Game Discussions Star Citizen Discussion Thread v12

uh oh

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You're fine...I was hiding behind a big rock :D
 
The video from Hawkes gaming talking to players and fans of both games is quite telling with most of the included cmdrs citing ship interiors, EVA gameplay and lack of repetitive grind mechanics as the main draw to SC over ED, I agree
The 'lack of grind mechanics' is an interesting one - possibly because SC hasn't got many working mechanics at all?

Reminded me of Mike's rants about loot last week - he was talking about how he wanted all the loot to be meaningful - but how do you do that?

  • CiG just adds stuff you can buy in shops as loot - totally not meaningful at all (Mike's worry)
  • CiG adds 'special' weapons etc with added attributes. How do you avoid the usual issues of there being the 'one meta choice', and you end up having to grind loot to get it (or it drops so fast that everyone has it). Or you add several metas and people grind to get them all..
  • or you do it like fdev and loot materials to build what you want ... every drop becomes meaningful* (as you can use them for engineering)but you already said those mechanics drove you away from ED

If CiG ever get around to finishing the game they have some hard decisions :)

* fdev kinda messed that up with the useless mats they added, but that spoils my point so I will ignore them :)
 
The 'lack of grind mechanics' is an interesting one - possibly because SC hasn't got many working mechanics at all?

Reminded me of Mike's rants about loot last week - he was talking about how he wanted all the loot to be meaningful - but how do you do that?

  • CiG just adds stuff you can buy in shops as loot - totally not meaningful at all (Mike's worry)
  • CiG adds 'special' weapons etc with added attributes. How do you avoid the usual issues of there being the 'one meta choice', and you end up having to grind loot to get it (or it drops so fast that everyone has it). Or you add several metas and people grind to get them all..
  • or you do it like fdev and loot materials to build what you want ... every drop becomes meaningful* (as you can use them for engineering)but you already said those mechanics drove you away from ED

If CiG ever get around to finishing the game they have some hard decisions :)

* fdev kinda messed that up with the useless mats they added, but that spoils my point so I will ignore them :)
I was never a fan of the whole engineering thing when it was first revealed, after it was released it kinda summed up my worst fears in the way it was implemented. Even after several revisions, it ended up as being 'the game' where as Elite Dangerous became the secondary minigame behind it...as in... everything you needed to do in ED became wholly dependent on it. I spent more time in game farting about collecting mats and engineering everything than I did playing the game I wanted to. It was made compulsory rather than optional...despite any arguments to the contrary then and since.

As for the looting aspect of SC whenever it appears, I'm kinda on the same train as Mikey...it'll be a bit naff. It might well not be.... but I have a feeling it's more Ci¬G just ticking mandatory MVP gameplay boxes rather than implementing something different or engaging. Unlike Mikey though, my gaming life isn't dependent on Ci¬G implementing my personal gameplay fad, I don't particularly like MMO style gameplay...hence why I don't play them as a general rule.

The looting corpses thing will only be an annoyance for me when someone goes robbing my dead body for all my cool armour, meaning I have to go buy it in game all over again...there's also been little mention of what happens to the personal cosmetic items like armours bought with real cash...
...
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...what happens when they're looted from my corpse...do they suddenly vanish from my inventory even though I've paid real cash for them? If that does happen...there'll be a lot of justifyable shouting directed at Ci¬G...if it doesn't, what's the point of someone else either not being able to loot it or if it then just magically reappears in my inventory, what's the whole point of a looting mechanic or paid for cosmetic armour if someone can just rob it for free?
 
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I was never a fan of the whole engineering thing when it was first revealed, after it was released it kinda summed up my worst fears in the way it was implemented. Even after several revisions, it ended up as being 'the game' where as Elite Dangerous became the secondary minigame behind it...as in... everything you needed to do in ED became wholly dependent on it. I spent more time in game farting about collecting mats and engineering everything than I did playing the game I wanted to.

As for the looting aspect of SC whenever it appears, I'm kinda on the same train as Mikey...it'll be a bit naff. It might well not be.... but I have a feeling it's more Ci¬G just ticking mandatory MVP gameplay boxes than implementing something different or engaging. Unlike Mikey though, my gaming life isn't dependent on Ci¬G implementing my personal gameplay fad, I don't particularly like MMO style gameplay...hence why I don't play them as a general rule.

The looting corpses thing will only be an annoyance for me when someone goes robbing my dead body for all my cool armour, meaning I have to go buy it in game all over again...there's also been little mention of what happens to the personal cosmetic items like armours bought with real cash...
...
WPni71G.png
v0rRyZu.png
oH7HxwU.png
...what happens when they're looted from my corpse...do they suddenly vanish from my inventory even though I've paid real cash for them? If that does happen...there'll be a lot of justifyable shouting directed at Ci¬G...if it doesn't, what's the point of someone else either not being able to loot it or if it then just magically reappears in my inventory, what's the whole point of a looting mechanic?
Yeah, I feel the same. Like they did it with the Thargoid stuff is OK. You decide to dive into that and build up your gear for that. That's fine. But like they took existing gameplay and goalposted content behind new grindwalls was how not how to do it.
 
In the end I couldn't bother grinding engineers just to get to the point where I was before. Who would hinder the devs to just do it again and try putting just another carrot in front of the existing gameplay. You don't hold vanilla gameplay hostage with new grind. It was mechanisms from the MMO cookbook to generate p2w income. ED took the grind and left out the pay2win (or pay2skip - I don't bother much how to name it) which unfortunately doesn't make the gameplay any better.
I'm not playing games for hundreds of hours where some ignorant devs decide to screw over the stuff in my little pride and accomplishment box.
 
A Goon has shared some stats on CIG's employees.

Of course, caveat, this is self-reported information and not everyone uses LinkedIn or keeps it up to date, but i think it can be useful as a general overview, in the same way Steam stats can be used to see trends even if not absoloute numbers.

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I notice that the marketing snakes are keeping stumm, very strange...since it's the most functional part of Ci¬G besides art and design :)
 
I notice that the marketing snakes are keeping stumm, very strange...since it's the most functional part of Ci¬G besides art and design :)

I think they might fall under Media and Communication. Or else in the 20% or so "Other" category.

What i find funniest about it is almost 50% are in Arts and Design.
 
I don't have any numbers to back this up, but I think Arts/Design/Marketing people are more likely to use/update Linkedin than the tech guys.

Marketing probably. Arts and Design, i'm doubtful there is any significant difference from devs and QA.

Also note the numbers that are there come to 600. CR on record saying that there are over 700 people working on SC, but we don't know if that includes the Turbulent guys or other contractors.
 
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