Game Discussions Star Citizen Discussion Thread v12

3 Perseus.....

This is why funding does so well. People like this.
In another forum where I wander many "just" CCUed to the new shiny jpegs, so were already 3 figures or more in so threw few tens of dollars more in the firepit. I wonder how all these transactions show in the fund tracker... True value or as if it was full price bought.

I too think (and hope) it's more continuous expenses from already whales or dolphins than fresh new backers.
 
And here was me thinking everyone that ever played Elite was combat Elite rating...Jameson at Shinrarta Dezhra is permanently full of them since they never seem to go anywhere else. After all, nobody can scan them out in the black and see the Elite rating they treasure so much :D

It's strange how the mostly PvP centric Combat Elite players never like to be reminded that they got that rating through farming NPC kills and nothing else ;)

That promotion video...recorded way back in May of 2016 when I was still an Xbox player using nothing more than an Xbox controller and in the pre-Corvette/Cutter days when the Anaconda was king of all it surveyed...sorry about the lack of quality.

I never made that rank. Not in the former Elite games nor in ED. I guess the games just got played enough by me and I was looking for something else to play.
And I found the requirements too excessive anyway.
 
Star Citizen, not only does it have trains in bases, it has gravy trains in reality. Chris Roberts thanks you from the bottom of his bank account.

It does beg the question, 'if people are prepared to give these sorts of sums without any hint of movement beyond alpha, what incentive is there to move beyond alpha?' CIG seem to have invented perpetual fiscal motion.
Nuh-uh! It raises the question. :p (Sorry, pet peeve… “begging the question” is a type of circular reasoning where a statement is ‘proven’ by a claim that presupposes that the first statement is true to begin with, which begs for someone to raise the question: “…but is it?” or “ok, but why is that?” because the supposed proof proved nothing).

And anyway, as for incentives, it's not like CI¬G has shown much willingness to move beyond the alpha to begin with so the question of incentive almost becomes academic. If they ever made any movement ahead, it might be interesting to ask why but they don't so it isn't.
 
Sorry mate, this sounds like special pleading
I thought about it this night and I have an explanation why the stress I feel in SC is different from other games I play and why I feel it more "visceral".

All the situations were I have a different stress, I'm always solo and outside of my ship doing mission/stuff with my ship parked away from me. In the vast majority of PvP solo game, you only care about yourself. In SC you have to take care of you + your ship. If you are safe but your ship is dead, your are in trouble. When I do some mission on foot, I often take an animus just to be able to defend my ship from another ship if I'm outside of it. When I do a mission in a space station or park my ship outside of landing pad, I hide my ship in the structure of the station/surroundings when I can (sometimes forcing me to walk minutes on foot). During a mission, you have the permanent ticking "if I'm too long someone will blow up my ship".
This plus the fact that in SC you can feel very attached to your ship (that's my case) gives you a constant slight stress in the background of your mind when you leave your ship alone.
 
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Star Citizen, not only does it have trains in bases, it has gravy trains in reality. Chris Roberts thanks you from the bottom of his bank account.

It does beg the question, 'if people are prepared to give these sorts of sums without any hint of movement beyond alpha, what incentive is there to move beyond alpha?' CIG seem to have invented perpetual fiscal motion.

Imagine how much money people would give for an actual game!

Well, probably nowhere near as much, because game < dreams.
 
I thought about it this night and I have an explanation why the stress I feel in SC is different from other games I play and why I feel it more "visceral".

All the situations were I have a different stress, I'm always solo and outside of my ship doing mission/stuff with my ship parked away from me. In the vast majority of PvP solo game, you only care about yourself. In SC you have to take care of you + your ship. If you are safe but your ship is dead, your are in trouble. When I do some mission on foot, I often take an animus just to be able to defend my ship from another ship if I'm outside of it. When I do a mission in a space station or park my ship outside of landing pad, I hide my ship in the structure of the station/surroundings when I can (sometimes forcing me to walk minutes on foot). During a mission, you have the permanent ticking "if I'm too long someone will blow up my ship".
This plus the fact that in SC you can feel very attached to your ship (that's my case) gives you a constant slight stress in the background of your mind when you leave your ship alone.

As i said, special pleading. You feel that it is different, therefore it is different.
 
This plus the fact that in SC you can feel very attached to your ship (that's my case) gives you a constant slight stress in the background of your mind when you left your ship alone.
And this is what I mean by you ascribing things to SC that are all specific to you, not the game. You have decided that your completely replaceable ship is somehow special to you, in spite of the very first actual mechanic implemented in the entire tech demo being the one that ensures you suffer no real loss ever.

I'm sure you can get very attached, but that is not something the game does, and it is not something you cannot feel in any myriad of other games, especially ones where you can be a part of the history of that ship and vice versa. If you feel this about a bog-standard, hyper-generic, mass-replicated, lossless piece of kit, imagine if you were instead playing a game where you collected every last nut and bolt and titanium plate that went into it. You choose to assign all this sentimental value to something that is 100% fungible because you had no hand in its existence. It's like getting worried that you might crash a car in GTA or something. Something is special here, but it sure isn't SC…

Now, compare all of that to, say, building your own T3 from scratch in EVE. Let's talk about personal investment and risk of loss. 😈

The fact of the matter is that SC offers by far the least amount of mechanics and depth that would let a ship be “yours”. The only thing that make SC ships feel yours is that you paid real-world cash for them, and that feeling is completely fake — your money gave you nothing; you own nothing.
 
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As i said, special pleading. You feel that it is different, therefore it is different.
I disagree.
Specific mechanisms/gameplays give specific stress/feeling. You can't give a "surprise" feeling if you have no "surprise" mechanism in your game. The feeling a player have is vastly due to gameplay/mechanisms a game serve him.
For a lot of people, parking a brand new car somewhere give more stress than parking the same car with just one little scratch on it. It's not "special pleading", it's how a lot of normal humans feel this situation.
SC serve the player with a mechanism where the way out of some missions is a mobile destructable device (player's ship) that the player have to manage and protect. So you have a specific stress tied to this mechanism, you can't deny it.
 
I disagree.
Specific mechanisms/gameplays give specific stress/feeling.
Which ones? And how are they different from what a bajillion other games offer?

You can't give a "surprise" feeling if you have no "surprise" mechanism in your game.
Yes you can.
Surprise is a reaction to events taking place in a way you don't expect them to, which is not tied to game mechanics in any way. It is solely tied to the player. In multiplayer in particular, the game doesn't need to offer anything at all, and the surprise will be there regardless because that's just how players are.

So you have a specific stress tied to this mechanism, you can't deny it.
It's trivial to deny it because not only is it not true — it is also not different even if it were.
You choose to create a problem that causes stress for you. That is something you can do just about everywhere.
 
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The only thing that make SC ships feel yours is that you paid real-world cash for them, and that feeling is completely fake


Ok, but conversely...

If you've earned that ship by defeating endless corridors, pernicious 30ks, and numerous inexplicable deaths ... you must feel a real sense of ownership, and no small pang of personal loss, when it inevitably sinks through the ground.
 
I thought about it this night and I have an explanation why the stress I feel in SC is different from other games I play and why I feel it more "visceral".

All the situations were I have a different stress, I'm always solo and outside of my ship doing mission/stuff with my ship parked away from me. In the vast majority of PvP solo game, you only care about yourself. In SC you have to take care of you + your ship. If you are safe but your ship is dead, your are in trouble. When I do some mission on foot, I often take an animus just to be able to defend my ship from another ship if I'm outside of it. When I do a mission in a space station or park my ship outside of landing pad, I hide my ship in the structure of the station/surroundings when I can (sometimes forcing me to walk minutes on foot). During a mission, you have the permanent ticking "if I'm too long someone will blow up my ship".
This plus the fact that in SC you can feel very attached to your ship (that's my case) gives you a constant slight stress in the background of your mind when you leave your ship alone.
As others have said repeatedly, this kind of thing isn’t new or special. It’s been around since the advent of MMOs in the early 90s, and those MMOs inherited it from earlier MUDS. Whenever you can have destructible/stealable/lootable assets in the game world, and the game permits asymmetrical PvP, you get the situation you describe. It might be new to you, because you've avoided such games in the past, or because Chris Roberts and his shills have sold you some cockamamy story about how it's new and special, but again it is neither new nor special.

If you want to read about exactly thing you’re talking about in another online game, with the added twist that nothing despawns when you log out, read @old Duck’s "Space Engineers, 'Open' changes everything” thread, and the efforts he's taken to remain "under the radar" as he builds his first ship. Heck, Keen's official servers even fit the technical definition of MMO I'm familiar with: more than eight players connected simultaneously via a WAN or the internet.
 
As others have said repeatedly, this kind of thing isn’t new or special. It’s been around since the advent of MMOs in the early 90s, and those MMOs inherited it from earlier MUDS. Whenever you can have destructible/stealable/lootable assets in the game world, and the game permits asymmetrical PvP, you get the situation you describe. It might be new to you, because you've avoided such games in the past, or because Chris Roberts and his shills have sold you some cockamamy story about how it's new and special, but again it is neither new nor special.

If you want to read about exactly thing you’re talking about in another online game, with the added twist that nothing despawns when you log out, read @old Duck’s "Space Engineers, 'Open' changes everything” thread, and the efforts he's taken to remain "under the radar" as he builds his first ship. Heck, Keen's official servers even fit the technical definition of MMO I'm familiar with: more than eight players connected simultaneously via a WAN or the internet.

Yea, and it's pretty much why I frequently comment such stuff with my feeling that such gameplay environment is a waste of time, because from my experience and expectations gathered from such setups in other games.
I don't see what is entirely new with this in SC. There just isn't. SC makes the same mistakes that have been done before. They have no idea how people want to play, how to balance PvP vs PvE, nor how these groups of players interact. Remember: "PvP-slider". :ROFLMAO:

I'd also comment that it's a waste of time in, but for the sake of it I think it is the proper punishment for the retardation taking place around SC.
By now I'd guess it has mostly evolved into PvP game just by lack of content alone and Mole's description illustrates that quite well.
 
I disagree.
Specific mechanisms/gameplays give specific stress/feeling. You can't give a "surprise" feeling if you have no "surprise" mechanism in your game. The feeling a player have is vastly due to gameplay/mechanisms a game serve him.
For a lot of people, parking a brand new car somewhere give more stress than parking the same car with just one little scratch on it. It's not "special pleading", it's how a lot of normal humans feel this situation.
SC serve the player with a mechanism where the way out of some missions is a mobile destructable device (player's ship) that the player have to manage and protect. So you have a specific stress tied to this mechanism, you can't deny it.
I know you can't see it, but as I stated earlier, you are exactly the type of person Roberts was hoping to catch. The fact that he caught some who had serious money to buy into "the dream" was a bonus he could not have expected. Best of all is that most of them have blind faith and don't want to see the mountain of problems that are staring them in the face. I hope you haven't "invested" too much cash in this. I hate seeing people ripped off.
 
The only reason to have light switches is for lurking in the dark! It's immoral!

(Just have motion-detection lighting. It's the future. Grumble grumble.)
The button screens 10 meters up outside and so tiny you have to zoom in (almost even same for those inside, the oblique layout doesn't seem helping readability) is sooo convenient. Other than that yep it looks cool.

SC art direction in a nutshell for me.
 
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