Game Discussions Star Citizen Discussion Thread v12

I will never understand celebrating the fact that someone's favourite game requires whale fracking of astounding intensity just to plod forward, slowly. I could understand something like "look what this small studio with a miniscule budget pulled off! I got hundreds of hours in and I am not done yet!".

But this celebration of waste is really mind boggling.
Ming boggling, and a little embarrassing.

That's not to suggest those who buy it and enjoy it should be embarrassed. But the colossal numbers, waste, and management incompetence are something else.

Apart from the management, the others who I feel should be slightly embarrassed are the streamers who knowingly encourage people to buy in and purchase overpriced jpegs, in pursuit - at least in part - of a chunk of the SC twitch pie. For a project they know cannot be released any time soon.
 
The simple way to look at the "fun" argument is to say if CIG put a release label on the game right now, would the majority of buyers be happy with that? Would they be happy with no longer being able to use the "ITS ALPHA" excuse. Will new players come in and rate the game fun based on it being a released product?
 
slightly embarrassed are the streamers who knowingly encourage people to buy in and purchase overpriced jpegs, in pursuit - at least in part - of a chunk of the SC twitch pie.
Don't expect morality from streamers. They do what produces clicks and views, that's all. If SC videos give them more views than other videos because SC "fans" would rather watch someone else fight bugs rather than have to do it themselves then that's what they will do.

It is rather telling twitch streams about SC have more concurrent views than the game has concurrent players.
 
One kill by the inv system every 5 min ? Every 30 min ? One by hour ? One by day ? Only one time ? PTU or PU ?

Well the onus is on you to demonstrate your statement. IE that the overall bugginess reduces every patch.

I just noted that new alpha features, quite unsurprisingly, add new bugs. And we can easily cast our eyes over some additions from the last few years and notice that they remain unfixed. For example:

  • Ships blowing away in the wind
  • Ship-to-station docking allowing players to fall out to their death
  • Push/Pull objects killing at will
  • The long list of of prison bugs
  • Gravlevs still being liable to jank in deadly fashion when uncrewed.
  • Lootable bodies expressing as unlootable T-posed nudes
  • The permanent knockdown bug, seemingly due to force reactions
  • The 'downed state' bug where you're still on your feet, but can't interact with anything.

Etc etc.

We can also notice the more systemic issues with collision and networking. Currently expressed as:

  • Ships exploding when people exit them
  • Death to stairs / minor collisions etc
  • Death when placing boxes in cabinets from the wrong position

Etc, etc.

And the novel bugs that get introduced as part of a rolling live environment with regular updates. Such as:

  • The disappearing helmet bug, which claims even experienced veterans
  • The ROC mining arm being prone to the 'vortex' bug, rendering it useless
  • Unscannable mineable rocks etc.

And all the old favourites that still hang around:

  • Grenades teleporting back to the player's hand
  • Ships exploding mid-flight for no discernible reason
  • Ships QTing into planets
  • Repair / rearm not working
  • Duplicated elevators trapping players in place
  • NPCs not behaving at all how they should ;)

Etc, etc, etc.

Logically, despite the bug fixes which do happen (and in part due to the regressions that often follow in their wake), there seem to be reasonable grounds to suggest that SC isn't getting any less buggy anytime soon...

You don't know and don't care, you only collect bugs and wonder why CIG hasn't collapsed yet...

I'm sorry that me contesting your 'less buggy every patch' narrative troubles you so much.

If it helps, I'm not at all surprised that CIG hasn't collapsed yet. They've constructed a rather wonderful honey pot indeed ;)

As noted elsewhere though, astounding amounts of money in doesn't necessarily = astounding game definitely coming out ;)
 
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Well the onus is on you to demonstrate your statement. IE that the overall bugginess reduces every patch.

...

Logically, despite the bug fixes which do happen (and in part due to the regressions that often follow in their wake), there seem to be reasonable grounds to suggest that SC isn't getting any less buggy anytime soon...
Notice how you posted a "What are the top bugs you hope are addressed in 3.17?" and how the 30K and a lot of the bugs on your list like "death by ramps", "Ships QTing into planets", "Ships exploding when people exit them", "Ships blowing away in the wind"... are absents from it ?
You know why ? Because these bugs are rare now. But you need to play the game since a long time to know it... For sure, when you just collect bugs from the web, you will still find them because SC streamers are numerous and those bugs are always funny to post. But they were once something everyone experienced on a regular basis, it's not the case anymore.

For exemple : 2 years ago, I QTing in planets once a day. It's one year since the last time I had this one.

You can continue to believe I'm killed every 10 min by the ramp of my cutlass if it reassures you. That's not the reality of the alpha.
 
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Don't expect morality from streamers. They do what produces clicks and views, that's all. If SC videos give them more views than other videos because SC "fans" would rather watch someone else fight bugs rather than have to do it themselves then that's what they will do.

It is rather telling twitch streams about SC have more concurrent views than the game has concurrent players.
It means that the stream is more entertaining. That is due to the streamer having certain entertainment value. And doesn't cost anything from the P2W shoppe.
 
Lol? How would anyone think so?

Because for years we were told by ED players that FD should use client/server instead of P2P because it stops combat logging, whereas you can't with P2P.

I did try and point out time and again its not the architecture that stops it, its the code. You can have C/S with combat logging and you can add consequences for it with P2P.
 
Because for years we were told by ED players that FD should use client/server instead of P2P because it stops combat logging, whereas you can't with P2P.

I did try and point out time and again its not the architecture that stops it, its the code. You can have C/S with combat logging and you can add consequences for it with P2P.
Pretty common sense. But the server/client - P2P debates are from the same caliber as SC hype: Lots of ignorance and a sore need for a holy grail to bleat at.
 
Because for years we were told by ED players that FD should use client/server instead of P2P because it stops combat logging, whereas you can't with P2P.

I did try and point out time and again its not the architecture that stops it, its the code. You can have C/S with combat logging and you can add consequences for it with P2P.
Like how CIG plan to do it = keeping the ship in the server for several minutes after a log off (normal or not) outside of stations ?
You can already experience it in some situations like Drew Wagar discovered it in his last video

Source: https://youtu.be/9pZp8Q-m0-k?t=340


Logged off by bed and when he comes back, his ship have been seriously molested while he was off.
 
Like how CIG plan to do it = keeping the ship in the server for several minutes after a log off (normal or not) outside of stations ?
You can already experience it in some situations like Drew Wagar discovered it in his last video

Source: https://youtu.be/9pZp8Q-m0-k?t=340


Logged off by bed and when he comes back, his ship have been seriously molested while he was off.
So a system designed to risk players ships when they log off out exploring (I know, I know) by deliberately having their ship vulnerable for a few minutes after logoff?

What?

Why not just copy something from ED (I know, I know) and have a logout timer when danger is near?
 
So a system designed to risk players ships when they log off out exploring (I know, I know) by deliberately having their ship vulnerable for a few minutes after logoff?

What?

Why not just copy something from ED (I know, I know) and have a logout timer when danger is near?

You can't win you know. They will just parrot the party line. And if CIG change their position, then the faithful will change theirs.
 
So a system designed to risk players ships when they log off out exploring (I know, I know) by deliberately having their ship vulnerable for a few minutes after logoff?

What?

Why not just copy something from ED (I know, I know) and have a logout timer when danger is near?
In SC, the safe way to log off is planned to be only in stations/hangars.
If you want to log off elsewhere and want to be sure to be "safe", you need to log off when nobody is around you. The best way to do it is to QT and stop the QT before arriving at destination, arriving "nowhere".
I already do it because you can have pirate NPC or other players attacking you outside of missions.
 
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