Game Discussions Star Citizen Discussion Thread v12

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How very CIG.
 
Doesn't seem to be a good idea during any travel ;)


(Can't decide if that was pure fidelity, or physics grids not transferring momentum like normal. Or just a happy mixture of both 😁)
It's an EVA access/exit...why would you want to go out on the roof when the ship is moving in the first place? :D
 
Doesn't seem to be a good idea during any travel ;)


(Can't decide if that was pure fidelity, or physics grids not transferring momentum like normal. Or just a happy mixture of both 😁)
I reckon Ci~G have made the elevator a 'sticky' area...since using elevators to enter a ship from EVA has always been a traumatic experience in SC...usually resulting in death since you floated uncontrollably until the elevator actually entered the ship. You used to either clip through the ship or die impacting the ships interior physics and gravity, same as trying to EVA through an open ramp or hatch, the transition was always a nightmare.

Making it so your feet actually lock to the ships physics grid outside of the hull before taking the elevator inside is a kinda workaround I s'pose. Makes sense to me anyway...whether it's intentional or not 🤷‍♂️
 
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I reckon Ci~G have made the elevator a 'sticky' area...since using elevators to enter a ship from EVA has always been a traumatic experience in SC...usually resulting in death since you floated uncontrollably until the elevator actually entered the ship. You used to either clip through the ship or die impacting the ship interior physics and gravity, same as trying to EVA through an open ramp or hatch, the transition was always a nightmare.

Making it so your feet actually lock to the ship physics grid outside of the hull before taking the elevator inside is a kinda workaround I s'pose. Makes sense to me anyway...whether it's intentional or not 🤷‍♂️
Maybe it's the whole way how the "physics grids" are organised. When the world was "seamless" there shouldn't be a difference between inside and outside the hull anyway.
 
Maybe it's the whole way how the "physics grids" are organised. When the world was "seamless" there shouldn't be a difference between inside and outside the hull anyway.
I'm only thinking about EVA here and not getting into the ship from atmo on a planet. Back in the early days, EVA access to the ships wasn't so much of an issue...except for trying to enter a ship from EVA using an elevator. I remember dying a lot trying to use the Connie's elevators to get back into the ship, we had to use the little hatches on the side to get back in from EVA.

Recently...since they added force reactions, even drifting in through an open rear ramp from EVA became a huge issue. The second you hit that transition point between zero G outside and the ships gravity/physics grid, you ended up face planting the deck...even worse now since they added the utterly dysfunctional injury/incapacitation system since you invariably break legs just getting back into a ship from zero G EVA.
 
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Recently...since they added force reactions,

So, to be serious for a moment, and this is indicative of the problems CIG have and will face more of going forward.

SC has a huge codebase, and any developer will tell you that the bigger the codebase, the more complicated things become between interacting parts. Edge cases crop up everywhere.

So, for example, they have a somewhat stable system, then management say "Now add X", so they add X, but X interacts with other components. But the developers who wrote those other components never expected X to be a thing, or if they did, they didn't care, because they had their mandate, to produce Y, and it wasn't their problem to make it compatible with a theoretical X, that's a problem for the developers of X to deal with.

Most games have a certain limited scope. You add more to the game by adding more content to existing systems. Its pretty low risk.

CIG want SC to be the everything game, and an everything game needs so many features it becomes like spinning plates. Eventually you reach a certain number of plates where no matter how good you and your team are, things are going to break.
 
So, to be serious for a moment, and this is indicative of the problems CIG have and will face more of going forward.

SC has a huge codebase, and any developer will tell you that the bigger the codebase, the more complicated things become between interacting parts. Edge cases crop up everywhere.

So, for example, they have a somewhat stable system, then management say "Now add X", so they add X, but X interacts with other components. But the developers who wrote those other components never expected X to be a thing, or if they did, they didn't care, because they had their mandate, to produce Y, and it wasn't their problem to make it compatible with a theoretical X, that's a problem for the developers of X to deal with.

Most games have a certain limited scope. You add more to the game by adding more content to existing systems. Its pretty low risk.

CIG want SC to be the everything game, and an everything game needs so many features it becomes like spinning plates. Eventually you reach a certain number of plates where no matter how good you and your team are, things are going to break.
The answer is always the same...Chris Roberts. What he sees in his head (which no developer or programmer on earth could possibly grasp) is a movie, not a computer game.

With hindsight, instead of forcing the idea of ships having artificial gravity, he should have gone the route of The Expanse where ships are all zero G inside but everyone wears magical mag-boots to fix them to the floor ;)
 
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Are they ripping off Electronic Arts IP?

Now there's a multiplayer space game

When are those motorbikes they were flogging at the price of a full price game a few years ago going to be available to...ride, and will they be accompanied by deep meaningful content in which to use them with?
The hover bikes are ingame now.

They're quite useful for Jumptown like things as you can sneak in undetected. to set up your sniper ambushes on unsuspecting box carrying drug dealers, who are always staring at their radar or the skies.
 
The answer is always the same...Chris Roberts. What he sees in his head (which no developer or programmer on earth could possibly grasp) is a movie, not a computer game.

With hindsight, instead of forcing the idea of ships having artificial gravity, he should have gone the route of The Expanse where ships are all zero G inside but everyone wears magical mag-boots to fix them to the floor ;)

Well, yes, it devolves from CR, but i'm talking more generally. Not just about SC but any project. I've seen it with projects way smaller than SC, where the codebase was built on time and time again, and things got more and more problematic for the devs.

Normally, at this point, the decision is taken to make Version 2.0. A complete rewrite, and this time, you get to take into account everything that came previously, and have a coherent plan.

So they do version 2.0. And then they realize they need some more stuff, and so it goes. Add more, eventually you feel experience problems than you can handle, and after a few years, its time to throw everything out, and do version 3.

One thing SC faithful get wrong when they diss franchieses like CoD and whatever, is they assume every time they just take the existing codebase, throw some new skins on, and release a new version. Yes, that happens sometimes, but on occasion, they have to redo a whole chunk of the code to make the game they want. And this is with games that are essentially the same every time.

What happens with SC is they have a "game" but then they need to bolt on something completely new, and bolt that on to whatever exist at this time.

This is a problem.
 
What's more important is that those 19th century lift levers don't work if you call the elevator from the ground to try and get into the ship instead of using the rear ramp...lift appears, levers are locked out for some reason :whistle:
Lifts, doors and ramps, the perennial nemesis of CiG. Half a billion dollar and 10 years spent on that project and they still cannot figure out the basics.
 
The answer is always the same...Chris Roberts. What he sees in his head (which no developer or programmer on earth could possibly grasp) is a movie, not a computer game.
A movie where people move in ludicrous accelerated manner a bit like the old Benny Hill Show. Or where ships just yeet things out at random, or themselves sometimes, and bounce over the terrain like giant balloons. Granted, it's on par with that same person imagining (and then directing !) that scene:
Source: https://youtu.be/p9WFw56Mv1w?t=122


With hindsight, instead of forcing the idea of ships having artificial gravity, he should have gone the route of The Expanse where ships are all zero G inside but everyone wears magical mag-boots to fix them to the floor ;)
Whenever I try suggesting things should work a bit more like The Expanse (i.e.: slow and precise physics based control, instead of current "Quake3D in space !") I've got a horde of cultists screaming various contradicting nonsense ("it's not a space sim !" "it's the best space sim so it has physics you just dont understand game development !11!" etc.) and mostly "it would be horrible with realistic physics" which I disagree strongly with. Exhibit A: KSP.
 
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