Game Discussions Star Citizen Discussion Thread v12

Funny how all those SC Youtube videos never show FPS so low. Or any issues, crashes, bugs, T-posing NPCs at all really. You all must be playing an entirely different game than they are.

Must be the special dev/streamer build.
To be fair...my average fps across the entire game is high 50's and up to 100fps in space...but that particular wee corner of area 18 is a resource sucker for some reason :)

EfHXfe2.jpg
 
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Awkward....

Chris Roberts:
For one, there will not be drops in the traditional sense. While a player may be able to salvage something off of a destroyed ship, there aren't specific loot tables encouraging players go to specific areas to farm in the hopes of getting a certain something. Remember, the AI is living in this world as well, not just hanging out waiting for players to come along and interact with it. Unique items might be had from killing a boss, but since once a boss is dead he's gone for good, there is no boss-farming.
https://www.engadget.com/2013-03-30...ts-expounds-on-star-citizens-crafting-ec.html

Here's a quote from designer Pete Mackay, which align with Chris:
"Loot drops are a huge source of inflation into an economy... We definitely want to have a salvage mechanic but our current leaning is that it will be something closer to being a Robert Ballard inspired shipwreck finder than a loot-fest pinata whacking simulation. :)"
"There will not be traditional loot drops or loot tables as found in many MMOs. "

 
To be fair...my average fps across the entire game is high 50's and up to 100fps in space...but that particular wee corner of area 18 is a resource sucker for some reason :)

EfHXfe2.jpg
I wasn't yet able to deposit cups there. At least the other place is somewhat culled so you get some performance. But since I'm mischievous I'll tell you my plan: I'm looking for a place where air movement is high enough to keep the cups in motion. Preferably under the floor where the Robber's HVAC tech will have the least impact visually and gameplay-wise. That's where the cups come in. And no one will ever know.
 
i think loot drops are important in games like SC.... and they dont have to be farmable loot monkies.

but if i shoot a bad guy in the head, then it would make sense if their armour was salvagable as well as their weapons.... if i need a new helmet then i would not go for headshots but some well placed body shots which would leave the main armour damaged but a pristine helmet.

it then stands to reason that the deadlier the foe, the better gear i could strip from them.

then you could still have some unique stuff stashed away in an npcs bunks.

the difficulty arises in micro transactions........ Elite has this problem, and SC will be under pressure to have it even more ................. where is the incentive to buy upgraded gear or cosmetics with cash if you can just find an npc wearing what you want and just nick it.... so the temptation is to just make salvaging either not possible, or really rare.

I suppose weapons you can lore in that a weapon is hard coded to a user, but all other kit should be fair game imo.

same with ship salvage. that is a potential huge source of gameplay shooting enemy ships and trying to loot their gear.
 
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i think loot drops are important in games like SC.... and they dont have to be farmable loot monkies.

but if i shoot a bad guy in the head, then it would make sense if their armour was salvagable as well as their weapons.... if i need a new helmet then i would not go for headshots but some well placed body shots which would leave the main armour damaged but a pristine helmet.

it then stands to reason that the deadlier the foe, the better gear i could strip from them.

then you could still have some unique stuff stashed away in an npcs bunks.

the difficulty arises in micro transactions........ Elite has this problem, and SC will be under pressure to have it even more ................. where is the incentive to buy upgraded gear or cosmetics with cash if you can just find an npc wearing what you want and just nick it.... so the temptation is to just make salvaging either not possible, or really rare.

I suppose weapons you can lore in that a weapon is hard coded to a user, but all other kit should be fair game imo.

same with ship salvage. that is a potential huge source of gameplay shooting enemy ships and trying to loot their gear.
Easy: Salvage is wreckage that is unusable for anything except accumulating it to craft ingredients from. This obscures acquisition rates and hides how much ridiculous effort you have to put in, unless you try yourself. Then send some paid shills in who repeat idiotic mantras like "grind is in your mind" and you have your little annoying mtx push mechanic, disguised as progression gameplay.
 
Chris Roberts:
For one, there will not be drops in the traditional sense. While a player may be able to salvage something off of a destroyed ship, there aren't specific loot tables encouraging players go to specific areas to farm in the hopes of getting a certain something. Remember, the AI is living in this world as well, not just hanging out waiting for players to come along and interact with it. Unique items might be had from killing a boss, but since once a boss is dead he's gone for good, there is no boss-farming.
https://www.engadget.com/2013-03-30...ts-expounds-on-star-citizens-crafting-ec.html

I remember reading this when it aired and thinking what a ridiculous notion. How would anyone think it's a good use of backer funds and dev time to remove a character after its death.

Totally absurd.
 
the difficulty arises in micro transactions........ Elite has this problem, and SC will be under pressure to have it even more ................. where is the incentive to buy upgraded gear or cosmetics with cash if you can just find an npc wearing what you want and just nick it.... so the temptation is to just make salvaging either not possible, or really rare.

See I would solve that issue by making the armour basically custom made for the person, sort of like a F1 race car seat, sure you could use another drivers seat, but it won't be comfortable, maybe even get to be unbearable after a few laps, and may end up compromising your performance. So sure you could pick up and use armor from dead bodies in a pinch, but will always be better off having a proper set made for you because a badly fitting suit will chafe and rub in very uncomfortable places and may even end up with you have to visit the hospital to get some nasty rashes treated.
 
Easy: Salvage is wreckage that is unusable for anything except accumulating it to craft ingredients from. This obscures acquisition rates and hides how much ridiculous effort you have to put in, unless you try yourself. Then send some paid shills in who repeat idiotic mantras like "grind is in your mind" and you have your little annoying mtx push mechanic, disguised as progression gameplay.
yeah... without spelling it out i was trying to hint that i really hope that is NOT the way CIG decide to go. dont get me wrong, salvaging broken stuff which needs bits to fix (which could be "ingredients" could be a thing which we could choose to do or to sell the bust gear at massively discounted rate..........

but i really hope we get proper salvaging where if i am lucky i could pull a really high end weapon from a tough pirate ship i took down or ............. well you catch my drift.

hell i would love it if we could even chance upon barn finds, crashed, damaged but repairable ships we need to put some effort into but would save us a lot of cash over buying from a ship yard.

all of this sort of thing - allowing collection of "end game" ships which could other wise take a LOT of ingame time to get would reduced the profit from the " - but here look in the Star citizen shop where you can buy said ship for $90 "

so really we need to see how money grubbing CIG are going to be and how realistic it will be for a player such as my self with an entry level package ($65 with a 300i iirc) to work their way up without opening their wallet and without joining a clan, neither of which i have any interest in doing.
 
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The Arena Commander Feature Team also working on all the things we said we'd do but just wanted the cash in advance for.

Team always working hard on most things you care to mention including...
  • VR
  • Sandworms
  • Helmet flip animations
  • Tarpaulin sheets to cover your snow vehicle
  • Bedsheet physics
  • Bartender AI
  • Drinks mixing mini games
  • Squadron 42
  • mod support
  • private server hosted by you!
  • Linux support
  • Land claims
  • Base Building
  • Sataball Satabing
 
yeah... without spelling it out i was trying to hint that i really hope that is NOT the way CIG decide to go. dont get me wrong, salvaging broken stuff which needs bits to fix (which could be "ingredients" could be a thing which we could choose to do or to sell the bust gear at massively discounted rate..........

but i really hope we get proper salvaging where if i am lucky i could pull a really high end weapon from a tough pirate ship i took down or ............. well you catch my drift.

hell i would love it if we could even chance upon barn finds, crashed, damaged but repairable ships we need to put some effort into but would save us a lot of cash over buying from a ship yard.

all of this sort of thing - allowing collection of "end game" ships which could other wise take a LOT of ingame time to get would reduced the profit from the " - but here look in the Star citizen shop where you can buy said ship for $90 "

so really we need to see how money grubbing CIG are going to be and how realistic it will be for a player such as my self with an entry level package ($65 with a 300i iirc) to work their way up without opening their wallet and without joining a clan, neither of which i have any interest in doing.
I'm not really much a player of MP loot games: Warframe maybe only exception and that doesn't use full item loot. The rest of the crafty games basically never provide "full loot". Not sure what's supposed so great about it. The games I know it from are stuff like Diablo, RPGs and that. And they bomb you with grey items until your inventory is full and then you have the happy, thankful task of cleaning out the trash.

Divinity Original Sin 2 is a pretty good game. I enjoyed it up to the middle when it became kinda tedious sifting through the many ingredients I never used anyway, which were for obscure recipes I was somehow always lacking something and first of all the constant reequipping of the whole crew to keep the gear on par with the scaling enemies.

You find a cool thing - half an hour you trash it because it's obsolete again. Yeah, I know that is a progression and scaling issue, too, but the point is: too much stuff is just ballast and it's ballast quickly.
 
All the responses from random people who think about it for 5 seconds and conclude "I think it makes sense [to prioritise other things]", it's a shame CIG couldn't figure that out before they start throwing around claims and promises, failing to deliver, quietly shelving the whole idea after spaffing who knows how much money on it, and then getting stroppy when backers dare to enquire about it.
Next: Roberts claims "it's already in the game," before CIG bodges together a bare bones MVP at the last minute when they're critically short of any other progress to showcase, to complete indifference from backers, and then everyone basically forgets it ever existed.
 
All the responses from random people who think about it for 5 seconds and conclude "I think it makes sense [to prioritise other things]", it's a shame CIG couldn't figure that out before they start throwing around claims and promises, failing to deliver, quietly shelving the whole idea after spaffing who knows how much money on it, and then getting stroppy when backers dare to enquire about it.
Next: Roberts claims "it's already in the game," before CIG bodges together a bare bones MVP at the last minute when they're critically short of any other progress to showcase, to complete indifference from backers, and then everyone basically forgets it ever existed.
You think they threw money at it? I don't thinks so. Some token stuff for some pics and big talks. It's just smug lies to generate dreams and hype and collect the gulliber's cash off them.
 
I'm not really much a player of MP loot games: Warframe maybe only exception and that doesn't use full item loot. The rest of the crafty games basically never provide "full loot". Not sure what's supposed so great about it. The games I know it from are stuff like Diablo, RPGs and that. And they bomb you with grey items until your inventory is full and then you have the happy, thankful task of cleaning out the trash.

Divinity Original Sin 2 is a pretty good game. I enjoyed it up to the middle when it became kinda tedious sifting through the many ingredients I never used anyway, which were for obscure recipes I was somehow always lacking something and first of all the constant reequipping of the whole crew to keep the gear on par with the scaling enemies.

You find a cool thing - half an hour you trash it because it's obsolete again. Yeah, I know that is a progression and scaling issue, too, but the point is: too much stuff is just ballast and it's ballast quickly.
absolutely.......... i certainly would not be salvaging any old guff, not after the initial start at least, and not every ship i would expect to have salvageable stuff,, it would all depend on how spectacularly it blew up i guess........ but the ability to scan and identify "interesting" loot is what i would enjoy..... its just getting the balance right and i would not expect that to be fully sorted till much closer to launch, its just the mechanism which needs to get done
 
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