Game Discussions Star Citizen Discussion Thread v12

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Watching a grown man lose his #### over nothing every 20 seconds is not, at least not unless you have some sociopathic tendencies and get a kick out of someones emotional distress.
Most people are normal and find that sort of thing depressing if not a little disturbing.

Yeah FWIW I don’t get a kick out of seeing Mike busting blood vessels. I feel like he should step away from SC every time I see it.

But his bug rage vids do underline that SC isn't ready for prime time. (IE to be played at volume, daily, as a 'pro' streamer would. Or used as a base for classic challenges like Mike's 'hard core' playthrough attempt). His "worst game ever" style quotes are just the hyperbolic accents on that underlying truth.

His other rants about P2W power creep, or perpetually missed deadlines or whatever, just underline SC's longer-form issues. Only someone who's tracked the project for that long can really tease them out, or get that annoyed about them. (His rage just has that extra stressy spin to it because he's hitched his hobby-livelihood to the project via streaming etc).

Like, all told, I don't think he loses his rag over 'nothing'. He loses his rag over those things. And they're often things that are worth highlighting ¯\(ツ)/¯
 
Yeah FWIW I don’t get a kick out of seeing Mike busting blood vessels. I feel like he should step away from SC every time I see it.

But his bug rage vids do underline that SC isn't ready for prime time. (IE to be played at volume, daily, as a 'pro' streamer would. Or used as a base for classic challenges like Mike's 'hard core' playthrough attempt). His "worst game ever" style quotes are just the hyperbolic accents on that underlying truth.

His other rants about P2W power creep, or perpetually missed deadlines or whatever, just underline SC's longer-form issues. Only someone who's tracked the project for that long can really tease them out, or get that annoyed about them. (His rage just has that extra stressy spin to it because he's hitched his hobby-livelihood to the project via streaming etc).

Like, all told, I don't think he loses his rag over 'nothing'. He loses his rag over those things. And they're often things that are worth highlighting ¯\(ツ)/¯
Yeah I wish Mike would find something else he actually enjoys.

The problem is he calms down, the nightmare fades, and he believes in The Dream again.
 
This is a good one


People defending how long it takes to make a large ship.

I mean, right or wrong, they are still agreeing how long it takes. If only they could apply a tiny bit a logic and extrapolate what that actually means for SC and those ships.

I think some of them just look at everything in isolation.

Its ok if it takes 2 years for a large ship, i can wait 2 years.
Its ok if server meshing tier 0 comes in a year, i can wait a year.
Its ok if a system takes a year or two to implement, i can wait a couple of years.

If they only looked at everything that needs doing at once, then they might start to get a bit nervous about how much more time and money CIG really need.
 
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.
but that would never happen in real life. ED and SC are "simulators", not arcade games from the 80s. I agree that there could be a button to enter quickly, in SC there are small boats, which have the cabin near the entrance, which are just as
Quick to enter the ER. But the mission of space simulators is to make it a more realistic sci-fi experience, not a game room. if you want to play arcade game play space invaders.
 
if you want to play arcade game play space invaders.

What does real life have to do with it? They are games, sim type games, but still games.

I've played ETS and ATS a lot, which are sims. They have a quick park option, that doesn't exist in real life either.

Would you say to an ETS player if they use the quick park option they should play a truck based arcade game instead?

Get out of here with that horse manure.
 
Quick to enter the ER. But the mission of space simulators is to make it a more realistic sci-fi experience, not a game room. if you want to play arcade game play space invaders.
Here lies the paradox, stemming from the dichotomy between "sim-like" attributes of SC, for example detailed interiors with living quarters and so on, and its "arcade-like" attributes like arcade physics and player movement, very basic and simplified flight model, short TTK... It wants to be all of these things at once, which of course leads to constant failure to deliver.
 
Would you say to an ETS player if they use the quick park option they should play a truck based arcade game instead?
Point of order reference this: I think it generally is looked down on (but not vocally) by the community as a whole, seen as the Multiplayer Mod disables the 'park easy' options and theres never any beef around it.
 
Point of order reference this: I think it generally is looked down on (but not vocally) by the community as a whole, seen as the Multiplayer Mod disables the 'park easy' options and theres never any beef around it.
Since we are giving examples of simulators with “cheat” features… I would like to point you all to DCS. A somewhat hardcore simulator that not only have and arcade mode (that simplifies control scheme and fly dynamics) but also has a button that allows pilots to get the plane/helicopter ready to flight by automatically performing the startup procedure of said vehicle

Is all about target audience vs profit… Eagle Dynamics wants to cater to that hardcore sim fans but also wants a viable product that can be enjoyed by anyone… and the end of the day that AIM-120/AIM-9 doesn’t care if you’re flying with a full set of virpil controls or with a XBOX controller
 
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