Game Discussions Star Citizen Discussion Thread v12

Elevator panels down 12%

I think i just have to resign myself to understanding that elevator panel development is hard.

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Funny how the Nomad goes to 100% instantly, because, you know, the most open development ever totally failed to put the Nomad on the roadmap while they were actually working on it.

Did anyone else note that the reputation V1 service (of Star Citizen) has dropped by 2%? LOL
 
And your friend should have also talked about manually driving a buggy (with 2 players on board) inside your ship, leaving it to walk to your pilot seat, fly to a planet, stop in the way in space to make a small EVA mission with the players that are with you in your ship, land to a planet, manually drive your buggy out of the ship and go to an underground area to do a FPS mission with your friends.
All those steps without loading screen.

They are very very few games offering those features...

Not my friend. A friend of a goon over on SA.

But yes, we could go down the route of specifying so many things that there is no other game exactly like Star Citizen, but then you can do that for many other games. There is no other game exactly like ED. There is no other game exactly like DU.

Can you design your own ships in SC? No! You can in DU! Checkmate FUDster!
 
Can you design your own ships in SC? No! You can in DU! Checkmate FUDster!

Haven't played DU in a while, but that was one of the things I did not like. The ridiculous contraptions that were flying around.

And the meta for PVP ships? A cube/box. Not sure how they are gonna be able to balance that out. Or if they even want to.
 
Haven't played DU in a while, but that was one of the things I did not like. The ridiculous contraptions that were flying around.

And the meta for PVP ships? A cube/box. Not sure how they are gonna be able to balance that out. Or if they even want to.

I guess it is what the devs are broadly aiming for.

Whether a person likes it or not, well, that depends on what someone likes. To be fair, DU doesn't particularly appeal to me either.
 
And your friend should have also talked about manually driving a buggy (with 2 players on board) inside your ship, leaving it to walk to your pilot seat, fly to a planet, stop in the way in space to make a small EVA mission with the players that are with you in your ship, land to a planet, manually drive your buggy out of the ship and go to an underground area to do a FPS mission with your friends.
All those steps without loading screen.

They are very very few games offering those features...
Want to talk about every feature SC doesn't offer yet? (and probably for years) or are yet to prove they'll eventually be able to deliver?

Time to stop with the bad faith, using present tense where it shouldn't, and don't serve us the lost in translation excuse. You only keep ridicule yourself.
 
And your friend should have also talked about manually driving a buggy (with 2 players on board) inside your ship, leaving it to walk to your pilot seat, fly to a planet, stop in the way in space to make a small EVA mission with the players that are with you in your ship, land to a planet, manually drive your buggy out of the ship and go to an underground area to do a FPS mission with your friends.
All those steps without loading screen.

They are very very few games offering those features...

Do you also have to reset half-way through the mission, miss-align the same buggy on the second attempt and re-read the same script with the exact same "emergent gamer interaction" to get maximal gameplay?
 
And your friend should have also talked about manually driving a buggy (with 2 players on board) inside your ship, leaving it to walk to your pilot seat, fly to a planet, stop in the way in space to make a small EVA mission with the players that are with you in your ship, land to a planet, manually drive your buggy out of the ship and go to an underground area to do a FPS mission with your friends.
All those steps without loading screen.

They are very very few games offering those features...
I can understand the appeal of this apparently seamless game play.

These "loading" screens serve potentially three purposes, load the objects for the next section of gameplay and remove the ones you no longer need, transition into a new gameplay instance. Without some sort of transition you are stuck in the same instance which means a much larger set of objects must be in a memory and/or need to be swapped out of memory in the background without impacting the seamless experience. Everything I have read over the last four or five years is about the miracle techs that are designed to address this fundamental problem. I watch ED running in 8GB RAM without an SSD, while SC requires at least double the RAM and probably 4X that for comfort and an SSD. Of course ED dodges some of the issues with legs being missing.

My question to you is this. Could it be that companies like FD have actually been pragmatic and recognised the challenge and introduced the transitions (loading screens) in order to allow them a scalable model that extrapolates out to a galaxy, whereas SC is stuck in a single system as they try to fathom out how to give you the none loading screen experience in a 100 system?

In passing I notice you don't mention the quantum drive which seems to me like a loading screen that is infinitely longer than any of the transitions in ED
 
In passing I notice you don't mention the quantum drive which seems to me like a loading screen that is infinitely longer than any of the transitions in ED

As i understand it isn't a loading screen, you are actually travelling through the system. However, they probably do load/unload assets as you move towards/away from objects. That would be sensible. ED does the same with supercruise i believe, increasing LoD on planets as you get closer to them.

The main difference between QT and SC is SC offers control and more visibility of surroundings as you travel.
 
And your friend should have also talked about manually driving a buggy (with 2 players on board) inside your ship, leaving it to walk to your pilot seat, fly to a planet, stop in the way in space to make a small EVA mission with the players that are with you in your ship, land to a planet, manually drive your buggy out of the ship and go to an underground area to do a FPS mission with your friends.
All those steps without loading screen.

They are very very few games offering those features...
There are quite a few games that offer this with proper, complete game loops, and enough content to last tens of hours.
Now let's see your dishonest argument in the context of Star Citizen:
  • storing the said vehicle inside a ship, without falling through the planet or getting thrown out at significant speed by the broken physics engine is not such a mundane task.
  • then getting out of the ramp without experiencing said physics issues, is another problem
  • then there is literally ONE mission. Not "a FPS mission", that's the one mission you can do, the Hurston one. Been there, did that: you face brain dead zombie soldiers that respawn at random rates (and sometimes just next to you), to do an entirely hand crafted, 2 (small) levels of FPS. That's it, that's the entire contents of the game here. Still waiting for that fabled "Proc gen" and those fabled "pipelines" to deliver unlimited content. Current "content" can be run through in about 15 minutes tops, not counting the multiple crashes and restarts, and waiting for public transportation at city hubs.

Then yes, i have the MSR, and yes most of it is non-functional. There's that scanner room that has zero purpose, this "hidden" area that everyone knows about and that seems to hide nothing at all, that huge array of radars that arent seeing any more or less than other ships, that server room that does nothing too, and these numerous weapon racks where you shouldnt store your weapons unless you plan upon losing them at next ship respawn.
It does look good though, and reminds me a lot of Elite's Python, especially the cockpit interior layout and shape. Since the Python was my all-time favorite ship, keeping the MSR will be a no-brainer.
 
And your friend should have also talked about manually driving a buggy (with 2 players on board) inside your ship, leaving it to walk to your pilot seat, fly to a planet, stop in the way in space to make a small EVA mission with the players that are with you in your ship, land to a planet, manually drive your buggy out of the ship and go to an underground area to do a FPS mission with your friends.
All those steps without loading screen.

They are very very few games offering those features...

And all within a Universe of 4 Planets and 9 Moons ....
 
That's why they call it a 'verse. It doesn't mean universe. It could mean anything, like reverse, perverse, verse (as in a part of a holy book), adverse, contoverse, inverse, subverse, and so on!
I am pretty sure Universe is implied .... Doesnt PU stand for "Persistent Universe" ? ;)
 
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