Game Discussions Star Citizen Discussion Thread v12

The new mountains do look good.

Unfortunately I absolutely hate what they have done with the flight model. The oversteer in particular. And how miserable and tedious flying most ships in atmosphere is. I cant think of a game, especially one based on "flying", where it is so punishing and unfun.
So far...I haven't been able to leave Area 18 due to exploding...several rage quits later...I still haven't managed to leave. I'm out for this patch.
 
Maybe base your decision on gameplay rather than how pretty it looks?

Comes down to preference. How pretty it looks is as valid as if you are looking for depth and complexity. The confusion begins when you apply visual representation to gameplay quality or selectively digest information based on that quality rather ̶t̶̶h̶̶e̶̶n̶ than their real value (Sorry Sanya, I instintively picked the wrong one, went back to your explanation and corrected it but I dont think I ll ever learn this /sigh. Is this a biggie that irritates people? If not I think I ll just "wing it" Star Citizen style ^^)
 
…also, why the hell are they using heightmaps if the end goal is to create a couple of hundred reasonably sized planetary bodies? Have they sat down and calculated what that means in terms of data usage?

Nah, its okay, once the mountains are the right height everything falls into place, bartenders stop hovering, ships gain mass, murderous elevators and ramps are brought to justice, Asp will get his USB, 10 gazillion player instances will be stable and the verse - both real and SC's version - will be in harmony.
 
"put screenshot of the new heightmap"
"awaiting comment on the new heightmap"
"receive only comments on gameplay, procedural bases and non related stuff"


The reason for that is those are broader trends in SC that are worth paying attention to. Cosmetic additions continue unabated, but core gameplay tech and related gameplay loops continue to falter and languish...

It’s something of a meme now that hardcore fans of the game end up posting a litany of cosmetic additions, because that’s the main thing there is to post about ;)
 
For reference, that tiny pipsqueak moon we have (as far as the overall scale of space goes) has a surface area of 3.8×10⁷ km². Let's heightmap that out to a horribly coarse resolution of 10×10m. That means we need 3.8×10¹¹ data points. Let's also use equally horribly coarse 32bit values to represent heights (because normals and slopes are too advanced), which means 4 bytes per data point.

Oh my… that's 1.52×10¹² bytes or as it's perhaps more commonly known, 1.38 terabytes of data. For awful surface differentiation and not very capable representations of heights. Increase it to 1×1m resolution, and we now have 138 terabytes, for a single very tiny body. Add in something more sensible for the heights and slopes, and that's another byte or eight per grid square. That's fine if you're GIS:ing it up over at NASA; not so fine if you just want to canyon-blast in your noclip ship. :D
 
Interesting...what did you expect to receive? Praise and glory about how nice the screenshots look?
I just post what I find interesting about the alpha. I expect analyse from you, nothing more.

Are CIG trying to claim this is some sort of never been done before achievement?
No they don't claim that. They had just said they have improved their heightmap nothing more.

Maybe base your decision on gameplay rather than how pretty it looks?
For a flight sim, my first criteria is how pretty it looks. If it's pretty I try it. If the gameplay is ok I play it. But I already know DCS is a big reference in the flight sim genre. So the gameplay will be OK.
 
Is it true that 3.10 changes all box missions to require the delivery of multiple boxes? Doesn't that seem designed to encourage players to spend beyond the starter packages? Especially since having to deliver multiple boxes increases the likelihood of glitching out.
 
Unfortunately I absolutely hate what they have done with the flight model. The oversteer in particular. And how miserable and tedious flying most ships in atmosphere is. I cant think of a game, especially one based on "flying", where it is so punishing and unfun.
I think it's a good step in the right direction. It feels like flying ships, and not like moving assets in a 3D editor. So yeah, FPS players will hate it. Pilots will love it.
Also ships may now move in a believable manner, and not stopping mid air with the power of magic.

If you dont do combat, probably wont notice the oversteer.
That is the whole point.. And if they do things properly, winged ships in atmo should turn much tighter.

And atmo is terrible for big ships, they can barely fly. Any ship that can barely fly should be denied landing at any ground based space port. You're not gonna let these giant things fly over your city if they are on the edge of falling out of the sky.
That's why we have VTOL thrusters on big ships. Again a step in the right direction. Freighters like the Cat at full load should take a few kilometers to change direction... These should be straight line flyers mostly, not nimble combat fighters.
 
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[QUOTE="LittleAnt, post: 8602532, member: 257049"
For a flight sim, my first criteria is how pretty it looks. If it's pretty I try it. If the gameplay is ok I play it. But I already know DCS is a big reference in the flight sim genre. So the gameplay will be OK.
[/QUOTE]
You will find DCS in sim mode very unforgiving, but rewarding when you eventually get it right.
 
Is it true that 3.10 changes all box missions to require the delivery of multiple boxes? Doesn't that seem designed to encourage players to spend beyond the starter packages? Especially since having to deliver multiple boxes increases the likelihood of glitching out.
The multibox mission is new but I don't think it will replace the one box delivery mission. I will look at the release.
I often put 3/4 boxes without glitch in the starter Aurora so at least the Aurora can handle it.
 
For a flight sim, my first criteria is how pretty it looks.
Lmao. That explains so much. What a silly approach to a genre where looking pretty is — by far — the least important detail. :ROFLMAO:

May I ask, why is it you keep thinking about playing these “sim” games when simulation isn't the attraction?
 
"put screenshot of the new heightmap"
"awaiting comment on the new heightmap"
"receive only comments on gameplay, procedural bases and non related stuff"
That's because in every other development studio under the sun, gameplay comes first, and then the visuals gets polished. Polishing, and then repolishing, the visuals first, means that CIG's wasting money. They'll have to redo the height maps once again, when they finally get a few more game loops up and running, and discover that the current iteration doesn't work/look/interact well with the new stuff.

Quite frankly, this is the equivalent of "Look at the shiny thing! It's shiny! Don't you want to pay money to get the shiny thing???" Sorry, CIG. You lied through your teeth in 2012 through this tactic, and I'm not falling it for it a second time. I was very lucky to get my money out this disaster, and I'm not going to put it back in because you're still wasting it in fluff, rather than gameplay.

Show me the gameplay you promised I should've been enjoying since 2014, and then maybe I'll start taking a closer look. Right now, you're just polishing a turd.
 
Lmao. That explains so much. What a silly approach to a genre where looking pretty is — by far — the least important detail. :ROFLMAO:

May I ask, why is it you keep thinking about playing these “sim” games when simulation isn't the attraction?
I like FPS&sim games looking 'realistic' AND with good gameplay. I need both.
For other genre, graphics is less important for me. I love FTL or Undertale for instance.
 
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