But why do you want that all top-end (or not) ships should be accessible in one hour to newb ? It's not an issue at all for CIG which have already thousands of long term testers owning them and testing them in the alpha.
Here's the thing, Ant. If this is truly an Alpha test of the game, and not a released live service game that's hiding behind an Alpha label to deflect criticism, then it shouldn't matter if I'm a newb, or have been participating in the Alpha as if it was a full time job for the last two years... you want a broad variety of players testing whatever aspects they are interest in testing, for as long as possible.
Everybody is different. Everyone brings their unique backgrounds, viewpoints, thought processes, and most importantly
computers. That's how
competent MMO developers minimize the number of game-breaking bugs once the game, patch, or expansion goes live. The more players you have, the more likely you are to get players who just might be crazy enough to think, "Is it even possible to do this?" or "I wonder what would happen if I tried this?" The more players you have, the more likely a player will run afoul of the
true Murphy's Law, "If there's more than one way of doing something, one of which leads to disaster, it's inevitable that
someone will do it." The more players you have, the more likely it is you'll find those rare bugs that occur due to particular combinations of hardware, drivers, and software.
Most of the MMOs I've had the privilege of Alpha and Beta testing for have generally took three approaches to this issue:
a) They treat the test environment like a sandbox game, allowing players to use whatever equipment they like, and freely build whatever characters suit them
b) They
drastically reduce advancement requirements, allowing players to reach "end-game" abilities extremely quickly compared to the live game
c) They run their tests in phases, and use whatever game progression strategy suits whatever it is they're testing
Star Citizen isn't
unique in running their testing environment as a live game, but this has been vanishingly rare (for good reasons, given the disasterous results that usually happen from putting too many barriers in front of your testers) but they are most definitely unique in running their testing environment for so many years without release.
And more important, what is the utility of a player like Darkfyre99 who has no playtime to test during an alpha compared to testers playing hundred of hours ? There is no need for CIG to accomodate the alpha for tester with no time.
That’s the thing, Ant. I
would have more time to test… if it wasn’t for the way CIG are running their “Alpha,” as if it was a released live service game. Or I would have more time to test if it wasn’t for the way CIG designed their game in the first play, including: large stretches of “dead time” travel, limited areas to log off in, and many still extant game-killing bugs.
The nature of Star Citizen’s design means it’s the kind of game where I’ll need
long stretches of
guaranteed uninterrupted time to play games. Which are vanishingly rare currently, thanks to real life demands. But I do have
numerous shorter stretches of time to play games, as well as longer stretches where I need to either pause my game frequently to attend to something, or I’m expecting something to interrupt my game, and it doesn’t.
Which is why I typically play three games concurrently. Which game I play depends upon the nature of the time I have to play it:
- One where it’s desirable to leave the game unattended for brief periods of time, or run the game in the background, frequently city building games I can run on my laptop.
- One where I can pause or save my game whenever I need to, and the return to it at a later time, which describes most games I play.
- One game where I need long uninterrupted periods of time to play, such Star Citizen and Elite Dangerous.
I typically play games between 15-25 hours a week combined, if Steam's to be believed... though I suspect that number is inflated thanks to frequently pausing a game for ten to fifteen minutes at a time, rather than shutting it down completely, when I expect to return to it sooner rather than later. But during active periods of Elite Dangerous, I rarely find the time to play it for three hours a week. Not because I
don't want to play it, but thanks to mission timers expiring in real time. Star Citizen shares this flaw, along with several others I list above. When I played Champion's Online, missions never expired, and I could log off anywhere, even in instanced zones IIRC, and expect to pick up where I left off, so I played it frequently as life allowed.
It's also why ultimately No Man's Sky failed to click with me. Their limited save point game mechanism was the final nail in the coffin of a game I
should've enjoyed, given how I like survival games, when combined with the poor flight model and the
glaringly unrealistic space environments in an alleged space game.