Game Discussions Star Citizen Discussion Thread v12

Feature Updates​

  • FPS AI Behavior Integration
With this latest 3.21.1 we have completed the full integration of FPS AI behavior from Squadron 42. These updates, that have been polished and worked on outside of Star Citizen release builds until now, will vastly improve overall difficulty, reaction times, animations, behaviors, and other traits and make combat with them a much more dangerous but rewarding experience.



This fricking game 😁
 
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I like the "worked on outside of Star Citizen release builds" bit, perpetuating the myth that a perfect dev build exists, it just goes to a different school.
Although they shot themselves in the foot by then releasing something so demonstrably incomplete and unpolished. No matter, I expect they have a refactor in the works.
 
LOL, Spectrum is fully of PvP/PvE threads at the moment, thanks to Pyro.

One thing i find really funny is a parallel with ED's forums but in reverse.

I'm sure many of you will recall a standard argument by PvEers (against removing of modes or giving open players a bonus or whatever) was "This is how FD made it, its not going to change". So over in SC land, because Chris always promised a shared verse with no separation into PvP and PvE servers, the PvPers are using CIG's quotes to push back against people calling for PvE only servers.

I wonder how many current SC players that were/are ED players using the opposite argument for SC they used for ED (on both sides).

One thread holds up historical info about games to highlight why shared PvP/PvE servers don't usually work for full loot games. One guy doesn't like the games used to highlight the issue and adds their own list:

Rust, ARK, Conan, Escape From Tarkov, and GTA Online

Now, i can't speak for some of those but i can speak for Ark and GTA Online.

Ark: Has private servers with highly customizable rules. AFAIK, most people play on private servers because of this. You can make them no-PvP, full on PvP, full-loot, no-loot, restrict them to just friends, allow PvP only at certain times of day, etc. So holding up Ark as a full loot PvP game is just silly.

GTA Online - private where you can do everything you can in public lobbies (they changed it a couple of years ago, before there were some restrictions). They aren't PvE strictly, but you can choose who enters you server. Passive mode in Public (although with some limitations). And its never been full loot. When you die you just whatever cash you were carrying, and unless you're silly, you don't carry cash at all except when you need to, and then you can magically trasfer cash to your character using the online bank.

Overall though, its fun reading, especially if you've been involved in PvP/PvE debates on the ED forums and you can see the parallels.
 
LOL, Spectrum is fully of PvP/PvE threads at the moment, thanks to Pyro.

One thing i find really funny is a parallel with ED's forums but in reverse.

I'm sure many of you will recall a standard argument by PvEers (against removing of modes or giving open players a bonus or whatever) was "This is how FD made it, its not going to change". So over in SC land, because Chris always promised a shared verse with no separation into PvP and PvE servers, the PvPers are using CIG's quotes to push back against people calling for PvE only servers.

I wonder how many current SC players that were/are ED players using the opposite argument for SC they used for ED (on both sides).

One thread holds up historical info about games to highlight why shared PvP/PvE servers don't usually work for full loot games. One guy doesn't like the games used to highlight the issue and adds their own list:



Now, i can't speak for some of those but i can speak for Ark and GTA Online.

Ark: Has private servers with highly customizable rules. AFAIK, most people play on private servers because of this. You can make them no-PvP, full on PvP, full-loot, no-loot, restrict them to just friends, allow PvP only at certain times of day, etc. So holding up Ark as a full loot PvP game is just silly.

GTA Online - private where you can do everything you can in public lobbies (they changed it a couple of years ago, before there were some restrictions). They aren't PvE strictly, but you can choose who enters you server. Passive mode in Public (although with some limitations). And its never been full loot. When you die you just whatever cash you were carrying, and unless you're silly, you don't carry cash at all except when you need to, and then you can magically trasfer cash to your character using the online bank.

Overall though, its fun reading, especially if you've been involved in PvP/PvE debates on the ED forums and you can see the parallels.
Same thing happens in other games…

Tarkov… SPTarkov is a thing even though BSG made clear that they will not add a PvE only mode.

Another example is Sea of Thieves… some players begging for PvE servers but the devs (RARE?) have said NO countless of times… so those looking for PvE created the so called alliance servers.

The funny thing about SC is that nobody shouldn’t be begging for PvE servers because:
  • Mod-able multiplayer (hosted by YOU)
But hey We get it… that was a kickstarter thing right?
 
Same thing happens in other games…

Tarkov… SPTarkov is a thing even though BSG made clear that they will not add a PvE only mode.

Another example is Sea of Thieves… some players begging for PvE servers but the devs (RARE?) have said NO countless of times… so those looking for PvE created the so called alliance servers.

The funny thing about SC is that nobody shouldn’t be begging for PvE servers because:
  • Mod-able multiplayer (hosted by YOU)
But hey We get it… that was a kickstarter thing right?

I took another look at SoT when the peaceful seas update was announced, but they intentionally gimped it so you don't get the full experience (sans PvP).

The name of the update just speaks of their attitude towards it though. Its not that PvEers want "peaceful", they just don't want humans being the source of opposition. They really didn't want to add a PvE mode but i guess the demand was just too high.
 
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