Game Discussions Star Citizen Discussion Thread v12

Not every MMO can give this feeling, it's not true. I've played more than 10 MMO in my life and you can't find this feeling in each (in fact in few).

Just take WOW, you know if you are in danger or not just by looking at the faction of the other player. In a lot of MMO you clearly know when the other player is a enemy, not in SC.

Another difference is in SC someone can indirectly and significantly harm you without killing you. In his story, the 2 other players could have blown up/steal his ship and get away. He's alive, have not fighted but his next hour of play will be completly changed (asking help for return to a station/city). That's new for me. In every MMO I have played, when you encounter an enemy afar from your base and there is action with a winner, the winner is alive and the looser dead. You dont' have a looser alive that need to go back to his base. It has a huge psychological impact because after you loose, you are not safe yet. You can loose again if you can't find help or the help you find betray you. And the help you find can also give you the best gameplay session you ever had...

So, just like ED really then. And i'm sure plenty of other games. Many other games.

Hardcare SC players seem incapable of looking outside SC for the same type of interactions, which is why we skeptics often joke that the faithful haven't played another game in decades. Because the horse manure they come out with makes it seem like that.
 
I dont think its a tangent at all and a fair discussion point.

The old Aliens: Colonial Marines Technical Manual had a short chapter dedicated to this whole point that still works well in terms of describing the whole dynamic.

The tl/dr of it was that you'll always need someone to dig in the proverbial mud and hold the ground, regardless of how fancy your supporting kit is.

The problem is from my WW2 Online/ArmA experiences, you need a lot of players in an instance to create that combined arms feel, and from all we've seen, Star Citizens engine/servers dont support that at present.

Yes, definitely, you need numbers in the same place, at the same time, it's not a trivial constraint. In a focused engagement like in ARMA, well, everyone is there. In a multiple fronts scenario like in Planetside 2, information flows quick and travel times/redeployment are short enough that the numbers do naturally accumulate as one faction gets a push in. In an open MMO, things will be more difficult. EVE manages to pull it off, but it's a very special game with a very special player base that can plan conflicts months in advance, and those conflicts for influence are the beating heart of the game. Personally, I can't see ED pull it off (in fact I don't even think they'll even try seeing the whole PP debacle), and have my doubts for SC.
 
Not every MMO can give this feeling, it's not true. I've played more than 10 MMO in my life and you can't find this feeling in each (in fact in few)...

Now here is what a fellow backer thought...

I'm sorry, but the premise of your little story of wonderment is a bit of a logical fallacy. You say you flew to a, quote: 'remote location on the planet where I thought that there is no way anyone would ever stumble onto this corner which seemed very off the beating path'. Yet you actually were in a shelter, which has been hand placed there by CIG, and which is being used by the mission generation system precisely to point people there to pick up a box. So it's basically a quest destination. And then you are intrigued that people pass by and are doing the mission.
 
Not every MMO can give this feeling, it's not true.
Yes they can. For the simple reason that that is the very core of what an MMO is. By the simple virtue of being massive, multiplayer, and online, you will by necessity encounter random individuals just going about their business. Hell, even in sufficiently large session-based games you could see that kind of thing. If it doesn't bring you that feeling, that's on you, not the game. It's you not keeping an eye out for other people, for whatever reason, or not venturing out on your own. You not seeing it does not mean it doesn't happen, but it does mean you're not looking for it. It's all down to you.

Another difference is in SC someone can indirectly and significantly harm you without killing you.
That is not a difference in SC. That's just any persistent multiplayer game where you can non-trivially interact with other people's possessions, which is such a baseline feature that it barely bears mentioning these days. I can't think of a single MMO that hasn't had that, unless it's some strict not-actual-MMO strictly-PvE grindfest.
 
Megawhale Jorunn and other whales get together to fly their e-willies.

Just look at all those frames per second! They may even be reaching double digits at some point!
i like how the Sun splits in two at 12 seconds and generates 2 separate shadow sources on the buildings, never seen that before. I also appreciate them flying as slowly as possible and not moving the camera left and right to try and con me into thinking its better than it is.

That's new for me. In every MMO I have played, when you encounter an enemy afar from your base and there is action with a winner, the winner is alive and the looser dead.
Have you tried GTA or Fallout?

Pretty much any team MMO has a 'medic' or 'fallen player' function that if you get there within 30s or something you can 'revive' them...its just an extension of that.

(in fact I don't even think they'll even try

I sincerely hope they dont. All games should have their own identity and not be the same as everyone else.
 
Now here is what a fellow backer thought...
He miss the point. Beeing on a POI or not don't change the fact that when you see someone landing near your ship, there is a special stress that you don't find in every MMO. You never know if they will be friendly, hostile or feign friendship/neutrality before killing you.

A time ago I've visited a cave for a mission and parked my Aurora at the enter of the cave. When I got out of it, my ship was not here anymore and someone was here waiting for me. He said that he had kill a bounty in the area and that this bounty was destroying my ship when he found him. This guy said he was waiting for the player inside the cave to give him a hand to get back to a station. At this instant my thought were divided between "what a nice guy" and "it's him that have blown up my ship and he will trick me if I go with him". It was a really good and stressful moment that I have rarely lived in other MMO.
 
Have you tried GTA or Fallout?

Pretty much any team MMO has a 'medic' or 'fallen player' function that if you get there within 30s or something you can 'revive' them...its just an extension of that.
I know but the real point here is 'within 30s'. In SC, when you 'loose' without dying (ex: you loose your ship), to get back to the normal situation you have to be proactive for several minutes (can be an hour) to get back to the normal situation. You are in the state of a looser for sometimes a long moment and you have to do action you will often never use in the alpha (making a transport beacon for instance).

For now a lot of players doesn't understand it because they use the option 'suicide' to reset quickly to the 'not loosing' state. But this option will not be available forever in its current state, the plan is to put a huge cost on it. When you play without the convenient suicide option (I do) it opens really fun sessions of rescuing time.
 
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For now a lot of players doesn't understand it because they use the option 'suicide' to reset quickly to the 'not loosing' state. But this option will not be available forever in its current state, the plan is to put a huge cost on it. When you play without the convenient suicide option (I do) it opens really fun sessions of rescuing time.
Actually, what it opens up for is a lot of very boring not-playing-the-game time, and being penalised for trying to spend your time having fun. Whenever some genius thinks up such a braindead idea because they have failed to make an ounce of research into game dynamics and player behaviour over the last twenty years, they end up creating horrible and stupid mechanics that players end up hating and invariably start a brinkmanship war with those players over who gets to dictate how players spend their time. The players will come up with all manners of shortcuts and methods of circumventing the fun-police; the fun-police will fight a losing (it's spelled with just one ‘o’, by the way) battle trying to close those loop holes.

In the end, a ton of time and money is wasted on something that serves no meaningful purpose other than to force a particular gameplay story scene down people's throats because someone who has never actually played a game in their life thinks it looked cool in a show they saw on TV once. Having not played a game, they have no concept of how annoying it gets after the twentieth time it happens.

Like all things that “will happen” in SC, this is just some brainfart that ended up on a whiteboard a decade ago and that no-one with any intelligence, competence, or game design insight has bothered to check since then. And whether or not it “will happen” is impossible to say because there is exactly zero connection between what CI¬G says and what ends up in the tech demo.

He miss the point. Beeing on a POI or not don't change the fact that when you see someone landing near your ship, there is a special stress that you don't find in every MMO. You never know if they will be friendly, hostile or feign friendship/neutrality before killing you.
…something you find in every PvP game, be they MMO or not. And being at a POI means the whole narrative of randomly coming across people doing their thing because pathetically weak — there's nothing special about encountering people in a spot specifically designed to attract people. There's nothing special about anything he's describing, and that is the whole point here.
 
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He miss the point. Beeing on a POI or not don't change the fact that when you see someone landing near your ship, there is a special stress that you don't find in every MMO. You never know if they will be friendly, hostile or feign friendship/neutrality before killing you.

A time ago I've visited a cave for a mission and parked my Aurora at the enter of the cave. When I got out of it, my ship was not here anymore and someone was here waiting for me. He said that he had kill a bounty in the area and that this bounty was destroying my ship when he found him. This guy said he was waiting for the player inside the cave to give him a hand to get back to a station. At this instant my thought were divided between "what a nice guy" and "it's him that have blown up my ship and he will trick me if I go with him". It was a really good and stressful moment that I have rarely lived in other MMO.
What he is saying is that it is nothing out of the ordinary to meet other players at a mission point. The OP made out it was some magical encounter that can only happen in SC. The fact that you make up all these dramatic life or death scenarios in you head, and please don't take this as an insult, tells me you are exactly the type of person Chris Roberts wants to sell the dream to.
 
Actually, what it opens up for is a lot of very boring not-playing-the-game time, and being penalised for trying to spend your time having fun.
I completely disagree with you.

First you play the game during those time. You don't play it as you were planning to play it but you are fully playing it. For instance, when a player save you he often proposes you to do a mission with you in its turret's ship (if he have one) along the way.

Second waiting times brings a sense of accomplishment to the gameplay. I've stated it already in this forum but waiting times should not be purged of all games, they are plain element of a good success/failure system.

Third it encourages players to meet other peoples. Rescuing missions (from both side) are great social meeting point.
 
If players choose to suicide does that not imply that these players at least do not want to wait around to be rescued, or griefed, but instead want to get on with their game? (not everyone ofc, there is no 'everyone does' or 'nobody does')

In ED you used to be able to suicide and keep the data, it got exploited so got changed and now you lose the data, yet some players still do it, seems like theyd rather lose A than B where B is worth more of their time.
 
I completely disagree with you.
You're free to ignore the last two decades and change of recorded history about how these things play out. It's still the case.

The rest is just you conjuring up more imaginary scenarios. This is fully in line with how CRobber thinks, so I'll forgive you for that — just realise that reality and fantasy are two very different things.

Coincidentally, you should probably stop listening to what CRobber says, because his thinking has nothing to do with good game design. He has proven this time and time again over the last two decades and change.

Second waiting times brings a sense of accomplishment to the gameplay
No. Waiting times brings a sense of wasting time, because that is all it is. There are entire genres carefully constructed to exploit that feeling because of how pervasive and strong it is. People are willing to do a lot of things, including parting with hefty amounts of actual real-world cash, to not be forced to wait. There is no accomplishment in waiting — it is a crutch for incompetent game designers to pad out their game with nothing. It only encourages one thing: figuring out ways to skip the waiting, which may end up meaning not playing at all since that is what waiting is.
 
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What he is saying is that it is nothing out of the ordinary to meet other players at a mission point. The OP made out it was some magical encounter that can only happen in SC.
I never said that meeting other players was extraordinary but that the tension during these encounters could be very special and intense in SC.
I love playing PvP and PvE MMO. But the best for me are PvPvE MMO. And the best of the best are PvPvE MMO where you can't say at first glance if the player your encounter is hostile/neutral/friendly. Those games are few. And in those games, generally the PvP aspect is very strong (like in Rust). In SC, the PvP aspect is less strong. I play MMO since T4C and it's been a very long time since I've felt the sense of apprehension that I sometimes have in SC.

The fact that you make up all these dramatic life or death scenarios in you head, and please don't take this as an insult, tells me you are exactly the type of person Chris Roberts wants to sell the dream to.
I don't make up those scenarios I live them from time to time. And I've died multiple time experiencing some of them. I am also a strong roleplay gamer, it helps a lot initiating those situations.
 
If players choose to suicide does that not imply that these players at least do not want to wait around to be rescued, or griefed, but instead want to get on with their game? (not everyone ofc, there is no 'everyone does' or 'nobody does')
If those players do not want to wait or be rescued, they have not chosen the good game. Those moments are plainly part of the gameplay wanted by CR and described in Death of a Spaceman.
 
I never said that meeting other players was extraordinary but that the tension during these encounters could be very special and intense in SC.
It has been said before and needs to be said again: you need to play more games. Almost all backers do. There is nothing special here — you'll get the same from any number of games. In particular, given how CI¬G has chosen to monetise the game, it will be even more intense in those since you actually stand to lose something, whereas in SC, you can just pay to ignore it.

And the best of the best are PvPvE MMO where you can't say at first glance if the player your encounter is hostile/neutral/friendly. Those games are few.
Rule #1: all players are hostile, especially the friendly ones.

I don't make up those scenarios I live them from time to time. And I've died multiple time experiencing some of them. I am also a strong roleplay gamer, it helps a lot initiating those situations.
It also means that the things you ascribe to SC have nothing to do with SC. They have to do with you and how you choose to play the game. You can choose to do the same in any number of games. If you choose not to, then that's still on you, not the games in question.
 
It also means that the things you ascribe to SC have nothing to do with SC. They have to do with you and how you choose to play the game. You can choose to do the same in any number of games. If you choose not to, then that's still on you, not the games in question.
Read again my story about when I had left the cave to find someone waiting for me. I've chosen nothing, the gameplay mechanisms of SC have enforced (to my pleasure) this scenario to me.
 
Read again my story about when I had left the cave to find someone waiting for me.
…which can happen in every game ever.

You're the one choosing to filter this through some RP-coloured spectacles and assign the ensuing interpretation to SC rather than to just regular people playing regular MMOs in the regular way. You can RP in flipping Battlefield if you want and get all kinds of oddball interactions out of it, including the one you describe, but that doesn't mean that BF is in any way special — it just means you're applying an approach and play style to the situation and have other players react to that.

SC mechanics do not enforce that (in large part because they're so ephemeral and incomplete). What you describe is just a series of player-to-player interaction — again, choices made by players, unconnected to the game itself. That, and/or horribly ineptly and unintelligently designed NPCs. Now, while I'll grant you that SC is very good at offering those, it is unfortunately still not unique in any way.
 
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