Game Discussions Star Citizen Discussion Thread v12

Viajero

Volunteer Moderator

Prime exemple of how and why a pay to win commercial model primarily based on selling content with in game advantages can easily lead to a completely borked game with broken balance and design. You really need a very tight and disciplined focus in both commercial and gameplay design aspects working hand in hand, which is sorely missing in CIG. In the case of CIG there is only one main priority, sales, anything else including gameplay and balance quality has always been essentially ignored and relegated to an afterthought with the "alpha" excuse; always trumped when required for commercial and promotional goals.

The more the snowball grows (10 years and half a billion so far) the more difficult will be to square the circle later. The challenges therein are candidly laid out by that poor dev response.
 
Last edited:
Yeah it's an obscure one:


Somehow fitting too though ;)
The Royal Navy from the 16th to the 19th century had some very strange and obscure terms for many things...being stuck inside a boat for up to 5 years without setting foot on land developed a unique language amongst the multicultural matelots of the day. Surprisingly, there are many phrases or sayings that have bled into common English over the centuries...(eg) 'kicking the bucket' as a metaphor for dying, 'scuttlebutt' for rumour or gossip, 'No room to swing a cat', 'the cat's out of the bag' references to the whip, not the animal, 'Chock a block', for full up... 'chat' or 'chatty', the term used for seditious below decks gossip, 'Chippy' for carpenter, 'get cracking' or 'crack on' for haste, 'kissing the gunner's daughter', the practise of tying midshipmen or ship's boys to a cannon for whipping with the cat o' nine tails...'taking it like a man', the midshipman's choice of taking the adult punishment of being flogged on the back with a cat o' nine tails instead of the buttocks....there are many more :)
 
Last edited:
The problem with that argument is that "emergent gameplay" currently does a lot of heavy lifting in SC in the absence of actual game design and intended game loops, and if you're allowing emergent game play then nothing really counts as unintended, so according to the second condition there can be no such thing as griefing in SC.
 
The problem with that argument is that "emergent gameplay" currently does a lot of heavy lifting in SC in the absence of actual game design and intended game loops, and if you're allowing emergent game play then nothing really counts as unintended, so according to the second condition there can be no such thing as griefing in SC.

Look they have a prison which can remove players' heads. How much more punitive do you want them to be?!
 
Development of the known stable code going extremely well. Congrats to CIG!

fail.jpg
 
Top Bottom