Game Discussions Star Citizen Discussion Thread v12

Definitely an oxymoron, that.

So, story time.

Many years ago i was in German with some clients as well as German and US management/sales people (working for a German company). We went to the pub after our meetings.

One guy, a client, sat on a stool and it collapsed.

I said "Vorsprung Durch Technik".

The Germans cracked up laughing. The Americans froze in horror.

There was a pause, then the client burst out laughing as well. The Americans unfroze and started nervously laughing while staring daggers at me.

Yes, the German sense of humour can seem strange at times and hard to comprehend for non-Germans, but by god, they love a bit of slapstick.
 
So, story time.

Many years ago i was in German with some clients as well as German and US management/sales people (working for a German company). We went to the pub after our meetings.

One guy, a client, sat on a stool and it collapsed.

I said "Vorsprung Durch Technik".

The Germans cracked up laughing. The Americans froze in horror.

There was a pause, then the client burst out laughing as well. The Americans unfroze and started nervously laughing while staring daggers at me.

Yes, the German sense of humour can seem strange at times and hard to comprehend for non-Germans, but by god, they love a bit of slapstick.
Ahh, the old 'four-spring-duck technique'. My favourite German BMW joke...next to the one about hedgehogs and BMW's :)
 
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You know, i really hope SC ends up being full PvP/full loot. If there is one way to almost guarantee the a game will die, that's the way to go.

This would probably be the only thing that could convince me to back it before a fairly full/complete release.
 
Well, you'd have to, because it would be dead soon after :p

I think I'd want the ability to host my own servers as well.

That said, a game I'd enjoy for a short time is much better than a game I wouldn't that lasts. It's very hard to maintain a sense of verisimilitude in games where counter-intuitive gamisms get in the way of gameplay. People that don't die when you fill them full of holes and equipment that can't be picked up...that's a demerit that takes a lot to overcome.
 
I think I'd want the ability to host my own servers as well.

That said, a game I'd enjoy for a short time is much better than a game I wouldn't that lasts. It's very hard to maintain a sense of verisimilitude in games where counter-intuitive gamisms get in the way of gameplay. People that don't die when you fill them full of holes and equipment that can't be picked up...that's a demerit that takes a lot to overcome.

So, you're not a fan of single player games? Or games with different servers/modes? Or GTA Online?

Private servers were promised for SC at some point. And modding. As if that is ever going to happen. How would they sell spaceships to people if they could add their own?

You can still buy the modding manual for $12!

 
So, you're not a fan of single player games?

I certainly prefer games with consistent rules and without arbitrary limits. And I haven't been a fan of single player space sims since Privateer 2. I mean, I played though the single player campaign in Freelancer, but most of my time in that game and every space sim I played after that was in some persistent online server.

Or games with different servers/modes? Or GTA Online?

If it's a different server entirely, I have no problem with the existence of ones with more restrictions as they'll have no impact on the game I'm playing.

I've never tried GTA Online, but from what I know of the franchise, certain GTA5 servers would make for a much better MMO experience than what I'd likely to be able to get out of GTAO.

Private servers were promised for SC at some point. And modding. As if that is ever going to happen. How would they sell spaceships to people if they could add their own?

I'm not getting my hopes up, but nothing precludes separate monetization models for public and private servers. I do have a feeling the DRM method would be problematic in SC's case regardless.

I've pretty much resigned myself to not being able to get the experience I'm really after without a fully open source game.
 
I certainly prefer games with consistent rules and without arbitrary limits. And I haven't been a fan of single player space sims since Privateer 2. I mean, I played though the single player campaign in Freelancer, but most of my time in that game and every space sim I played after that was in some persistent online server.



If it's a different server entirely, I have no problem with the existence of ones with more restrictions as they'll have no impact on the game I'm playing.

I've never tried GTA Online, but from what I know of the franchise, certain GTA5 servers would make for a much better MMO experience than what I'd likely to be able to get out of GTAO.



I'm not getting my hopes up, but nothing precludes separate monetization models for public and private servers. I do have a feeling the DRM method would be problematic in SC's case regardless.

I've pretty much resigned myself to not being able to get the experience I'm really after without a fully open source game.

Ah, interesting thing about GTAO (by the way, GTA5 is single player version of GATO, there are no GTA5 "servers"), is there is a player limit of around 30 people and only 1 city, pretty similar to SC's 50 cap (but servers tend to get wonky with 50) and 1 system. Players can go into "passive" mode, where they can't be directly attacked, appear as ghosts, but are limited in what activities they can do (no doing heists in passive mode for example).

It would be quite analagous to SC having a PvP toggle.

But looking at the future of SC, since there will be shards, and no signs on them having greater than 50 player instances in the nearest future, players should be able to server hop until they find one where there are no gankers around.
 
Ah, interesting thing about GTAO (by the way, GTA5 is single player version of GATO, there are no GTA5 "servers"), is there is a player limit of around 30 people and only 1 city, pretty similar to SC's 50 cap (but servers tend to get wonky with 50) and 1 system. Players can go into "passive" mode, where they can't be directly attacked, appear as ghosts, but are limited in what activities they can do (no doing heists in passive mode for example).

There is definitely GTA 5 multiplayer, with mods like FiveM being the most common way to play it. Rules are server specific and almost completely customizable. There are also servers that can handle over a thousand concurrent players.

I don't know anyone that plays GTA Online, but I know a lot of people playing in FiveM based persistent servers.
 
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