Game Discussions Star Citizen Discussion Thread v12

Thought I'd give the PTU another try. It hasn't worked well for me in the past - and this time is no exception.

Apparently my internet is "too slow" - despite the fact my downstream bandwidth is greater than most player's LAN's.

At this point I d rather believe that CIG has a "hater database" running on their servers so people like you autimatically get the rough end of the shaft while true believers never have a problem :)
 
The PTU is working well enough between the 30k's as usual...liking the new lift panels (elevators for the colonials) which are now installed everywhere. Haven't tried the tractor beam attachment for the multi-tool yet... nor have I visited the new lagrange clouds at the R&R stops or attacked the Idris perma parked outside Grim Hex...mainly because of the usual bugs trying my patience... like ships vanishing from underneath my bum as soon as I enter QT, leaving me floating in space... which also renders them completely unclaimable at the ship terminals, forcing a relog... or a variety of the old, faithful reproductions of the perennial bugs present in every patch since 3.0 like the refuelling bug, a myriad of physics bugs, mining bugs or randomly exploding ships.

Ha, even I've tried out mining to check out the new UI, visit the langrange clouds and used the refinery. 🤠

The new mining UI is much better than the old one.
 
RE: The Refinery mechanics

How do you go about unloading unrefined/loading the refined materials?


Just like it was before when you wanted to sell mining stuff.

You go the refinery screen and choose a ship from a drop down that has mined materials on it. The stuff just magically moves from the ship to the refinery.

Same after it is refined. You pick a ship from a drop down that has cargo space that you put the refined materials into.
 
You go the refinery screen and choose a ship from a drop down that has mined materials on it. The stuff just magically moves from the ship to the refinery.

Same after it is refined. You pick a ship from a drop down that has cargo space that you put the refined materials into.


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Just like it was before when you wanted to sell mining stuff.

You go the refinery screen and choose a ship from a drop down that has mined materials on it. The stuff just magically moves from the ship to the refinery.

Same after it is refined. You pick a ship from a drop down that has cargo space that you put the refined materials into.

Thanks for answering. I have to say that's a little... disappointing to say the least.
 
How to make ppl stop playing: Star Dilettants

It's a masterpiece in failed game design. I often blasted FD for punishing gameplay but that is more nikckel and diming.
Arresting players and holding player assets hostage is way worse. What's the point playing such nonsense? That's maybe good for a live enactment once or twice - not for gameplay that lives from easy accessibilty and repetable loops.
Incredible. And the Zyl0 is again full of it.
 
It's a masterpiece in failed game design. I often blasted FD for punishing gameplay but that is more nikckel and diming.
Arresting players and holding player assets hostage is way worse. What's the point playing such nonsense? That's maybe good for a live enactment once or twice - not for gameplay that lives from easy accessibilty and repetable loops.
Incredible. And the Zyl0 is again full of it.
It's worse than that: it would be a horribly stupid idea for a live game, but at least there it could be tied into some turgid mobile-game style monetisation and actually serve some semblance of purpose (for CI¬G, and for absolutely no-one else). But this is a pre-alpha. It is already idiotic that a testing environment does not leave everything open to… you know… testing without limitations, or alternatively with very specific limitations as to exactly what asset or mechanic needs to be tested during this cycle (with clear schedules of what stuff will be available when). But to do what they're doing here — implementing features to actively limit and suppress gameplay — is so damaging to, and so counter to the whole point of, having a testing environment that the whole thing is just crippled beyond the brink of complete pointlessness.

The whole thing is rendered completely useless for any and all of development purposes by CI¬G's greed, and they haven't even gotten to the part where they bilk their customers for everything they're worth yet!
 
Some fun musings on the nature of bugs...

Source: https://old.reddit.com/r/starcitizen/comments/kcf3rj/a_question_for_experienced_programmers_about_star/

I’m a software architect/lead at a major gaming company.
While some bugs are simply programming mistakes that can be corrected easily it is also quite common for bugs to be an unfortunate artifact of a design problem. The typical design flaw is that a system’s current expectations don’t match what it was specifically designed for in the prior years.
If any collection of code sits too long before shipping it will never be able to meet the requirements for the future in which it ships.
And therefore engineers are frequently faced with tech debt and bugs.
Now imagine if the owner of your company kept creeping the scope on the product without ever shipping all the code you’ve written. So the problem is just more amplified at CIG.

Source: https://old.reddit.com/r/starcitizen/comments/kcf3rj/a_question_for_experienced_programmers_about_star/gfq9c9a/
 
I don't think the waiting time is inherently a bad idea. If anything, it could be a net positive for immersion and the whole "consequences" thing. However, that depends on two things:
1) Accepting that you are actively denying your players to focus on a single thing (ex: planetside 2 with the nanites required to get a tank/aircraft, and if you lose it quickly, well, you may not have enough for another immediately, so off to infantry you go). You really want to think that one over because it's fairly negative.
2) Having enough alternative gameplay loops taking over during that waiting time, and well, they're pretty short here right now.

I sort of agree with the person who posted that it made no sense to implement now and should only be added later, but am not sure it's quite as simple. The alpha/pre-alpha/whatever-you-call-it is the game, and will be the game for the long foreseeable future. The longer it lasts, the more comfortable the playerbase grows, and the more hostile it will be whenever you try to introduce such a change down the line. So in a way, taking the pain/unrest now is not a bad decision, provided that they thought it through. To go back to planetside, the limit ensures battles can not degenerate into all tanks all the time, and ensures a constant high supply of infantry players which is critical to what the game aims for. I'm not quite sure what the point is here to tell the player that he'll wait 3h for his Carrack. The player clearly doesn't benefit from it, so it has to be the greater game benefiting from it, but how?
 
...or hostile Vanduul alien NPCs dancing the Tango with you since CitizenCon 2014?
Source: http://www.youtube.com/watch?v=IeZi66uoQAI


And HTH did the aliens let that human NPC chick just waltz right in there and take their ship? Where are the aliens?
Source: http://www.youtube.com/watch?v=O6hXjxQ0_lk


And the universe. Seriously. What happened to that vast universe they showed off at CitizenCon 2015 at 54:55?
Source: http://www.youtube.com/watch?v=IehITxsK4Fs


No alien Fauna? Or those terrifyingly fugly, endogenous space milk secreting space cows? o_O
Source: http://www.youtube.com/watch?v=cYgrQmZLgs0


or Xenolinguistics? Is anyone on this Xenophillic panel still working on this job at CI?
Source: http://www.youtube.com/watch?v=fAM5GE3QGPY
Ahah, you forgot Sataball.

Have they released the Battlefield mode that was in alpha last year?
 
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