You're fine...I was hiding behind a big rockuh oh
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You're fine...I was hiding behind a big rockuh oh
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The 'lack of grind mechanics' is an interesting one - possibly because SC hasn't got many working mechanics at all?The video from Hawkes gaming talking to players and fans of both games is quite telling with most of the included cmdrs citing ship interiors, EVA gameplay and lack of repetitive grind mechanics as the main draw to SC over ED, I agree
You're fine...I was hiding behind a big rock![]()
I was never a fan of the whole engineering thing when it was first revealed, after it was released it kinda summed up my worst fears in the way it was implemented. Even after several revisions, it ended up as being 'the game' where as Elite Dangerous became the secondary minigame behind it...as in... everything you needed to do in ED became wholly dependent on it. I spent more time in game farting about collecting mats and engineering everything than I did playing the game I wanted to. It was made compulsory rather than optional...despite any arguments to the contrary then and since.The 'lack of grind mechanics' is an interesting one - possibly because SC hasn't got many working mechanics at all?
Reminded me of Mike's rants about loot last week - he was talking about how he wanted all the loot to be meaningful - but how do you do that?
- CiG just adds stuff you can buy in shops as loot - totally not meaningful at all (Mike's worry)
- CiG adds 'special' weapons etc with added attributes. How do you avoid the usual issues of there being the 'one meta choice', and you end up having to grind loot to get it (or it drops so fast that everyone has it). Or you add several metas and people grind to get them all..
- or you do it like fdev and loot materials to build what you want ... every drop becomes meaningful* (as you can use them for engineering)but you already said those mechanics drove you away from ED
If CiG ever get around to finishing the game they have some hard decisions
* fdev kinda messed that up with the useless mats they added, but that spoils my point so I will ignore them![]()
I was in a Prospector for a change...there were a few dodgy looking characters all marked up with crimestats flying around in pointy ships near to where I was...I was powered down and hidden, passively scanning them from the asteroid beltSurely you mean a big ROC?
Yeah, I feel the same. Like they did it with the Thargoid stuff is OK. You decide to dive into that and build up your gear for that. That's fine. But like they took existing gameplay and goalposted content behind new grindwalls was how not how to do it.I was never a fan of the whole engineering thing when it was first revealed, after it was released it kinda summed up my worst fears in the way it was implemented. Even after several revisions, it ended up as being 'the game' where as Elite Dangerous became the secondary minigame behind it...as in... everything you needed to do in ED became wholly dependent on it. I spent more time in game farting about collecting mats and engineering everything than I did playing the game I wanted to.
As for the looting aspect of SC whenever it appears, I'm kinda on the same train as Mikey...it'll be a bit naff. It might well not be.... but I have a feeling it's more Ci¬G just ticking mandatory MVP gameplay boxes than implementing something different or engaging. Unlike Mikey though, my gaming life isn't dependent on Ci¬G implementing my personal gameplay fad, I don't particularly like MMO style gameplay...hence why I don't play them as a general rule.
The looting corpses thing will only be an annoyance for me when someone goes robbing my dead body for all my cool armour, meaning I have to go buy it in game all over again...there's also been little mention of what happens to the personal cosmetic items like armours bought with real cash......what happens when they're looted from my corpse...do they suddenly vanish from my inventory even though I've paid real cash for them? If that does happen...there'll be a lot of justifyable shouting directed at Ci¬G...if it doesn't, what's the point of someone else either not being able to loot it or if it then just magically reappears in my inventory, what's the whole point of a looting mechanic?...![]()
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I notice that the marketing snakes are keeping stumm, very strange...since it's the most functional part of Ci¬G besides art and designA Goon has shared some stats on CIG's employees.
Of course, caveat, this is self-reported information and not everyone uses LinkedIn or keeps it up to date, but i think it can be useful as a general overview, in the same way Steam stats can be used to see trends even if not absoloute numbers.
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I notice that the marketing snakes are keeping stumm, very strange...since it's the most functional part of Ci¬G besides art and design![]()
It shows in the game...I like the design and attention to detail, but the gameplay suffers because of it sometimes. There's such a thing as being too pernicketyI think they might fall under Media and Communication. Or else in the 20% or so "Other" category.
What i find funniest about it is almost 50% are in Arts and Design.
Dwarf Fortress has 100% developers and 0% designersI thought Arts & Design was typically the majority of ppl (well, apart from Marketing) on a game? Like Valheim only had a handful of people - one was a dev, the rest were down as design & art I think.
I thought Arts & Design was typically the majority of ppl (well, apart from Marketing) on a game? Like Valheim only had a handful of people - one was a dev, the rest were down as design & art I think.
I don't have any numbers to back this up, but I think Arts/Design/Marketing people are more likely to use/update Linkedin than the tech guys....not everyone uses LinkedIn or keeps it up to date...
I don't have any numbers to back this up, but I think Arts/Design/Marketing people are more likely to use/update Linkedin than the tech guys.