Game Discussions Star Citizen Discussion Thread v12

Revolutionary. This is why it is going to be continuing for years. Natural selection among players will select for people who are fine with nice screenshots, space ship collectibles and fetch quests in a large arena game. Past promises are no longer important because new generations of paying customers are going to care only about the present. The longer it goes, the more likely it is CIG will be able to say "screw more star systems and complex background simulations, our player base does not care about these anymore, we need more ships BTW".

It is like with the CryTek lawsuit. Be so misleading and incompetent that you can push through and survive because you didn't deliver but had enough money to wait it out.

There's definitely some of this going on with newer backers, but also from some older backers as well.

Maybe you remember the heady days when backers truly believed CIG were going to deliver on all their stretch goals, just a few more years and the content floodgates will open.

And now we have people saying "100 systems don't matter, probably be too many anyway"
 
Nobody ask for a revolutionnary gameplay. We ask to reunite a maximum of gameplays in one unique space game.

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;)
 
Ah yes, "synchronized local physics grids," another thing SC has done that's been in games for 20+ years.

Lets talk about more things that games have been doing for decades that SC merely assigned some technobabble to, like subsumption or iCache or even their "never-been-done-before" Face-Over-IP which is just a reskinned version from the same company that produced it for EQ2 a decade ago.

Don't even get me started on their ground breaking "render-to-texture" tech that has been used for years in other games and comes standard with game engines nowadays.

All of the stuff you're seeing was in CryEngine. Even the physics grids. Go ahead and land a ship upside down, turn off the power and see if you continue to stick to the floor (now the ceiling) like Spider-Man. For even more fun, open the cargo doors and watch as you continue to fall upward and then down again, an endless loop of gravity defying stunts.
 
Seriously, all of these things are native to CryEngine. That would be like me walking into a newly finished building, drilling a screw into the wall, hanging a picture on it and saying "look at what I have done. No one else can modify walls like I have."

CryEngine is doing the heavy lifting. CIG doesn't get credit for using the engine the way it's meant to be used.

I mean, the documentation goes into localized grids:

 
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Not sure what your point was, i just gave my opinion of one aspect of it ;)
There wasn't any point, that's the point. I wasn't doing what ECity would instantly assume with me posting a video from a well known Elite content creator playing Star Citizen as some kind of weird endorsment for Star Citizen...I don't really care about this ridiculous one-upmanship between the ardent fan boys of the 2 titles, at all. Like I say... and very often...it's actually OK to like both.

I posted Kate's video because she saw what I and many others saw when we first played SC back in the beginning. Like I said in my comments and Intrepid3D picked up on, I'm too jaded and cynical these days, so much so, I don't see the game any more. I certainly don't see what Kate saw...I see the bugs, the glacial development, the roadmap for a roadmap nonsense, lies and deceit, cash grabbing ship sales and endlessly disappearing content....It was refreshing to see SC through her unbiased eyes instead of mine...or yours...or ECity's, or anyone else who's too caught up in their own negatively biased views of Star Citizen or Ci¬G that they can't see or even acknowledge the little things that are good... that includes me. Hope that makes it clearer.

I don't have an agenda, I'm not that great on promoting or endorsing Star Citizen in the first place and I would no sooner recommend anyone buying into the dumpster fire than you would...for slightly different reasons of course :)
 
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Like the mission I described where I have to climb in a derelict with hostile NPC I have to shoot to get a box to deliver in a station ?
Not really. What you described are game mechanics, not game play. Game play is how game mechanics combine to create meaningful decisions that the player has to make. What you described is a bog-standard platform puzzle, without the additional wrinkles that games like EGS bring to the table. There’s an early game mission in EGS that is very similar to what you describe, but despite being a story mission, the environment it takes place in will vary due to the procedural nature of the game. It’s taken place on an airless moon, in the frozen arctic, in irradiated wastelands, and in swamps, plains, and forests. All these bring their own hazards, plus there are weather related hazards, and hazards inherent to the crashed ship itself. Your environmental suit can be configured to handle just two of the hazards you may face. Which enhancements you choose bring, as well as how you cope with the other environmental hazards, is up to you.

Did I mention that an overly aggressive NPC faction is also interested in the crashed ship? One that can make your early game “interesting” if you anger them too much, even if you kill in self defense?

All this was done with a two person team, following an iterative “playable now” Early Access strategy, is because they got their core systems in place before they started “prettying up” their game beyond their engine’s native abilities. Game breaking bugs were quickly squished, balance issues fixed, and new game loops were fleshed out, in an iterative process that ensured their player/tester cohort remained engaged in the game long enough to find these issues in the first place. It’s a pattern I see time and time again in playable alphas and early access games.

This is a pattern I don’t see in Star Citizen. Instead I see a focus on overly detailed assets and visual enhancements at the expense of gameplay and even the underlying core of the game. I see backer money wasted on redoing assets over and over again in a vain effort to stay relevant to current generation of games, and because the underlying core of the game keeps changing.

And that’s why I’m going to wait for a free fly event, and not rebuying into this disaster, to see what this game, seven years late and counting with Squadron 42 completely mission, is like today. Chris Roberts is a wastrel who’s delivered only a tithe of the gameplay his backers have paid for, while the Roberts clan has siphoned away a second tithe, that we know of, from backers as well.
 
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