Game Discussions Star Citizen Discussion Thread v12

I would, if it was a relatively reliable game. But I also installed a mod in Skyrim that removed the fast-travel aspect of carriages, so you actually have to ride them in real time from point A to point B. There are some of us who actually like that kind of thing!

To be honest, fast travel killed Oblivion for me. I know its optional, but when I took advantage of it, i kept doing it, and missed so much content. That's why when i played Skyrim i refused to use fast travel until i'd already done the route a couple of times.

Of course, the main difference being, in Bethseda games every time you travel, you never know whether there will be a hostile create or a Skooma addicted Khajit behind the next bend in the road. Or maybe a Daedra offering you to do a quest for them. Every journey adds new content and opportunities.

In SC, the only thing you're either going to experience with all this is either a boring journey that you've seen a million times before of you're going to encounter a bug and clip through the surface or randomly die.

So, while i'm all for the "immersion", it has to come with some potential for things of interest to happen.
 
I would, if it was a relatively reliable game. But I also installed a mod in Skyrim that removed the fast-travel aspect of carriages, so you actually have to ride them in real time from point A to point B. There are some of us who actually like that kind of thing!

I'm not that interested in Star Citizen, but Squadron 42 is definitely on my radar (distant blip). I hope they don't pad the game out with time-wasting fillers in that

I very much enjoyed Skyrim, but for me... I was very glad of the fast travel option. I hope Bethesda know how popular this feature of their games is, and any game they may release next year has this feature
 
to actually get to the mission giver, these are usually located conveniently so that players can get to them quickly because spending 20 minutes
I forgot, 95% of missions are accessible in 1 second in a menu. It's only special quest givers that are in city.
You think cities are a problem in SC, they are not. More, they are a really nice element of SC. But you have to play a little the alpha to understand it.
 
To be honest, fast travel killed Oblivion for me. I know its optional, but when I took advantage of it, i kept doing it, and missed so much content. That's why when i played Skyrim i refused to use fast travel until i'd already done the route a couple of times.

Of course, the main difference being, in Bethseda games every time you travel, you never know whether there will be a hostile create or a Skooma addicted Khajit behind the next bend in the road. Or maybe a Daedra offering you to do a quest for them. Every journey adds new content and opportunities.

In SC, the only thing you're either going to experience with all this is either a boring journey that you've seen a million times before of you're going to encounter a bug and clip through the surface or randomly die.

So, while i'm all for the "immersion", it has to come with some potential for things of interest to happen.
I remember playing the ill-fated "Vanguard: Saga of Heroes" during its brief existence (what's that? A game by a self-styled 90's game dev rock star that promised to be revolutionary and genre-defining but ended up being poorly designed, buggy, unfinished and only good for making some pretty screenshots?) which originally had no fast travel, and large, seamless environments. Eventually they added fast travel due to popular demand, but they didn't realise the problem wasn't the size of the world, it was the utterly awful quest design which had you bouncing from one side of the map to the other, over and over again, journeys that could take 45 minutes or more. It's possible to have a huge world and for it to not suck from a day-to-day game play perspective, but it takes thoughtful design by someone who knows what they're doing. Not Chris "my game is a movie" Roberts.
 
I'm not that interested in Star Citizen, but Squadron 42 is definitely on my radar (distant blip). I hope they don't pad the game out with time-wasting fillers in that

I very much enjoyed Skyrim, but for me... I was very glad of the fast travel option. I hope Bethesda know how popular this feature of their games is, and any game they may release next year has this feature
S42 was the reason I backed the Kickstarter. Unfortunately that's the game that's going to get hit hardest by Starfield setting a bar that CIG has no chance of achieving. It doesn't matter that "StarEngine" has seamless travel or higher resolution textures or clouds or high fidelity ablutions, the list of things that are just plain bad, a lot of them very basic things that competent developers figured out decades ago, is just too long.
 
I have rated it, but was going to say I couldn't do so initially, as it hasn't been released. Plot twist though, as during a quick search I see it was formally released on 10 November 2021...why no announcement I wonder and its not doing very well at a Critic score of 0 (nil points) and a user score of 4.5 - behold I think this is Chris Roberts' first metacritic score: https://www.metacritic.com/game/pc/star-citizen

LFFs are a bit irrelevant are they not in light of this joyous news?
Ahh, so we can review it!
SC sucks! I was able to run it the other night, and I found myself, after picking a non-changeable start point, choosing a default look, from a nice looking high detailed character editor, laying on my back in what appears to be a space suit, named Odyssey. I tried to stand up. I tried hitting some keys...I thought it was double F or G or T or something before, but something worked and I stood up..in the bed! I couldnt crouch to get free or anything, but I could turn around...I was stuck in the bed's area. I ended up mashing some keys, and moving my mouse around, then I somehow got free, and into the room. I walked to the window. Looked out, and it looked nice. Then CTD.
Last night, I ran it again. This time I looked around a bit before standing, and found the "get out of bed, without collecting $200, thing". I made it all the way down into a lobby. I saw some NPC's walking on a spot. They weren't moving, just the animation was running. I saw a bench, so I thought there's something I can try and compare it to EDO, another space game where you can take a seat, relax. The sitting animation and process is the same, although a bit smoother in EDO.
Tonight, if I have time, I will try to make it to my ship.

I remember playing the ill-fated "Vanguard: Saga of Heroes" during its brief existence (what's that? A game by a self-styled 90's game dev rock star that promised to be revolutionary and genre-defining but ended up being poorly designed, buggy, unfinished and only good for making some pretty screenshots?) which originally had no fast travel, and large, seamless environments. Eventually they added fast travel due to popular demand, but they didn't realise the problem wasn't the size of the world, it was the utterly awful quest design which had you bouncing from one side of the map to the other, over and over again, journeys that could take 45 minutes or more. It's possible to have a huge world and for it to not suck from a day-to-day game play perspective, but it takes thoughtful design by someone who knows what they're doing. Not Chris "my game is a movie worse than Battlefield Earth" Roberts.
FTFY
 
Sometimes you can whine a bit and they'll grant a limited sales request, especially if it's new money...If you're hoping for a quick CCU or paying with existing store credit....not so much.

The concierge support is one of few dubious benefits of being concierge...you can act like an entitled whiner and they'll patronise you by actually replying to support requests after a few hours/days. Besides that small perk...there's absolutely nothing worth mentioning, even the subbies get better gear :)
 
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What I don't understand is, if the point of learning to play the game is to realise that you should immediately leave the city and never go back, what was the entire point of the city in the first place. Couldn't they have just placed the spawn point right next to the ship calling area, whatever that may be, and then players could decide for themselves if they wanted to bother exploring the city or just hop in the spaceship and hit space.
It's a trap for potential new backers. They marvel at an enormous city, get lost in it for hours, hardly play any of the game loops, and leave with a false impression about how close to completion the game is. Then these potential new backer's will hopefully drop some money into the coffers of the Roberts Clan, and after a few weeks maybe drop some more money when they get frustrated about how poor the starting ships are at being starter ships. If Chris and Company are really lucky, the PNB will level up into a High Admiral before they realize the game's true state.
 
I'm not that interested in Star Citizen, but Squadron 42 is definitely on my radar (distant blip). I hope they don't pad the game out with time-wasting fillers in that

I very much enjoyed Skyrim, but for me... I was very glad of the fast travel option. I hope Bethesda know how popular this feature of their games is, and any game they may release next year has this feature
The nice thing about single player games is you can have both. So for example, if SQ42 has a train, it could easily have an equivalent to a "skip cutscene" button to fast-forward to your destination (a "time passes" form of fake fast travel). I prefer this over magic portals and other fast-travel gimmicks in MMOs, though I admit that I too use Wayshrines in Elder Scrolls Online. Oh, and I'm perfectly fine with wormhole technology that lets me instantly jump across the vast expanses of space. I greatly prefer this (as implemented in Space Engineers) to Elite Dangerous' Windows 95 Screensaver supercruise method of travel.
 
I would, if it was a relatively reliable game. But I also installed a mod in Skyrim that removed the fast-travel aspect of carriages, so you actually have to ride them in real time from point A to point B. There are some of us who actually like that kind of thing!
I did the same in the Fallout games.

But you know what the difference between Fallout and Elite Dangerous, or just about any game I play, and what I've experienced in Star Citizen is?

In all those other games, I'm paying attention to my surroundings, altering my course in response to what I see, evaluating any threats or opportunities, and sometimes diverting in a random direction just because I want to take a closer look at something in the distance. In Star Citizen, travel is simply traveling slowly in a straight line.

If SC is going to treat travel like that, then I'd prefer just cut scene me back to my location. I play games to be an active participant, not a passive observer.

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I greatly prefer this (as implemented in Space Engineers) to Elite Dangerous' Windows 95 Screensaver supercruise method of travel.

I swear, I sometimes wonder if I play the same game as other people. ED's Supercurise may be many things, but a "Screensaver?" I mean, it has braking maneuvers, enemies to evade or lure into planets, targets of opportunity, terrain to navigate, and this is the watered down version!
 
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The nice thing about single player games is you can have both. So for example, if SQ42 has a train, it could easily have an equivalent to a "skip cutscene" button to fast-forward to your destination (a "time passes" form of fake fast travel). I prefer this over magic portals and other fast-travel gimmicks in MMOs, though I admit that I too use Wayshrines in Elder Scrolls Online. Oh, and I'm perfectly fine with wormhole technology that lets me instantly jump across the vast expanses of space. I greatly prefer this (as implemented in Space Engineers) to Elite Dangerous' Windows 95 Screensaver supercruise method of travel.

Yep! Single player games are great because you don't have to consider the effect of your actions on others. There is a nice compromise that Cyberpunk employed. If you wanted to just enjoy the scenery you could do just that, but there was a "skip journey" button if you fancied cracking on with the game. I hope that's something SQ42 uses as well
 
In Star Citizen, travel is simply traveling slowly in a straight line.
So there's no sight-seeing while on the train? I'll ride my trains in Transport Fever 2 (which is just riding, no driving) for the specific "gameplay" of taking in the scenery as I'm riding along. Obviously that's not ALL I do, but the ability to do this is one of the things that caused me to buy TF2 despite already owning City Skylines.
 
So there's no sight-seeing while on the train? I'll ride my trains in Transport Fever 2 (which is just riding, no driving) for the specific "gameplay" of taking in the scenery as I'm riding along. Obviously that's not ALL I do, but the ability to do this is one of the things that caused me to buy TF2 despite already owning City Skylines.
I was talking about space travel. On the train, there's generic buildings that'll quickly pass by, but that's about it... at least in my limited experience.
 
I swear, I sometimes wonder if I play the same game as other people. ED's Supercurise may be many things, but a "Screensaver?" I mean, it has braking maneuvers, enemies to evade or lure into planets, targets of opportunity, terrain to navigate, and this is the watered down version!
I think you're overselling it a bit. Supercruise has the potential for these things, but 99% of supercruise is just sitting and waiting while watching space dust zip by. Or in my case, standing and touching my toes and getting some much needed exercise in (and if it's an especially long trip, washing some dishes as well).
 
I think you're overselling it a bit. Supercruise has the potential for these things, but 99% of supercruise is just sitting and waiting while watching space dust zip by. Or in my case, standing and touching my toes and getting some much needed exercise in (and if it's an especially long trip, washing some dishes as well).
Maybe on journeys longer than 10 kilo-light seconds, I can see where there might be short periods with little to do, but such trips represents maybe 10% of the potential destinations in the Bubble, and are easily avoided IME. About 50% of the destinations in the Bubble have Supercruise travel times less one minute, which is barely enough time to perform my escape and braking maneuvers, and insufficient to hunt for HGEs, let alone give NPCs a chance to even think about intercepting you, assuming that you:

a) Don't bother using Supercruise Assist, which can easily double your travel time
b) Don't travel using the "forum recommended method," which is almost as bad as using SA when it comes to travel times
c) Don't travel through a system's the ecliptic plane, where most of a system's mass is concentrated, which increases your travel time even more. Incidentally, outside the ecliptic plane is where HGEs spawn, so it's very easy to drop into the ones that are along your flight path... assuming you're paying attention to your surroundings to notice them.

The Buckyball Racing Club once held a race involving trading in the Type-X ships, some of the most slow turning ships in the game...including Type-9's. Some of the travel times between stations, including docking, trading, and undocking, were below four minutes the Type-9. Granted, I'm nowhere near that good, but still there's a rather large gap between how the regular player engages with Supercruise, and the type of experience Supercruise regularly provides hands on and attentive players.

And to bring this back around to Star Citizen, the space experience SC provides is why it'll probably never be as engaging as other games in my library. Even Space Engineers, a game that tends to drain all my enthusiasm for playing once I reach space and start searching for uranium and platinum, has more engaging space travel than what SC provides. Either game wouldn't be so bad if I could simply accelerate time, like I do in Kerbal Space Program, but both games insist that I have to be a passive passenger in my own ship for long periods of time, when what I really want to do is be an active participant in the whole process.
 
And to bring this back around to Star Citizen, the space experience SC provides is why it'll probably never be as engaging as other games in my library. Even Space Engineers, a game that tends to drain all my enthusiasm for playing once I reach space and start searching for uranium and platinum, has more engaging space travel than what SC provides. Either game wouldn't be so bad if I could simply accelerate time, like I do in Kerbal Space Program, but both games insist that I have to be a passive passenger in my own ship for long periods of time, when what I really want to do is be an active participant in the whole process.
Re Space Engineers, while I'm unaware of a mod that accelerates time (except the sleep mod), there are mods that accelerate speed, which can make space travel a bit more exciting - not only can you get from point A to point B quicker, but asteroids become a real hazard! But yeah, this was one of the things I liked about multiplayer SE - I could chat with people during long voyages in the depths of space. That and I usually build labs in my exploration ships so I can tinker around while on a long journey. There are some rumors that Starfield might have similar labs in its ships. If nothing else, it will have NPC crew to keep us company!
 
I forgot, 95% of missions are accessible in 1 second in a menu. It's only special quest givers that are in city.
You think cities are a problem in SC, they are not. More, they are a really nice element of SC. But you have to play a little the alpha to understand it.

So they HAVE to have special quest givers that aren't in the quick access 1 second menu to entice people to visit the city? You know that's worse right? You do realise that? It basically means if it wasn't for these "special" quest givers there would be zero reason to ever visit the city. You see how that's worse?
 
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