Game Discussions Star Citizen Discussion Thread v12

I've heard of it, and really its what SC needs to really make it a game worth playing for me. But I don't envy the job CiG have, considering how complex the BGS in ED can get.

Its basically the same stuff what many sim games have done for decades, just dressed up with a pretty name and Tony Z can bore people to death for hours talking about it at citizen con panels.
 
Well they have Tony Z working on it, he's pretty much even crazier in concepting things and making things complex than Chris is, so i'm not worried about the complexity of Quanta

Ah, Tony Z, that man with great experience of developing such things...

Game Credits​


Production​

Crusader: No Regret (1996) (Producer)
Crusader: No Remorse (1995) (Executive Producer)

Design​

Crusader: No Remorse (1995) (Directed by)

Programming/Engineering​

Crusader: No Regret (1996) (Lead Programmer)
Crusader: No Remorse (1995) (Lead Programmer)
Pagan: Ultima VIII (1994) (Lead Programming)
Pagan: Ultima VIII (1994) (Lead Programming)
Ultima VII: Part Two - Serpent Isle (1993) (Programming)
Ultima VII: Part Two - The Silver Seed (1993) (Bughunters & Code Optimizers)
Ultima VII: The Black Gate (1992) (Programming)

Video/Cinematics​

Crusader: No Regret (1996) (Executive Producer)

Last game developed in 1996.

26 years ago.

He might be crazy, but that's not what's needed, it needs someone with a good record of delivering things.
 

The guy has a lot to say about ED, and its clear that after many years of playing it the shine has worn off (check out his post history). I wonder how he will feel about SC in 7 years.

And that is a thing about a lot of these posts you keep making. Often from people fresh to SC after playing ED for many years. So for them its new and exciting. A good comparison would be to see how they are enjoying SC after an equivalent amount of time.

However, its not like the person you quoted is overall negative about ED, as shown by this post

I played Elite dangerous since 2015 99% in VR so playing Star citizen was a downgrade immersively but with that said, Star Citizen is by far a superior game. Elite has an entire galaxy with mostly nothing in it other than screenshots, planets are lifeless and dull even in Odyssey, the planetary tech in Star Citizen destroys Odyssey, ship interiors was probably the biggest mistake Frontier made by not having them when combined with space legs. I do prefer super cruise over quantum jumping, quantum jumping is just line of sight, super cruise is three dimensional being able to travel anywhere you want in a system, also the Galaxy and system maps are much better. Ship handling is different but a wash, i like them both equally. Combat goes to Star Citizen, there's just much more to it, in elite dangerous one player can pilot and be very successful in a large ship like an anaconda, you put one player and a hammerhead and they will not be successful without a crew. Ganking plagues Elite dangerous and open play but is handled properly in Star Citizen. Someone put it correct that Elite dangerous is like an ocean but only an inch deep, Star Citizen is a pond a mile deep. With the elite dangerous you'll have stability and a major grind on pretty much everything you do, in Star Citizen you'll have bugs but it's by far a better game. I have more to do in one system with Star Citizen than I do in an entire galaxy with Elite dangerous.

What I did find funny was how they played the mile wide, inch deep card for ED but then turned it around and effectively said SC is a mile deep, inch wide. Which highlights the relative issues with both games.

However, their final statement "I have more to do in one system with Star Citizen than I do in an entire galaxy with Elite dangerous." I simply find laughable. Either they limited themselves in their activities badly when playing ED or they are just talking rubbish.
 
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As a thank you for giving us lots of money, we are giving you this wonderful opportunity to give us more money! Aren't we awesome?!
 
Holy macaroni... check out the copium on this post

Dense and complex games (and make no mistake, this is among the densest and most complex) have always had a steeper hill to climb to get into the game. Then, take a dense and complex game and add "early testing phase" and you've got a recipe where that hill is steep indeed.

Several of us veterans were in chat last night helping out a new person asking for help. In short order, he thanked us immensely as we helped him navigate many of the bugs and issues he was encountering (many bugs/issues have viable work arounds that eliminate them as points of frustration/game impactors).

Once you get past those? The game on offer is glorious beyond compare. I play 5+ hours a night, ever night of the week. I have not died or lost a ship in (knocks on wood) seven days, and had only one mission not work for me in that timeframe.

Those experiencing a much different experience may ask "how???". I eluded to it above, but it's really crafting your experience in a few ways:

Figure out which bugs can be overcome. knowledge is power, and knowledge of the bugs and what to avoid and how to overcome them is probably the most important thing you can invest time in for improving your SC experience. Most widespread bugs are well-documented, and the workarounds are solid. Here are a few examples:

- Don't wear a backpack if you have a ship with a ramp. Backpack + ramp = blows up ship quite a bit. Since not wearing a backpack on a ship with a ramp? ZERO blow ups. Bug THWARTED!

- Don't do missions that are currently buggy. There are many. There are many more that aren't buggy at all. This changes with each patch and each dot release within a patch cycle, so do some Googling and make a list of missions to avoid. The ones that work, work well, so if you stick to them your experience is going to be 100 x better.

- Small but important little bits of knowledge that can save you a lot of grief: ship won't pitch or yaw? Tap right shift a few times. Can't get QT to engage? Unspool, drift off target for a second, realign and respool - fixed! Ship blowing away in a storm at an outpost? Hit "I" to shut off your thrusters before exiting your ship.

So, so many of these that improve the quality of the experience, but there simply is no short cut in learning these things.

SC rewards "time in seat" like few other games out there. I have a different recommendation than the OP (though I can fully appreciate his frustration). If you just stick with it, commit to learning the quirks and workarounds, it won't be long before you probably stop playing any other games and commit to SC like many of us veterans have.
 
Holy macaroni... check out the copium on this post

Yeah it's really strange that for many people bugs are basically "game breaking" in ED the moment FDEV releases a patch, but in SC bugs are something you have to work around, like part of the game...oops sorry alpha!

And yes I think bugs are to be expected in Alpha, but I also expect an Alpha to be almost free to play, at best a token amount like the FDEV alpha, after all you are doing the devs bug hunting for them.
 
Yeah it's really strange that for many people bugs are basically "game breaking" in ED the moment FDEV releases a patch, but in SC bugs are something you have to work around, like part of the game...oops sorry alpha!

And yes I think bugs are to be expected in Alpha, but I also expect an Alpha to be almost free to play, at best a token amount like the FDEV alpha, after all you are doing the devs bug hunting for them.

Got someone over on YouTube at the moment deriding AAA publishers for selling buggy games in Early Access/beta while defending CIG for SC selling a buggy game in alpha (that is marketed at "playable now").

The fact that those EA/beta games are a whole lot more playable than SC currently is doesn't even factor for them. They've got a bad case of AAA publishers bad, CIG good.
 
Well they have Tony Z working on it, he's pretty much even crazier in concepting things and making things complex than Chris is, so i'm not worried about the complexity of Quanta
ROFL. Yeah I suspect he's one of the main elements that fuel Chris' handwaving engine and how the Perfectionist come up with so much precise promises, release dates prediction.

You salivate about dreams Chris dreamed of thanks to Tony.

Both are made of the same wood: efficient at talking, bad at making things happen in an efficient way.
 
Aaahahahahahahahahahahahaha... good one.

How about "never" because shortly afterwards the cash flow will stop.
Would you rather buy a game that:

A. Is a buggy mess with missing features marketed as an Alpha

B. A released game with features done marketed as a released game

Now think about it, would CIG rather want to sell any Alpha forever or eventually progress to release. You say they want money? Well finishing the game up and releasing it will make them more than they ever have! And that doesn't mean stopping ship sales, if they want money that badly. The most logical step is progressing to a release! This conspiracy theory that "they're not aiming for a release, scam! scam! scam!" is utter horseshit.
 
Well they have Tony Z working on it, he's pretty much even crazier in concepting things and making things complex than Chris is, so i'm not worried about the complexity of Quanta
Tony Z. has not delivered anything even relatively complex for the last 26 years. He tried in the meantime with a game that was supposed to have an open, dynamic world (we linked it here long ago) but it never found a publisher.

He definitely likes to create toy simulations but he has difficulty putting them in production.
 
Would you rather buy a game that:

A. Is a buggy mess with missing features marketed as an Alpha

B. A released game with features done marketed as a released game

Now think about it, would CIG rather want to sell any Alpha forever or eventually progress to release. You say they want money? Well finishing the game up and releasing it will make them more than they ever have! And that doesn't mean stopping ship sales, if they want money that badly. The most logical step is progressing to a release! This conspiracy theory that "they're not aiming for a release, scam! scam! scam!" is utter horseshit.
But how can they make money when they have sold the game to people already?

This is the crux of peoples beef- CiG are happy to sell items, ships etc that don't exist for huge sums of money that either won't exist for years / at all / or are changed shortly after release. The longer dev takes the further down the spiral they go.
 

Viajero

Volunteer Moderator
The guy has a lot to say about ED, and its clear that after many years of playing it the shine has worn off (check out his post history). I wonder how he will feel about SC in 7 years.
I am probably missing something but the redditor author of that post seems to have created his account on 21 December 2021, no?
 
But how can they make money when they have sold the game to people already?
Because that's an Alpha. Lots of people stay away from Alphas because of bugs, missing features and so on, or because of the horrid reputation of "Haha, 10 years in development, might play it when it's done" attitude. (Which I can totally understand).
This is the crux of peoples beef- CiG are happy to sell items, ships etc that don't exist for huge sums of money that either won't exist for years / at all / or are changed shortly after release. The longer dev takes the further down the spiral they go.
Yes, the more ships you make new pledges for to get money the more you'll need to develop. It sucks, but that's crowdfunding. It's a pledge anyway so you're not "buying" the ship. That's why Squadron 42 is their make or break release. They can NOT afford to have Squadron in a remotely buggy state. Because that is most likely gonna be their main source of revenue beside ship sales, which is to be seen if they stop that at some point.
 
Because that's an Alpha. Lots of people stay away from Alphas because of bugs, missing features and so on, or because of the horrid reputation of "Haha, 10 years in development, might play it when it's done" attitude. (Which I can totally understand).
What I mean is- the people who want SC have bought it. Unless it releases for consoles where there is new blood CiG are not going to make huge amounts from core sales of just the game alone.

Yes, the more ships you make new pledges for to get money the more you'll need to develop. It sucks, but that's crowdfunding. It's a pledge anyway so you're not "buying" the ship. That's why Squadron 42 is their make or break release. They can NOT afford to have Squadron in a remotely buggy state. Because that is most likely gonna be their main source of revenue beside ship sales, which is to be seen if they stop that at some point.
And this why people view CiG as they do- its taken 10 years so far, and in that time we have effectively had a fun S42 like game in the shape of CoD Infinite Warfare (and several others) that CR could have done if he had not gone crazy.
 
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