CIG should definitely store local data in an invisible Sandworm...
Its a trick we sometimes used with NWN2 modding. They key point being, use an indestructible object.
CIG should definitely store local data in an invisible Sandworm...
In SC the lifts can kill anything.Its a trick we sometimes used with NWN2 modding. They key point being, use an indestructible object.
If it falls through floor it still crashes the game.Its a trick we sometimes used with NWN2 modding. They key point being, use an indestructible object.
Doors hard.What is entering a ship anyway?
(Wait for it)
Lol, stairs? In ME3 MP we used stairs to evade boss enemy sync killing. Banshee just couldn't execute the move with target on different z-level.
What is entering a ship anyway?
(Wait for it)
It's a meme at this point, but my response to that video is ... Obsidian Ant has thought about this much more than CIG have."Can Star Citizen's Gameplay REALLY Support Ships Like This? The Banu Merchantman"
Source: https://www.youtube.com/watch?v=DlPOu6mTRuA
The answer is simple...no, and it never will outside of the more imaginitive player's dream-crafting. Ci¬G have become masters of marketing a future simulation style depth but have consistently been proven barely capable of producing any gameplay more complicated than arcade style pew-pew. It's the curse of the MMO or multiplayer games in general, you add real people to any game world...and they're assumed to want nothing more than the ability to shoot eachother in the face in new and exciting ways."Can Star Citizen's Gameplay REALLY Support Ships Like This? The Banu Merchantman"
Source: https://www.youtube.com/watch?v=DlPOu6mTRuA
The answer is simple...no, and it never will outside of the more imaginitive player's dream-crafting. Ci¬G have become masters of marketing a future simulation style depth but have consistently been proven barely capable of producing any gameplay more complicated than arcade style pew-pew. It's the curse of the MMO or multiplayer games in general, you add real people to any game world...and they're assumed to want nothing more than the ability to shoot eachother in the face in new and exciting ways.
Making a functioning gameworld in a multiplayer sense always resorts to the lowest common denominator of 'Emergent Gameplay'. Namely shooty face pew. If I'd never had the almost unique gaming experience of being a Fuel Rat, I'd quite happily say that such a thing as emergent gameplay doesn't exist, it's simply a well worn and tired terminology for a game designers lack of imagination.
But...coding other stuff that works in multiplayer is hard, bruh!
I've heard a few of the faithful, either through ignorance or convenient memory loss, trumpeting on about Tony Zurovec's Quanta system being the Jesus tech that will enable Star Citizen to emulate a true Eve online with cockpits...but just like Chris Roberts, the harsh reality of Tony Z and his overcomplicated economic simulations is that he's tried it all before...He spent years designing exactly the same economic system for Ultima Online. Predictably, after extensive efforts were made to Selotape it on to the main game code, it broke everything else and was hastily removed, never to be seen again....until now.
Tony Zurovec and Chris Roberts are nothing more than a pair of coding dinosaurs living on a self inflated sense of ego...both have spent entire careers and countless millions of dollars of other folks money chasing individual dreams that are always beyond their reach, not to mention their capabilities...In both cases, the accountability for past failures has never once been assumed or accepted by either of them, chosing to instead lay the blame squarely on a lack of technology or on the lack of 'vision' in others. Neither one of them to this date are or ever have been competent team players or project leaders.
Tony Z is perfectly fine at wasting years (and development resources) locked in a virtual cupboard designing all those complicated economic simulations in isolation...it's what he does...and invariably, when viewed in isolation, always look very impressive. The problem always comes with all this code having been written in isolation from the main core game, is that it also invariably, never works when any attempt is made at integration. Quanta will end up being no different to anything else designed and coded by Tony Zurovec in that regard.
As for Star Citizen...it's becoming exactly that which is invariably led by a marketing department focused entirely on company profits rather than the suggested imagination and innovation too often promoted in the plethora ofdevelopmentmarketing videos we're constantly bombarded with...nothing better than yet another arcade style multiplayer pew-fest set in a pretty backdrop of environments.
Hrmm.. I'm not so sure this is a good thing. Surely rather then hiring old buddies, there were folks more qualified for this position? When was the last time he created any major hit games. I mean, the last MMO he worked on was Ultima Online way back in the day. And the last game he worked on, well, it wasn't exactly great...
He literally hasn't done anything noteworth in almost 20 YEARS.
When even the fan roadmaps have anniversaries...
Source: https://www.reddit.com/r/starcitizen/comments/vjtpz0/two_year_anniversary_unofficial_road_to_dynamic/
And yet not much changes but the dates...
June 2020:
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June 2022
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Remember all the dreams of people protecting and attacking destroyable bases? How can you have that if the person/org whose base it is is on a different shard from those who are attacking (let's not even go down the road of what happens when the players are simply not even online, the faithful don't want to think about that either).
Hell, remember Tony Z’s dreams on that front
Source: https://www.youtube.com/watch?v=nFmwlgWQFyg&t=4m15s
Clowns to the left of me
Dreamers to the right
Here I am stuck in the middle with you
Are you forgetting they will pretty much copy EVE?Remember all the dreams of people protecting and attacking destroyable bases? How can you have that if the person/org whose base it is is on a different shard from those who are attacking (let's not even go down the road of what happens when the players are simply not even online, the faithful don't want to think about that either).