Game Discussions Star Citizen Discussion Thread v12

I thought it would take at least a few more days before you started posting random screenshots and videos.

Why does every single Star Citizen "enthusiast" here start and end at exactly the same point?
Because
a) they think it looks cool
b) they think the could convert any non believer to this ahm game? Tech demo?
 
I thought it would take at least a few more days before you started posting random screenshots and videos.

Why does every single Star Citizen "enthusiast" here start and end at exactly the same point?
Because that's all it is. It's the only place to start and once started, it's the only place it can end. Also because screenshots almost makes the game look good, whereas videos make it look like the amateurish ugly mess that it is.

It takes them a while to transition to only doing the former since the latter ruins the whole thing…
 
Literally pontificating to genuine AAA industry devs who actually released GOTY titles over the last 2+ decades to his zero.
To be fair, no one takes him seriously in this industry, even less so if one has listened to Warren Spector when he was talking about his days at Origin. So he may pontificate all he wants, his audience will at least laugh in his back of not directly in front of him.

As I remember that was suppose to be in "game" few years ago.....I mean it's cool and do not look that bad but what is the actual real purpose of it?
This is just as needed as caves in a space game. Priorities, again...
 
First, the game mechanic demo in that video proved this latest feature creep is poised to take SC to the next level. With this, SC could be poised to superseded Death Stranding as the best, most ultra realistic walking simulator on the market.

Second, and with a little creativity, it's quite plausible this game mechanic has created emergent sand box game play. Besides dragging, the new interactive feature enables you to mutilate and desecrate corpses. Potential necrophilia and other taboo interactions may also be potentially possible in future. Just need a little creativity and dash of ennui on the player's part. You basically now have the freedom of becoming as Machiavellian, sadistic, and deviant as you wish to be in the Verse.

Third, with a bit of resourceful insight, is game play loop expansion. For with this feature, the Bounty Hunting loop has been transformed by new player agency. Now you have the choice to deliver your target alive or dead. If the latter-- as facilitated by the this scope creep feature-- you can deliver both player & NPC corpses directly to the drop zone at the nearest IF facility/station. The reactions from bored station NPCs is likely going to be quite priceless. Now you've given them something else to gossip about besides standing around bored on their chairs, painfully phasing//clipping through floors/walls/objects, and violating the Pauli Exclusion principle while standing on the same spot merged into each other....

Fourth and lastly, the game mechanic demo also proved this is an excellent outlet for players to relieve stress. And whatever pent up frustration, sexual tension etc they may be suffering from irl.

I hope looting a dead player/npc is on the road map before necrophilia.
 
Both of those game are on my watch list, but at the moment I see no sign of them offering novel solutions to the player-driven problems that similar games have run into in the past.
In the case of DU, there are indeed novel solutions (saw the Devoxx conference from their founder / main programmer), the bespoke engine should be able to flex its muscles with tens of thousands players in the same area.
 
It's not random, it's news from the new patch 3.10.
Every single thing you posted besides the lighting engine and shader improvements are tier 0 test bed alpha things. Everything is "one day you'll be able to..."

It's okay to like Star Citizen. It's okay to enjoy what limited gameplay there is, or theorycraft about what will come. Unfortunately many posters like you end up proselytizing the game, praising it for broken or boring features while ignoring what 3.10 really brings: an awful update to the flight model; broken planetary take offs and landings; stalled combat encounters thanks to that new flight model; more issues with stability; more issues with NPCs; more issues with player interactivity.

Nothing sums up 3.10 better than that twitch clip of SaltEMike's gal rattling off 3.10's anemic "feature" list.
 
In SC, there will be permanent damage that will have to be treated in special medbeds.
If you are unconscious or both legs are broken, another player will have to drag you to a ship and take you to a hospital (or heal your wound directly if he has the right medbed in ship : Cutlass red, Carrack, etc).
Also bounty hunters will have too to knock off their bounty and grab them to a cell in their ship. CIG has added the new shock damage that will be able to make you unconscious.
There are also roleplay usage for the dragging.
Indeed. Can't wait to see how many scores of hours PvP greifer/ganker types are going to rack up. Christmas come early for this lot given all the free cannon fodder and space range test dummies their $$$, OP, gimbaled hard points will be getting. All while using you and your buddy's @$$es as targets for their emergent PvP game play content.
 
It's okay to like Star Citizen. It's okay to enjoy what limited gameplay there is, or theorycraft about what will come. Unfortunately many posters like you end up proselytizing the game, praising it for broken or boring features while ignoring what 3.10 really brings: an awful update to the flight model; broken planetary take offs and landings; stalled combat encounters thanks to that new flight model; more issues with stability; more issues with NPCs; more issues with player interactivity.
It's OK for me, I said that I will not more give my opinion on what I post.
I post news and you analyze it.
 
It's OK for me, I said that I will not more give my opinion on what I post.
I post news and you analyze it.
Pretty sure this is the exact same thing that happened with a few dozen other posters. They eventually just stop, much like you will, because they don't get any traction or interested parties or end up selling their accounts and moving on.

It's really not a knock against you, honestly; we've just seen it happen so many times in this forum (and many others) that the cyclic nature of it becomes a little absurd.

If posting news about SC or SQ42 here makes ya happy, continue to do so.
 
In the case of DU, there are indeed novel solutions (saw the Devoxx conference from their founder / main programmer), the bespoke engine should be able to flex its muscles with tens of thousands players in the same area.
That isn't quite the kind of player-driven problem I'm talking about. I'm talking about player-killers, griefers, trolls, Ozymandias types, hoarders, and every other manifestation of GIFT-like behavior you can imaginable. Managing GIFT-like behavior via the game's mechanics is equally as important as the technical aspects of the game. Right now, in both SB and DU, I don't see much information on how they're going to be dealing with this issue.

If you want a prime example of a developer making the same mistakes the early large-scale MMO pioneers made back in the 90's, look no further than Fleet Carriers in Elite: Dangerous. They're an in-game asset that had the potential to be the backbone of a working player-augmented economy, whose potential has been drowned out by the fact that there's now more Fleet Carriers than stations in the game.
 
LOL, had to look it up, but it is not quite true.

This patch also adds:

  • Flight model changes make flying in atmosphere tedious and annoying.
  • UI/Targeting changes make targeting functionality significantly worse.
Or, in CI¬G-speak: “progress”. Just imagine the ultimate end-goal of that arc. :ROFLMAO:
 
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