The Star Citizen Thread v5

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Viajero

Volunteer Moderator
I must insist, it does not start with yaw at all :). It is actually the other way round. The controller issue and arcade aim/fly system in SC is fundamentally a controller design one, nothing to do with an xml value for a rotational speed parameter.

The fact that rotational speeds are completely unrestricted and acceleration/decelerations are also quasi instantaneous (borked physics ref) exacerbates the arcade experience described above by making the whole thing play as if it was an FPS in 3D, instead of flying a ship. But that is secondary to the main controller and arcade design discussion. Unrestricted yaw could also work very well as long as the rest of the controller and flight design is still a proper simulator based experience (as was promised originally) with no zero order shenanigans, and not the "freelancer" point and shoot arcade that we have today.
 
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Info from the PCGamer Weekender Pt2

Welcome back to part 2 of the weekender. This part includes great bits about being a global studio and star marine maps, but first we'll hear about a question comparing SC to other space sims.

The tone that we want for Star Citizen is very different from some of the others. There is very high sci-fi concept we're going for. But some of the other things like radar or cargo, or how they handle death, things like that. Is that a good fit for us or do we want to go another way? We want to make sure however we do it we put our stamp on it, but if someone has already figured something out and it's the accepted way of doing something, do we want to go our own way? It would be stupid to put our hands over our eyes and go, "no we know what we are doing", it would be stupid to say our way is the right way of doing things.

If other games have gone through development and research and they've become standards, then we should always at least listen to those things. Then incorporate them where they are at least applicable.



Hi, this is sort of a 2 part thing on SM maps. The first time we saw it was almost like an Enders game sphere in zero-g that teams were going to be fighting on, is that going to be a thing anytime soon?

No not anytime soon, that was a test by Ilfonix who was doing the test. That was kind of a zero-g, everyone going after the ball and has their gravity guns. It worked okay, but it wasn't particularly fantastic. We kind of went back to the drawing board....SATA ball yeah that's what it was called. We kind of got our own FPS team. I think we're going to end up with much better FPS and EVA action than where that was heading. You might see an EVA specific FPS map.

Currently what we've got is two maps that approach EVA in different ways. Damien kind of has EVA surrounding it, it's kind of like picking people off going in between the two station structures. With Echo it's kind of EVA in the center, and you can use that to go between points. So you don't have to go through the rat runs between points, you can just skip it all. That is how we're approaching the EVA spaces in maps, we're looking for new mechanics.



Narrator asking second question, the 3.0 demo was obviously, that we saw, we went onto a planet surface. Is there any technical limitations where you could put a dome on it and turn it into a map.

There is no limitation on that, that could happen.


The panel was asked about challenges of working in a global studio.

It was difficult to start with, we had to learn this. Right now we use Skype, like, we would just go up and talk to someone at a desk. We got used to it not being hard. You know when you get a phone call, like, you feel like you're at work in the middle of something. It was difficult to get used to, but now you feel like you work with them in the same office. You get into cadences, okay I know Frankfurt comes in a little later. I know Austin will come online around 2, and LA will come in around 4 o'clock ish. So you get to know people and when to expect them, it is really not a problem anymore. We have confluence where all our documents go, so we can get them even if the person is away.

We usually work right up until the deadline for some things, like literally around the clock. The wonderful thing about a global studio structure, spanning multiple time zones. It can be disadvantageous at times, but it also means that when you work and done your time, you can sign off and write an e-mail to a studio that is just waking up, go to sleep, and wake up, they've done the same to you. So it's really organic and once you get into it it becomes really natural.



The next question was how missions were assigned to players in SQ42.

We're trying to be informed as much as possible by the PU. If it exists in the PU then we can leverage it in different ways. So we kind of leave it up to the player in how to approach some things. We also have the affordance of being much more scripted and focused at times, so we have these key beats we need to tell the story, so we can choke point the player into something to have a cinematic or moment to interact with Mark Hammill inaudible then it's back out into an open thing. So it could be some place that is out in the PU, but we're adding context and that sort of thing.


The panel was then asked how they will allow multiple people to have unique experiences in the verse.

So you can build up reputation, almost mutually exclusive kind of thing. You have to pick paths sort of thing. If you do something for someone else or become a criminal then a whole bunch of people might not want to work with you. So everyone will have a different standing and a different set of missions available to them. I mean create your own story, the amount of role playing that goes on in this games give you the freedom to do that. The PU that we keep talking about is kind of sparse at this moment and yet we have this kind of abandoned space station there, and I watch people role play being the security guards kind of thing. And anyone who comes near it they ask papers from, and papers don't exist in this game yeah. Then they command them at gun point and tell them to sit on the floor, then they take their ship and search it, so stories get built.


How is the tech being developed affecting the game development.

Well the tech is always moving along, which is why it's difficult to create the PU. We create it in one form of tech then this amazing new form of tech comes along. Example the gravity tech is incredible, it blows my mind, but we can't use it yet. That kind of tech is for a race that isn't in the game yet, so I'm constantly trying to, how about if we did it like this. And they'll say no, the human race doesn't have that set of complex gravity things. So I'm looking forward when we create puzzles using all this gravity tech we have. But...so...the guys we got working on the tech are just incredible, zooming down from planets, inaudible. You can go from a moon to uh...anyone who saw gamescon where we went from Space Station to a planet to a city underground on the planet to a derelict space station on a moon. All of that was actually really along for one play through, but right now all that looks 10 times better, it just keeps on moving and gets better.


Another question was posed to COO Carl Jones, what progress should we expect to see this year?

We're not going to talk about any dates. But we're working really hard on SQ42, and SC moving forwards. This year we're looking to do 2-3 major updates. So we'll be adding more locations, more gameplay, bringing jobs in so you can have careers and whatnot. Those will be part of the updates as we go through this year. Generally we'll be trying to pull together closer to what the final SC is going to be, and we'll get closer and closer to with each incremental delivery. It's coming, but we won't release it until it's ready.


They were then asked how new models of ship would be handled and LTI backers received.

I don't know the answer in terms of the economy. If you have the Super Hornet when we have the 2019 Super Hornet then you might be able to upgrade all the way through with your LTI and everything. Don't hold me to that, but it'll be like upgrading your BMW.
 
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Info from the PCGamer Weekender Pt2

Seems to me that these answers could have come off the Kickstarter?
I.e.: They have very very little idea about gameplay in general? Don't they have a design document? Is there anything that has been chosen/written down/set?
 
Seems to me that these answers could have come off the Kickstarter?
I.e.: They have very very little idea about gameplay in general? Don't they have a design document? Is there anything that has been chosen/written down/set?

I see you're new to Star Citizen development mate.
Let me help walk you through it:

[video=youtube;ZWq8ynUq7wM]https://www.youtube.com/watch?v=ZWq8ynUq7wM[/video]
 

dayrth

Volunteer Moderator
From the PC Gamer interview:

'Well the tech is always moving along, which is why it's difficult to create the PU. We create it in one form of tech then this amazing new form of tech comes along.'

I don't know what to say....

Year six and they haven't yet decided on a platform to build the PU in?
 
From the PC Gamer interview:

'Well the tech is always moving along, which is why it's difficult to create the PU. We create it in one form of tech then this amazing new form of tech comes along.'

I don't know what to say....

Year six and they haven't yet decided on a platform to build the PU in?

Yeah I thought that bit was rather odd as well.

---

There was also this from Part 1

Talking about Elite and how you have to physically travel. The panel was asked about how other games allow you to meet up with your friends and how it will work in SC.

In Star Citizen in the PU we don't want that kind of instantaneous instancing. Time needs to be important for travelling and cargo. If there was a way to warp and speed without travel then it breaks a lot of ....random talking....there is a very intricate web of careers and activities that the players can do. The knock on effects of instantaneous travel would cheapen a lot of aspects of the game. If you want to go somewhere you have to physically get there and that is part of your story, the journey in getting there. If there is a war going on over here, and there are other people doing things, you can help them out and get stuck in one area for months constantly doing things.

To be honest I've heard of this "...you can help them out and get stuck in one area for months constantly doing things." time and time again from developers. Why do they say these bloody things when they don't know how it will actually pan out.
From my experience, the reality never matches the promises, if you look back at something like GW2, they promised this amazing story with loads and loads of branching, unique events, a fantastic reputation system and all this other stuff that never made it into the game in the way it was described.

The subreddit is also amusing, they moaned incessantly about travel times in Elite, how it's boring, how you're waiting for gameplay etc and now that they're being told you'll need to spend a lot of time travelling they're lapping it up https://www.reddit.com/r/starcitize...mer_weekender_qa_session_star_citizen_part_1/
 
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Info from the PCGamer Weekender Pt2

I dont know what to say....I m kind of speechless. I started this post 3 times and am at a loss for words.

I wonder what other news sites will make of this or how "experienced" game developers will comment these statements. I am not one but this way of handling game development seems grossly flawed and very bad IMO maybe someone who knows more could shed some light on it for me.

Did CR basically say they are not done with the design yet regarding basic systems and are still looking for new technologies to get things done?
Wouldnt that mean that whenever they do find a new technology they want to have they have to redo all of the existing stuff in order to intergrate it?
Is it normal after 7 years of runtime and 143 million dollars in funding to not have a complete design paper and still thinking of new ideas?
Isnt roleplaying a community generated content? Why does SC take credit for it when it has no features that support it? (classes/professions, trade or farm mechanics, is a reputation system already in?). This is the same like Doom advertising its a RPG-shooter. Sim City would also be a RPG game because you can imagine to be a mayor.
If they are indeed still taking on new ideas and technologies how far back would the new estimated release date be pushed? I mean at this point they dont even know what possible new problem might arise with these technologies and ideas that are not even on the design board yet.

I dont want to cry "DOOM and DEMISE" yet. Maybe theres a simple logical explanation for this which I m just not seeing? I d be glad for anybody posting his own take on this new development.
 
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This picture tells you more about the state of SC it seems then i originally thought..
 
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