn't exist...

As for patching, that's coming in 3.0.

I too own NMS. Its a headache to play. Framerates are simple on even the lowest graphics card because they are cartoonish, at best.
 
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Not quite sure what you are playing because in the CURRENT public Alpha (2.6.x) you can fly around, in real game that exists dozens of different ships. So you must be attempting to do something much different than those actually playing Star Citizen currently.

And no, you cannot get up and walk around your ship in ED. You can look around your cockpit. Nope, I cannot put my Rift/Vive etc on with SC yet. But I can fully explore the ships in game, including the larger ones.

You may only have one ship in SC currently, but there are PLENTY of them available to you. What you are saying is no different than me claiming I cannot deliver 100 units of cargo in Elite Dangerous because I only have a FAS. Or that because I don't have the space bucks for the Anaconda and don't feel like spending the dozens of hours doing boring grinds to make the space bucks that the ship simply doesn't exist...

As for patching, that's coming in 3.0.

I too own NMS. Its a headache to play. Framerates are simple on even the lowest graphics card because they are cartoonish, at best.

Yes you can actually get up and walk around the cockpit of your ships in ED.

Nope there are not plenty of ships available to him because the ships are locked behind a P2W pay wall.

Nope because you can earn that FAS in ED, you can't earn ships in SC.
 
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You may only have one ship in SC currently, but there are PLENTY of them available to you. What you are saying is no different than me claiming I cannot deliver 100 units of cargo in Elite Dangerous because I only have a FAS. Or that because I don't have the space bucks for the Anaconda and don't feel like spending the dozens of hours doing boring grinds to make the space bucks that the ship simply doesn't exist...

Correct me if I'm wrong, but only ships he has an access to in PU are: the loaner as a placeholder for his as-of-yet unaccessible concept ship, or whatever he has stolen from other players. Doesn't sound like "plenty of them" to me.
 
Not if you want to have a SC topic reach beyond one page. :p

Hehe good point and also slightly worrying for SC....


You can, currently, walk around, fit weapons, fly, pew-pew, repair/refuel... that's plenty of interesting stuff.

The only thing SC has over ED is the walking around. Fitting weapons as well as repair/refuel are click-options the avatar doesnt do himself. In fact fitting ships is superior in ED because its also visually represented. So walking around.....I dont see how that makes ships in SC "MUCH" better maybe you could explain? The walking around part in SC is a nice little useless feature at the moment because it currently doesnt add anything to the gameplay apart from immersion. It might become important in the future IF CiG ever manages to implement more gameloops but until then it remains "nice but useless".

Exactly why FD didnt do it even if they could. It doesnt add anything to the game so wheres the point?


Regarding theorycrafting. Its okay if fans do it only that in that cse it doesnt do anything for the game. When Developers do it its called "design phase" and honestly if CiG is in that stage at the moment then I am at a lack of words....


Still reading that PC gamer article, thanks for the heads-up Zetta but DAYEM thats gotta sting.
 
Not quite sure what you are playing because in the CURRENT public Alpha (2.6.x) you can fly around, in real game that exists dozens of different ships. So you must be attempting to do something much different than those actually playing Star Citizen currently.

I'm sorry, I am making the distinction between a game and a disconnected series of pre-alphas of modules. SC is the latter.

And no, you cannot get up and walk around your ship in ED. You can look around your cockpit. Nope, I cannot put my Rift/Vive etc on with SC yet. But I can fully explore the ships in game, including the larger ones.

Incorrect, I can get up out of my chair and walk around. I am sorry you haven't tried doing that, since it seems you own a VR headset?

You may only have one ship in SC currently, but there are PLENTY of them available to you. What you are saying is no different than me claiming I cannot deliver 100 units of cargo in Elite Dangerous because I only have a FAS. Or that because I don't have the space bucks for the Anaconda and don't feel like spending the dozens of hours doing boring grinds to make the space bucks that the ship simply doesn't exist...

Again, I made the clear distinction between a game and a pre-pre-pre alpha with no content and a barely functioning flight model. In SC it doesn't matter how many ships there are, they don't exist in a game. They exist as concepts. You might be thrilled to be playing someones concept, 0.05% of a game, but that's not what I'm talking about. Please stop trying to equate the two.

As for patching, that's coming in 3.0.

...and it's been coming for years. Again, I'm not talking about some future that may never arrive I'm talking about what exists. I am doing that because I tire of people comparing all the maybe-one-day-great-features of SC (that don't exist) to the real features of games that do exist. Folks need to get their heads out of the clouds and deal with reality on realities terms because we all can't play your imaginary game. Only you can, since it only exists in your head. That same thing goes for the patcher, which currently is imaginary.

I too own NMS. Its a headache to play. Framerates are simple on even the lowest graphics card because they are cartoonish, at best.

What does this even mean? Cartoony describes style, not texture resolution. NMS has made numerous improvements to everything from their textures to rendering pipeline to lighting. Saying "Well this game runs smooth because they managed to strike a balance between what is looks good for the style and what is doable on the hardware" ​isn't a dig at NMS, it's praise directed at HG. Maybe one day CIG can figure out how to strike such balance.
 
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