Game Discussions Star Citizen Discussion Thread v12

In ED, you can fly across the galaxy to explore completely unknown systems (that look like all other systems you have visited)

No, no they do not look all the same.
Just like every Beech forest here in Te Waipounamu does not look the same.

Even the same moon in the same system visited years apart will allow a new vista due to the movement of the planets.

Each system does not have to be a Planet of Hats or other trope to offer something worth seeing
 
LOL, cutting themselves off from half(?) the systems? And are you so sure that UEE systems will be ganker free? Because if you think that, i've got a bridge to sell you.
My guess is UEE systems will have PvP but will be ganker free (by ganker I mean the guy that chain non combat targets). The PvP will be harder for pirates than for bounty hunters (easy location of pirates with satellites + NPC security + PvP BH + Corpo of BH).

"Cutting themselves off from half(?) the systems"
Why not ? Play solo in UEE system and party with others if you want to visit pirate systems is a valid gamedesign choice. And it's a matter of dosage. We don't know how many systems will be outside of UEE (5%, 10%, 30%, 80% ?) and we don't know the power of UEE security in UEE systems. CIG can even pop security escort in pirate systems for players that just want to reach another safe system if they want.
For instance, I've heard someone said that prison will not be a detterent for pirates because they escape it easily. The escape is easy now. Prisons will be in UEE systems, so fellow pirates must have to cross the whole system to reach the prison planet to get you. Put an Idris in space around the planet to make barrage, multiply by 10 the reward for each escapee of the prison, add turrets in the desert and escaping prison will be a lot harder. It's a matter of dosage and CIG have plenty of tools to allow or restrict PvP in all systems.

Come on, how long before we even get half a dozen systems? Its still not looking likely there will be a second system this year. The promised 110 systems is just a pipe dream at this point. As I understand Pyro is a lawless system, so you're suggesting after all these years of waiting for a second system PvEers should remain on Stanton?
The question is about gamedesign choices for the released product, not how long is the alpha or how many systems at instant x in the alpha. I know you think the alpha is a released product, but it's not.
CR wants around 10 systems for the release so the gamedesign is tailored at least for this number of system. How many systems will be outside of UEE at release ? I don't know.
PvEers in the alpha have to handle it like it is : an alpha. If they want to go to Pyro, they will have to handle PvP during the alpha.
 
Meanwhile, despite being an alpha with breaking bugs and wipe from time to time, thousands concurrent players are playing it. Can you tell us how many concurrent players the alpha of EDO had ?
No I can't, but we can see how many average concurrent players Elite Dangerous (basegame or Odyssey alpha) had on Steam at the time (excludes non-Steam platforms).
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My guess is UEE systems will have PvP but will be ganker free (by ganker I mean the guy that chain non combat targets). The PvP will be harder for pirates than for bounty hunters (easy location of pirates with satellites + NPC security + PvP BH + Corpo of BH).

"Cutting themselves off from half(?) the systems"
Why not ? Play solo in UEE system and party with others if you want to visit pirate systems is a valid gamedesign choice. And it's a matter of dosage. We don't know how many systems will be outside of UEE (5%, 10%, 30%, 80% ?) and we don't know the power of UEE security in UEE systems. CIG can even pop security escort in pirate systems for players that just want to reach another safe system if they want.
For instance, I've heard someone said that prison will not be a detterent for pirates because they escape it easily. The escape is easy now. Prisons will be in UEE systems, so fellow pirates must have to cross the whole system to reach the prison planet to get you. Put an Idris in space around the planet to make barrage, multiply by 10 the reward for each escapee of the prison, add turrets in the desert and escaping prison will be a lot harder. It's a matter of dosage and CIG have plenty of tools to allow or restrict PvP in all systems.


The question is about gamedesign choices for the released product, not how long is the alpha or how many systems at instant x in the alpha. I know you think the alpha is a released product, but it's not.
CR wants around 10 systems for the release so the gamedesign is tailored at least for this number of system. How many systems will be outside of UEE at release ? I don't know.
PvEers in the alpha have to handle it like it is : an alpha. If they want to go to Pyro, they will have to handle PvP during the alpha.
There are no "systems". There is only one.
 
I'll just leave this here to assuage what seems to be the torrent of game tribalism on here. Plenty of CR memes going about, haven't seen one of this statement. :)

And I haven't forgotten the video that Chris Roberts and David Braben did together during the KickStarter.

At the moment I'm treating both SC and ED impartially and not playing either. I'm investigating this crazy idea where developers release complete games (at launch) and don't rely on promises of jam tomorrow to get them through.

Your mileage (kilometreage) may vary.
 
And I haven't forgotten the video that Chris Roberts and David Braben did together during the KickStarter.

At the moment I'm treating both SC and ED impartially and not playing either. I'm investigating this crazy idea where developers release complete games (at launch) and don't rely on promises of jam tomorrow to get them through.

Your mileage (kilometreage) may vary.
Source: https://www.youtube.com/watch?v=NvPU8e2ezgo

Source: https://www.youtube.com/watch?v=IoLYNN7NltY

Source: https://www.youtube.com/watch?v=N9ENkIB0cic

Source: https://www.youtube.com/watch?v=CGE0_WSHGHc
 
No I can't, but we can see how many average concurrent players Elite Dangerous (basegame or Odyssey alpha) had on Steam at the time (excludes non-Steam platforms).
Cool.
What I mainly see see on your graph is since the release of EDO, it's hard to believe there is "tens of thousands" (at least 20K) of players on a daily basis... Do you have the total number of players with all platform for the last months ?
If it's 20K / day for the released ED, having around 3K / day for SC alpha is pretty good.
 
At the moment I'm treating both SC and ED impartially and not playing either. I'm investigating this crazy idea where developers release complete games (at launch) and don't rely on promises of jam tomorrow to get them through.
Good thing that SC is still on alpha and not a released game so...
I will miss you till the release ;)
 
My guess is UEE systems will have PvP but will be ganker free (by ganker I mean the guy that chain non combat targets). The PvP will be harder for pirates than for bounty hunters (easy location of pirates with satellites + NPC security + PvP BH + Corpo of BH).

"Cutting themselves off from half(?) the systems"
Why not ? Play solo in UEE system and party with others if you want to visit pirate systems is a valid gamedesign choice. And it's a matter of dosage. We don't know how many systems will be outside of UEE (5%, 10%, 30%, 80% ?) and we don't know the power of UEE security in UEE systems. CIG can even pop security escort in pirate systems for players that just want to reach another safe system if they want.
For instance, I've heard someone said that prison will not be a detterent for pirates because they escape it easily. The escape is easy now. Prisons will be in UEE systems, so fellow pirates must have to cross the whole system to reach the prison planet to get you. Put an Idris in space around the planet to make barrage, multiply by 10 the reward for each escapee of the prison, add turrets in the desert and escaping prison will be a lot harder. It's a matter of dosage and CIG have plenty of tools to allow or restrict PvP in all systems.


The question is about gamedesign choices for the released product, not how long is the alpha or how many systems at instant x in the alpha. I know you think the alpha is a released product, but it's not.
CR wants around 10 systems for the release so the gamedesign is tailored at least for this number of system. How many systems will be outside of UEE at release ? I don't know.
PvEers in the alpha have to handle it like it is : an alpha. If they want to go to Pyro, they will have to handle PvP during the alpha.

I see. I think you underestimate the abilities of gankers. In my experience, if a game gets to the point where gankers/griefers can't operate, it starts to affect everyone for the worse. Take for example the notoriety system in ED, which as i understand it was a reaction to the issue of gankers. (and really, why bother? Modes exist in ED), but it also negatively affects those doing PvE, when the bounty system was fine for PvE (in my opinion of course). Now, when we do something naughty, we have to wait for an artificial timer to expire. Highly frustrating.

The best route (again, in my opinion) is to give people the choice. Whether that be through GTA like passive mode to separate PvP/PvE servers to modes.

And the thing is, with CIG's current plans for shards, this is a great opportunity for CIG to introduce the concept of PvE/PvP shards. Choose your poison, since anyway, there will never be the single shared universe that was talked about in the old days. CIG might as well capitalize on this and produce something positive out of it.
 
Cool.
What I mainly see see on your graph is since the release of EDO, it's hard to believe there is "tens of thousands" (at least 20K) of players on a daily basis... Do you have the total number of players with all platform for the last months ?
If it's 20K / day for the released ED, having around 3K / day for SC alpha is pretty good.
You seem to be confusing concurrent players with daily unique players again.

Once you've determined which (or both) stats you're actually interested in, feel free to ask.
 
I'm investigating this crazy idea where developers release complete games (at launch) and don't rely on promises of jam tomorrow to get them through.

Its becoming more and more a tricky proposition for developers to do that these days, at least with bigger projects.

Can't think of many games i've bought in the last few years that could be considered complete on launch. Sure, DLCs can always happen regardless, but games where the DLCs are not covering glaring gaps in the product.

Solasta was a relatively recent buy, small studio, a bit limited in game, but i'd say it was complete enough on release and not too buggy.
Kingmaker was complete enough, but suffered a ton of bugs on release that really affected gameplay.
When i bought Endless Space 2 it was feature complete enough with just the base game (they did release DLCs) but i'm not sure how good it was on launch since i bought it some time after.
GTA5 i bought about 5 years after release, but it was very barebones on release compared to what we have now.
ETS2/ATS - well, again, added a lot via DLC, but suppose they were good enough on launch. They did what they needed to do.
Valheim - yeah, EA and all that, but actually very playable on release. I'd give that a pass.
BG3 - ye gads, that's taking a long time and no idea when it will finally release.
Chaos Reborn - quite limited smallish game, but complete enough on release.

Actually, it seems like the trend is, the smaller the team, the smaller the project, the more likely it is to get a well rounded game on release.

So if you're looking for the big games, then its less and less likely you will get a decent release product that doesn't require "jam tomorrow".

On the up side, at least they generally do it on their own dime and you can take a look at reviews before giving them any cash. The risk is still largely on the developer. Something crowdfunding shifts to to the players.
 
Its becoming more and more a tricky proposition for developers to do that these days, at least with bigger projects.

Can't think of many games i've bought in the last few years that could be considered complete on launch. Sure, DLCs can always happen regardless, but games where the DLCs are not covering glaring gaps in the product.

Solasta was a relatively recent buy, small studio, a bit limited in game, but i'd say it was complete enough on release and not too buggy.
Kingmaker was complete enough, but suffered a ton of bugs on release that really affected gameplay.
When i bought Endless Space 2 it was feature complete enough with just the base game (they did release DLCs) but i'm not sure how good it was on launch since i bought it some time after.
GTA5 i bought about 5 years after release, but it was very barebones on release compared to what we have now.
ETS2/ATS - well, again, added a lot via DLC, but suppose they were good enough on launch. They did what they needed to do.
Valheim - yeah, EA and all that, but actually very playable on release. I'd give that a pass.
BG3 - ye gads, that's taking a long time and no idea when it will finally release.
Chaos Reborn - quite limited smallish game, but complete enough on release.

Actually, it seems like the trend is, the smaller the team, the smaller the project, the more likely it is to get a well rounded game on release.

So if you're looking for the big games, then its less and less likely you will get a decent release product that doesn't require "jam tomorrow".

On the up side, at least they generally do it on their own dime and you can take a look at reviews before giving them any cash. The risk is still largely on the developer. Something crowdfunding shifts to to the players.
Patientgamers 4 Life
 

Viajero

Volunteer Moderator
I'm investigating this crazy idea where developers release complete games (at launch) and don't rely on promises of jam tomorrow to get them through.

Its becoming more and more a tricky proposition for developers to do that these days, at least with bigger projects.

Can't think of many games i've bought in the last few years that could be considered complete on launch. Sure, DLCs can always happen regardless, but games where the DLCs are not covering glaring gaps in the product.

Solasta was a relatively recent buy, small studio, a bit limited in game, but i'd say it was complete enough on release and not too buggy.
Kingmaker was complete enough, but suffered a ton of bugs on release that really affected gameplay.
When i bought Endless Space 2 it was feature complete enough with just the base game (they did release DLCs) but i'm not sure how good it was on launch since i bought it some time after.
GTA5 i bought about 5 years after release, but it was very barebones on release compared to what we have now.
ETS2/ATS - well, again, added a lot via DLC, but suppose they were good enough on launch. They did what they needed to do.
Valheim - yeah, EA and all that, but actually very playable on release. I'd give that a pass.
BG3 - ye gads, that's taking a long time and no idea when it will finally release.
Chaos Reborn - quite limited smallish game, but complete enough on release.

Actually, it seems like the trend is, the smaller the team, the smaller the project, the more likely it is to get a well rounded game on release.

So if you're looking for the big games, then its less and less likely you will get a decent release product that doesn't require "jam tomorrow".

On the up side, at least they generally do it on their own dime and you can take a look at reviews before giving them any cash. The risk is still largely on the developer. Something crowdfunding shifts to to the players.
Yeah, as long as the developer does not base its funding primarily on little else than promises and grandious dreams I am perfectly ok with a very small and limited cross section of customers buying ahead of time knowing full well all the risks involved.

Also, as long as the "promises" are mainly only sold once the developer releases the product (even including a few months pre sales) then, as far I am concerned the developer can promise whatever he wants: The funding model is based primarily on releasing a product, and therefore the market will be the judge of it before even I have to pay a penny.

The problem comes when a developer decides to make his main business and funding model exclusively about selling dreams and promises over a decade without a release in sight. If at all.
 
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So what is the state of Squadron 42, you ask? Let me clarify that for you:
  1. They are parametrising something something so that they can faster prototype combat animations for Space Vandals.
  2. They are reworking navy outfits because the game has been in development for so long, they need to redo assets time and time again to keep them in line with modern standards. In a game that has not yet been released.
  3. "Audio continued to investigate SQ42’s systems and planned their future support for the campaign." I KID YOU NOT, DIRECT QUOTE.
  4. They are still building ships for Space Vandals.
  5. Redoing the already redone animations, motion captures etc., including intro cinematic, and the entire character creator thingy.
This game is never coming out. It is a playground for Chris, nothing more. Why would he ever let go of his playground.
 
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