Now, now - I'm sure there will be a player choice option included for those with immersion deficits and time restraints.
Ship Affordability Slider (tm).
Now, now - I'm sure there will be a player choice option included for those with immersion deficits and time restraints.
Video of Lorville (no fps counter though)
Size wise. Different trains to take to different sections. Probably because it is new, but constantly lost trying to get around. Right now it is full of npc's and npc ship taking off and landing.
Although performance really takes a hit at some points. I got down to an indicated 1fps at times. But it was probably lower and my counter won't go lower than 1. Reminds be of how Levski used to be.
The travel time sucks. Takes 15 minutes to get from Port Olisar to Hurston. I guess because Hurston is a planet, when you QT to a location like Lorville, you end up 100+ km away and have to fly down. Same goes for getting out of atmosphere so you can QT when leaving Hurston, have to get up over 100km off the surface which takes quite a while.
Hmm... not sure what to say to that really.
The travel time sucks. Takes 15 minutes to get from Port Olisar to Hurston. I guess because Hurston is a planet, when you QT to a location like Lorville, you end up 100+ km away and have to fly down. Same goes for getting out of atmosphere so you can QT when leaving Hurston, have to get up over 100km off the surface which takes quite a while.
Size wise. Different trains to take to different sections. Probably because it is new, but constantly lost trying to get around. Right now it is full of npc's and npc ship taking off and landing.
Although performance really takes a hit at some points. I got down to an indicated 1fps at times. But it was probably lower and my counter won't go lower than 1. Reminds be of how Levski used to be.
The travel time sucks. Takes 15 minutes to get from Port Olisar to Hurston. I guess because Hurston is a planet, when you QT to a location like Lorville, you end up 100+ km away and have to fly down. Same goes for getting out of atmosphere so you can QT when leaving Hurston, have to get up over 100km off the surface which takes quite a while.
To be fair, CR did say on the livestream that it was only their first pass at the ship prices... and then went and waffled about a ship matrix and the dynamic economy and it all got a bit more wishy-washy and he wasn't actually saying anything with any meaning any more. Nonetheless, they did give some indication these weren't set-in-stone prices. Probably.That's the problem - they didn't. They were put in for a reason. Even the simplest dev can look at the shown demo and see the price facts: "We make 5000 credits and lose ship and then we arrive to 160k Aurora and other ships, thus making the estimation for a player that they will have to do 30 such missions for Aurora, likely more if they have to pay for the insurance". It was deliberate.
Do you want to know how you can tell when it's not deliberate? When the devs tell you. Like Elite, where devs tell you "This is hot build, everything subject to change" at the start of every stream. Or by having "alpha footage only, subject to change" on the top of the video like in Cyberpunk.
Sounds good that they have managed to (by the sound of it) really create a sense of scale; it's something that IMO it took Frontier a while to refine - everything was obviously big, but for a while you had no real references as to how big when it came to starports, outposts etc. With ships you at least usually have a human-sized door or two.Size wise. Different trains to take to different sections. Probably because it is new, but constantly lost trying to get around. Right now it is full of npc's and npc ship taking off and landing.
Oof... I was assuming performance would be worse than the existing locations, but needing decimal points for the FPS counter so you can tell what it's actually at...Although performance really takes a hit at some points. I got down to an indicated 1fps at times. But it was probably lower and my counter won't go lower than 1. Reminds be of how Levski used to be.
Oh dear... I figured travel times would be shorter since they were shrinking everything down. Another balance pass to come on QT speeds, presumably...?The travel time sucks. Takes 15 minutes to get from Port Olisar to Hurston. I guess because Hurston is a planet, when you QT to a location like Lorville, you end up 100+ km away and have to fly down. Same goes for getting out of atmosphere so you can QT when leaving Hurston, have to get up over 100km off the surface which takes quite a while.
I believe it quite easily, as it uses average FPS. If you get 50 FPS for 20 minutes of flying in empty universe and 2 FPS for 2 minutes in port before you crash, your average FPS is still 45.6 FPS.Then there is this:
https://robertsspaceindustries.com/telemetry
Feast your eyes on the apparently (real time?) updates of what fps and performance people get in game in the PTU (if you can believe the figures).
Hmm... not sure what to say to that really.
Related to travel times - QT could be quicker indeed, but time to orbit for a big planet seems reasonable as there is a speed limit to ships. I am not that shocked about global travel times as these should be taken not lightly given how small the SC "universe" is...This is good good for Star Citizen?
As for that performance matrix....does CiG ask for permission to collect client data upon installation of Star Citizen?
Well "immersion" has different values to different people. If you subject Star Citizen to physical laws and realism then theres almost no immersion left but that evaluation is quite rigid and almost no game today "wins" that apart from a few select points. Go with your gut feeling instead and suddenly immersion can mean lots of things.
Realism can be utterly ruinous to immersion because reality can be… well… kind of boring, and you don't expect your games to deliver boredom.
Alright, I officially ran out of patience with #RDR2. Take away the graphics, what's left is a frustrating clunky game, dragging far behind other contemporary offerings in terms of fun, ergonomics and user-friendliness.
There's a valuable game design lesson here though: Earn your players' respect, offer them reasons to fall in love with your world. Don't assume it, don't demand it. Also (and I thought by now this is common knowledge) more realistic does not necessarily equal more enjoyable.
Finally to all of you who love the game I say this: I genuinely envy you. But as it stands I've got no more time to waste on this.
Oh dear... I figured travel times would be shorter since they were shrinking everything down. Another balance pass to come on QT speeds, presumably...?
I would tend to agree, but the space legs player movement is so unrealistic that it immediately kills this feeling. Instant accelerations, huge spring loaded jumps, instant changes of direction.. When watching the SC streams with a lot of people moving around, it's like one of these accelerated scenes from Benny Hill. It's arguably funny in the latter, not really immersive though... Immersion, yeah that would be the Thief series, that would be System Shock series, that would be SOMA..In Star Citizen I think its undoubtedly Space Legs only that it comes at the price of a game (...)
Yeah that's sad because it's a rich topic. Space is actually noisy ! But noises come from different sources like your own ship or whatever is hitting on it. ISS is notoriously very noisy. I think that someone ought to try it in a space sim, as Battlestar Galactica proved it creates a fantastic mood and atmosphere in a sci-fi series. KSP had space noise too and it's a bit sad given how realistic it could get (with some mods)...Its an interesting topic for discussion but trying to initiate it where you did I m not surprised that you are being heavily downvoted or reported.
My 1200+ hours on ultra realistic modded KSP and a lot of hours on DCS kinda disagree. It creates a longer, deeper game experience by creating a richer environment, whose parameters you will not exhaust in mere seconds.. Also, in that context (Star Citizen) i was promised the "BDSSE" in which there is "simulator". I was not expecting GTA-in-space unless you want to twist the language and call GTA a driving simulator..Realism can be utterly ruinous to immersion because reality can be… well… kind of boring, and you don't expect your games to deliver boredom.