Game Discussions Star Citizen Discussion Thread v12

Also: did you notice in the ED O station walk the icon for the bartender that has two ice-cubes in it? I wonder if its a subtle dig at SC after the ice cube simulation?

And did you notice that the bartender was dressed like someone who makes Kumo Burgers in the basement? I just couldn't help imagining him leaning over a bathtub chopping up bodies and whistling happily while he works. Honestly if they ever give him arm length rubber gloves I'm not going anywhere near a bar ever again.
 
What on earth did he say that merits an apology!

He didn't say anything bad. He just didn't do any research and therefore was giving opinions over stuff he didn't know about.

For example, in FD's demo where they go into the base and are roleplaying being sneaky the guards didn't react to them or anything. This is because they went into a base where they didn't need to be sneaky at all because they had good rep. If it was real life the guards would have been like "Why is John derping around like that with Frank? Hey John? What you doing? Playing hide and seek with yer mate?"

Of course, Morph points out that its only the sort of stuff you'd know about if you closely followed FD's info about the trailer or watched the full thing. Morph didn't, so he wasn't in a good position to give an accurate review.

On the other hand, i think it raises an important point, most people don't follow FD so closely, so watching it like that for most people, they'd be asking the same questions. FD could have done it better if instead of the roleplay they actually talked about what was going on. Instead of saying let's be all sneaky, they should have said they were just walking in without problem because they have good rep.

Its the same issue with some of SC's stuff, except they seem to go out of their way to misrepresent the actual state of the game.
 
I talked about Morphologis and I must admit I never watched any of his ships or location reviews. I wonder if he points at these obvious flaws? If not wouldn't it be weird, from an architect?
I've never met an architect that doesn't design stuff from an overwhelmingly visual ethic...just ask any woman if the architect designed her kitchen properly ;)

We have a massive pinewood staircase right in the middle of our kitchen...which is also the size of a quarry tiled dancehall and almost impossible to heat efficiently...it serves no practical purpose having the staircase there nor having a kitchen big enough to park my tractor in...but it looks nice. I'm constantly banging my head on the damned thing heading to the back door, usually spilling my coffee in the process. :cautious:
 
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@Agony_Aunt
Many thanks - yeah I agree this wasn't obvious. It's a pity that the interface doesn't show npc's as green if you are friendly. Starting from the mission screen which should tell all that would have probably been helpful. Plenty of sand but no sand worms!
 
I've never met an architect that doesn't design stuff from an overwhelming visual ethic...just ask any woman if the architect designed her kitchen properly ;)
Whoops - I did our last two kitchens. Zero complaints though thankfully. Mind you we are both function over form, so most of the fancy stuff they wanted to sell was ignored.
 
I'm waiting for the first SC streamer to complain the initial ED:O alpha has only one star system. :D
Looking at the schedule, it seems like by phase 2 all FDev has to do is click a button, and they'll have 10 or 50 star systems good to go. My hopes of hopes is that CIG actually has a few hundred systems all ready to go (3 days to make a system, 365 days in a year times 5 years etc), but only need to find the button to press to implement them. Sadly, as I keep saying, there are 2 things that have to happen before they even reach for that button.

1. people stop giving them money for nothing, so they'll have to add something like that to attract more bucks. Even SC fans should agree with this.
2. remove the speed of light limitation reality has, so they can make their stuff work or give it to FDev or some place that can make stuff.
 
lol theres a thread atm about ship interiors and associated gameplay thats splitting the playerbase. One suggestion is that its optional, you can either walk through the ship or teleport to the bridge somehow which I like, ie if you want to you can if you dont want to you dont have to. I hope thats how its done if its done at all. Arf made the point about the 1000th time doing it. But he also said you'd get sick of walking down the steps to the ground, which to me is entirely different, Id never get bored of that one specific aspect of it even if it was fade to black and appear at the top of the steps and vice versa to the cockpit. So we all have a line where 'gameplay' becomes tedium, make it optional and everyone's happy. (Well Ill be happy and to me thats all that counts :) ) But I never understand why people want to force others to play their game their way, especially in Open World games where everything should be possible and multiple solutions are available.
I've mentioned it before several times...the ship interiors for any ship above the size of a fighter in Star Citizen never get old for me. It's not about the sense of scale or even associated gameplay...it's that it conveys the physical sense that you are a separate entity from the ship. I still think FDev missed the point of space legs... or Elite feet... a bit in that respect especially since the game still revolves around the owning and flying of spaceships as the main factor and function of it's gameplay, space legs or not. For Star Citizen...those traversable ship interiors are still what sells the project (and the ships) above all else.

 
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So much space open for griefing it's frightening. But sure it's awesome to freely walk inside a ship. If only they could get rid of the horrendous innerthoughts abberation, the whacky "open hatch" placement, the need of many interactions (again innerthings) for things that could (and should in 29xx) be bound to on-wrist (so a simple keybind) action or proximity detection (lights, doors for example)
 
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So much space open for griefing it's frightening. If only they could get rid of the horrendous innerthoughts abberation, the whacky "open hatch" placement, the need of many interactions (again innerthings) for things that could (and should in 33xx) be bound to on-wrist (so a simple keybind) action or proximity detection (lights, doors for example)
The internal doors in the MSR are of the new panel operated type...which are lockable by the owner via the door panel or from the cockpit. They also have a proximity detection opening which is very sluggish for some reason, I wasn't clicking to open them...merely waiting for the doors to detect me and open automatically. This sluggishness only happens in the MSR, other ships either require you to 'inner thought' click them with the 'F' key to open/close the internal doors or have slightly more responsive autodetection. Entry doors, elevators and ramps are locked by default to anyone except the ship owner or designated party members...so no random folks wandering around your ship unless you leave the ramp down when landed.

I'm sure the upcoming breaching charges will muck that up entirely causing a new wave of ship jacker trolls, a practise which has almost died out since the application of automatic door locking. It makes me wonder how FDev have approached this issue or even considered it...since random players wandering around on foot in Odyssey may see the ship entry beacon the same as the player does...
 
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lol theres a thread atm about ship interiors and associated gameplay thats splitting the playerbase. One suggestion is that its optional, you can either walk through the ship or teleport to the bridge somehow which I like, ie if you want to you can if you dont want to you dont have to. I hope thats how its done if its done at all. Arf made the point about the 1000th time doing it. But he also said you'd get sick of walking down the steps to the ground, which to me is entirely different, Id never get bored of that one specific aspect of it even if it was fade to black and appear at the top of the steps and vice versa to the cockpit. So we all have a line where 'gameplay' becomes tedium, make it optional and everyone's happy. (Well Ill be happy and to me thats all that counts :) ) But I never understand why people want to force others to play their game their way, especially in Open World games where everything should be possible and multiple solutions are available.
Because if I like something because of immersion, others not doing it breaks my immersion. For example, I often walk instead of running in an RPG. Dozens of other players bunny-jumping about would not be immersive to me.

Not their problem of course, but it does means 'do what you want' doesn't work well for all preferences.
 
I've mentioned it before several times...the ship interiors for any ship above the size of a fighter in Star Citizen never get old for me. It's not about the sense of scale or even associated gameplay...it's that it conveys the physical sense that you are a separate entity from the ship. I still think FDev missed the point of space legs... or Elite feet... a bit in that respect especially since the game still revolves around the owning and flying of spaceships as the main factor and function of it's gameplay, space legs or not. For Star Citizen...those traversable ship interiors are still what sells the project (and the ships) above all else.
I agree! I suspect this is the downside of FD's development model and now enabling all the ships is a big job without much game play to add. I would actually be content with an opening door and walkthrough to the pilot seat with everything else blocked off. I think they should have done one ship, something like the Sidewinder so that people could have the Neil Armstrong moment. Then I would have done other ships as payable DLC, ie a ship internal kit, starting with the most popular ship. It seems like an obvious way to go.
 
Star Citizen has it 'wrong' because it's enforced...the player has no choice in the matter. If you spawn at Lorville, area 18 or New Babbage...there's an enforced time sink tram ride. When you land at a port to load or offload cargo...there's another enforced time sink tram ride since the trading centres are unrealistically placed as far away from the spaceport as possible purely in an attempt to portray scale.

Even if you look at the R&R stops in star citizen as a direct comparison to the ED station interiors, there's too much running around looking for the various shops to find food and water, ammunition, weapons, ship parts... too many vendors and stalls that are purely scenery that sell nothing at all, the recently added refinery and cargo decks at the R&R stops involve a lengthy elevator transit but first forcing the player through completely visually oriented spaces with little to no game serving purpose at all.

All this in Star Citizen is to portray the idiot Roberts 'vision' from a purely cinematic perspective and not a gameplay oriented one.
The problem with SC is that when you read how some SC fans try to demote other games, and you ask but what can you do in SC? the list you get is actually mostly RP and imaginary gameplay.
 
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Not bad specs for an alpha ;)

Recommended Specs (High Settings at 1080p)

  • Intel Core i5-8600K / AMD Ryzen 5 1600 (above 4 GHz recommended)
  • 12GB RAM
  • NVIDIA GeForce GTX 1060 / AMD Radeon RX 5500
  • 60GB available space

Minimum Specs (Low Settings at 720p)

  • Intel Core i5-4590 / AMD FX-4350
  • 8GB RAM
  • NVIDIA GeForce GTX 770 / AMD Radeon R9 280X
  • 60GB available space

Just checking in on CIG's min spec today...

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Lol 😄

Just gotta wait and see if EDO can average over 30 FPS now I guess ;)
 
others not doing it breaks my immersion. For example, I often walk instead of running in an RPG. Dozens of other players bunny-jumping about would not be immersive to me.

Fair enough. It wouldn't break my game to have forced walking and no running in certain areas like the space station they have shown, its not massive enough to make a difference, but I still prefer it optional so I can fast travel or skip it entirely, then you wont even see me arrive or leave at whatever speed. Just make me appear in an elevator and then the doors open so I dont pop into existence in front of your eyes and same on the way back. There is a middle ground that can be made or adapted to suit both styles.

Or make NPCs run as well :)
 
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