For Sq42? No. There have been vague mentions of Evocati but I suspect if they are used then there'd be higher-requirements due to leaks.Has CIG ever said the Beta would be public? I don't think they have.
For Sq42? No. There have been vague mentions of Evocati but I suspect if they are used then there'd be higher-requirements due to leaks.Has CIG ever said the Beta would be public? I don't think they have.
I've read you guys talk mechanics like flight, progen vs hand crafting, multicrew etc... all the way back to assume you guys will talk mechanics if fans will talk mechanics. Those kind of debates are a lot more interesting because someone usually think through trying to make it work and point out issues and obstacles CIG need to overcome, strength and weakness etc. Even way back when you guys were arguing why Cryengine wasn't a goot idea was interesting to read.Hold on. In that case we skeptics should be held to the same standard shouldn't we? Or we are allowed to talk in generalities but fans must talk about specific mechanics?
Space Engineers launched in Feb 2019.
Dual Universe is currently in NDA-protected Alpha, and due to enter public beta this year.
Starbase is in invite-only Alpha, and also due to enter public beta this year.
All of them provide the immersive gameplay you described in your comment I quoted. DU especially has some excellent Dynamic Server Meshing tech enabling their seamless MMO world to exist - that's what CIG are aspiring to and estimate a few years yet.
What I like is the ability to wake up at a location, walk through an area to reach a vessel, call it up, reach and board it, walk through it, launch it, fly around, stop it in space, walk around in the vessel or EVA from it, return to the bridge or cockpit, sign up for a mission, go engage in it - perhaps with other players aboard with whom I can interact, land on a planet or other location and conduct dismounted operations, reenter my vessel, and then log off in the vessel's bed, able to log back in on that same vessel to conduct more operations.
All of that already works to an extent, and that's the design I'd like to see carried forth in other online games.
....are you kidding me right now?
Esvandiary of Christmas past said:The problem is, that's the order it sometimes appears to be happening in. Chris presents the vision, to the public, in the form of promises for what will happen. Various different teams then have to work out how to achieve something approximating that.cptzipzap said:Chris presents the vision. the dev team is working out whats doable reasonable and what is not.. thats no secret.
That's not the order these things should happen in, because it results in exactly what we're seeing now - disappointment and confusion as things are scaled back, shelved, or appear in a very different form to how they were originally described. That's not open development, that's poor communication and community management.
I completely agree with Komemiute - the levels of "well, uh, it'll probably work like this" at this point are pretty unnerving. The mechanics that we know about are for the most part completely barebones and unclear. The big list of links on the RSI forums with all the different professions et al is a start, but its sources are mostly one-line throwaway quotes from ship descriptions and very old videos. Given the rate that CIG seem to be "refreshing" the game and how things work, how do we know any of that is even still valid?
Especially concerning to me is the idea that they're only now starting to look at persistence. That's something that a significant part of could be done by a different team whilst the client/realtime server folks get the basics up and running - if you've designed well. To me, the fact they're only now thinking about what sort of things should be persistent is very scary - it says they're still finalising basic game systems that should have been set in stone a year or two ago.
I'd really like the PU to be great, but I think they're going at a pace and with a lack of direction that'll leave it outdated before it's close to finished.
MaxLexandre said:And that's where you see what is freaking know for long already, Squadron 42 is the priority and where the majority of the dev-core is focused on. Means, the priorities and development of the PU, will by no way overlap the priorities and development of Squadron 42 at this point.... so obviously the PU-specific stuff that they need to do, is set to face a slow progress.
And this is not news, as much we would want the PU fleshed out sooner, is as much they need to deliver SQ42 as a fully released game first.
The problem with a public beta is people can see it and report on it.
Said it earlier, i'm pretty certain SQ42 is still missing huge chunks of stuff needed to make it work, a lot of that stuff it shares with SC, so when we see things like CIG working on NPC AI for years, its safe to assume they don't have a separate AI waiting in the wings for SQ42, at best its going to be scripted encounters and dialogues, which would be 100% fine for just about any dev company, but probably not good enough for CR.
Both Dual Universe and Starbase allow players to create, save, and trade ship blueprints. I.e. a player-made ship marketAll three of those you craft your own space ship. And they can be dopey looking as all hell. Hard for me to get past that.
I backed DU, so see if i can get over it for that one.
Unlike NMS and ED, SC doesn't allow free fast travel within a system. You have to point and click on predetermined locations. And while in "quantum" the game is of course loading in the assets required to render the destination....along with the seamlessness of moving from one piece to the other without loading screens.
I suspect it's seen as a way to drag in revenue not tied to the the PU...sort of like an SC version of CQC for those with the attention span of wasps that won't readily go for Star Citizen and want something to pick up and play..Unlike NMS and ED, SC doesn't allow free fast travel within a system. You have to point and click on predetermined locations. And while in "quantum" the game is of course loading in the assets required to render the destination.
If CIG is working so hard on SQ42 because of Calder, then why are they doing Theaters of War?
Another game to add to that list is Empyrion: Galactic Survival. It may still be in Early Access, but it's very playable.Space Engineers launched in Feb 2019.
Dual Universe is currently in NDA-protected Alpha, and due to enter public beta this year.
Starbase is in invite-only Alpha, and also due to enter public beta this year.
All of them provide the immersive gameplay you described in your comment I quoted. DU especially has some excellent Dynamic Server Meshing tech enabling their seamless MMO world to exist - that's what CIG are aspiring to and estimate a few years yet.
Not a fan of the current QD system, but its what CIG has implemented, so I usually just do something on another screen or chat in-game during QD travel.Unlike NMS and ED, SC doesn't allow free fast travel within a system. You have to point and click on predetermined locations. And while in "quantum" the game is of course loading in the assets required to render the destination.
If CIG is working so hard on SQ42 because of Calder, then why are they doing Theaters of War?
Good shout; not played that.Another game to add to that list is Empyrion: Galactic Survival. It may still be in Early Access, but it's very playable.
Do you mean within Star Citizen? SQ42 is single player. IMHO, CIG leadership knows they can't deliver the MMO they've promised, so ToW is (yet another) distraction to give the appearance of progress. They have time to do it because they're under no pressure to release SQ42.From what I can gather, TOW is intended as a mechanism to flesh out combined arms ops within Squadron 42...
Yeah, I'm not gonna try to defend it. Much of CIG's development makes little to no sense.Do you mean within Star Citizen? SQ42 is single player. IMHO, CIG leadership knows they can't deliver the MMO they've promised, so ToW is (yet another) distraction to give the appearance of progress. They have time to do it because they're under no pressure to release SQ42.
You've said you're interested in the Calder investment side of things - and Spectrum keep banning you for mentioning it - but I wonder what your thoughts on it are?Not a fan of the current QD system, but its what CIG has implemented, so I usually just do something on another screen or chat in-game during QD travel.
From what I can gather, TOW is intended as a mechanism to flesh out combined arms ops within Squadron 42, but of course your guess is as good as mine. I'm not a fan of it, but if our organization wants to participate in it, I'll do so as well. Frankly, combined ops are working fine in the PU as is, so it just seems unnecessary to me. But nobody at CIG asked my opinion on it.