Game Discussions Star Citizen Discussion Thread v12

They want to propose dead or alive quest.
If you get the NPC alive to the prison = more money
another bad idea from CIG.
All the games that had implemented a way to move unconscious or dead body have done this choosing to pick it up on your shoulders, and not only games, also in movie, unconscious personns are moved bringing them on shoulders, and do you know why?
because is the most common, practical and realistic way to do it, but no, CIG had to make them drag around.
ah, not to mention that even this mechanics is trivial, I really wonder why they took all this time to implement it.
 
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A good screenshot of the new lightning with new dynamic global illumination in 3.10
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Mercilessly throwing unconscious guards into a swimming pool to spend their final moments was one of my great entertainments in Thief.

Pity the game didn't like it as much :D

Will SC offer us such erm, immersive, opportunities?
Talking about creating piles of bodies...AC Origins was grand for that...did all this with one poisoned dart since any NPC passing close to the body started puking and falling over ;)

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It rather fails to show that.
They added 'god rays'...I went straight to the options to find out how to turn them off...like film graining and chromatic aberration. It was yet another graphics feature CR saw in RDR2 and others and insisted that 'his' game had it too...

Like most pointless graphical fluff straight from the movies and inserted into games (lens flare, I'm looking at you), it kills fps, especially in SC. You can gain 5-10 fps by turning chromatic aberration off.

The only time I ever see god rays these days is just before my wife appears at the door of the Mole Cave with a can of Febrese and moans about my recently re-aquired habit of smoking... :cautious:

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Gads - that's something you definitely need to add ice to!
I wouldn't mind...but she seems to have a can of the stuff permanently attached to her hand these days...complaining that I smell of diesel/slurry/engine oil or cows. I must be the only nice smelling farmer in existence since she sprays my overalls with the stuff before and after I enter or exit the house...

...And to think that me smelling of bits of motorbike and engine oil used to be an aphrodisiac to her :rolleyes:
 
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I'm beginning to notice a trend with those that will insist on defending CIG and Star Citizen. That trend is, if you're in to the role playing scene, chances are you will love Star Citizen. Nearly every enthusiastic influencer on youtube or twitch (that I've watched), or faithful defender of the cult, at a minimum, dabbles in role play. Star Citizen is a game about creating your own adventures. Whereas in other games, such as the evil Elite, the developers put in the work to create content for the players. Game loops are implemented so as to prevent necessitating the use of one's imagination to "enjoy" the product. You put the tasks in the game and employ varying levels of engagement to attract and keep an audience. Star Citizen doesn't have the necessary game loops to keep a person's attention for too long. Instead, what CIG provides is a large sandbox for those like to play make believe.

Pardon my very crude analogy here. I had a recent discussion with someone close to me about what Star Citizen feels like. The game reminds me of a children's toy. A child can take a lifeless figurine or doll with no extra features or accessories and go on limitless adventures manufactured by their very own mind. The toy can be made to do all sorts of impressive things that the child has a great appreciation for. An adult may not share the same level of appreciation, because their minds typically have become grounded in reality. For the child, that toy may eventually become boring. A child might turn to a new or larger toy to have even better adventures. This is where ship purchases enter. As a novelty, someone may spend money to buy a ship or two. However, ships only do so much on their own. Without the requisite game loops for certain ships, they are simply big virtual toys. Perhaps those with less tolerance for the fantastical will get bored of the new ships. It's even possible this type of person walks away from the project entirely for days, weeks, months, only to return to see what has changed. However, there is a subset of the player base that refuses to accept the reality of the game and the company. Their minds are not focused on fact and instead center on fantasy.

I've played the game. It's terrible. There are certain aspects of Star Citizen that I can enjoy, but they are limited. I tried returning to the game after taking several months off only to have an abysmal experience. I immediately stopped playing. The "adventures" that are had in the game are not produced by the developers. Instead, role players have created their own fantasies that Star Citizen "allows" them to live. If you can dream up missions and quests in your own mind, they might serve as adequate distraction from the reality of the game. This may be why especially role players will defend this product.

This mirrors my Red Dread Redemption 2 online experiences perfectly. Except its one of the best sandboxes I've played in. Assassins Creed 1-2 and Daggerfall also provided these. Elite provided the space version (Many other games but these were my favorites for open world forgetting about the quests and just playing with your plastic toy soldiers (Total War anyone).

Come to think of it many of my favorite games just mirror and extrapilate on what I enjoyed as a boy. Going from blocks of wood and gi joes to what we have now in gaming has really been a wonderful time to be alive.

Star Citizen is definatly going for everything every game does so they can hook as many potentials as possible. Chris stealing all his ideas from popular media and trying to market them for nostalgia is predatory as hell. But they have to feed the money machine. No trope or gimmick is off limits.
 
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