The Star Citizen Thread V2.0

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This applies even more to SC where people buy stuff on real cash. I don't want someone with a constelation with lifetime insurance come kill me a tiny aurora with the most basic package just because he can. I think is a right move of CIG to have the so called slider since they are selling every sibgle ship they designed and not everyone is going to buy them
 

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This applies even more to SC where people buy stuff on real cash. I don't want someone with a constelation with lifetime insurance come kill me a tiny aurora with the most basic package just because he can. I think is a right move of CIG to have the so called slider since they are selling every sibgle ship they designed and not everyone is going to buy them

What many people have not understood about these sliders is how they will really be used.

Right now they see them only in terms of limiting pvp for those who dont want it. In reality CIG will use them to nuance match making based on ships and gear. i.e. leveling.

For me this is the death of open world sandbox pvp.

I would much rather play in a universe where other players had opted in and there was nothing more to than that, and even if some of them spend time tooling up in solo before diving in, no issues there for me as compared with some opaque match making system in effect, and particular a system designed by a company with a track record for pandering to the lowest common denominator.
 
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What many people have not understood about these sliders is how they will really be used.

Right now they see them only in terms of limiting pvp for those who dont want it. In reality CIG will use them to nuance match making based on ships and gear. i.e. leveling.

For me this is the death of open world sandbox pvp.

I would much rather play in a universe where other players had opted in and there was nothing more to than that, and even if some of them spend time tooling up in solo before diving in, no issues there for me as compared with some opaque match making system in effect, and particular a system designed by a company with a track record for pandering to the lowest common denominator.

That does sound really bad. Hope thats not the case
 
I was there when the group in SC who did not want pvp stayed making their play. Remember to start with there were no sliders. This happened very early on. It seemed like every pve guy from every single 'consensual pvponly' mmo in the world suddenly showed up. The arguing was like no forum row before or since, it utterly dwarfed them all. It was the mother of all pve/pvp debates. If there are any other early backers reading I'm sure they will back me up. So the argument that you see a debate here means nothing. What I mean by that is if you do insist on using it as a measure then I assure you the pve quotient is much higher in SC based on the tsunami of whining that went down until they got their absurd sliders.

I remember that too, there was a massive paranoia going on that goons would take over SC.

Now, both games have tried for a solution. For me the SC solution never addressed the root problem of two camps entrenched in their opposite positions. pvpers will remain griefers in the eyes of pvers and that's that. Also the true mechanism will remain masked from us. CIG tell us it means x will happen under y circumstance but it is not a cut and dried definite approach like modes are.

For that reason alone I prefer modes. Especially since I know for a fact CIG will also build matching based on ships and gear into the equation. Think about that. And as I said, it will all remain masked to us.

But there is more to it than that.

The modes of ED however. Open/Solo. I genuinely do think it will slowly encourage more and more to step across. They will break down entrenched positions we are all too familiar with. If it works this is a huge win. And far more significant that if some people use solo until they are comfortable/feel armed up enough. It's also worth mentioning that in real terms , i.e. skill, which does matter in ED unlike what i have seen so far from AC, pve does not prepare you at all for pvp, a characteristic of skill games you must be aware of if you are a pvper.

Let's hope so. So far the disregarding statements of DB and FD wrt PvP makes me wonder if they would really add more support for more PvP and clans if a sizable portion of the community asks for it.


Now, talking about abuse. I suggest you should concern yourself with how the level playing field will be destroyed by SC p2w, particularly since it has such a low skill quotient.

Tbh, I have the feeling that all orgs have 10 time more ships than actual ppl to crew them. At the end of the day, I'm convinced that those orgs with most active members will be the top dogs no matter what equipment they bought in the store.
 
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I started playing in solo a few days ago. I didn't want to go there but I ended up there because I wanted to practice my combat and build a few credits at the same time. I fully intend to come back to the open group because its lonely and boring in solo. Why did I go there?

I found I was going to the Federal Distress Signal with the mission to kill 3 federal fighters in my basic sidewinder. I would turn up and there would be a real player there in something much better who would make short work of me. I just wasted 15 minutes. Do it again the next night - same result. I got zero combat practice and no credits. No problem if I have 2 hours a night or more to play. Trouble is my work/life gaming balance means that 15 minutes is a good days gaming time.

For me solo mode offers an opportunity to have a chance of playing how I want to. Been up now for 16 hours and finally I have a chance to get my 15 minutes in.
 

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Tbh, I have the feeling that all orgs have 10 time more ships than actual ppl to crew them. At the end of the day, I'm convinced that those orgs with most active members will be the top dogs no matter what equipment they bought in the store.

You're right about orgs - in part. I used to run a rather one myself in the early days which was linked to 3 of the other largest orgs. But the issue is the feeble instance player counts will mean they'll never be able to bring that fire power to bare.

Anyone who really thinks SC will achieve large number instances is fooling themselves and disregarding the fact that something has to give for all those polygons and damage models etc.
 

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I started playing in solo a few days ago. I didn't want to go there but I ended up there because I wanted to practice my combat and build a few credits at the same time. I fully intend to come back to the open group because its lonely and boring in solo. Why did I go there?

I found I was going to the Federal Distress Signal with the mission to kill 3 federal fighters in my basic sidewinder. I would turn up and there would be a real player there in something much better who would make short work of me. I just wasted 15 minutes. Do it again the next night - same result. I got zero combat practice and no credits. No problem if I have 2 hours a night or more to play. Trouble is my work/life gaming balance means that 15 minutes is a good days gaming time.

For me solo mode offers an opportunity to have a chance of playing how I want to. Been up now for 16 hours and finally I have a chance to get my 15 minutes in.

This I think will be absolutely normal. And there nothing wrong with it IMO.

Let's hope so. So far the disregarding statements of DB and FD wrt PvP makes me wonder if they would really add more support for more PvP and clans if a sizable portion of the community asks for it.

I've also sensed this antipathy and at times hostility to clans. Don't understand it. But certainly I'd like to see a bit more support. But at the end of the day no game can really stop it. All you really need at a minimum is a friends list, Teamspeak and someone to go to war with ;).
 
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You're right about orgs - in part. I used to run a rather one myself in the early days which was linked to 3 of the other largest orgs. But the issue is the feeble instance player counts will mean they'll never be able to bring that fire power to bare.

Anyone who really thinks SC will achieve large number instances is fooling themselves and disregarding the fact that something has to give for all those polygons and damage models etc.

I dont think that the graphics will be any problem for average gaming GPUs in 2016. The syncing of relevant, highly dynamic information, i.e., player, ship and projectile positions, as well as prediction algorithm is what separates good net-code from bad one. That's what CIG has to get right.
 

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I dont think that the graphics will be any problem for average gaming GPUs in 2016. The syncing of relevant, highly dynamic information, i.e., player, ship and projectile positions, as well as prediction algorithm is what separates good net-code from bad one. That's what CIG has to get right.

I'm no techie here so I am out of my knowledge zone but I have a sneaky feeling it will be a very slow and bumpy ride for them to increase instance counts. And 50v50 battles will be a very distant dream.
 
What is the fear of PvP?

Is it that other players with better skill/equipment will kill you? I don't have an M16 in real life, and if I got one, I wouldn't have the skill to fire it. Does this mean I should go through life as a hermit, because I might get killed by someone else? Certainly not! People have no reason to kill me because even if I have something they value, there are consequences to them killing me. Now if I walk into the middle of a battlefield in the Middle East, where the consequences are less likely to be enforced, I certainly shouldn't expect to be safe. I had better be prepared to defend myself, or I better hire some mercenaries to defend me.
So if this situation can be resolved in real life, there should be a way to ensure it is resolved ingame. And it seems that there are ideas in place, they just need to be refined, which is the purpose of the beta.

Or the problem could be griefers. But if you're letting griefers scare you away, then that's just letting them win. I'm fairly certain neither FD nor CIG want their respective games to be ruled by griefers, but at this point in time, they're working within their plans for their development progress, whether it's fleshing out their universe, or modeling more ships. (Well, in CIG's case, there isn't enough there to provide griefers with fuel, but I'm sure this will come.) In any case, the devs will come up with a plan to deal with griefers.
Players ramming other players' ships? Introduce fines for poor piloting. And so forth. The fix may not be immediate, but it will come. All the better to catch it in the Beta, where the players have signed up KNOWING they will encounter these shennanigans. (At least, I hope players realize that this is what a beta is for.)

Now, some players may not be concerned with the issues above, they just like to play a solitary game. And that's fine. But players shouldn't let their decision to avoid the multiplayer environment based on fears like those above.
 
I'm no techie here so I am out of my knowledge zone but I have a sneaky feeling it will be a very slow and bumpy ride for them to increase instance counts. And 50v50 battles will be a very distant dream.

Actually, the best comparison to what SC tries to achieve in terms of netcode is Planetside 2. There they are able to keep up to 400 players in the same instance already today for FPS infantry players (i.e., those need usually higher update frequencies than vehicles and aircraft). Hence, with the right know-how they should be able to do it. The damage states are not a real overhead as their sync rate is far far less than the player and ship positions. The projectile position are usually also not synced as they can be derived from the position of the weapon's barrel and the time when they were fired.
 

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The pve/pvp debate. I've heard it all before, we all have, and every single argument one way or the other. It's so old.

The simple fact is we have two tribal camps, and all approaches to date have done little other than to reinforce their entrenched positions.

That's why I'm willing to give this solo/open play approach a whirl. It might just turn out to be a very rare bird indeed, i.e. a compromise that works for all concerned.

In any case I'd suggest within 12 months of the game's release we will know for sure and be in a position to argue the case in the event a correction is in order.
 
What is the fear of PvP?

Is it that other players with better skill/equipment will kill you? I don't have an M16 in real life, and if I got one, I wouldn't have the skill to fire it. Does this mean I should go through life as a hermit, because I might get killed by someone else? Certainly not! People have no reason to kill me because even if I have something they value, there are consequences to them killing me. Now if I walk into the middle of a battlefield in the Middle East, where the consequences are less likely to be enforced, I certainly shouldn't expect to be safe. I had better be prepared to defend myself, or I better hire some mercenaries to defend me.
So if this situation can be resolved in real life, there should be a way to ensure it is resolved ingame. And it seems that there are ideas in place, they just need to be refined, which is the purpose of the beta.

Or the problem could be griefers. But if you're letting griefers scare you away, then that's just letting them win. I'm fairly certain neither FD nor CIG want their respective games to be ruled by griefers, but at this point in time, they're working within their plans for their development progress, whether it's fleshing out their universe, or modeling more ships. (Well, in CIG's case, there isn't enough there to provide griefers with fuel, but I'm sure this will come.) In any case, the devs will come up with a plan to deal with griefers.
Players ramming other players' ships? Introduce fines for poor piloting. And so forth. The fix may not be immediate, but it will come. All the better to catch it in the Beta, where the players have signed up KNOWING they will encounter these shennanigans. (At least, I hope players realize that this is what a beta is for.)

Now, some players may not be concerned with the issues above, they just like to play a solitary game. And that's fine. But players shouldn't let their decision to avoid the multiplayer environment based on fears like those above.

To many of us solo players fear is not the main thing. I do not understand when people get attached to things in games and are afraid to loose them (many post on the forum about angry people wanting their stuff refunded because they lost it due to a bug or npc). The breaking of the game is a diferent thing. Thats why having the choice of going solo is so important. If in doing a mission I want to deal with the mission, I don't want to have to deal with the PC in that moment because I'm focused on something else.
 

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Actually, the best comparison to what SC tries to achieve in terms of netcode is Planetside 2. There they are able to keep up to 400 players in the same instance already today for FPS infantry players (i.e., those need usually higher update frequencies than vehicles and aircraft). Hence, with the right know-how they should be able to do it. The damage states are not a real overhead as their sync rate is far far less than the player and ship positions. The projectile position are usually also not synced as they can be derived from the position of the weapon's barrel and the time when they were fired.

Is it not the case that ps2 works in regional isolated shards, and not a single real time global server.
 
Love me some Lore stuff:

Greetings, traveler, there are millions of sights to see in the universe. While the team at THE OBSERVIST is here to make sure you get the best traveling experience possible, the true traveler goes beyond the safe and secure into the wild and unpredictable edges of the universe. This is OBSERVIST DARK, chronicling the systems where safety is not guaranteed.

Today, we’re taking you to the ultimate den of thieves. The capital of crime. The nexus of the nefarious. That’s right, traveler, we’re heading to Cathcart system.

Adelaide Lorris discovered the jump point in the mid-25th century – at a time when she was a wanted fugitive. When she donated the jump data to the UNE, many speculated that she had been using the system to hide in and only revealed its location when other explorers were discovered scanning in the area. In a fascinating twist of events, she ended up naming the system after the highly reputed Marshal who would gun her down in 2464.

The UNE withheld claiming the system for some time due to the lack of … well … everything. Aside from some asteroids and smaller worldlets, the system boasts no planetary objects so there was nothing really to claim. The UNE didn’t really know what to do with the system and while the Navy initially proposed using it for an experimental inter-system long-range comm system, they ultimately abandoned the project.

For centuries, Cathcart slowly collected more and more garbage from the military, and then nearby corporations began using it as well. No one knows exactly when it happened, but also during that time, the system was slowly accruing something else: squatters.

In 2750, while tugging the fractured hull of a decommissioned ship, a young Navy pilot discovered something stunning. A manmade structure that’s known by one name throughout the Empire:
SPIDER

Built out of the bones of ships and old stations by fugitives, criminals and the impoverished, Spider can only be described as a mechanical world that is constantly changing and growing in both form and control. The groups that own and manage the landing zones on one visit might be replaced the next, but in this issue, we’re going to be talking about the only area where this intrepid explorer could gain access to.
NKZ

Probably the most mysterious of the landing zones in Spider. Whereas areas controlled by Fist & Nail and Dace Clan proudly wear their affiliation out in the open, no one really knows who controls NKZ, but the rules are made abundantly clear to whoever enters: leave your grudges on the landing bay. I would urge any would-be visitors not to test the locals’ resolve on this issue.

That’s right. NKZ is a place to do business if you don’t want to worry about getting shot through the back of your head. The peace is so well maintained that JOKER ENTERPRISES even operates an ‘unofficial’ showroom here.

Landing in the hangar ominously named LIMBO, you could tell they were serious. Manned turrets will track your ship as it slowly descends and sets down on the landing pad. The attendant on duty won’t be particularly polite, but efficient as they transport your ship down to the temporary hangar.

Stepping into NKZ proper, you will be shocked at the variety of people inside. From Human to Xi’An, obviously wealthy to barely scraping by, it is a bizarre confluence of personalities. It won’t be that surprising that the largest gathering is at the local lounge. While the SPINWARD TOXIN FARM sounds like the last place you would want to have a drink, the talented bar staff are quite the chemists when it comes to relaxing libations.

Before coming to NKZ, I had been told that a black market exists here, but sadly, I was unable to find it. Not to say that it doesn’t exist, though.

Again, it should be noted that traveling to Cathcart is, in itself, a dangerous proposition and travelers should take every precaution when attempting to visit Spider, but for those who still want to see a true marvel of Human innovation, no warning will deter. It’s one thing to hear me describe it; you really should observe it for yourself.
 
Next in line:
mhvhb8.jpg
 

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Shiny,

And which of the original ships has this obsoleted?

BTW any chance of using
. It'll come off less like a drive-by posting.
 
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