Game Discussions Star Citizen Discussion Thread v12

Even heathens can buy an Idris.
Oh no they can't...they'd have to donate to the church of Christ Roberts first to get the necessary certificate of devotion. After all...it wouldn't be right letting unbelievers go thinking above their station with Idris'sss :whistle:

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Anyway...enough of this Star Citizen rubbish, I'm off to do some web slinging as Spidey :)
 
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You should tell that to the idiot Roberts...I play SC because I like some of the things it does do or the way it approaches some of the fledgling gameplay mechanics...I played ED because as far as I'm concerned, ED has always been the BDSSE and I'm not looking to replace or replicate that experience by playing a buggy tech demo still in development.

It's actually OK to play and like other games for what they do differently 🤷‍♂️

Have you heard about our lord and saviour Sean Murray? :D
 
Story time!

A Few Good Citizens (and killer rocks)

Hey folks, wanted to share an experience I just had. A player was doing a package retrieval from a downed Caterpillar on Wala and died. I accepted his rescue beacon, head out there, located and revived him. He took a few steps and immediately died again. I go back over to revive him and then I suddenly start bleeding and die. Now we're both down wondering what the heck just happened. My beacon is accepted and the rescuer of the rescuer makes their way down. They arrive, revive us, but we die again and then they die with us. The Wala Wreck has now claimed 3 lives. At this point I'm trying to bring a group of people to come get us. Clearly there is something unintended occurring here and we might need a little redundancy on the rescue efforts. Turns out just standing on certain pieces of earth around the wreck will kill you. This is where the community really shined as we got another 4 or 5 players to create a party and roll out there to work the problem. Utilizing their tractor beams and some fine piloting skills, these folks extracted us while hovering and brought us all back to life.

Broken elevators at Everus Harbor, bugged rescue beacons, a healthy dose of desync, and deadly rocks didn't stop these Citizens from getting the job done.
 
Story time!


It's like those stories of people running gennies in holes.

"Bob passed out in the hole."
"So we sent Bill in.
"Then Bill passed out."
"So we sent Fred in."
"After Fred passed out we figger'd sumthin might be wrong."
"Anyway we managed to rescue them and considered it a great example of RL emergent content." :ROFLMAO:
 
Some of us don't really care if SC has any of the more complicated stuff...since a few of us play more than one space game...and in case you haven't noticed, ED already does that kinda complicated stuff pretty good. I don't play SC expecting it to be ED...and vice versa ;)
For me, I never expected SC to be ED. What I expected it to be was a spiritual successor to Wing Commander that flowed into a spiritual successor to Privateer... which would be released by the end of 2014. If it had achieved a level of gameplay similar to say, Rebel Galaxy Outlaw, only with six degrees of freedom flight and improved trading gameplay, I would've been satisfied.

What we got instead was "promise everything, deliver almost nothing" perpetual cycle of "cart before the horse" game development mismanagement, with no release in sight. For an added level of frustration, the project lead is a wastrel with other people's money, more concerned about surrounding himself with the trappings of success, and fulfilling his own personal fantasies, than delivering his backers the game he'd promised back in 2012. For an added level of righteous outrage, the whole thing depends upon an utterly unethical example of a especially egregious abuse of crowd funding model, where the principle creative (who is also the project lead) is siphoning away at least ten percent of funding into the coffers of himself and friend and family via dozens of shell companies via Hollywood Accounting, the proportion of which (if the CIG-UK shell company is any indication) continues to grow every year.

It not only fails to deliver on its relatively modest initial goals, but now includes many examples of "gameplay" that are, for me, usually gameplay turn offs:
  • limited "save points"
  • survival mechanics divorced from the survival gameplay
  • large volumes of dead space which still need to be traversed in real time
The first is especially problematic. The inability to drop in and out of the game as the demands of real life require, and not be penalized for doing so, is a great way to for me to have no desire to play a game. It requires access to gameplay above the ordinary to put up with, something which Star Citizen has yet to achieve.
 
The first is especially problematic. The inability to drop in and out of the game as the demands of real life require, and not be penalized for doing so, is a great way to for me to have no desire to play a game. It requires access to gameplay above the ordinary to put up with, something which Star Citizen has yet to achieve.

Oh I agree there, to be able to land on a planet in EDH or EDO, log out to take care of real life stuff and then log to find yourself (well mostly apart from bugs) in exactly the same location is essential to the gameplay. I mean imagine if every time you logged out you ended up in a bed in a station, so that trip to Beagle Point? Or around the galaxy? They must be done in one play session!
 
Well that's what beds in ships are meant for.

Though as for most of SC things, problems reside in reliability, consistency and flow of process.

Because of cart before horse philosophy, reliability and consistency can't be guaranteed.

Because of lack of design, flow of process makes QWOP not a tongue in cheek joke but pure genius gamedesign.

Because of top management, any of these will ever evolve.
 
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Oh I agree there, to be able to land on a planet in EDH or EDO, log out to take care of real life stuff and then log to find yourself (well mostly apart from bugs) in exactly the same location is essential to the gameplay. I mean imagine if every time you logged out you ended up in a bed in a station, so that trip to Beagle Point? Or around the galaxy? They must be done in one play session!
ED and NMS are also guilty of this annoying practice. ED because it's perfectly possible to fail a mission you've technically completed if you don't return to the mission sender in time. This happened to me a couple days ago, where I'd completed the objectives of an on-foot mission, but thanks to real life interrupting, I wasn't able to return to the station before the mission expired, so I "failed" to complete the mission. I get that there's the whole background simulation to consider, but I find those mission timers expiring in real time to be particularly frustrating. Especially since their presence frequently precludes perusing missions in the morning, so I don't have to consume my rare evening play time doing so.

As for No Man's Sky's limiting saves to specific points on the map.... 💢 It's a frelling single-player game! WHY would anyone think this was a good idea to implement? WHY??? It isn't the 1980's anymore!!! 💢

Ahem. Sorry about that.

No Man's Sky is a game that, in theory, I should enjoy. I like survival games. I like games set in space. I like to explore procedurally created maps. But having to return to a base before I can save progress in a single-player game is a total turn off. Low on oxygen? Yes, please. Low on water? Definitely. Low on food? Most certainly. Low on energy? Very much so. But not general in-game progress. Real life doesn't always allow me the luxury of sufficient time to up a miniature base. And No Man's Sky doesn't bring anything special to the table to put up with that particular limitation, not even a good implementation of VR. I'm just glad I picked it up on a Steam sale.

This is also the case with Star Citizen. As a whole, it doesn't bring anything special to the table that other space games don't do better, and this limitation seems more of an excuse to upsell us ships that do have beds than anything else. I'm glad I was able to get a refund. I'm also glad that there's free flies, so I can judge for myself whether this game is worth a buy. But even if this game is actually released, what I'm seeing so far is well within "50% Steam Sale" territory.
 
ED and NMS are also guilty of this annoying practice. ED because it's perfectly possible to fail a mission you've technically completed if you don't return to the mission sender in time. This happened to me a couple days ago, where I'd completed the objectives of an on-foot mission, but thanks to real life interrupting, I wasn't able to return to the station before the mission expired, so I "failed" to complete the mission. I get that there's the whole background simulation to consider, but I find those mission timers expiring in real time to be particularly frustrating. Especially since their presence frequently precludes perusing missions in the morning, so I don't have to consume my rare evening play time doing so.

As for No Man's Sky's limiting saves to specific points on the map.... 💢 It's a frelling single-player game! WHY would anyone think this was a good idea to implement? WHY??? It isn't the 1980's anymore!!! 💢

Ahem. Sorry about that.

No Man's Sky is a game that, in theory, I should enjoy. I like survival games. I like games set in space. I like to explore procedurally created maps. But having to return to a base before I can save progress in a single-player game is a total turn off. Low on oxygen? Yes, please. Low on water? Definitely. Low on food? Most certainly. Low on energy? Very much so. But not general in-game progress. Real life doesn't always allow me the luxury of sufficient time to up a miniature base. And No Man's Sky doesn't bring anything special to the table to put up with that particular limitation, not even a good implementation of VR. I'm just glad I picked it up on a Steam sale.

This is also the case with Star Citizen. As a whole, it doesn't bring anything special to the table that other space games don't do better, and this limitation seems more of an excuse to upsell us ships that do have beds than anything else. I'm glad I was able to get a refund. I'm also glad that there's free flies, so I can judge for myself whether this game is worth a buy. But even if this game is actually released, what I'm seeing so far is well within "50% Steam Sale" territory.

Every time you exit your ship it creates a save point. Furthermore, you can just slap down a manual save point whenever you want.
 
Every time you exit your ship it creates a save point. Furthermore, you can just slap down a manual save point whenever you want.
The fact that a particularly irritating workaround for a game mechanic I don't enjoy doesn't suddenly turn make me like that mechanic in the first place.
 
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