Game Discussions Star Citizen Discussion Thread v12

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.
Don't set your expectations too high on this though. I can bet the loooong corridor walks and lift/train transits will be there aplenty, even just so Chris can unfold his cliché scenario through awesomely inept dialogs unconvincely voiced by fideliciously mocapped Hollywood celebs.

And I still fear SQ54 won't feature a classic save system, because of immershun, fideliciousity and continuity with SC's (ok, probably for technical issues reasons :) )
 
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.
"A gameplay loop consists of a cycle of actions that you repeat over and over within a game."
Driving a vehicle is part of gameplay loop.
Parking manually a vehicle is part of gameplay loop.
Managing space in a cargo is part of gameplay loop.
You have whole games which relies heavily on a driving/parking gameplay loop (Euro Truck Simulator 2).

Driving and parking vehicles in a ship in SC is not what break the game for people (because you have enough to do beside those actions). But driving and parking vehicles in a ship in SC is what makes this game special for a lot of us when comparing to other spaces games.

About your tiny playtime, as you will never have time to play the game, you can directly rent a Nomad + ROC for 24 000 aUEC. Once you have the two, you will only need 10-15 minutes from a station to a mining spot. But for sure, you need to know a little how the game works to be able to do it in 10-15 minutes... For what I understand, learning how the alpha works and be efficient at it is not something you want to do in SC so you will never have the chance to really test it during the alpha.
 
Don't set your expectations too high on this though. I can bet the loooong corridor walks and lift/train transits will be there aplenty, even just so Chris can unfold his cliché scenario through awesomely inept dialogs unconvincely voiced by fideliciously mocapped Hollywood celebs.

And I still fear SQ54 won't feature a classic save system, because of immershun, fideliciousity and continuity with SC's (ok, probably for technical issues reasons :) )

When you note they have been talking about working on the "mess hall scene" for literally years and big up things like "two walk and talk scenes" !!!! Its worth keeping your expectations low.
 
Don't set your expectations too high on this though. I can bet the loooong corridor walks and lift/train transits will be there aplenty, even just so Chris can unfold his cliché scenario through awesomely inept dialogs unconvincely voiced by fideliciously mocapped Hollywood celebs.

And I still fear SQ54 won't feature a classic save system, because of immershun, fideliciousity and continuity with SC's (ok, probably for technical issues reasons :) )
:(
 
"A gameplay loop consists of a cycle of actions that you repeat over and over within a game."
Driving a vehicle is part of gameplay loop.
Parking manually a vehicle is part of gameplay loop.
Managing space in a cargo is part of gameplay loop.
You have whole games which relies heavily on a driving/parking gameplay loop (Euro Truck Simulator 2).

Now, see.. this I agree with. Loading a vehicle into a larger one can be part of a game loop. It is not a game loop in and of itself.

Driving and parking vehicles in a ship in SC is not what break the game for people (because you have enough to do beside those actions). But driving and parking vehicles in a ship in SC is what makes this game special for a lot of us when comparing to other spaces games.

And that makes me sad, because what you describe isn’t all that unique, even in space games. The main difference between them and Star Citizen is that they have far more gameplay than SC does, they’re far more stable, and they don’t waste their player’s time the way Star Citizen does.

But at least Star Citizen looks pretty.

About your tiny playtime, as you will never have time to play the game, you can directly rent a Nomad + ROC for 24 000 aUEC. Once you have the two, you will only need 10-15 minutes from a station to a mining spot. But for sure, you need to know a little how the game works to be able to do it in 10-15 minutes... For what I understand, learning how the alpha works and be efficient at it is not something you want to do in SC so you will never have the chance to really test it during the alpha.

See, once again you fail to understand what I’m complaining about. I actually enjoy participating in Early Access games and playable Alphas. It’s why I backed Star Citizen in the first place, and why I keep buying Early Access games that catch my fancy, such as Kerbal Space Program, Subnautica, and just recently the Planet Crafter.

I want to be able to test the gameplay loops in SC. I want to try to push the game past it’s breaking point, so that once the game goes live it won’t break when it really matters. I want to experience the joy of figuring out game loops before they get watered down by feedback, and find novel ways of using the game’s rules. But every live stream I have the time to watch, every free fly event I participate in, indicates that there is so much dead time in this game where I can’t do anything, let alone test the stuff I’m interested in.

Unless I’m willing to fork over hundreds of dollars above and beyond what I consider to be an already overinflated Early Access price, given what little gameplay is in the game currently. That’s something I’m not willing to do, especially given Star Citizen’s unique place among Early Access games. It not only utterly failed to have a “Hurry up and take (more) of my money!” moment, but it actually achieved the exact opposite: it had a “Hurry up and return my money!” moment.

All this indicates to me that CIG doesn’t actually want large groups of people actively testing their game. Instead, they want people buying ships. Which is consistent with their cart-before-the-horse development cycle, Chris Roberts continuous and utterly unethical fiscal plundering of this project.

But at least the game looks pretty.

Which is why I often compare Star Citizen to a whitewashed tomb, filled with naught but fetid decay. From the outside, at a distance, it may look pretty , but when you look beyond the fair facade, you are struck by the stench of rot within. In this case, that rot is Chris Roberts: his greed, his ego, his hubris, and his narcissism.

But hey… at least the game looks pretty… from a distance…

Just don’t make the mistake of standing downwind.
 
I want to be able to test the gameplay loops in SC. I want to try to push the game past it’s breaking point, so that once the game goes live it won’t break when it really matters. I want to experience the joy of figuring out game loops before they get watered down by feedback, and find novel ways of using the game’s rules. But every live stream I have the time to watch, every free fly event I participate in, indicates that there is so much dead time in this game where I can’t do anything, let alone test the stuff I’m interested in.
And I repeat it. If you are a solo player, the more you play the alpha, the less you spend time in those "empty" places where you have "nothing to do". You can play 10 hours straight without visiting a city if you don't die. And in a next patch, even when you'll die, you will be able to respawn in a station instead of city (in station, going from a bed to a ship takes 2 min). But you will never understand it if you don't want/try to go past the newb state. When you know more the game, you only need to go to cities when you buy a new ship, some special equipment or when you want to visit.
 
It's pretty clear from Darkfyre's post that city traversals aren't the only impediment to them enjoying alpha testing SC. You've missed out the aspects like grind / purchasing to access ships to test out core functionality, for a start. (And the background issue of: Do I want to alpha test a game made by someone who I don't trust to actually complete the game ;))
 
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In the context of staggered development and quarterly patches - less than two months after releasing their last expansion, NMS is getting this:
The team at Hello Games consists of about thirty people.
Its also a good example of how much even a halfway decent AA method adds to visuals.
 
If he wants to test core functionnalities, as I said earlier, he just have to rent the ships he needs...
ROC + Nomad for 24h = 25 000 aUEC

  • Starter Pack aUEC is 5000. So pre-grind required.
  • What happens if they want to test more than the starter tier mining?
    • The Prospector? 41k aUEC to rent, doesn't allow for module alterations / advanced mining heads. 2mil aUEC to buy a fully functional model in-game.
    • The Mole? Not available to rent. 5m to buy in-game.
  • What happens if they want to test combat styles, refuelling, bulk cargo runs... [Ok, I've run out of functioning professions now, but you get the picture ;)]
 
A comment on massivelyop's article about not giving rich people money to fail at making games.

I also think of sitting in a panel with our own Chris Neal (before he was working with us, ironically), listening to Garriott explain calmly that all of the times his games were failures were the direct result of publishers meddling with his vision, and how Shroud of the Avatar ensured that wouldn’t be a problem. And, uh… well, now you can see the results of what his unmeddled vision is! So that’s something.
Interesting that Garriot and his protégé Chris both hold this belief that it is publishers getting in the way.
 
  • Starter Pack aUEC is 5000. So pre-grind required.
  • What happens if they want to test more than the starter tier mining?
    • The Prospector? 41k aUEC to rent, doesn't allow for module alterations / advanced mining heads. 2mil aUEC to buy a fully functional model in-game.
In an aurora you get easily 50k in 1 hour (investigate mission, getting rid of spy satellites and other).
If they want to test more than the starter mining without real money, they do what everyone do = play the alpha.
    • The Mole? Not available to rent. 5m to buy in-game.
If you have played enough mining (on foot, ROC, Prospector) to want to test the Mole, you are beyond the 'test' phase. You work toward money or you find someone with a Mole.

  • What happens if they want to test combat styles, refuelling, bulk cargo runs... [Ok, I've run out of functioning professions now, but you get the picture ;)]
You can easily test all basic professions with rented ships (except refueling). If you want to test ALL ships and activities in the game, you have to play it an extended period of time and learn how to play it. A newb in ED don't pilot an Anaconda after 1 hour of playtime.
 
  • Starter Pack aUEC is 5000. So pre-grind required.
  • What happens if they want to test more than the starter tier mining?
    • The Prospector? 41k aUEC to rent, doesn't allow for module alterations / advanced mining heads. 2mil aUEC to buy a fully functional model in-game.
    • The Mole? Not available to rent. 5m to buy in-game.
  • What happens if they want to test combat styles, refuelling, bulk cargo runs... [Ok, I've run out of functioning professions now, but you get the picture ;)]
I've found that an easy way to get credits is to just say in the global chat that you're an Elite Refugee and Citizens will shower you with offers to guide you, ships to try and missions to do.

Quite the welcoming bunch.

And I clearly those complaining about "time to play" clearly never actually played the game long enough to know about bed login, which is like the basics. Along with changing and binding spawn from the start planet to a space station or other basic stuff. Seems like the using the same lazy old lame excuses to hate on the game and sustain their beliefs.

I login and in 5 minutes I'm dogfighting bounties, raiding bunkers,searching for missing pilots or picking up a package. If I want to go mining I head on to the refinery station where I left the mining ship. Landing and changing ship is 3 minutes top. If I know that next day I'll plan to mine again I'll just leave the ship near a mining spot and do the sleep in bed to logout there. Next day I'll spawn ready to pick up where I left and in 5 minutes top I'm mining.

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Reading the last pages it seems like most complains are due to lack of knowledge about general game mechanics or ineptitude to overcome the deep learning curve. Oh and it's deep one alright, it takes a lot of patience to bare some of the random bugs this game likes to throws at ya. But nothing any seasoned CMDR couldn't cope with imo.

Once that's out of the way, when one really gets into it then it becomes really hard to go back to the other space games, heck even other games in general. The sense of immersion, graphics beauty along with the scale. The atmosphere they got into that tiny universe along with the freedom players have and how seamlessly they can interact and impact other players provides experiences like no other.

It's highly addictive and quite unique. So it's no wonder they keep making bank. And the fact they always share stuff their working on and updates with new bling are always on the horizon makes this a very addicting project to follow.

No surprise it seems to get even people who don't play it posting and thinking about it 24/7 :ROFLMAO:
 

Viajero

Volunteer Moderator
Once that's out of the way, when one really gets into it then it becomes really hard to go back to the other space games, heck even other games in general.

It's highly addictive and quite unique. So it's no wonder they keep making bank. And the fact they always share stuff their working on and updates with new bling are always on the horizon makes this a very addicting project to follow.
But if that is true then why there is so many less actual players in SC (according to CR own concurrency figures) than those other space games like Elite, NMS or Space Engineers? Maybe SC is just more buggy, broken, incomplete and less addictive, unique and immersive than those other games that have better concurrency figures?
 
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Once that's out of the way, when one really gets into it then it becomes really hard to go back to the other space games, heck even other games in general.
Absolutely not. It's actually the opposite: it's quite pleasing to play and complete well executed games, with rock solid engines and well rounded gameplay. I take a look at SC for every patch, try my best at getting to a point where grinding anymore is useless (and that's reached in a few hours at most), and go back to my huge backlog of excellent games.
What's going to happen is other space games will happen before SC becomes playable. KSP2 has about 1 more year before initial release, and this will certainly absorb a huge population of space sim fans. Starfield is of course lurking behind, and I'm ready to bet money that one will be not only released, but patched and reach GOTY status before SQ42 appears or the PU becomes playable.
Pewpew fans never stay too long in SC as its FPS experience is terrible, and they have a lot of choice these times. Milsim fans of course have DCS which is getting better every year. And of course generally speaking a lot of good games are out this year, starting with Elden Ring, HZD2 will appear on PC sometime next year I believe, etc. etc.
Oh and all of these AAA games were designed, financed then developed and released in a fraction of the 10 years that SC has been in development.
 
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