Star Citizen Discussion Thread v11

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I'm new to this conversation, so my post may seem out of left field for not following the flow of the conversation. Apologies for that. I do like that a civil discussion is taking place on a competitor's forum and appreciate that there are still reasonable people around.

Regarding Star Citizen, I've always been in love with the idea of the fundamentals that it promises-- that is to live and play in a universe where you can be planetside, board a ship in first person seamlessly, pilot said ship to another planet or station, get out, interact with the world again in first person and seamlessly, that just tickles just about every space game fancy I have. It lays a foundation from which the players can build a roleplaying experience that truly is vast in scope. The 500 lb gorilla in the room, obviously, is the flawed execution and the amount of time it's taking to make even the minimal progress.

Originally, I started with an Orion 300 package, and since added a Hornet fighter and a Freelancer. My reasoning at the time is that with these three ships, I could then engage in a variety of in-game moneymaking efforts from which I would be able to purchase more ships as I desired. I didn't get on the hype train every time a new ship was announced, as there are limits to which I will spend real life money on a promise. Certainly, as time went on, I felt pretty secure in my decision. Yes, I'd spent about $200 in all, which isn't an insignificant sum, but when all the hoopla of canceling and refunds fired up and Derek Smart entered the fray, I didn't feel quite so consumed by a need to throw in the towel. Certainly, I was getting a bit frustrated, and shortly after the hangar modules were released, I pretty much gave up on following the game's progress.

One thing that seemed to frustrate me most was this need to update stuff that was already done. Sure, in some instances, it was required because they switched game engines, but there's no point in tweaking the .001% of the game that's already done while 99.999% of it still needs to be worked on. Much of that tweaking could be done in 1.* updates.

Fast forward to now, with the 3.7 update, I decided to look back in. This would be the first time I actually played what was there, and I found that I'm actually having fun with it. Granted, there isn't a whole lot of "there" there, but looking back on the hours I've spent recently exploring caves, doing FPS mining, doing delivery runs, and the odd commodity trade run, it's reminded me of why I bought in in the first place. Sure, it's rough and janky at times, but it rekindles that original hope for the idea of the game. I'm still bummed by the glacier pace of development and wish they'd speed it up a little, but I remain hopeful. I definitely don't fall into the camp of disillusionment where I hope they fail like a lot of people have over the years.
 
Seriously which superior gameplay? Most streamers I've watched are just goofing around or doing free flight in their spaceships, which you can pretty much do in any sandbox environment having something you can fly, like Amra, and spamming the print screen button. Very rarely I see streamers doing something else, like doing some of those few out of the box standard missions, like fly to x, shoot down some goons, fetch a box, and finally fly back or faking some emerging sandbox gameplay, like doing a large scale ground fight to capture some facility. Oh yeah, and then there is mining, which is as mind numbing as in any other MMO. Have I forgotten anything or is there something else to Star Citizen?
 
Ok, should I have said that`s unique with the level of detail SC has? I do not played Subnautica yet, because I´m into NMS and that is enough procedural creation for me. NMS, Astroneer, Subnautica etc. look cartoonish to me. Don`t get me wrong, I generally prefer gameplay over graphics. The overall realistic looking graphics plus the features I mentioned we have in SC now is unique to me. It´s a game (tech demo if you want to call it like that) I want to play, and I can only hope that CIG manage to expand on that inclusive no showstopper bugs.
but that isn't what you said you didn't even mention graphics, you said the game mechanics were unique, no point in backtracking now

graphics don't make a good game and tbh nowadays SC isn't really that impressive graphically.
it was impressive in 2012
 
Subnautica is not procedural.
Ok, didn`t knew that.

I love how SC unconditionally gets above any competition simply by requesting to compare both with graphics AND gameplay. Moreso when graphics are already surpassed, and gameplay still MIA.
Oh yeah there's the scale too (being surpassed already too).
I guess we running in circles here. There might be some people who defend SC like there is no other game in that genre. I´m not, I just want to express why I like it so far and to give another opinion on it. Maybe it´s just a matter of taste. I understand why so many are upset about CIG and SC though. However I looking forward to see what they will come with next, like I do with other games as well.

Already mentioned probably, but X4: seamless ship to ship, seamless EVA, from next version seamless EVA to station. There's actually a seam in the sense that it all happens via "teleportation" in and out of bridges/cockpits, but that's due to the very limited time and resources of the team making hard to have all the required assets and animations. It's still all in the same universe instance, so seamless in that way.
X4 is absolutely on my to buy list. Unlike many others I enjoyed space legs in Rebirth. It adds to the immersion for me.
 
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Ok, should I have said that`s unique with the level of detail SC has? I do not played Subnautica yet, because I´m into NMS and that is enough procedural creation for me. NMS, Astroneer, Subnautica etc. look cartoonish to me. Don`t get me wrong, I generally prefer gameplay over graphics. The overall realistic looking graphics plus the features I mentioned we have in SC now is unique to me. It´s a game (tech demo if you want to call it like that) I want to play, and I can only hope that CIG manage to expand on that inclusive no showstopper bugs.

I own subnautica, it’s a decent game, but it only holds my attention for brief periods. Same with NMS. While they mimic elements of SC, they lack many others that matter for me.

For instance, neither game allow me to make my own character and fly the ship I want, where I want, when I want.
 
Ok, should I have said that`s unique with the level of detail SC has?
No, because the level of detail is not a factor.
That's just art assets. They evolve on a linear scale (or, well… it's more like logarithmic recently) and SC is in no way unique — it's just part of the curve. Indeed, at this point, it's behind the curve because they have failed to get it out in time.

It is unique in with the level of detail in exactly the same way, and to the exact same extent, that Battlezone, Wasteland, It Came From the Desert, TIE-fighter, Bioforge, etc etc etc were unique. The difference is that those all actually offered significant improvements and new things that preceding games never achieved, which is something SC — contrary to all its boasting and promises — has utterly failed to achieve.
 
I own subnautica, it’s a decent game, but it only holds my attention for brief periods. Same with NMS. While they mimic elements of SC, they lack many others that matter for me.

For instance, neither game allow me to make my own character and fly the ship I want, where I want, when I want.
MANY games allow you to make your own character, in subnautica you don't really have a character, you are a mute survivor who you never get to see because it all takes place in 1st person. it is putting YOU in the shoes/flippers of this person. you are the character.
who are you gonna talk to anyway with your character? you are the only human being on the entire planet

so in a game like subnautica a character creator is pointless.
subnautica has a choice of 3 vehicles (all included in the game). you can choose to take any of them where you want, when you want.
in SC taking the ship you want requires you to purchase said ship.

and NMS does allow you to edit your character just go to a space station and change your suit and its colours to suit you.
(there's about a dozen variations on each part of your suit and you can mix and match as desired)

"mimic elements of SC" LOL no they mimic elements of games that have existed for decades.
 
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Already mentioned probably, but X4: seamless ship to ship, seamless EVA, from next version seamless EVA to station. There's actually a seam in the sense that it all happens via "teleportation" in and out of bridges/cockpits, but that's due to the very limited time and resources of the team making hard to have all the required assets and animations. It's still all in the same universe instance, so seamless in that way.
X4 is absolutely on my to buy list. Unlike many others I enjoyed space legs in Rebirth. It adds to the immersion for me.
 
Look at most MMO games out there, people do hang out a lot to talk around city hubs and such. ED is in a purgatory zone between single and multi and MMO without clearly defining its standing. Having in-game player orgs and places to hang out with your friends is a basic of these games that do have a strong social aspect whatever you think of them.. And it does add to the appeal and the "lets stick around a bit" factor. Having been on DW2, player meetups were mostly on Discord. In game we only had ships + srv around with the usual terrible instancing / networking issues that plague the multi experience.

Here CiG played directly the right cards, at least in their promises and setting up forums and player orgs even before there is a game to sustain them...
 
I own subnautica, it’s a decent game, but it only holds my attention for brief periods. Same with NMS. While they mimic elements of SC, they lack many others that matter for me.

For instance, neither game allow me to make my own character and fly the ship I want, where I want, when I want.

Yeah, Subnautica is a nice game, but didn't hold my attention for long. I suspect NMS would be similar, although with more places to go i suspect it would hold my attention for longer, a bit like Spore space stage did for me.

However, SC also doesn't allow you to fly the ship you want, when you want, where you want. For a start, unless you can grind for ships, you're limited to what you pay $$$ for. When you want, sure, until things crash. Where you want, sure, if by why you mean a really limited number of destinations. I'd guess that Subnautica at this point has more points of interest in its relatively limited map than SC has in its half finished system.
 
I'm new to this conversation, so my post may seem out of left field for not following the flow of the conversation. Apologies for that. I do like that a civil discussion is taking place on a competitor's forum and appreciate that there are still reasonable people around.

Regarding Star Citizen, I've always been in love with the idea of the fundamentals that it promises-- that is to live and play in a universe where you can be planetside, board a ship in first person seamlessly, pilot said ship to another planet or station, get out, interact with the world again in first person and seamlessly, that just tickles just about every space game fancy I have. It lays a foundation from which the players can build a roleplaying experience that truly is vast in scope. The 500 lb gorilla in the room, obviously, is the flawed execution and the amount of time it's taking to make even the minimal progress.

Originally, I started with an Orion 300 package, and since added a Hornet fighter and a Freelancer. My reasoning at the time is that with these three ships, I could then engage in a variety of in-game moneymaking efforts from which I would be able to purchase more ships as I desired. I didn't get on the hype train every time a new ship was announced, as there are limits to which I will spend real life money on a promise. Certainly, as time went on, I felt pretty secure in my decision. Yes, I'd spent about $200 in all, which isn't an insignificant sum, but when all the hoopla of canceling and refunds fired up and Derek Smart entered the fray, I didn't feel quite so consumed by a need to throw in the towel. Certainly, I was getting a bit frustrated, and shortly after the hangar modules were released, I pretty much gave up on following the game's progress.

One thing that seemed to frustrate me most was this need to update stuff that was already done. Sure, in some instances, it was required because they switched game engines, but there's no point in tweaking the .001% of the game that's already done while 99.999% of it still needs to be worked on. Much of that tweaking could be done in 1.* updates.

Fast forward to now, with the 3.7 update, I decided to look back in. This would be the first time I actually played what was there, and I found that I'm actually having fun with it. Granted, there isn't a whole lot of "there" there, but looking back on the hours I've spent recently exploring caves, doing FPS mining, doing delivery runs, and the odd commodity trade run, it's reminded me of why I bought in in the first place. Sure, it's rough and janky at times, but it rekindles that original hope for the idea of the game. I'm still bummed by the glacier pace of development and wish they'd speed it up a little, but I remain hopeful. I definitely don't fall into the camp of disillusionment where I hope they fail like a lot of people have over the years.
Good post (y)
 
I'd guess that Subnautica at this point has more points of interest in its relatively limited map than SC has in its half finished system.
This can be said of most "hand made" games out there from the usual Skyrim and Witchers to RDR2 etc.

CiG are hampered by the paradoxical injunction of having to create hundreds of procgen systems and at the same time having each detail manually and carefully placed and review by his majesty CRoberts for presence of blue pixels and such. As a result their output is really small in comparison...
 
Regarding Star Citizen, I've always been in love with the idea of the fundamentals that it promises-- that is to live and play in a universe where you can be planetside, board a ship in first person seamlessly, pilot said ship to another planet or station, get out, interact with the world again in first person and seamlessly, that just tickles just about every space game fancy I have. It lays a foundation from which the players can build a roleplaying experience that truly is vast in scope.
Thank you for jumping in. I sense you can better explain why you like SC, when there are games like NMS (were you can do all these things you have mentioned: ...that is to live and play in a universe where you can be planetside, board a ship in first person seamlessly, pilot said ship to another planet or station, get out, interact with the world again in first person and seamlessly...). Hopefully you play NMS (No Mans Sky)?
 
Welcome!

And hardly a competitior. It might be one day, in the sense they will have a product that is similar to one of FD's products. But who knows, by the time SC releases, ED might be EoL. But first they have to release it.
We all know the unreleased mantra off by heart, since it's a truth.
It's also a truth that although Star Citizen is an unreleased... and a massively unfinished and unpolished title, yet a hell of a lot of folks are still playing it regularly and often...probably more than some released games they also have tucked away in their game libraries ;)

I tend to ignore the "But it'll never be released..." comments since we all know that already...but I'm still playing what's there and enjoying my time doing so. Now tell me, what difference is there to playing Star Citizen and gaining that enjoyment (subjectively) or playing one of my many finished and released titles to the same end?

For the life of me, I can't discern a massive difference.... or place any real importance on whether it's physically 'released' or not...
 
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While SC is not unique in most ways, it’s ability to pull it all together is. In a way that doesn’t look like a cartoon.

Additionally, it’s ships with actually components that we will be able to interact with is above reproach. Even in its current WIP state, being able to walk around the ship, log out in bed, etc is great.

I prefer having to actually log out in bed, just turning off the game. While being inconvenience it adds to the game.
 
I've got games tucked away in my library that i've never played. it's quite the backlog of steam sale nonsense
Aye, me too...but I'm not necessarily on about just those Steam sale titles we all have fired in a corner of a hard drive somewhere... SC is on my play every day list as it is for many others...and that's irrelevant to the amount of cash either myself or those others have spent on it.
 
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Viajero

Volunteer Moderator
While SC is not unique in most ways, it’s ability to pull it all together is. In a way that doesn’t look like a cartoon.

Additionally, it’s ships with actually components that we will be able to interact with is above reproach. Even in its current WIP state, being able to walk around the ship, log out in bed, etc is great.

I prefer having to actually log out in bed, just turning off the game. While being inconvenience it adds to the game.

As mentioned there are a lot of games that already do all that and more in a much more stable and polished manner. The "cartoon" part just seems a bit arbitrary.

Either way, I would argue SC actually does not do it at all (cartoonish or not) given the tons of instability and bugs/glitches still around. If the product is not stable enough and/or full of very serious blocking bugs, I do not think you can consider that it "does it". It is simply not there yet at all, just a project still.
 
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