Game Discussions Star Citizen Discussion Thread v12

Err... Why physics need to be involved for collision prevention, especially since stellar bodies are in fixed and easily available position and radius? A simple vector math would be largely enough. And even if not, wouldn't a simple ray marching / sphere tracing be more accurate, less hardware intensive than relying on their wonkily implemented physics engine?

Counterpoint: Its CIG.
 
I love watching n00b content creators playing SC, especially when they don't understand the basic mechanics of how SC is broken...

"You have to crouch then quickly run away when you place a box in the machine..!"

Killed by server desync once when loading a box into the machine, the parcel machine is then blamed as a serial killer :D

To be fair the AngryGamers guy has died to box machines a lot



It's no wonder he's paranoid about it ;)

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EDIT: Mind you, they've died a lot of innocuous ways 😁

Lol this crap just doesn't get old to me

Source: https://www.twitch.tv/videos/1305354739?t=0h18m00s


A: 'You've died.'

A: 'I've absolutely no idea. You've literally just fallen down dead.'

A: 'Ummm. No. I.. I... I... genuinely have no idea what happened there. Usually there might be some explanation.'

A: 'But what's happened there is, you've perished'.

A: 'Now, I think you mayyy, have simply run too fast'.

B: 'THIS ISN'T A GAME!'

A: 'Did you press backspace? Because that's suicide.'

B: 'I was pressing W! Running forward!'
 
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Err... Why physics need to be involved for collision prevention, especially since stellar bodies are in fixed and easily available position and radius? A simple vector math would be largely enough. And even if not, wouldn't a simple ray marching / sphere tracing be more accurate, less hardware intensive than relying on their wonkily implemented physics engine?
Tony hasn't yet found out about vector math.
 

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This post in this thread really gets to the heart of and exemplifies what Star Citizen is for the faithful...a theory-crafting simulator and framework.


"Dragging and dropping items is a placeholder. Let's fast forward to future intent.

You die. You arrive in the hospital. The correct clothing at that point is a hospital gown.

You get out of bed. There is a clothing closet there. Ahead of time, you defined which clothing you'd have should you come back. It is a pair of slacks, a button down shirt, some shoes. You interact with the closet and a few mouse clicks later your hospital gown is now hanging in the clothing closet and your outfit is equipped.

You travel either to your hab where more clothing / supplies are stored, or your hangar where additional storage is available. You visit the suit locker that has the suit you want to wear in it. Couple of quick, easy clicks and you don the suit. You move over the weapons locker, pick up your weapons, pick up some armor, etc.

The INTENT is that everything you need no longer exists in a bag of holding. The INTENT is that you must prepare, make choices, make tradeoffs. The INTENT is that this is not an arcade game. What you do in the game will make sense, it will be immersive. The INTENT is not for it to be an arduous and kludgy "drag and drop" interface.

So, setting the drag n drop complain aside as it will go away ... fundamentally, you should accept that you'll need to get dressed, that you won't have everything "at the tip of your fingers' and that the intent is to reward planful behavior, skill in figuring out what you need for what you'll be doing, diligence in ensuring you've prepared ahead of time by having gear / ships / etc. strategically placed. That's what they are building, so it's important to realize and accept that early in the process."
 
This post in this thread really gets to the heart of and exemplifies what Star Citizen is for the faithful...a theory-crafting simulator and framework.


"Dragging and dropping items is a placeholder. Let's fast forward to future intent.

You die. You arrive in the hospital. The correct clothing at that point is a hospital gown.

You get out of bed. There is a clothing closet there. Ahead of time, you defined which clothing you'd have should you come back. It is a pair of slacks, a button down shirt, some shoes. You interact with the closet and a few mouse clicks later your hospital gown is now hanging in the clothing closet and your outfit is equipped.

You travel either to your hab where more clothing / supplies are stored, or your hangar where additional storage is available. You visit the suit locker that has the suit you want to wear in it. Couple of quick, easy clicks and you don the suit. You move over the weapons locker, pick up your weapons, pick up some armor, etc.

The INTENT is that everything you need no longer exists in a bag of holding. The INTENT is that you must prepare, make choices, make tradeoffs. The INTENT is that this is not an arcade game. What you do in the game will make sense, it will be immersive. The INTENT is not for it to be an arduous and kludgy "drag and drop" interface.

So, setting the drag n drop complain aside as it will go away ... fundamentally, you should accept that you'll need to get dressed, that you won't have everything "at the tip of your fingers' and that the intent is to reward planful behavior, skill in figuring out what you need for what you'll be doing, diligence in ensuring you've prepared ahead of time by having gear / ships / etc. strategically placed. That's what they are building, so it's important to realize and accept that early in the process."
And TBH, I'm onboard with the Intent
 
This post in this thread really gets to the heart of and exemplifies what Star Citizen is for the faithful...a theory-crafting simulator and framework.


"Dragging and dropping items is a placeholder. Let's fast forward to future intent.

You die. You arrive in the hospital. The correct clothing at that point is a hospital gown.

You get out of bed. There is a clothing closet there. Ahead of time, you defined which clothing you'd have should you come back. It is a pair of slacks, a button down shirt, some shoes. You interact with the closet and a few mouse clicks later your hospital gown is now hanging in the clothing closet and your outfit is equipped.

You travel either to your hab where more clothing / supplies are stored, or your hangar where additional storage is available. You visit the suit locker that has the suit you want to wear in it. Couple of quick, easy clicks and you don the suit. You move over the weapons locker, pick up your weapons, pick up some armor, etc.

The INTENT is that everything you need no longer exists in a bag of holding. The INTENT is that you must prepare, make choices, make tradeoffs. The INTENT is that this is not an arcade game. What you do in the game will make sense, it will be immersive. The INTENT is not for it to be an arduous and kludgy "drag and drop" interface.

So, setting the drag n drop complain aside as it will go away ... fundamentally, you should accept that you'll need to get dressed, that you won't have everything "at the tip of your fingers' and that the intent is to reward planful behavior, skill in figuring out what you need for what you'll be doing, diligence in ensuring you've prepared ahead of time by having gear / ships / etc. strategically placed. That's what they are building, so it's important to realize and accept that early in the process."

Lollllll

And TBH, I'm onboard with the Intent

I’d get used to that kludgy drag and drop interface if I was you :/

And all the immersion-challenging jank that comes with it.

It took them 9 years and approx 0.5bil to hit these Tier 0 stages. We have to imagine that not even CIG-magic can repeat that production phase.

That implies we’re surely well past the halfway point to the destination, with so many circles to square still… And so many Tier 0s still needing to be added. That’s a helluva lot of jank to pack away neatly into boxes…
 
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