EveCCP showed pretty much once and for all that space legs ultimately just boils down to an unusually inefficient and slow UI layer.
CCP showed pretty much once and for all that space legs ultimately just boils down to an unusually inefficient and slow UI layer.
I still haven't been...too much of a carebear type I reckon. But...isn't jail time supposed to be crap anyway? I kinda thought that was the pointThis is exactly the lulz I was hoping for when prison gameplay was announced. Endlessly stuck in jail:
Source: https://www.reddit.com/r/starcitizen/comments/gqy3ne/trespassing_inside_of_prison_send_help/
Maybe. But this guy has served his time!But...isn't jail time supposed to be crap anyway? I kinda thought that was the point![]()
Aye, I've been watching the test chat going on about that particular bug for a few days...personally, I have absolutely no sympathy for the criminal scumMaybe. But this guy has served his time!![]()
Edit: Just noticed that Spectrum is down...for me anyway. Can anyone else manage to get the rsi website or Spectrum to load? Even the SC launcher isn't logging in....never mind...working now![]()
I agree, the concept definitely as itself isn't bad - it is actually pretty awesome idea as such if you think about the possibilities of genuine multicrew where players are actually persons onboard. Now combine that with real modular damage, high velocity projectiles punching through the hull...Walking up that ramp or getting on the elevator into your ship still gets me every time I play Star Citizen...walking around the ship never gets old...what does get old is the sheer time and effort spent on forcing a purely visual experience instead of a gameplay related one.
Hmm, not so sure - The Expanse did it pretty well in the books - a 10 minute fight with high velocity rounds exchanged ... followed by several weeks in docks getting those holes repaired. Even if SC added a 'repair the hull' minigame to go between the 'eat some food' and 'drink some water' games I don't know it would be great, as much as some people keep suggesting it.Now combine that with real modular damage, high velocity projectiles punching through the hull...
I spend quite a lot of my time in SC with a couple of friends just doing the multicrew thing...mining works pretty well in the Mole which requires a crew to operate...no mining controls from the cockpit needing a crew member to operate the mining cabs.I agree, the concept definitely as itself isn't bad - it is actually pretty awesome idea as such if you think about the possibilities of genuine multicrew where players are actually persons onboard. Now combine that with real modular damage, high velocity projectiles punching through the hull...
Not entirely convinced that SC will ever really pull it through ever, though I certainly wish the best for the project (so I can buy it if it is ever ready and stable).
I quite like the space legs...hate the trains and general buffoonery Chris Roberts lavished on forcing players to view his scenery instead of optimising SC to work well around the space legs. Space legs aren't a bad thing, wasting time on fluffing out environments instead of adding gameplay that utilises and integrates the feature successfully is Ci¬G's problem...or rather Chris Roberts problem. He simply can't stop 'directing' Star Citizen like a movie tied to it's visuals and let his managers and experienced devs do the game.
Once you move to a level of detail in a space station that would make you expect people to be visible in the station, I think you need some form of legs. Firstly people give you perspective and if it was only npc's it would beg the question can I explore myself? SC got this right from the perspective of being able to move around the ship and get out and view it. The problem is what you do after that. You need a purpose to walking, so you might choose to walk and take the long route, but the short route must be there.
......SC's planetary surface tech is nothing short of exceptional. Its visuals in general are short of exceptional. Its travel times are nothing short. Its netcode is nothing.
Even more cynical than me...but a fair assumption...considering you don't play or have never bought inSC's pretty environments aren't there for game design reasons. They are there so people who see the game on Twitch and elsewhere buy the game. Those areas make it look like a game exists.
They haven't done the MMO parts because they can't. And it doesn't matter to them because the goal is to continue taking in money, not creating a game.
Analyzing SC on the basis of game design misses the point. SC is designed to bring in a cash flow to pay Chris and his family a nice salary.
and people were wondering earlier where SC were still finding newStar Citizen is shaping up to be a true modern game
Honestly curious: Any particular reason why you seem to think that SC, which has been a “buggy, shaky mess” for 8-9 years of development with more than 300$ million in record funding, is all of a sudden going to stop being that buggy, shaky mess so to eclipse not just Elite but, well, anything really?I sought out this thread to say that we are going to be eclipsed by Star Citizen. It's taken a while to get to where it is now (which is a buggy, shaky mess), but I genuinely believe that game will bury Elite if Next Era doesn't knock it out of the park. Not sure if I would play SC, because I don't agree with their business model at all, but the game is a technical achievement and if you kick it while it's down now for, among other things, technical issues (it's in "alpha") you're going to be very sore later. I'm not a person that will get on the hill of "my team" and die there, even I used to make jokes about Star Citizen never releasing, but it's coming. I love both, but Star Citizen is shaping up to be a true modern game, with all of the good and bad that goes with that.