I'm a very active and responsible tester@StuartGT I have my doubts that you went through and reproduced all of these.![]()
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Get more involved in Star Citizen
Track bugs on and vote on the issues to help the development team identify what to work on next.robertsspaceindustries.com
I'm a very active and responsible tester![]()
@StuartGT I have my doubts that you went through and reproduced all of these.![]()
![]()
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Get more involved in Star Citizen
Track bugs on and vote on the issues to help the development team identify what to work on next.robertsspaceindustries.com
I like to feel like im winning so far I feel only like a loser
The crazier it gets, the more I want this game.
Maybe have it a bug sandbox with ships?
They should keep these bugs. It would be quite fun to walk around and find surprises all over. Weird skeleton ship-person-gun thing popping up behind a door. People falling from the ceiling. NPCs dancing around doing all strange combat stances. Or like the early days with the ship that wouldn't land properly but were flipping around and such. It's the new entertainment right there.
It's nice to see Ci¬G's 'quality of life' and 'making gameplay fun' series of patches are going so well...there's more entertainment in reading the IC section of Spectrum...The "Workaround = Give up" got me![]()
That sounds kinda obsessive on persistency detail to me. Who simulates an asset that is no longer there with elaborate routines? Takes too much resources to run. A fanfare and death animation does the job just as well.Hehe, well, it does allow the ships to remain behind... which apparently then results in the attacking bounty hunter getting a crimestat.
Thing is, the hybrid P2P setup ED has doesn't preclude ship persistence either. The main thing is you don't hand off the persistence of the logged ship to the attacker's client, way too open to abuse, but they do have servers, so "all" you need is server side service that can be spun up, like mini clients, that take over ships from logged off clients. It wouldn't need to do much, just maintain the ship's presence as a minimum for some determined amount of time. They could even give it a basic AI, like try and high wake to another system while under attack. If it manages that its considered saved.
Its not that client/server prevents combat logging or that P2P prevents persistence. Its all about how it is handled when it happens.
This is often ignored by the "dur hur client/server good, P2P bad" crowd.
Is it just me...slighty jaded from playing Star Citizen...that thinks a space goat simulator looks really accomplished and fun?
That's it...I'm downloading itAnd Waste of Space is magnificent imho. Goat Sim in general is silly goofing around, but with "MMO Simulator" and "Waste of Space" they actively take the p1ss on so many tropes I lost the count, and it's glorious. From the start at the CrowdKicker HQ where you kick people into funding stretch goals, you know it's going to be good, and that's just the very tip of the iceberg.![]()
CIG should keep it simple first by making never been done before things. Like consistent and reliable elevators, perhaps?That sounds kinda obsessive on persistency detail to me. Who simulates an asset that is no longer there with elaborate routines? Takes too much resources to run. A fanfare and death animation does the job just as well.
Other ways to end up in prison:
I managed to escape the prison 7 times in a row, this is what happened:
- Someone steals your ship, you shoot them. Prison.
- Someone logs-off while you bounty hunting them. Ship no longer hostile. You fired missiles. Now you got crime stat and prison if you die anywhere, even PO area far from any bounty hunter.
- Come in hot at base, crash. Ship blows up. Friend in ship dead. Prison.
- Friend tries to save you from prison. Gets crime stat for trespassing. Then 30K. Log back in: Prison.
- Griefers at PO gonna have fun: Griefer with ship gets in way so player rams griefer by accident. Player lands but got crime stat now. Player exits his ship. Griefer runs him over n kill him with ship while he on foot/EVA. No consequence for griefer, but player wakes up in prison.
- I'm sure the list is endless.
- Twice my friend picked me up with Freelancer, twice. Both times my char while in Freelancer, leaving prison area into space, my game completely crashes to 'submit crash report'. (Now my friend has an extra ship at console, because of this bug or whatever happened to make it all crash.) (back in prison both times)
- Twice escaped on my own, but the keypads at prison escape car garage did not work. Melted from heat. Back in prison.
- Got picked up from Klescher TWICE more, on way to Grim Hex got 30K error BOTH times. (back in prison both times)
- Just last i finished prison escape quest, waiting for ship to pick me up. 30K again. ... back in prison.
Not really true...there are some pretty scathing posts in various topic threads but even I'll admit it's getting out of hand. Folks are cooped up inside and just venting their frustrations more than offering anything constructive, be it negative or positive.Oh boy CIg‘s Forum Police is on fire again. Every critical topic gets deleted.It is totally normal that no criticism is allowed by the most (in)transparent project ever seen .
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Interesting thread from a known pad rammer and griefer... I suspect he's just finding out that being a complete tool isn't so fun after allMore prison complaints.
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Prison design completely broken as fundamental and technical - Star Citizen Spectrum
The whole prison system, as currently implemented is quite detrimental to the game. The one thing the prisons achieve is people leaving the game and not playing it. Who the F adds features/design...robertsspaceindustries.com
That sounds kinda obsessive on persistency detail to me. Who simulates an asset that is no longer there with elaborate routines? Takes too much resources to run. A fanfare and death animation does the job just as well.