Game Discussions Star Citizen Discussion Thread v12

Again, the accelerated claim costs are about like refueling costs. If you cannot afford them with your in-game money, you cannot afford flying the ships at all to start with, making that issue purely hypothetical.

But what do they win exactly, said compared to buying accelerated skills in EvE, or just paying for better "meta" ships in SC so they can blow up anyone who didnt pay as much ? Here they "win" the right to claim a destroyed ship in 1/10th the time (so 30 minutes become 3 minutes, IIRC that's the ratio or about there, the initial time depends on ship size of course), which added to the wait times due to being killed, having to re-equip, take public transports, etc. is absolutely nothing. Practically if that happens to me, I just go claim the ship first, then go shopping for my lost equipment, when I go back it's there and no need to pay for accelerated (which I can afford, since I can afford refuelling my own ship !). And oh yes, lost equipment costs a LOT more than the accelerated claim if that matters too, and you cannot get it back in any other way than go and buy it again.
Honestly, SC is the laughing stock of gaming for quite a lot of good reasons, no need to try and strawman dubious ones in addition.

I think i've already covered the "win" aspect in a recent post. The "what is winning" thing is something idiot Roberts came up with as well.
 
No idea how true this is, usual disclaimer, blah blah, maybe just someone salty or thinks they are worth more than they are, yadda yadda...

cn2e156ih9381.jpg

Aha, found it. They seem to have some views on Chris-style micromanagement too ;)

Source: https://www.reddit.com/r/starcitizen/comments/r767xw/2021_has_beaten_2020_as_the_most_funded_year_for/hmy76ou/

Source: https://www.reddit.com/r/starcitizen/comments/r767xw/2021_has_beaten_2020_as_the_most_funded_year_for/hmy94oo/

Source: https://www.reddit.com/r/starcitizen/comments/r767xw/2021_has_beaten_2020_as_the_most_funded_year_for/hmyehcq/

Source: https://www.reddit.com/r/starcitizen/comments/r767xw/2021_has_beaten_2020_as_the_most_funded_year_for/hn0augo/


As others mention in the refund thread, their numbers seem to be off / hyperbolic. But apparent dev gossip is always intriguing ;)
 
But please don't do what i encounter often with SC backers, this is dismiss my opinion because i don't play SC. People can still have opinions of games they don't play. At the end of the day, i was talking about whether I'd want to walk through my ship every time in ED. As you say, SC has a different design, and i can understand that to some extent, but when you talked about how you have to navigate the bigger ships like the Caterpillar, adding time to get through your ship and on with what you want to do, it did kind of reinforce my opinion that even in SC, with its different approach to design, i'd probably get quite sick of it after doing it a dozen times.
Because you only see ship interiors as wasted spaces between the door and the cockpit.
ED players doesn't understand that ship interiors around the cockpit are really used to play in SC.
So when you walk through the cargo/bay/turret to get to your sit, you are passing spaces you use regularly and that have a real function.
Walking through the cargo bay of a C2 is always a happy reminder that your cargo can (and regularly) transport big vehicules. It's always a pleasure.
 
Let me try to explain again. In this context i didn't actually comment about whether i find any value in ship interiors. However, ship interiors can add nicely to the immersion and provide more social spaces when playing with other players. They can, in theory, also provide extra gameplay loops, depending on what is added to the game.

However, that has no bearing on my actual point, which was i feel that walking through my ship every time i want to enter and exit it would get old fast, and why, if ED ever does add ship interiors, i hope they add a fast enter/exit option. Especially important for large ships. That way those who don't want to walk through their ships every time can get in and out fast, and those who want to marvel at the interior for the thousandth time can do so as well.

There are other reasons to be happy about a quick entry/exit option.

The other day was doing a base raid. Scavengers landed while i was in the power center and started shooting my ship. Didn't notice. Left the power center, saw what was happening, shields down, hull taking a pounding. Ran to the ship, shotgunned a scavenger in the back of the head, and got to the entry point. Quickly hit board, was in cockpit, and launched with half my hull gone. If i had to run through the ship and watch a canned animation while i sat in the seat, my ship might have gone boom!

Now, i understand the counter argument might be, well, you should have lost your ship, that you need to consider the time required to get through the ship and sit in the pilot seat, and that this is how you would want it to be. But for me, it was a lifesaver and i avoided the rebuy and time lost.
 
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Walking through the cargo bay of a C2 is always a happy reminder that your cargo can (and regularly) transport big vehicules. It's always a pleasure.

It's a weird emotional attachment to a digital game asset imho.

When I walk past my house in LotRO I never think about all things I have or could have in there. It's simply somewhere I can put things. Likewise when I walk past my car I never think of all things I put in the boot, it's just 'the boot'.
 
You could have a mate running the "outside of ship errand" for you while you sit in your cockpit ready to take off. Also in SC you can keep the power on (and shields on) while landed, even if you exit the ship. But mostly with these bigger ships, a crew of 2 is quite ideal as one will sit in the pilot seat, the other will wait by the lift to get in an out as quickly as possible. Well that would be possible if crewmates could fill the ship cargo which .. is sadly not he case (and a lot of limitations that prevent this kind of gameplay from happening). We'll see if they come to their "cargo rework" thing in the next decade.
 
It's a weird emotional attachment to a digital game asset imho.

When I walk past my house in LotRO I never think about all things I have or could have in there. It's simply somewhere I can put things. Likewise when I walk past my car I never think of all things I put in the boot, it's just 'the boot'.
But you couldn't jump into your house and fly it down to Mordor to battle giant eagles could you? Houses in LotRO are purely storage, which you can decorate because it looks very bleak undecotated.
 
It's a weird emotional attachment to a digital game asset imho.

When I walk past my house in LotRO I never think about all things I have or could have in there. It's simply somewhere I can put things. Likewise when I walk past my car I never think of all things I put in the boot, it's just 'the boot'.

Chris Roberts didn't design your car though! Imagine how much more fidelity your car would have if he had!
 
Let me try to explain again. In this context i didn't actually comment about whether i find any value in ship interiors. However, ship interiors can add nicely to the immersion and provide more social spaces when playing with other players. They can, in theory, also provide extra gameplay loops, depending on what is added to the game.

However, that has no bearing on my actual point, which was i feel that walking through my ship every time i want to enter and exit it would get old fast, and why, if ED ever does add ship interiors, i hope they add a fast enter/exit option. Especially important for large ships. That way those who don't want to walk through their ships every time can get in and out fast, and those who want to marvel at the interior for the thousandth time can do so as well.

There are other reasons to be happy about a quick entry/exit option.

The other day was doing a base raid. Scavengers landed while i was in the power center and started shooting my ship. Didn't notice. Left the power center, saw what was happening, shields down, hull taking a pounding. Ran to the ship, shotgunned a scavenger in the back of the head, and got to the entry point. Quickly hit board, was in cockpit, and launched with half my hull gone. If i had to run through the ship and watch a canned animation while i sat in the seat, my ship might have gone boom!

Now, i understand the counter argument might be, well, you should have lost your ship, that you need to consider the time required to get through the ship and sit in the pilot seat, and that this is how you would want it to be. But for me, it was a lifesaver and i avoided the rebuy and time lost.
I think the bad part isn't really walking through your ship (unless it's a capital grade 1.4 km long one) but more getting to and off your ship.
 
By A. Goon.

My favorite thing about Star Citizen is how every year, CIG hosts the IAE event where they try to drive up ship sales and release lots of media about how cool the game is now and have a week long free fly where every ship in the game can be rented for free. But they always, always release a super buggy patch for every IAE where all their gameplay systems have tons of usability bugs so everybody new who tries out the game gets a nice, broken experience.

This year was a record. Just about every single activity in the game is annoyingly broken in some way.

Bounty hunting: Unless a server has 10 players, you have to wait 5 minutes until the mission properly progresses so you can get kill credit and not break the mission. The baddy spawns within 15 seconds so you have to play keep-away during that time.

Group bounty: It is almost impossible to finish the certification mission because if one of your three targets is a Hornet (very likely), killing it will cause the ship to glitch and not explode and not count as a kill, which breaks the mission (the ship becomes a floating cockpit in space with no collision mesh).

Claimjumper: The mission never progresses properly so you can't complete it anymore.

ROC mining: Very hard to find rocks that you can mine. Also, the collection beam on the ROC will break and you won't be able to pick up any ore.

Ship mining: Over half of the asteroids you find are not scannable and not mineable, which is incredibly frustrating.

FPS missions: If friendly security kills a pirate, it doesn't count towards your mission and the mission is broken. Pirates spawn once you arrive so chances are security is going to kill one. Also, you will often find one last pirate who decides he doesn't want to leave the spawn closet and breaks the mission.

Box missions: The standard box mission failures where the box is not accepted at the destination. Also, now the game will sometimes ask you to pick up a box in a restricted area and give you trespassing charges for trying to retrieve it.

Cave missions: You can still fall through the cave and die.


Oh, also, jail is broken again and you can't turn in rocks to reduce your sentence. The inventory system is buggy and can delete items. If you run over your own dead body you get a crimestat for homicide.


But it's okay. It's an alpha.
 
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