Star Citizen Discussions v7

Compared to what it could be.
Compared to what it should be.
Compared to what it needs to be.

But that's real life right? I mean, people are always disappointed. That's how we roll.

That really does not qualify as deep good quality criticism really.

While there are sea of 'low hanging fruits' for FD to fix, overall it's never gonna be good enough.
 
That is due to their testing methodology.

i.e when they get enough players together to look at entity interaction, which already brings clients to their knees, introducing ships and the resulting ship pew-pew completely breaks them, and sends servers into recursive lulz.

CIG need seasoned network engineers.

They don't have them.

Ahh!

Not so bad. At least the intention is there... i guess <shrug>
 
Is the whale supply running down ?

I got this email the other week while I was traveling interstate.

The Anniversary Special starts today and we wanted to let you know that you’re close to becoming a concierge member, which also makes you part of the exclusive Chairman’s Club. This long standing Club was founded in 2942 and is renowned for providing the ultimate in perks and services. As a concierge member, you will be granted complimentary access to everything available for your rank

For a few dollars more I could get more pixles but I have to live to 2947 :)

I haven't spent a dime since 2013, maybe they noticed :)
 
The /r/starcitizen thread is very strange today.
The usual folks that try to drown out any discussion from people with concerns for SC, are bewildered by CIG's latest move.
Some are even being called goons.

I'm running out of popcorn.

It's like I said yesterday, this is the shark jump. I can imagine quite a few of their regular knights in shining armour would have spent yesterday going '...so I'm out on patrol in my Idris again today, the life of a pan-galactic bounty hunter is the only one I know. I'll be dropping into a few... WAIT, THEY DID WHAT??!?!?!?!?!'

https://www.shroudoftheavatar.com/?page_id=60538

Just scroll down to the lot bundles. And then tell me where CR got this from ;)

Looks like basic physics wasn't the only thing he learned at Garriott's knee. :D
 
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Is the whale supply running down ?

I got this email the other week while I was traveling interstate.



For a few dollars more I could get more pixles but I have to live to 2947 :)

I haven't spent a dime since 2013, maybe they noticed :)

You know, there's a certain arrogant excrement flair to trying to sell you things in character. You should totally ask them to prove it was established in 2942, and sending you the sport almanach results from 2017-2200 :p
 
But that's real life right? I mean, people are always disappointed. That's how we roll.

That really does not qualify as deep good quality criticism really.

While there are sea of 'low hanging fruits' for FD to fix, overall it's never gonna be good enough.

This is where you dive into the sea of immersion. Everyone wants to escape a bit, so can you do it here?
I can throw myself into the original Deus Ex or Half-Life and lose my life for a bit. I can lose myself in The Binding of Issac or FTL: I'm curently tooling around in an iCourier with a rift and ignoring the tax thing I should be doing this week.

Every time I dive into SC I can't do that, i'm constantly reminded that it's a pre-alpha demo. For me, five years on is where the dreams die.
 
The reconcepting of hot tubs being of such great importance says a lot about the whole design philosophy.
Well, I would imagine being a Citizen serving on one of their ships is probably quite stressful. Literally everything from the ships ramp and possibly the toilet can kill you at any time, let alone Vanduul swarms. In a world where physics is your biggest enemy where else can you go to de-stress but the hot tub.....erm, does anyone know if the hot tub has physics glitches? <trembles>
 
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Well, I would imagine being a Citizen serving on one of their ships is probably quite stressful. Literally everything from the ships ramp and possibly the toilet can kill you at any time, let alone Vanduul swarms. In a world where physics is your biggest enemy where else can you go to distress but the hot tub.....erm, does anyone know if the hot tub has physics glitches? <trembles>

Yes, because being submerged in a tub of water is EXACTLY what i want to do when the gravity goes out.

That said, I find the IDEA appealing since it can be seen as a luxury thing since we have people who own cars and boats with pools in them.
 
Has anyone here tried the 3.0 builds yet? I am a regular backer of Star Citizen (starting to think that might have been a bad idea!), so I guess I will get access to 3.0 some time after Christmas, but I would be curious to hear some less fanboy-ish thoughts on what they have released so far.
 
Lmao, basic? As opposed to what, exactly?

ED clearly has more gameplay than Wing Commander, X-Wing vs TIE, Freespace, I-War and the likes...

ED certainly has equal or often more gameplay than Privateer, Freelancer, X series, Evochron series, Starpoint Gemini series and the likes...

This is a prevalent issue with so many of ED critics : they don't actually understand space sims. Because if they do, then they would realize that saying ED has basic or no gameplay is nonsense considering what other games in the same genre have always had.

These critics saying ED has no gameplay is like saying FSX and DCS has no gameplay because they don't have shooter gameplay (legs), nor they have AAA cinematics or RPG elements, like those found in today mainstream games.

That's ridiculous isn't it?

I can't speak for all the games mentioned and I'll grant you WC/Privateer, but the X-Wing series (particularly from TIE Fighter onwards) has the player taking part in dogfighting, intercepting, disabling, scanning, escorting, capital ships attacks, with ships constantly getting in/out of the combat zone, a massive variety of ships of all sizes, some of them capable of launching waves of fighters/bombers, changing objectives, wingmen, allies, objective-driven AI... By comparison, ED combat consists in dropping out at a location and killing the random single pilot ships that keep spawning forever, with the AI simply aiming to destroy whichever ship it perceives as the biggest threat. I guess Thargoids can be considered as a first actual capship run mission type.

Yes, ED has more gameplay options than the X-Wing series for example, but they are most definitely basic compared to what other games offer/have offered before. X-Wing only does combat, nothing else. But it does it incredibly well despite a very simplistic flight and weapon model. And that's combat, which imho is the most fleshed out feature of ED. There is still a lot that can be done to make it a deeper and more engaging activity. Taking some of your other examples, FSX and DCS have very deep flight mechanics and instrument simulation, and make it available to the player as a sandbox to experiment with. Another case of doing less things than ED but doing them in much richer fashion. In fact, you might have noticed that FD are dedicating the entire Beyond series of updates to improving the current gameplay options. It's not because they're already state of the art, it's because they're not up to scratch yet, but may get there given time and resources. It's not a slur on ED to admit that the current gameplay is rather basic. It is what it is, and it allowed FD to provide a breadth of activities. I, for one, am glad mining and driving on planetary surfaces is available, even as shallow as it is, because that's stuff I enjoy doing. Had the time and resources been spent on better combat experience, I don't think I'd enjoy it as much.

And at any rate, deep gameplay is not necessarily fundamental. ETS2 is absolutely mesmerising for many people, myself included, and its gameplay is incredibly basic. It is, however, incredibly engaging, a quality that I also associate with ED. And a quality that imho SC will certainly have. But not everyone values evasion as much as me, and I most certainly can see why one would rate ED badly based on gameplay alone. It is not nonsense, ignorance or misunderstanding space sims, it is a question of valuing different things. And it most certainly isn't ridiculous.
 
Star Citizen Patch 3.0.0ad
Full patch notes can be found here: https://ptu.cloudimperiumgames.com/...forum/1/thread/star-citizen-patch-3-0-0-ptu-2
Alpha Patch 3.0.0ad has been released to the PTU, and is now available to test! Patch should now show: PTU-675526

It is strongly recommended that players delete their USER folder for the Public client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\Program Files\Roberts Space Industries\StarCitizen\LIVE.

Important:


  • Focus: (UPDATED) New patcher, station traversing, ship spawning, StarMap app, quantum travel, landing, air traffic control (ATC) system, quantum fuel usage/balance, hydrogen fuel usage/balance, afterburner, shopping, ship MFDs, missions, core combat (mission related).
  • (UPDATED) All the ships are flyable, but the following are the ships that have had the most attention and focus: Gladius, Hornet Series, Sabre, Vanguard, Constellation Series, Cutlass Black, Caterpillar, Nox, Dragonfly, Prospector, Freelancer, Aurora series, Argo series, Buccaneer, Greycat, Starfarer series, Khartu-AL, Avenger series, Gladiator, Mustang series, Herald, Merlin, 300 series, Ursa.
We would like you to focus on the above for this wave of testing and bug reports.



NOTE: Other content and features are in and listed in the notes, but currently not the focus of this testing phase as they undergo bug fixes and polish. Additionally, there's content that is not listed in the notes that are intended for live release and will be added iteratively during the testing cycle.

Key Game-play How Tos:

Afterburner: There is now a single afterburner with the ability to achieve higher top velocity under certain conditions, giving us AB SCM and AB Cruise with the only distinction being two different speeds. You can only enter AB Cruise if your flight path is a straight, forward line. Otherwise you're limited to AB SCM, i.e. while maneuvering/strafing. Once in AB Cruise you can release the afterburner key and go into an AB idle mode to maintain your current speed. Throttle setting and y-axis strafe level allows incremental speeds, but you will decelerate if you change your vector. If you continue to hold AB and maneuver, you drop to AB SCM speed until you return to straight-line flight. AB Idle holds your current velocity as long as you're not maneuvering and decoupled rotation is allowed while in AB idle.



Show Location: We have added a command that allows you to find your location in coordinates (useful for bug reporting purposes). Enter "/showlocation" in the chat box (make sure you are in a all chat) to get coordinates.



Ship Start Up: Approach the entry point of your ship, then press and hold "F" to activate the interaction system. Select from the various inner thought prompts using the cursor or mouse wheel to move between them. Once inside your ship, again press and hold "F" and select the "Flight Ready" prompt to run through complete ship start up. Alternatively, you can press the "F5" key for quick start up.



Landing: Landing now takes place through an Air Traffic Control (ATC) system. When close to a landing location, request a landing by navigating to your "Comms" menu on the MobiGlas (note: this is incorrectly displayed as a ship icon) and pushing the hail button (wifi symbol). Wait a moment, and ATC should assign you a landing location. Note, you may need to request take off to leave Levski (trigger opening of bay doors).



Quantum Travel: To quantum travel to a destination, open your MobiGlas (F1) and select the StarMap App (diamond shaped symbol). From there, use the mouse to select a destination. Whether or not an object can be selected for QT is determined by gravitational values (The larger the object the further away you can detect it, large objects with small objects in orbit drown out their detection capabilities at long ranges). Meaning you will not be able to travel from point A to B at all times, but instead may need to move into orbit of a larger body to detect destinations also in orbit. For example, to get to a station orbiting a moon that orbits a planet, the route is Planet>Moon>Station. Once you have a destination selected you can "set destination" on your MobiGlas to bring up a quantum travel target. As before, align with the QT target and press "B" to travel.



Major Known Issues:

Items and ships placed in hangars are not persisting between sessions.

Items are missing from shops and cargo from kiosks.

Equipping a weapon already equipped in another slot on the PMA results in a client crash.

Focus Feature Updates



UI


  • When in interaction mode, mousewheel zoom now scales step size based on scroll wheel velocity.
  • Switched interaction prompt to "grab" for cargo boxes and "chat" for mission givers.
Ships and Vehicles


  • Aurora series: Updated external geometry to include store-all system for cargo and adjusted SCU carrying capability.
  • Mustang series: Lighting update and polish.
Bug Fixes


  • Moved dashboard interaction for "open ladder" on the Avenger series to make it easier to interact with.
  • The Dragonfly, when hovering in landing mode, should now be able to properly make left turns.
  • The automated defense turrets at the comm arrays should now function properly (be careful wanted criminals, level four or higher).
  • The 300 series should now properly have a "Flight Ready" interaction prompt.
  • Realigned wing hardpoints to fix weapons clipping into the mounts.
  • Fixed an area inside the 300 series that had no internal atmosphere.
  • The Hornet should no longer be able to carry cargo if the module is not attached.
  • You should no longer lose ambient audio when in the driver's seat of the Greycat.
  • Players should no longer be able to walk around while trying on clothing.
  • Players should no longer be able to fall through elevator physics grid at Levski.
  • Fixed an issue where derelict missions wouldn't work after abandoned by a player.
  • Fixed an issue where the ship being escorted wouldn't quantum travel away at the end of the mission.
Technical


  • Various crash fixes.
  • Minor performance tweaks.
Non-Focus Feature Updates



N/A



Content missing key elements:


  • User Interface
  • Insurance and Persistence
  • Internal Ship Docking
  • Comm System
Bugs, issues, and work arounds (W/A):


  • Items and ships placed in hangars are not persisting between sessions.
  • Ballistics leave "replace me" textures in Star Marine.
  • You can make claims on ships that are not lost, destroyed, or damaged.
  • Vehicle customizer app on wrong MobiGlas button and not yet functioning.
  • Repaired wings don't always restore weapons.
Source: https://robertsspaceindustries.com/...-citizen-alpha-3-0-0ad-ptu-675526-patch-notes

Thanks for the update Rolan, but I dont see anything about land-able planet/moons - its not yet in this 3.0.0ad?
 
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