Game Discussions Star Citizen Discussion Thread v12

Releasing a bugged version close to a free-fly event rings a bell. Haven't CIG donesn't this exact same thing before?

My observation about SC developers being moved to 404 is that, as they (apparently) share the same 'base', they will both suffer from the same bugs. I may be out of date here, but isn't gettiong one working the same as getting both working? I am assuming here that 404 emerges, and is more than 2 1/2 hours of dreadful dialogue spoken with little conviction by big-name talent, interspersed with a few 'on rails' moments.

I've looong been beyond caring but do find this thread amusing. Happy Tuesday everyone!

They do it over and over again, they have a set time for these events but never think to put the resources in to insure the build is solid for release.

Its an overall symptom of the PU being a low priority next to SQ42, right now the Invictus event is 3 days away and the build for it is a mess, with no real sense of urgency about that.
 
but isn't gettiong one working the same as getting both working?
That's what CIG constantly say, but not really. SC is an MMO. SQ404 doesn't exist is supposedly a single player game. They could not be further apart.

All the big ticket blockers for SC, server meshing, server performance, desyncs etc etc, are simply not a thing in a single player game like SQ404.
 
Everything they say suggests that SQ42 & SC are indeed working from the same technical base.

You can see this in the shared tasks on the roadmap, in the discussions of things being culled or adapted for SQ42. In Chris discussing the daftness of pushing for the unified avatar (which he recognised makes no real sense for the single player game). Etc.

So in theory they do have some shared technical challenges. (Planetary tech, draw distances, LoD, ship interior functionality, AI behaviour, etc etc etc)

But they also clearly have some divergent challenges. (And have indeed worked against each other in various senses, such as the unified av. What's good for an MMO isn't necessarily good for a single player campaign etc). SC has to figure out how to fill a solar system with server-managed AI, whereas SQ42 has to run all the local AI off your CPU alongside the existing load, etc etc.

The most overt blocker for SC is clearly networking. And just getting the whole thing performant enough to allow them to add their obscene backlog of pre-sold features.

If gossip is to be believed, aspects like mocap and animation etc are considerable blockers for SQ42. But the main issue is that old perennial: How to make the damn thing actually fun...

EDIT: It would be interesting to know if SQ42 is as stricken with bizarre physics collision issues as the PU though. Some if it is clearly driven by networking desync, but it does often feel like there's some fundamental issue with it, possibly derived from forcing Cryengine to work at these scales. A lot of these things SQ42 will be able to heavily duct-tape in ways which the PU can't, via strictly controlled environments and orders of events etc. But I'd think players suddenly pinging off due to an impromptu force reaction would still be an issue ;). And it would still be very much a band aid approach, which could be prone to unravelling unpredictably at any given point...
 
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Everything they say suggests that SQ42 & SC are indeed working from the same technical base.

You can see this in the shared tasks on the roadmap, in the discussions of things being culled or adapted for SQ42. In Chris discussing the daftness of pushing for the unified avatar (which he recognised makes no real sense for the single player game). Etc.

So in theory they do have some shared technical challenges. (Planetary tech, draw distances, LoD, ship interior functionality, AI behaviour, etc etc etc)

But they also clearly have some divergent challenges. (And have indeed worked against each other in various senses, such as the unified av. What's good for an MMO isn't necessarily good for a single player campaign etc).

The most overt blocker for SC is clearly networking. And just getting the whole thing performant enough to allow them to add their obscene backlog of pre-sold features.

If gossip is to be believed, aspects like mocap and animation etc are considerable blockers for SQ42. But the main issue is that old perennial: How to make the damn thing actually fun...
The last point has always been answerable in one short sentence...Get rid of the idiot Roberts :)
 

Viajero

Volunteer Moderator
Given the rather generalized perception among the community builds are trash (and 3.17 apparently more so than usual) I suspect that CIG sees these events as having nothing to lose. And in the event that some player may find something cool (statistically there is bound to be some) that is what will be singled out as a summary. In the absence of widespread regular press reviews “confirming” SC is in fact trash there is actually only upside here for CIG.
 
And lose the toilet gameplay?!
I'm open to suggestions for the uses of toilets and any ideas that have come out of CR's head 😗

Come to think of it...the person who designed the PlayStation dual-shock controller must have been a relative of CR, either that or they had fingers and thumbs like a Spider monkey...I could quite happily fling that thing down the toilet as well. It's been so awkward and irritating trying to play games with it, I had to order a 3rd party Xbox style asymetrical PS controller with the D-pad and thumbsticks in the right place. 😐

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Xbox controllers for the win. (Rift controllers also up there in that category for me. Just so damn ergonomic. And virtually indestructible...)

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In others news, annoying SC streamer MoistNoodle is not very happy with the game...

 
I blame Obsidian Ant and Drew Wager (in a good, friendly way, as I like both these guys very much) for feeding my SC FOMO :p They need to start playing some X4 Foundations or Space Engineers instead of Star Citizen!!!
OA has played both X4 and SE. He was also one of the content creators chosen to livestream X4 at launch via the game's official Steam page. Neither game gives the type of gameplay he's interested in: exploration and finding new, pretty locations. Meanwhile Star Citizen gives him some of that exploration gameplay (namely tourism as everything's already found during Evocati and PTU) but it's limited to an hour or two, dependent on a new location being added.
 
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Please explain this "whale" term. I trust you to give me a fair and honest answer.

While I remain very interested in Star Citizen (no thanks to this thread but rather watching streamers actually enjoy the game), I'm like you in that I already feel the burden of enjoying too many games as it is. Right now Steam is updating Stellaris, which I'm sure is a wonderful game (I bought it after all), but I never play it because I'm too immersed in my other space games (and a couple not-space games). Each of these games is a full-time commitment with years potential enjoyable immersive play, so adding yet another game to this already too big list (SC) feels... premature.

So I'm likely to return to my tried and true life approach of delayed satisfaction, where I wait a good long time for things to "age well" before investing in those things. For example, my first Playstations (3 and 4) were both Slims, which IMO are way better than OG PSn's. I didn't try Skyrim until years after first launch, when it was much more polished and thus enjoyable experience. I only recently jumped into the X Universe franchise (though this is more due to ignorance than choice), so I blissfully skipped over all the growing pains associated with those games. The point is, while part of me REALLY wants to experience SC for myself, prudence and experience is telling me to wait, wait, wait. And while I'm not an early adopter, I won't mock those who are because their "willingness" to invest in a game early is what allows a company to improve the game over time for my eventual enjoyment.

I blame Obsidian Ant and Drew Wager (in a good, friendly way, as I like both these guys very much) for feeding my SC FOMO :p They need to start playing some X4 Foundations or Space Engineers instead of Star Citizen!!!
A “whale” is a term used in “Free to Play” (F2P) games used to describe players who sink hundreds, if not thousands, of dollars into a game. It’s derived from the “ecosystem” of F2P games in general and “Pay to Win” (P2W) games in particular. The free players are the content of the “minnows” who occasionally drop a few dollars of the game, the “minnows” are the content of the “fish,” and so on up to the “whales” who are the primary source of income for the game runner.

For example, a few years ago I was hooked on F2P (more accurately, pay to continue) mostly single-player “gatcha” (Japanese version of loot boxes) game, to the point where I changed my sleep schedule slightly to take full advantage of “bonus” health gained while I slept. I never paid a cent to continue, or on the “gatchas” except… after a year I decided they’d truly earned $40 dollars from me. After all, an hour a day of fun challenges, number-crunching, and interesting short stories, added up to nearly 400 hours of game play, which is more much more entertainment than AAA games I’d played.

I would not, in any way, considered a whale, even though I spent a little money on a free to play game.

By the the time the game went into actual maintenance mode, my best team of characters (who could be called upon to reinforce other players teams in the single-player campaign) was close to the top 10% of the player base. The top 5% teams consisted of fully developed characters who could not be recruited through the main game, only by opening “gatchas”. When I crunched the numbers, in order to have fully developed those characters, they had to have spent thousands of dollars just for a decent chance of getting the one they needed. Keep in mind this was not a PvP game. You didn’t compete at all with other players, or even cooperate with them directly. The main motivation for developing a character was to unlock or continue their usually heartwarming short story.

Those players are whales.

In the case of Star Citizen, the role of “free players” as the base of the proverbial food chain are the basic package buyers: the $45 (on sale) or $60 “starter ships” that are, in my limited experience, so bad at getting players started that players either volunteer (or are hired) to be crew for other players, or are willing to drop a couple hundred dollars for one the game’s true starter ships, that are worthy of the name.

Asking for money, or borrowing another player’s ship, because you’re an ”Elite Refugee” works as well. ;)

At any rate, once you’ve spent about a thousand dollars, you get “High Admiral” status (IIRC) and can now see the expensive ships and game packages, including the fabulous $20,000+ Legatus package. Back when CIG was still promising to have thousands of player in a single instance, there was quite a bit of speculation by the “uber whales” to have battles with multiple capital ships crewed by scores (if not hundreds) of F2P players.
 
I'm open to suggestions for the uses of toilets and any ideas that have come out of CR's head 😗

Come to think of it...the person who designed the PlayStation dual-shock controller must have been a relative of CR, either that or they had fingers and thumbs like a Spider monkey...I could quite happily fling that thing down the toilet as well. It's been so awkward and irritating trying to play games with it, I had to order a 3rd party Xbox style asymetrical PS controller with the D-pad and thumbsticks in the right place. 😐

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Maybe I should cut CR more slack, but the level of fidelity Im looking for is if you flush things that shouldnt be flushed into the toilet, it backs up the sewer lines. You throw that controller in there, you get fined by the Star Police.

One thing I dont understand is why the XBox controller doesn't have the motion sensing and touchpad that the PS controllers do? I get that some prefer one layout to the other, but having those extra control methods really comes in handy. Due to location, I use my PS4 controller as my steering wheel for Gran Turismo 7....nice.
 
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