Game Discussions Star Citizen Discussion Thread v12

not sure if you are being sarcastic however that is very much not the case for this player. For me most humans tend to ruin decent roleplay in MP online games, I will take NPC's almost every time
I'm not talking about 'other' players in your game. I'm talking about the immediate experience of player and environment. The stuff others do are beyond programming and afford fundamental design choices at the start. Even then you might still see others. The solution is to play SP
 
Don't worry, I'm sure everything's fine financially. All those SQ42 sales are sure to pay for the BMM and all the ships already sold that don't exist.

That, and future ship sales for more ships that don't exist. Almost like the new concept ships pay for implementing the already sold concept ships. Almost like some kind of marketing scheme that has many levels.
 
Last edited:
Don't worry, I'm sure everything's fine financially. All those SQ42 sales are sure to pay for the BMM and all the ships already sold that don't exist.

That, and future ship sale for more ships that don't exist. Almost like the new concept ships pay for implementing the already sold concept ships. Almost like some kind of marketing scheme that has many levels.
I want to build a quote pyramid now.
 
Some citizen finally start to wake up to how long things might take (thanks to the comment by JC on how long it would take to make a cap ship)


In response to a faithful...

Dude. CIG keeps on adding 1 extra capship on a yearly basis. The existing backlog of capships is increasing by at least +12 months per every 12 months in development by adding that extra capship to the backlog and as per JC, sums up to 14+ x 12-18 months, or between 15 and 20 years worth of capships as of now. Even if CIG stopped adding that extra yearly capship they still need these 15-20 years to add all the capships from the backlog into the game. People that are now 40 will be 60, people that are now 60 will be dead. How wise is that ? If they know they cant deliver capships and they most certainly cant deliver them in any remotely reasonable amount of time as per JC, why do they keep on adding them to the massive backlog ?

Keep in mind, they've been working on Pyro for many years and that's one of the simpler systems they have to deliver.

Also

Hire more and make the teams bigger

LOL, CIG are already at over 900 employees and Chris plans to reach 1500 in total. Still no games though :p

Also funny how they just did a sale on big concept ships. Basically "Buy these big ships for big chonks of dosh, but don't expect them to arrive in the next few years!"

Some of ya'll just need to take a break and come back later

LOL, in 20-30 years perhaps?

I think the intended implication is that the /current/ ship pipeline is much slower than it will be in the near future. Remember they are building a whole new studio, and adding 800? new employees.

LOL, is it 2016 again?

Backers celebrate giving more money to CIG


Still zero games. Still zero release dates.

And apparently Spectrum has plenty of Covid deniers/anti-maskers

 
In games like Dwarf Fortress the little characters are all protagonists with the odd chance to do something spectacular. NPCs in games like SC arent because the player is the protagonist. Why simulate the NPCs when players dont give a rack about it.

not sure if you are being sarcastic however that is very much not the case for this player. For me most humans tend to ruin decent roleplay in MP online games, I will take NPC's almost every time

The thing is, for me at least, there's a reasonable level of simulation, and then there's what CIG is attempting to do, which is so utterly unnecessary that it boggles the mind. NPCs have to "gather the crockery" before being served their food? Seriously? In SQ42's "mess hall scene" no less. Unless my character has screwed up so badly that they've been demoted to slopping chow in the mess hall, I'm going to be paying attention to the action of the scene, not what the background characters are doing. Them getting filled trays from a dispenser would work just as well.
 
The thing is, for me at least, there's a reasonable level of simulation, and then there's what CIG is attempting to do, which is so utterly unnecessary that it boggles the mind. NPCs have to "gather the crockery" before being served their food? Seriously? In SQ42's "mess hall scene" no less. Unless my character has screwed up so badly that they've been demoted to slopping chow in the mess hall, I'm going to be paying attention to the action of the scene, not what the background characters are doing. Them getting filled trays from a dispenser would work just as well.
Wasn't it Skyrim where the NPCs grabbed something from behind their back and presto there was the spoon to use in the cauldron. The animation was the tell but it's good enough for the purpose. There doesn't need to be a real spoon for the show. It can vanish after use just like it appeared. The trick is to conceal the spawning and the vanishing. They don't need to grab a physical spoon from the drawer. Just spawn it in their hand while it is in the drawer. No game does it realistically.
 
Last edited:
Shooting for the moon, by shooting themselves in the foot.
Button Moon ?

1654027887411.png

End of may 2022 funding at the same level of end of september 2021 👍
I am not convinced that is a good thing.
 
End of may 2022 funding at the same level of end of september 2021 👍

Nice to see the sale event increases of recent years tabulated ;)

h8evM9A.png

Yet somehow all of this cash doesn’t convert into a ship pipeline delivering capital ships at anywhere close to the rate that they’re selling new ones. Or a second solar system within 5 years of its initial roadmapping. Or much hyped core features, like NPC crew, within a decade of full development.

Y’know. Big pillar deliveries that would actually be worth celebrating.

It’s just another year of SC being the most expensive alpha on record. With its expansive complement of new bugs (Hi killer lifts :)), and regressed old bugs (Hi shield holes :)). And a development process characterised by lots of spinning wheels and plates…

It’s almost like people have paid over the odds to date…

But hey, it’s all just more grift for the mill ;)
 
Last edited:
Wasn't it Skyrim where the NPCs grabbed something from behind their back and presto there was the spoon to use in the cauldron. The animation was the tell but it's good enough for the purpose. There doesn't need to be a real spoon for the show. It can vanish after use just like it appeared. The trick is to conceal the spawning and the vanishing. They don't need to grab a physical spoon from the drawer. Just spawn it in their hand while it is in the drawer. No game does it realistically.
Exactly. The level of detail being worked on for the “mess hall” scene is excessive to begin with, especially in a project (SQ42) that is eight years overdue, and counting. Since SC allegedly shares everything with SQ42, the last free fly revealed that their AI pathfinding alone is in a sorry state, and Chris Roberts has an AI team on gathering crockery.

That’s the kind of “busywork” you put team on when all the core and secondary work is finished, not when even the background AI goes all Puppetmasters so frequently. Makes me wonder if that’s the point, giving backers the illusion of progress, rather than demonstrating the real thing.
 
Exactly. The level of detail being worked on for the “mess hall” scene is excessive to begin with, especially in a project (SQ42) that is eight years overdue, and counting. Since SC allegedly shares everything with SQ42, the last free fly revealed that their AI pathfinding alone is in a sorry state, and Chris Roberts has an AI team on gathering crockery.

That’s the kind of “busywork” you put team on when all the core and secondary work is finished, not when even the background AI goes all Puppetmasters so frequently. Makes me wonder if that’s the point, giving backers the illusion of progress, rather than demonstrating the real thing.
It's like they have nothing better to do. So they pretend doing something useful in order to justify the cost of employment. Nobody would ever admit to be superfluous - with the level of mismanagement it wouldn't surprise me when the majority of the staff twists thumbs and fiddles fingers and invents reasons to be there (and paid a wage). And there would likely a number of fingerfiddlers pulling something from their rear why they're doing something important - it's not like core game function have been finalised. Like the magic tech that makes the MP work.
 
not sure if you are being sarcastic however that is very much not the case for this player. For me most humans tend to ruin decent roleplay in MP online games, I will take NPC's almost every time
For me it's the quality of the NPCs that make all the difference. I'm not impressed with NPCs in Elite, so I welcome encounters with CMDRs, but over in Elder Scrolls Online I actually prefer having a delve all to myself. Eveli (an NPC) has started to feel more real than many players. Part of this is that a good NPC plays their role and feels part of the world, whereas another player often feels like just that - someone playing a video game, rather than someone who is part of the game. Too many humans turn Elder Scrolls Online into a theme park rather than an immersive world.

iu


Now over in Elite, when I wing up with other players, I get an immersive bond that we just don't get from NPCs in Elite. Elite's NPCs are just autopilots with holome avatars and cheesy text lines. In Elite's case, players tend to make the game feel more real, except for certain gankers (pad-rammers, idiot children screaming profanities in the system chat, etc), and I just block those folk.

Regarding Star Citizen, I'm personally more interested in Squadron 42, because that game at least has the potential of offering meaningful, believable NPCs. If CIG puts as much energy into character narration and "humanity" systems as they do bed deformations, I'm sold!
 
For me it's the quality of the NPCs that make all the difference. I'm not impressed with NPCs in Elite, so I welcome encounters with CMDRs, but over in Elder Scrolls Online I actually prefer having a delve all to myself. Eveli (an NPC) has started to feel more real than many players. Part of this is that a good NPC plays their role and feels part of the world, whereas another player often feels like just that - someone playing a video game, rather than someone who is part of the game. Too many humans turn Elder Scrolls Online into a theme park rather than an immersive world.

iu


Now over in Elite, when I wing up with other players, I get an immersive bond that we just don't get from NPCs in Elite. Elite's NPCs are just autopilots with holome avatars and cheesy text lines. In Elite's case, players tend to make the game feel more real, except for certain gankers (pad-rammers, idiot children screaming profanities in the system chat, etc), and I just block those folk.

Regarding Star Citizen, I'm personally more interested in Squadron 42, because that game at least has the potential of offering meaningful, believable NPCs. If CIG puts as much energy into character narration and "humanity" systems as they do bed deformations, I'm sold!
When I played ED there were no NPCs. Just pics of ppl who gave you missions. Didn't really qualify as NPC.
Then you had the powerplay figureheads. ED just was a game to me where there was a player and some faceless world. And that was OK because that's what Elite always was. Can't say if SLF pilots or ODY NPCs changed that feeling up, because I didn't try them out - I kinda doubt it tho. World-building or narration was never Elite strong suit.
 
Back
Top Bottom