The Star Citizen Thread v9

SC has legs, ED has not. Are you not annoyed? You gotta be annoyed, or else it's not working.

ED runs at 60fps SC does not ;)
btw NMS has space legs and runs at 60 fps and has more interesting missions then SC and working doors and ramps ;)

So NMS wins it all now ;)

Sean Murry for CEO of CIG he will fix SC after 2 years!
 
ED runs at 60fps SC does not ;)
btw NMS has space legs and runs at 60 fps and has more interesting missions then SC and working doors and ramps ;)

So NMS wins it all now ;)

Sean Murry for CEO of CIG he will fix SC after 2 years!

Murray intentionally released 1.0 in the state because he wanted to show them all how fast they can do it.

The messiah is there! But would he actually accept the position? I guess he'd be like: "LOLNO!"
 
Virtually every space game has had FPS or third-person avatar game-play since Doom but there's been a drought of good spaceship games. With SC it (FPS) seems to have come at the cost of a decent Wing Commander inspired dog-fighting game with a story which is a shame as the market was already loaded with games featuring move-your-man-in-front-of-the-action-button gameplay. Personally quite like EDs focus on imaginary simulated cockpit game-play and there isn't much that comes close to the satisfying feel of lightly spinning your spaceship like a Spitfire using your HOTAS, not even convinced that the recent NMS has nailed the mix of good dog-fights in favor of mine-craft stuff and Eve had issues when they added FPS.

Not sure why there is heavy pressure on Frontier to turn ED into a Doom game really. If it's anything like the jerky tank control stuff that SC has at the loss of it's original wider fun 'take a starship and fly it anywhere' proposal I'd rather they didn't. There is literally nobody pressuring the makers of ordinary earth based flight-sims to add walking around. I never hear anybody say "I can't play World of Tanks/War Thunder/Flight-Simulator because I can't walk around and it hurts my immersions"...not ever, but as soon as you take the game into space there are pre-conceptions that it should be all things to all men and we get nothing done well.

You only have to look at the X-Wing/Tie-Figher/Rogue Squadron games that dropped in quality as they tried to do more and more until you get the final entries that added walking around.
 
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Titanic--->all ahead flank--->Iceberg
It's really sad to say it, but with a capable lead this game could have been a smashing success but instead they have this micromanaging muppet.
That video that was posted earlier, with Warren Spector describing how Chris once declared that a certain pixel should be a different colour is perfect really, in so far as to describe the type of project manager he is. This seeming unwillingness or perhaps inability to progress beyond a certain point, while simultaneously releasing more concept ships that all but guarantee that point won't be reached any time soon, is testament to his management. Drawing a line in the sand and saying that we now have enough ships for the game at release and devote no more time to new ones until all the existing ones are fully realised and the game has been released would make more sense, to me at least.

But instead, not only do the continue to make up new concept ships, they keep going back to refactor the ones that they already have, because some other part of the project has changed that now "requires" these ships to be redesigned in some way. It's a farce but his backers continue to defend him.

I had a discussion on one SC mouthpiece YT channel regarding why, if CIG's interest was truly user testing, did they lock mining behind such a high paywall. The defence? They hada free weekend/week where anyone could try it. Yes, for that long period. That was most likely nothing to do with testing but promoting the sale of those ships. One user even suggested that you could buy ships with in-game currency and therefore fly what you want, and when called out on this, it seems like this was another one of those cases where some SC users can't help but describe the game as it "may" be in say 4 or 5 years time. Whether this is deliberate or some side effect of their belief in the project I don't know but it seems to happen enough that it makes me wonder.

Another user believes that in-game purchasing of ships will make it in to 3.3. I have no idea whether that is true or not, as far as it being in the projected features, but I think you have a far better bet of having OCS actually make it in to 3.3. As soon as they do that, and assuming that there are no checks on the servers, why not Cheat Engine money into the game to fly what you want free of charge?
 
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The messiah is there! But would he actually accept the position? I guess he'd be like: "LOLNO!"

100 % right, no one at this point wants any part of this mess...

1) after 7 years, they still not have fight model set. (ED did it at 2014)
2) doors and ramps does not work all the time...
3) They are trying to build an MMO by using SP engine

who in right mind wants to manage this ?!
 
Virtually every space game has had FPS or third-person avatar game-play since Doom but there's been a drought of good spaceship games. With SC it (FPS) seems to have come at the cost of a decent Wing Commander inspired dog-fighting game with a story which is a shame as the market was already loaded with games featuring move-your-man-in-front-of-the-action-button gameplay. Personally quite like EDs focus on imaginary simulated cockpit game-play and there isn't much that comes close to the satisfying feel of lightly spinning your spaceship like a Spitfire using your HOTAS, not even convinced that the recent NMS has nailed the mix of good dog-fights in favor of mine-craft stuff and Eve had issues when they added FPS.

Not sure why there is heavy pressure on Frontier to turn ED into a Doom game really. If it's anything like the jerky tank control stuff that SC has at the loss of it's original wider fun 'take a starship and fly it anywhere' proposal I'd rather they didn't. There is literally nobody pressuring the makers of ordinary earth based flight-sims to add walking around. I never hear anybody say "I can't play World of Tanks/War Thunder/Flight-Simulator because I can't walk around and it hurts my immersions"...not ever.

I wouldnt worry too much. Other games managed to come out in a timely fashion because their management people know what they are trying to do and dont get distracted by any commercial flying by. This usually means that these games dont "change on a fly" but stick to a topic and a way to accomplish that. ED is released among other competitive titles so its save to say those guys know what they are doing. Star Citizen seems to still be in development because their leaderships lacks experience or direction or both. They are still trying to come up with a definitive idea that allows them to hunker down and get to work. most of SC is guesswork at the moment. Chris Roberts describes the endgame in colorful statements the problem is that the endgame changes depending on what he sees in the industry (you know.....other game companies coming up with groundbreaking ideas he then tries to copy) and mutates over time, sometimes ending where it started. Its like a little kid who "wants it all" without any idea how to do it. Because whenever you ask the head honcho that question the usual answer is

uhh.....you know.....
/run handwaving.exe

Please...take my money [money]
 
https://www.pcgamer.com/chris-rober...ncerns-after-removal-of-in-game-currency-cap/

Apparently, you win by having fun... (comments section should be lulzworthy)

The comments just show that pretty much no-one outside CIG/the fanbase is buying the transparent attempt to switch the "P2W" argument with the "Having fun" argument.

Everyone else understands they are entirely separate arguments.

P2W for most is anything that can be bought with real money that isn't purely cosmetic - though interestingly CIG may even manage to make cosmetice stuff P2W - aren't they doing that thing where an AI mission giver sizes you up based on your appearance and apparel?

"I could see starightway Mr monocle wearer you're a commando to be reckoned with - and if you don't mind me saying you smell exquisitely fresh!"
 
Truth be told ever since its original introduction I dont know when game companies have tried to stretch the acceptance of P2W even further because obviously thats where the money is. Some attempts generate more resistance then others (see Battlefield fiasco) but overall the community has learned to live with "soft" P2W mechanics which pretty much transcendents every game today. WoW and GW2 started out with purely cosmetic store items but by now have stuff on their list which definitely checks P2W boxes but nobody cares or at least not enough to make a stink about it.

Thats why statements like "its not P2W for me" as seen in this thread are so worthless. Simply because you as a person dont have a problem with P2W or think whatever you purchase is good value for your money doesnt make it NOT P2W. All this arguing about "pay to skip grind" and whatever other jargon is used is simply another attempt to soften up P2W resistance overall. Its original foothold was in free games which were able to execute pure P2W mechanics because everybody understood they needed to make money somehow. But today P2W mechanics are integrated in AAA titles which demand a hefty AAA prize up front only to try to get even more money. It doesnt matter if I personally dont like it. Companies will keep doing it as long as it promises more revenue. And regardless how weak my own resilience versus P2W is or how tolerant my view toward becomes....P2W simply is P2W, its a simple yes/no question with a black or white answer. Different shades of grey only exist to reach a more tolerant group of consumers without changing the starting point (yes/no)

My brother-in-law became a father 2 years ago. We are both avid and long-time gamers, having spent our youths in front of various screens playing all the games. Of course his own consumption has gone down now that other more important things demand his attention and care but we already had talks about how to best introduce this new generation to gaming and in doing so I realized how utterly different the gaming landscape has become compared to 30 years ago. Todays changes and conditions usually pass me by because I still have my memories serving as a baseline allowing me to value and treasure todays accomplishes but his son is a very different sheet of paper.

He will grow up in an environment where exceptions (because I can identify them as such) are the norm (because they are everywhere) opening up the coming playerbase to even more predatory business models and financial extortion. The games dont really have become "better" over the years. Only the packaging has improved but overall, many decade-old games are still considered top-of-their-genre and unbeaten when it comes to pure game quality. Star Citizen is a great example for this. Its all shine and polish but when you open up its hood theres simply nothing there or not that much. While many games keep their real qualities on the inside be it complexity or performance Star Citizen carries everything it has on the outside and doesnt really has much else.

Accepting Star Citizen and CiGs business practices really is the worst that can happen because it would mean that projects like it will repeat and future ones will probably be even more drastic. Thats why its so important to call CiG out and point to all the things that DONT work instead of being blinded by shiny screenshots. I shudder at the thought of some of these fanatics really believing what they say and being family men because that means that their partners and kids will eventually come to accept these scams as "normal" and dont resist anymore. Where money worth 190+ million dollars equals a sub-par product and your money doesnt entitle you to a voice anymore. I m glad to know that its probably only a minority which fell for Chris Roberts scam and still defends it but I fear its an uphill battle from here on. That a shady mismanaged project like Star Citizen is still running after 6 years of non-delivery and raking in record sums can only serve as a prototype for future game companies more interested in money then producing a game. So far the playerbase has been protected by a host of "publishers" which exerted control and pressure forcing many scams and inferior games to a stand-still before it hurt. Crowdfunding while a great idea in theory has had its fair share of scam sharks trying to make a fast buck but overall people who invested in such games really knew what they were getting into.

Star Citizen is the first game that made the jump to a whole different layer and keeps misleading potential buyers in order to get more money. Regardless how this ends (CR and co walking away from this disaster or going to jail) Star Citizen will (and probably already is) send a powerful message to the rest of the industry and I have no doubt that the most valuable asset CiG has in its possession is its databank with all the whales who still chuck money at this dumpster fire and seem to really think they are witnessing the next best thing since sliced bread.
 
Since we're back on the topic of Chris' history as a game designer, it may be about time I quote myself from four hundred threads back (late 2016 or so):

This is not Chris' first rodeo, and I'm not talking about Freelancer — it was evident a decade earlier than that. Let's have a look at how he chose to describe one of his previous manga opera: Strike Commander.

Let's start with Chris' version of the story in full:
Strike Commander manual p46-47 said:
Recently, I watched the film Heart of Darkness, which chronicled the tremendous struggles that Francis Ford Coppola went through in crating Apocalypse Now. In many ways, the creation of Strike Commander has helped me identify with his plight.

It was two and half years ago, just after the release of Wing Commander, that I started out on what I then estimated to be a one-year project. I set out to create an industry shattering flight simulator that would encompass a revolutionary new 3-D system, a system that I planned to use for Wing Commander III and hoped would form the basis of a whole new generation of ORIGIN games. This system, which we later named RealSpace™, became the heart of Strike Commander. To make RealSpace truly revolutionary we decided to gamble on two major graphics techniques: Gouraud shading and texture mapping. Both of these techniques are used extensively on high-end military flight simulators costing millions of dollars. Their application gives rendered 3-D images a much more realistic and fluid appearance. Because of the power needed to implement such a 3-D system, nobody had previously dreamed of doing so on a PC. For us to pull off this software, we knew we had to make some risky assumptions. First, that the power-to-price ratio of PCs would continue to decline, thereby delivering affordable PCs of adequate speed to our target market. Second, and more importantly, that the same forces that had created a demand for Wing Commander — those power-hungry 386 owners — would generate a demand for games that exploited the next generation of PCs, the 486. When creating Wing Commander, there were many who doubted the game would sell because of their lack of faith in the high-end PC market. This time, however, everyone believed in the market and, as time went on, the doubts revolved around our ability to create the engine.

In the spirit of wanting it all, we set out to design a game that would have more realism than the best flight simulator, better storytelling, more fun and more accessibility than Wing Commander, and the best sound effects, music and graphics of any game ever created. Our biggest mistake was thinking that we could achieve all of this in a single year. Our biggest setback was the realization that it would take more than two. But our journey had begun and there was no turning back. Perhaps the greatest heartbreak came months after the Consumer Electronics Show in June 1991. Believing ourselves to be a few months from completion, we showed a demo of Strike in front of the press and our competitors. Months later, we were little closer to completion, but a subtle change had come over our competitors’ development plans. All of the sudden, parts of the technology we had shown at CES were showing up in their software. It wasn’t as if they had stolen our ideas — after all, the techniques we used to make RealSpace revolutionary for PCs are very well known in the high-end graphics field. The trouble was that nobody believed it could be done on the PC. With a single ill-timed demo, we had changed that belief and inadvertently given our competitors a heads-up on where we wanted to take the industry a full year and a half before we arrived there. During these revelations it was difficult to resist the temptation to push Strike out early and prevent our competitors from stealing any more of our thunder. But to stop short of our vision would have been unacceptable. We were in the middle of our journey and were determined to complete it, regardless of what lay ahead. And what lay ahead was the hardest part: long hours, short tempers and huge expectations.

In hindsight, knowing what a truly Herculean task Strike Commander turned into, the heartache and disappointment it created when its release date was constantly pushed back, and the amount of time from our personal lives that it consumed, we probably should have designed it differently. We wouldn’t have tried to do quite as much or shot quite as high. In our arrogance we had set out to create something that was not only better than everything else, it was several orders of magnitude bettre. And it was several orders of magnitude more expensive as well — in fact, the most expensive game ORIGIN has ever developed. Like Francis Ford Coppola and his film crew on Apocalypse Now, we knew we were in way over our heads, but we also knew there was no turning back.

And now, a little humbler, we’ve reached the end of our long and arduous journey. We look at Strike Commander and see a game that every member of the team can say, “Yes, it was two years of hell, but at the end of it we’ve created something that is very special and I’m proud of it.” I have never seen such selfless dedication from such talented individuals as the team that created it. Strike Commander is the game it is because of them. Each time I think about the dark circles under my eyes, the unshaven beards, the late night pizzas and the neglected spouses and girlfriends, I wonder what it is that makes us do this. One reason might be that the entire Strike Commander team , which has grown to as many as twenty people, are all avid computer game players. We buy and play our competitors’ games, looking forward to the latest developments in our field. If we weren’t writing games as a profession, we would be hating our day jobs and writing them at night. I hope this makes us as demanding and discriminating as anyone that plays our games. Although it sounds clichéd, for us it is much more than a job. I can think of no greater pride it would bring a team member than to have someone approach him at a computer store and tell him that Strike Commander was the best game they’ve ever played.

We hope you’ll agree.

This little nugget came out in 1993, and as we can see, true to form, Chris wants to paint it as revolutionary, industry-changing, unprecedented, and best ever. But, again, it came out in 1993. I harp on the year because it is a rather special year in computer gaming. It was indeed a seminal year for games, and especially for the PC gaming scene, but none of it had to do with Chris — hell, it didn't have anything to do with the actual production-value powerhouse that was Origin Systems.

What came out in 1993?
Doom. The game that, while it didn't invent the 3D first-person shooter genre, defined it, with audiovisual quality that was through the roof, to say nothing of the networked realtime multiplayer fighting that is a multi-billion (or is it trillion by now?) dollar industry today.
Myst. One of the most popular computer games ever, irrespective of genre or format. Along with 7th Guest, also released in 1993, it was the killer app that sold the CD ROM as a format and a peripheral, and much like Doom did for the FPS, defined the concept of multimedia gaming.
X-Wing. Take the space shooter concept that had been popular for a couple of years, make it actual 3D, throw a huge IP behind it, and focus on gameplay above all else. Again, it did not invent the genre, but it absolutely defined and nailed what works and what does not.
Virtua Fighter. Take the well-established and still popular fighting genre — Mortal Kombat II came out in 1993 as well and the Street Fighter series was in-between games — and make it 3D, thus setting the stage for where they will all go in a few years.

While they weren't seminal in and of themselves, a number of other games came out that pushed their genres ahead and set the stage for the future:
Daytona USA and Ridge Racer for the kind of 3D arcade racers that would be the new standard from there on.
Day of the Tentacle, Gabriel Knight, and Sam and Max probably mark the peak of the adventure gaming genre, pushing it into the realm of CD-based multimedia.
Masters of Orion and Syndicate. I mention them because some people will hurt me if I don't.
And that's not even mentioning such absolute classics as A Link to the Past, Star Fox, Super Mario All Stars, Aladdin, Sonic CD, Eye of the Beholder III, or Alone in the Dark II — games that, in spite of being spectacular or critical components in what would be genre-defining games a few years down the road, still paled in importance in comparison to the actual revolution that was going on at the same time.

As for Origin, they weren't exactly sleeping, but they were focusing on add-ons, spin-offs, and tried and trusted product series: Ultima VII-2, Privateer, and Ultima Underworld II. None of them offered anything new.

Hardware-wise, we had a generation shift with the Sega Mega CD, Atari Jaguar, 3DO, Amiga CD32, and — perhaps most interestingly — the Sega Model 2 system. It is interesting because of one particular feature: its hardware-accelerated texturing and shading, supporting among other things… Gouraud shading of polygonal models. No matter how much Chris wants to strut his stuff over the '91 CES demo, no, Sega did not look at what some niche-genre dev on PC did and invented custom hardware to do the same thing in the year and a half between the expo and the system release. This was a parallel process that was happing industry-wide, all at the same time because the time was right.

Oh, and a tiny little chip manufacturer that was probably not worth mentioning released something called the “Pentium”? And across town in Santa Clara, a bunch of upstarts got together to form a company called nVidia…

So yeah, 1993 was an insane year as far as pushing the games industry forward. For all his bluster, Chris Roberts was not relevant to that development. He was doing his own thing, breaking budgets and being second (or third) on the ball like always, way out in the periphery. This would also be the only sensible explanation for the downright obscurantist idea that PC hardware might not continue on the trajectory set by the 386 (from 1985) and 486 (released in 1989).


Now, here we are, almost a quarter of a century later, and he's still offering the same spiel; the same ignorance of the industry; the same ignorance of the technology; and the same utterly, completely, boneheadedly ignorant excuses for getting in way way over his head. The man does not learn. He is incapable of learning. He is incapable of improving. Add in his ability to make games, make movies, sell cars, breed horses etc. and there's only one conclusion: he is just flat out incapable.

RyanArcher.png
 
From CR's whiny offical response.

This may be a foreign concept to gamers as the majority of games are about winning and losing, but Star Citizen isn’t a normal game.

Leaving aside that many say it isn't any sort of game at the moment nevermind a "normal game".

Is this Chris saying snootily implying that gamers (who can't understand a "foreign concept") who play the majority of games that are about winning and losing (presumably because they enjoy playing games that have concepts such as "winning and losing") that these same gamers shouldn't bother with SC?

Bold move Robert Space, bold move!
 
Since we're back on the topic of Chris' history as a game designer, it may be about time I quote myself from four hundred threads back (late 2016 or so):

This is not Chris' first rodeo, and I'm not talking about Freelancer — it was evident a decade earlier than that. Let's have a look at how he chose to describe one of his previous manga opera: Strike Commander.

Let's start with Chris' version of the story in full:


This little nugget came out in 1993, and as we can see, true to form, Chris wants to paint it as revolutionary, industry-changing, unprecedented, and best ever. But, again, it came out in 1993. I harp on the year because it is a rather special year in computer gaming. It was indeed a seminal year for games, and especially for the PC gaming scene, but none of it had to do with Chris — hell, it didn't have anything to do with the actual production-value powerhouse that was Origin Systems.

What came out in 1993?
Doom. The game that, while it didn't invent the 3D first-person shooter genre, defined it, with audiovisual quality that was through the roof, to say nothing of the networked realtime multiplayer fighting that is a multi-billion (or is it trillion by now?) dollar industry today.
Myst. One of the most popular computer games ever, irrespective of genre or format. Along with 7th Guest, also released in 1993, it was the killer app that sold the CD ROM as a format and a peripheral, and much like Doom did for the FPS, defined the concept of multimedia gaming.
X-Wing. Take the space shooter concept that had been popular for a couple of years, make it actual 3D, throw a huge IP behind it, and focus on gameplay above all else. Again, it did not invent the genre, but it absolutely defined and nailed what works and what does not.
Virtua Fighter. Take the well-established and still popular fighting genre — Mortal Kombat II came out in 1993 as well and the Street Fighter series was in-between games — and make it 3D, thus setting the stage for where they will all go in a few years.

While they weren't seminal in and of themselves, a number of other games came out that pushed their genres ahead and set the stage for the future:
Daytona USA and Ridge Racer for the kind of 3D arcade racers that would be the new standard from there on.
Day of the Tentacle, Gabriel Knight, and Sam and Max probably mark the peak of the adventure gaming genre, pushing it into the realm of CD-based multimedia.
Masters of Orion and Syndicate. I mention them because some people will hurt me if I don't.
And that's not even mentioning such absolute classics as A Link to the Past, Star Fox, Super Mario All Stars, Aladdin, Sonic CD, Eye of the Beholder III, or Alone in the Dark II — games that, in spite of being spectacular or critical components in what would be genre-defining games a few years down the road, still paled in importance in comparison to the actual revolution that was going on at the same time.

As for Origin, they weren't exactly sleeping, but they were focusing on add-ons, spin-offs, and tried and trusted product series: Ultima VII-2, Privateer, and Ultima Underworld II. None of them offered anything new.

Hardware-wise, we had a generation shift with the Sega Mega CD, Atari Jaguar, 3DO, Amiga CD32, and — perhaps most interestingly — the Sega Model 2 system. It is interesting because of one particular feature: its hardware-accelerated texturing and shading, supporting among other things… Gouraud shading of polygonal models. No matter how much Chris wants to strut his stuff over the '91 CES demo, no, Sega did not look at what some niche-genre dev on PC did and invented custom hardware to do the same thing in the year and a half between the expo and the system release. This was a parallel process that was happing industry-wide, all at the same time because the time was right.

Oh, and a tiny little chip manufacturer that was probably not worth mentioning released something called the “Pentium”? And across town in Santa Clara, a bunch of upstarts got together to form a company called nVidia…

So yeah, 1993 was an insane year as far as pushing the games industry forward. For all his bluster, Chris Roberts was not relevant to that development. He was doing his own thing, breaking budgets and being second (or third) on the ball like always, way out in the periphery. This would also be the only sensible explanation for the downright obscurantist idea that PC hardware might not continue on the trajectory set by the 386 (from 1985) and 486 (released in 1989).


Now, here we are, almost a quarter of a century later, and he's still offering the same spiel; the same ignorance of the industry; the same ignorance of the technology; and the same utterly, completely, boneheadedly ignorant excuses for getting in way way over his head. The man does not learn. He is incapable of learning. He is incapable of improving. Add in his ability to make games, make movies, sell cars, breed horses etc. and there's only one conclusion: he is just flat out incapable.

I enjoyed reading that. Is so long ago I wouldn't have been able to connect all these dots like you did. Absolutely agree on Doom. MoO1 was good, but the real hit landed with MoO2 - however it also marked the pinnacle of this genre and everytime I looked at another game in this area, it just wasn't that good.

I played and watched ppl play Wing Commander. I only played 1 game, I didn't really find it much fun nor good. About Freelancer I can't tell, that Pentium arriving - I simply couldn't afford a better computer and quite the generation of games went unplayed by me.
 
i loved strike commander. i especially loved that i actually had a pc which ran it beautifully when it bought so many to its knees.

I listened to the most positive interview with CR earlier than i have in years today.

it was regarding a question about P2W (which TBH he did not really answer) however the thing which gave me hope was that he said that a huge amount of players do not PvP, and have no interest in it... and that the majority of the game is going to be PvE.

I am so glad that amidst all the talk of clans and guilds and multicrews and what not even CR realises that a huge number of gamers to not give 2 hoots about all that.

I STILL would love it if there was the option to play fully with friends onlly ... but there isnt, but i am more confident than i was that there will be something in the game for me.
 
i loved strike commander. i especially loved that i actually had a pc which ran it beautifully when it bought so many to its knees.

I listened to the most positive interview with CR earlier than i have in years today.

it was regarding a question about P2W (which TBH he did not really answer) however the thing which gave me hope was that he said that a huge amount of players do not PvP, and have no interest in it... and that the majority of the game is going to be PvE.

I am so glad that amidst all the talk of clans and guilds and multicrews and what not even CR realises that a huge number of gamers to not give 2 hoots about all that.

I STILL would love it if there was the option to play fully with friends onlly ... but there isnt, but i am more confident than i was that there will be something in the game for me.

Interesting, last I'd heard they were playing down the PvP slider. Did he elaborate on how they were going to cater for both PvP and PvE players?
 
i loved strike commander. i especially loved that i actually had a pc which ran it beautifully when it bought so many to its knees.

I listened to the most positive interview with CR earlier than i have in years today.

it was regarding a question about P2W (which TBH he did not really answer) however the thing which gave me hope was that he said that a huge amount of players do not PvP, and have no interest in it... and that the majority of the game is going to be PvE.

I am so glad that amidst all the talk of clans and guilds and multicrews and what not even CR realises that a huge number of gamers to not give 2 hoots about all that.

I STILL would love it if there was the option to play fully with friends onlly ... but there isnt, but i am more confident than i was that there will be something in the game for me.

Interesting, last I'd heard they were playing down the PvP slider. Did he elaborate on how they were going to cater for both PvP and PvE players?


AFAIK, PVP slider isn't a thing anymore.
PVE is all fine and dandy, but you always just can do as much PVE as long as the PVP'er let you.
Somehow I have the strange feeling that this game, if it ever releases that is, will become a gankfest of epic proportions.
 
Interesting, last I'd heard they were playing down the PvP slider. Did he elaborate on how they were going to cater for both PvP and PvE players?

Last I heard, PvP was going to be tightly controlled.

Anyone not wanting to PvP was to simply display an easy to recognise marker....circular, with alternating red and white bands...and it would inform everyone that they didn't want to take part in PvP.
So much simpler than a PvP slider, don't you think?
 
Interesting, last I'd heard they were playing down the PvP slider. Did he elaborate on how they were going to cater for both PvP and PvE players?

Yeah, its wavy hands blah blah. Basically they say with so many NPCs around (10 to 1 ratio) and there of course will be security in places, that there is going to be plenty of stuff going on and so PvP will be meangful and rare.

LOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOL
 
Last I heard, PvP was going to be tightly controlled.

Anyone not wanting to PvP was to simply display an easy to recognise marker....circular, with alternating red and white bands...and it would inform everyone that they didn't want to take part in PvP.
So much simpler than a PvP slider, don't you think?

The PVP slider was never a serious proposition, it was just a handy way to try and sell the game to everyone at once without any actual effort or plan.
 
Anyone not wanting to PvP was to simply display an easy to recognise marker....circular, with alternating red and white bands...and it would inform everyone that they didn't want to take part in PvP.
Didn't want to or can't? Is it like playing GTA V where you can completely opt out of it or is it more of a case of "I would prefer it if you didn't shoot up my fancy new ship I paid real money for, thank you very much."

I don't know which but it's going to be fun finding out.
 
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