Game Discussions Star Citizen Discussion Thread v12

For the train rides and large cities, that's really useful to give a real sense of immersion, a sense of reality to the universe. SC force you to cross these spaces to immerse you, even if you don't want to be immersed. It's a deliberate choice from CR. When you know how to play, you really don't go often in cities but you haven't played enough to see that. Most of our time is spent in space, missions and small stations, not in cities.

See... this is emblematic about Star Citizen's development. Chris Roberts, rather than choosing to develop gameplay which players could test during the Alpha, instead chose to plunge millions of dollars into cities that players rarely visit. This is the kind of thing that should be done towards the end of development.

Concourses add nothing to your experience in ED because all you do in concourses can be done from your cockpit. Compared to the cockpit, concourses only make you loose time so it's normal that you see them only as timesink. It's a mistake made by FDEV. The more unique actions they will put in coucourses, the more you will find them useful and the more it will give you motivation to visit them.

This demonstrates two things:

1) You didn't understand what I was complaining about. I wasn't complaining about the concourses. I was complaining about the excessive dead time spent walking (or more accurately, sprinting) from boarding ramp to the elevators to get to the concourse. A period of time where I have no interesting decisions to make, no skills I need to use, or anything else to but hold down single button for a period of time.

2) You don't understand what the concourses in EDO are like. Concourses are a one-stop shop for everything a Commander needs for running on-foot missions. There are kiosks for standard on-foot missions, NPCs who offer special, frequently higher-paying or more interesting on-foot missions, places to shop and trade, and taxi-services for those who might wish to forgo flying their own ships.

Where Frontier made a mistake wasn't including concourses. Their mistake was not including the standard ship-based missions on the kiosks on the concourse, and standard on-foot missions on the station bulletin board you can access from your ship. Their mistake was that those NPC mission givers don't also offer more interesting or higher-paying ship-based missions. And their mistake was not including services like ship outfitting from the concourse as well.

They are also places where you should encounter other unknown players, but for what I know, it's rarely the case. That's not the case in SC. I often talk to strangers in cities, they are good places to make friends. And bar/shops in cities are wonderfull places to roleplay with your friends. It's social gameplay.

It's called socializing, not "social gameplay." I'm not a stage in my life where I have enough free time that socializing with strangers during my precious game time is something I want to do, especially when I frequently have to plan the time I spend any significant time with friends and family weeks in advance.

Sidenote : ship interiors give gameplay in SC because the game is tailored to use it. On your next freefly, get a Cutlass black and put a ROC in it to mine on a planet and you will understand why having a real bay with a ground vehicle in your ship is a wonderfull experience in SC.

I don't really need to. When I want that kind of experience, I'll play games like Space Engineers or Empryion: Galactic Survival. Not only is the wheeled vehicle physics superior in Space Engineers over what I've seen and experienced in Star Citizen (especially when it comes to bugs), but in both games I get to design my own ships.

But should I actually have enough time during my extremely limited playtime to escape the from my starting city, get into a Cutlass (assuming its available), and load a ROC (again... assuming its available) without destroying both vehicles getting killed due to a glitch... I'll at least be able to make a fairer assessment.
 
So SC makes nice screenshots.

Nice, I guess.

I agree that the walk through this corridor every single time because reasons type of time wasting is particularly bad because it serves no purpose other than to waste time.
 
A lot of the immersion stuff just comes down to personal preference.

Source: https://www.youtube.com/watch?v=3Xl0Qr0uXuY&t=153s


And that's fine.

I still can't really think of a comparable game which has gone as far as SC with its enormous gameplay-free lobbies though. Most online environments tend to keep their shop&socialise nodes small and easily navigable, leaving the rest of the environments as gameplay zones.

It's definitely where my preference would lie. A sprawling shopping mall is less fun than, say, a safe house next to a supermarket full of zombies ;). Immersion plus gameplay. What's not to like? ;) (GTA V kind of worked technical miracles in that direction by making the whole playable game map a lobby in its own right. Not something that every game can do, but still a better weighting than the 'Here be assets' approach, for me, if you're going to take things to one extreme or the other ;))
 
Let me introduce you to Store Citizen, aka playing with CCU chains and cash-shop purchases - it's Star Citizen's most-complete gameplay:
...Or it used to be before Ci¬G's marketing department made CCU chains extinct :)
 
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So SC makes nice screenshots.

Nice, I guess.

I agree that the walk through this corridor every single time because reasons type of time wasting is particularly bad because it serves no purpose other than to waste time.
Are you kidding?! It serves the purpose of bringing you between a lift, a train, where you'll have the chance to immerse yourself, or socialize, or play with your doll changing clothes and outfits, or another corridor.

Oh, I forgot the purpose of adventure: getting lost because the LD is mediocre.
 
Are you kidding?! It serves the purpose of bringing you between a lift, a train, where you'll have the chance to immerse yourself, or socialize, or play with your doll changing clothes and outfits, or another corridor.

Oh, I forgot the purpose of adventure: getting lost because the LD is mediocre.

Going to become a problem once SC has some actual good game play available, I have already seen posts about how it takes like 40 minutes plus to get together with a few friends to play, once it goes live that 40 minutes is going to become a big problem for players who want to log in quickly and just play together....oh dear did I say live...lol.
 
Going to become a problem once SC has some actual good game play available, I have already seen posts about how it takes like 40 minutes plus to get together with a few friends to play, once it goes live that 40 minutes is going to become a big problem for players who want to log in quickly and just play together....oh dear did I say live...lol.

We shouldn't be discouraging Star Citizen from this "immersion" gameplay. We need to build Star Citizen as the "immersion" capital of the gaming world. Then we build a giant space ark in Elite. We get all the folks here who think that 40 minute journeys are "immersive" fun, and think that we need to take a week to travel to the other side of the galaxy to prove how big it is... and we tell them how "immersive" and realistic Star Citizen is

Once they are all over in Star Citizen, we can ask FDev to remove the tedium from Elite: Dangerous without the normal opposition this garners
 
But should I actually have enough time during my extremely limited playtime to escape the from my starting city, get into a Cutlass (assuming its available), and load a ROC (again... assuming its available) without destroying both vehicles getting killed due to a glitch... I'll at least be able to make a fairer assessment.
It's the gameplay loop to try to really understand what SC is. If you don't like the way SC manage vehicles inside ships, you will never like SC. If you have trouble finding a ROC+Cutlass (or other ship able to handle a ROC) during a freefly, just ask in chat.
 
I think he's having trouble fitting one inside the other, without both exploding. I know you just said that's the game itself, (try and not explode), but somehow we had other expectations from what was promised as the BDSSE.
The alpha have made huge progress on the stability of vehicle inside ships.
I often mine in ROC+Nomad/Cutlass. The last time I had trouble getting ROC onboard was mid last year.
It's less stable for ships with elevators but still better than last year.
 
It's the gameplay loop to try to really understand what SC is. If you don't like the way SC manage vehicles inside ships, you will never like SC.
The sad thing is that you consider loading a utility vehicle into a larger ship a "gameplay loop," and it's even sadder that you consider it enough of a headline feature that it will make or break the game for people. I've played many games where they manage to do this without having issues: the original Carrier Command in 1988, it's sequels Gaia Mission and Carrier Command 2, Kerbal Space Program, Space Engineers, Empyrion Galactic Survival, and Subnautica are simply the ones that immediately come to mind.

There's many things that I find unappealing about Star Citizen's design: its large empty spaces that need to be traversed without having to make interesting decisions or apply skills, the inability to log off anywhere, the survival game mechanics without the accompanying survival game loops, and the overemphasis of group play.

If you have trouble finding a ROC+Cutlass (or other ship able to handle a ROC) during a freefly, just ask in chat.

And if you'd been paying attention at all to what I've been saying, you'd know that isn't an option for me. Finding a solid hour to play a game like SC is frequently a challenge, so I'd rather not waste a rare play session just sitting around waiting for a rendezvous. If CIG doesn't want to "wow" people with one of their headline features, then that's on them.
 
And if you'd been paying attention at all to what I've been saying, you'd know that isn't an option for me. Finding a solid hour to play a game like SC is frequently a challenge, so I'd rather not waste a rare play session just sitting around waiting for a rendezvous. If CIG doesn't want to "wow" people with one of their headline features, then that's on them.
This is why the only thing I am still waiting for is Squadron 42. I have also played ED less and less for quite some time now. Nowadays, games need to respect my time, i.e. let me spend it how I want it to spend. If I am in need for a ride, or a hike, or a walk, I can do it in a virtual world. But I also need fast travel, fast loading times and good checkpoint system. And if progression is not permanent, at least the moment-to-moment action needs to be there. Tedium mixed with losing progress is a huge red flag.
 
This is why the only thing I am still waiting for is Squadron 42. I have also played ED less and less for quite some time now. Nowadays, games need to respect my time, i.e. let me spend it how I want it to spend. If I am in need for a ride, or a hike, or a walk, I can do it in a virtual world. But I also need fast travel, fast loading times and good checkpoint system. And if progression is not permanent, at least the moment-to-moment action needs to be there. Tedium mixed with losing progress is a huge red flag.

Lucky for you SQ42 is released!
..to purchase

Why make a developer wait for your cash when you can pay them immediatly and take on all the waiting yourself.
No updates or it will spoil the suprise!
 
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