|
SoftNum posted:No see galaxy-brain is telling them they are being blocked. The actual blocking is basically unimportant as long as they know you did it! You sure showed them! Here on SA it serves more like a little reminder that I'm about to read an extra lovely post, and I have to put out the tiniest amount of effort each time, so I'm slightly less likely to actually touch the poop and egg them on more.
|
# ? Oct 15, 2018 02:36 |
|
|
# ? May 16, 2024 22:58 |
|
Neltharak posted:https://www.youtube.com/watch?v=oGoNVWzgsBI Holy poo poo, "Raise the pledge! Numa numa yey!"
|
# ? Oct 15, 2018 02:42 |
|
Sarsapariller posted:Sure. This is a level of UI fidelity never before attempted. Overlaying your helmet UI over the ship UI results in 2x the fidelity and is 2x better than any other space game. You don't understand game development.
|
# ? Oct 15, 2018 02:57 |
|
Neltharak posted:https://www.youtube.com/watch?v=oGoNVWzgsBI FOIP is the best gift Chris could give us, Christmas has come early this year.
|
# ? Oct 15, 2018 02:59 |
|
Robbaz has found FOIP https://www.youtube.com/watch?v=CX-c78SURpI
|
# ? Oct 15, 2018 03:07 |
|
|
# ? Oct 15, 2018 03:25 |
|
Shower thought: why are CIG having so much difficulty adding avatars?
|
# ? Oct 15, 2018 03:37 |
|
Quavers posted:Shower thought: why are CIG having so much difficulty adding avatars? Because they aren't working on them. They are focused on creating models for SQ42 which consists of males aged 25-40.
|
# ? Oct 15, 2018 03:51 |
|
Quavers posted:Shower thought: why are CIG having so much difficulty adding avatars? I almost wonder if they are aware how loving creepy their remaining community is and don't want to add fuel to that particular dumpster fire?
|
# ? Oct 15, 2018 03:55 |
|
I'm sure CR has to check the pixels on the boob jiggle physics as well. Can't have FEEEmales without bust-emphasizing combat armor and spacesuits for proper titty fidelity.
|
# ? Oct 15, 2018 03:58 |
|
Sarsapariller posted:Sure. Hold on, let me grab the UI for Elite. Upper left: comms screens. You have various sub-screens for various purposes. See #3 for SC Upper middle: Wing info (if in wing). Blank if not in wing. Upper right: ship info/status. Also has the ship name and the clock (UST). Largely the same as #8 in the SC display. Middle: weapons. Will display targeting retacule and what weapons are deployed dynamically. Lower left: target info. Dynamic based on what's targeting, but will state if a ship is wanted or not in a local system. The sphere is the star itself being targeted, but will change to be a ship if a ship is targeted and display the shield and hull %. #4/#5 for SC lower middle: compass, heat levels, radar, throttle level. -Compass, the smaller circle, shows you the direction to the targeted celestial (non-ship) object. A filled in circle is behind you. -Heat level bar is self-explanatory, but scales weirdly (basically once you're in critical range it sort of "stops"). -Radar shows all objects local to you that can be targeted. Same as #9 -Throttle is largely self-explanatory. In sub-light flight, the blue zone represents the most maneuverable range. In supercruise (FTL), blue is "stay in this range so you don't overshoot or take forever". Lower right: Ship display, subsystems, and persistent statuses. -The ship display is the same as the targeted ship display, shows shields and hull %. My shields are OFF here (save power and thus fuel, also less heat emitted). Effectively #1/#2 -subsystems are like the triangle, but changing them does stuff. Each subsystem has a total of 8 available levels, but you can only add two at a time, which will subtract one point from the other two as you do. Mine subsystem control is off in this image to save power. Same as #6 -Persistent statuses are your fuel levels, scoop or landing gear deployed, and mass locked, which means you can't jump to FTL from sub-light. That's not even getting into the side menus, which provide a lot more information, but are "hidden". e: added closest comparisons. iospace fucked around with this message at 04:06 on Oct 15, 2018 |
# ? Oct 15, 2018 04:02 |
|
iospace posted:Hold on, let me grab the UI for Elite. It's almost like they designed game mechanics first and then built the ships to accommodate them, instead of building 200 ships and then going "Oh poo poo all these screens should do something" and then literally building custom UI's for every ship, half of which don't work. One of the many reasons I have 700+ hours in Elite and probably about 10 in Star Citizen despite owning both for the same number of years.
|
# ? Oct 15, 2018 04:16 |
|
SpaceSDoorGunner posted:I'm sure CR has to check the pixels on the boob jiggle physics as well. Star Citizen so far is devoid of sex though, to an extreme extent that is in itself kind of weird and creepy. I've always wondered why they didn't play up at least some sort of mild romance angle to open up the wallets of the lonely neckbeards.
|
# ? Oct 15, 2018 04:16 |
|
Sarsapariller posted:It's almost like they designed game mechanics first and then built the ships to accommodate them, instead of building 200 ships and then going "Oh poo poo all these screens should do something" and then literally building custom UI's for every ship, half of which don't work. One of the many reasons I have 700+ hours in Elite and probably about 10 in Star Citizen despite owning both for the same number of years. Like, I can understand projecting your ship and targeted ship data onto your helmet HUD. It makes sense to me in the "it's the most important in a dogfight, and you want to be able to see it at all time without having to turn your head." Hell, you could modify it based on what ship you're flying. Flying a freighter? Have only your ship info on the helmet and any targeted ship on the ship HUD. Combat? Both. However, having both helmet and ship HUD displays is so dumb.
|
# ? Oct 15, 2018 04:21 |
|
Signing in for duty
|
# ? Oct 15, 2018 04:51 |
|
iospace posted:Like, I can understand projecting your ship and targeted ship data onto your helmet HUD. It makes sense to me in the "it's the most important in a dogfight, and you want to be able to see it at all time without having to turn your head." Hell, you could modify it based on what ship you're flying. Flying a freighter? Have only your ship info on the helmet and any targeted ship on the ship HUD. Combat? Both. The problem is, as with most of the other systems, they build the new ships around whatever the current design plan is. Take, for example, the shiniest new toy the hammerhead, or the alien ship the Kartu'al. You can see in both these videos that the screens have been updated so only the helmet display shows up. It's not all functional but it works. https://www.youtube.com/watch?v=V6tOvPiH0MI&t=6s https://www.youtube.com/watch?v=hFubZ1N3HxU&t=8746s But the old and busted generation 1 ships that they sold in 2013 or whenever do not get updated to keep up with the newest changes. They might get a pass in a year or two, but until then they are functionally broken. Plus, most of their features were never completed in the first place. They rely on Citizens not to notice this or care because they have their whole fanbase chasing the newest, hottest upgrades. We laugh a lot at the prices in here but it's actually a very canny business model. You can trade in that old constellation and get this shiny 600i! All the money you've already put in bridges the gap so you're only paying 150 bucks or whatever to get the newest thing! Then they gradually string that out, until the newest thing is 700 bucks total but all the backers chasing it have already put 600 in, so what's 100 more? Playing this week I have seen absolute shitloads of: Hammerhead, Cutlass Black, (New) Mustang, and Aurora. That is to say, three types of starter-ish ships, and the newest most expensive combat toy on the block. You know what I didn't see? literally anything in between. No freelancers, no constellations, no caterpillars, no F7C-M hornets, no retaliators, nothing. I saw ships worth less than 100 bucks, and ships worth more than 700, and that was it. There's two types of people playing basically- guys who buy the latest ship, and guys in starters, and nothing in between, because why bother? Everything in between is some shade of broken garbage. Chase the fad or don't bother at all.
|
# ? Oct 15, 2018 04:57 |
|
Neltharak posted:even in the rear end-end of france Paris?
|
# ? Oct 15, 2018 05:00 |
I've been away for a while just lurking. Is Star Citizen...Good now? I am confused.
|
|
# ? Oct 15, 2018 05:02 |
|
Let's see. I threw money in... 2015? I forget. Arena Commander was the only mode at the time, and I was all "Maybe I'll get a game out of it, maybe I won't. Oh well." Funding was still around... 50 mil? Not sure. Elite was in the final phases of its beta, and I was having fun lassoing people with the interdiction tether so it influenced my decision to buy... An Origin 325A. 70 bucks. Little bit more than a traditional game, but sure, fine. How many of those do you see running around? (irony: I have not accepted any TOS for SC since then. I could probably sue for a refund on the grounds of the old TOS and thus they are legally bound to the contract we mutually agreed to, but 70 bucks is... not worth the hassle)
|
# ? Oct 15, 2018 05:05 |
|
iospace posted:An Origin 325A. 70 bucks. Little bit more than a traditional game, but sure, fine. How many of those do you see running around? Literally none. Probably because they built the loving ceiling wrong, so you spend all your time in it with the character model hunched weird. Although the screens on that one do look like they work with the helmet at least. (Edit: I guess they fixed the ceiling thing. I had no idea, I literally haven't seen a single one) Most people in starter ships now are in auroras or mustangs because they're the cheapest possible. Anyone who was in for 70 bucks back then, and is still playing, is probably running around in something like a cutlass (100 bucks) or the new valkyrie (330). There's kind of a whole series of all-rounder ships that gradually escalate in price. VealCutlet posted:Signing in for duty Added
|
# ? Oct 15, 2018 05:13 |
Even if this game came out and fulfilled %100 of everyone's fantasy of whatever the hell this game actually is supposed to be. How on worth would it ever be full of players? The prices for a single ship are just bonkers and am I correct in assuming if your ship is blown up it is permanently lost? Like even if you were a true believer that this was gonna ever be fun and functional, the pricing alone is so absurd as to limit the number of people who will ever play it. Whose gonna wanna be stuck flying a scrub tier ship when whales are flying around in massive capitals you'll never be able to attain? Sorry, I've only loosely been following this "game" for the laughs so this is probably a well worn out thought.
|
|
# ? Oct 15, 2018 05:14 |
|
Popete posted:Even if this game came out and fulfilled %100 of everyone's fantasy of whatever the hell this game actually is supposed to be. How on worth would it ever be full of players? The prices for a single ship are just bonkers and am I correct in assuming if your ship is blown up it is permanently lost? Well, if your ship blows up right now, I thiiiiiiiiiiink you get it back. For now. Upon release, well you're poo poo out of luck because they have not indicated a "fallback starter ship", like EVERY OTHER SPACE GAME OUT THERE. Unless you have Lifetime Insurance, in which case you get your ship back, no clue at a reduced rate or free. I speculate insurance will operate more like Eve, in which you pay in per hull, but won't cover modules. Also, ingame it costs... 220 dollars to buy a new starter ship assuming 1k ingame cash = 1 USD. One you could buy for 45 fresh off the store.
|
# ? Oct 15, 2018 05:19 |
|
DapperDon posted:I've been away for a while just lurking. Is Star Citizen...Good now? I am confused. Yes, time to buy back in Popete posted:Even if this game came out and fulfilled %100 of everyone's fantasy of whatever the hell this game actually is supposed to be. How on worth would it ever be full of players? The prices for a single ship are just bonkers and am I correct in assuming if your ship is blown up it is permanently lost? 1) Filling the game with players does seem to be the hitch. Any time you have more than 7 or 8 people in one place with their ships active, performance starts to crater. 2) Your ships are not permanently lost if they kersplode, unless your insurance runs out. They like to sell ships with "Lifetime" insurance the first time, i.e. a permanent guarantee that you will never lose the ship. Then in later sales they drop the lifetime part and sell 6 or 12 or whatever-month insurance on the ship. The understanding is that some day, they will flip a switch, and people will start running the risk of their ship being lost forever unless they keep making insurance payments. But since the game is in permanent alpha and there would be literal riots if people lost their poo poo before the game was even released, they will never flip that switch. It's just another sales pressure tactic to get people to buy at the first sale. Effectively losing a ship just spawns you back at the only current spawn point, and you have to wait out a 20 minute or longer timer to get your ship back. It is a pointless waste of time. The only real penalty is you lose any cargo you were carrying, but trading doesn't work anyway, so... 3) The idea is that players will be able to earn their way up gradually. The video at the recent convention is the first hint in 6 years that CIG might actually implement something like that. The in-game economy is currently hosed. You have to play for about 2 hours and get very very lucky to make enough money to earn a single pair of space pants. I'm not making that up. You have to buy casual wear and it costs almost as much as guns and armor. If they ever do fix the economy and allow ship sales in game currency their cash shop will crater because why would you pay 700 bucks for a ship you can earn in game?
|
# ? Oct 15, 2018 05:22 |
Yeah that's a good point, even if they somehow fixed their in game economy to make it remotely possible to attain ships without investing years of grinding. That will just drive away all the Whales who have spent 100s or even 1000s of dollars on ships. They're basically screwed if they even wanted to try and balance the game.
|
|
# ? Oct 15, 2018 05:27 |
|
Popete posted:Yeah that's a good point, even if they somehow fixed their in game economy to make it remotely possible to attain ships without investing years of grinding. That will just drive away all the Whales who have spent 100s or even 1000s of dollars on ships. yup, and that's the thing. At some point, the game as planned went from "pipe dream" to "impossible". The point was probably around the time of the Infamous Stretch Goal Poll. The game is strictly catered towards whales now. Anything that would be balanced towards allowing new people to get in would be defeating the purpose. Elite has the problem of "Forum Dads". At least they didn't pay real money to fly Anacondas.
|
# ? Oct 15, 2018 05:30 |
|
Sarsapariller posted:It's almost like they designed game mechanics first and then built the ships to accommodate them, instead of building 200 ships and then going "Oh poo poo all these screens should do something" and then literally building custom UI's for every ship, half of which don't work. One of the many reasons I have 700+ hours in Elite and probably about 10 in Star Citizen despite owning both for the same number of years. That's just crazy talk. The obvious conclusion is that you don't understand games development.
|
# ? Oct 15, 2018 05:31 |
|
Sarsapariller posted:The problem is, as with most of the other systems, they build the new ships around whatever the current design plan is. Take, for example, the shiniest new toy the hammerhead, or the alien ship the Kartu'al. I really hope Frontier makes spacelegs a viable in game system and it shits on Star Citizen.
|
# ? Oct 15, 2018 05:46 |
|
Popete posted:Even if this game came out and fulfilled %100 of everyone's fantasy of whatever the hell this game actually is supposed to be. How on worth would it ever be full of players? The prices for a single ship are just bonkers and am I correct in assuming if your ship is blown up it is permanently lost?
|
# ? Oct 15, 2018 05:47 |
Chin posted:In that case they would have made revolutionary breakthroughs in the fields of networking and artificial intelligence in addition to achieving some sort of time travel in order to allow their employees enough time to generate one hundred solar systems of content and thousands of voiced and interactive NPCs when it's taken them several years to implement three shallow NPCs and a small fraction of a single system. But even in the alternate reality where CIG realizes they cannot make the game they promised and decides to come up with a concise and focused space sim that is actually achievable and fun (starting from scratch). They still couldn't pull it off because they've already broken the fundamental concept of balance with these insane ship prices. They would have to actively screw over their most dedicated cash cows.
|
|
# ? Oct 15, 2018 05:54 |
|
https://www.youtube.com/watch?v=uvlwQ4doxPc
|
# ? Oct 15, 2018 06:10 |
|
Quavers posted:https://www.youtube.com/watch?v=UXHWGb23S5g I'm the first 'game dev' who thinks OCS was a 30-40m lines of code rewrite that took hundreds of thousands of man hours. It's about as realistic as claiming that a loaf of bread requires a ton of flour. To put in perspective, an entire AAA game engine has a few million LOC. Assuming six people (which was their entire network team a few years ago) worked on it full time for two years (they said they worked on an off for three years), you get around 25,000 hours. Converting to LOC, a dumb metric (at aprox. 250 per day), puts an upper limit of 800k LOC. Given more realistic figures, it's likely below 100k. I don't know how you can argue that CIG is making good progress on tech, since they have a budget that could have easily afforded a custom built engine from scratch by now. It's fair to say they had to make many inefficient decisions, and had to support an art team to even bring in the money. But in isolation, 5 years at 35m/year gets you an engine. By that comparison, CIG is very behind in tech. You have to rationalise every misstep and compromise that CIG made in order to justify where they are today. But at that point you aren't really being objective anymore. Tokamak fucked around with this message at 06:41 on Oct 15, 2018 |
# ? Oct 15, 2018 06:38 |
|
Quavers posted:Shower thought: why are CIG having so much difficulty adding avatars? All of Roberts notes on female avatars are extra sticky and no one will touch them.
|
# ? Oct 15, 2018 06:58 |
|
Sarsapariller posted:Alright, just for fun here's an old school write up. The server was back to being a loving headache today, crashes and hangs galore, so lots more frustration. you don't understand game development. Show me the AAAA games you have made
|
# ? Oct 15, 2018 07:03 |
|
Sarsapariller posted:Alright, just for fun here's an old school write up. The server was back to being a loving headache today, crashes and hangs galore, so lots more frustration. Good effort brother. Was that in the current PU or the new PTU?
|
# ? Oct 15, 2018 07:13 |
|
Sarsapariller posted:I don't know, right at the start they're praising Mining as a "Good" system. I haven't been able to mine, since literally one ship in the game is capable of it and it doesn't tie into any other mechanic. Also the host is excusing away Crobberts' promises. CIG is doing its outmost to properly massage the message and prepare the fans for a more than likely incomplete release (CR´s original MVP statements, CitizenCon´s "What is release?" etc), whatever that release happens to be (early access or whatever). I am pretty sure the main SC streamers and co. have been given the word and marching orders correspondingly to indoctrinate the masses that "incompleteness" is the new normal. After years of SC fans making GBS threads on everyone else for releasing incomplete stuff and telling us how SC delays were so to take all the time it needed to deliver a complete and full product, and quoting the poo poo out of Miyamoto etc, CIG and the whales are surely scared shitless that the screams and laughs could be of epic proportions. MedicineHut fucked around with this message at 07:40 on Oct 15, 2018 |
# ? Oct 15, 2018 07:30 |
|
iospace posted:Let's see. I threw money in... 2015? I forget. Arena Commander was the only mode at the time, and I was all "Maybe I'll get a game out of it, maybe I won't. Oh well." Funding was still around... 50 mil? Not sure. Elite was in the final phases of its beta, and I was having fun lassoing people with the interdiction tether so it influenced my decision to buy... What would be worth the hassle is a gang tag for goons who keep star citizen accounts despite looking at the game as a joke. The blocked buddies are kind of an elite group now that ol man Derek is no more on these here forums.
|
# ? Oct 15, 2018 07:50 |
|
Popete posted:But even in the alternate reality where CIG realizes they cannot make the game they promised and decides to come up with a concise and focused space sim that is actually achievable and fun (starting from scratch). They still couldn't pull it off because they've already broken the fundamental concept of balance with these insane ship prices. They would have to actively screw over their most dedicated cash cows. The meltdowns will be glorious
|
# ? Oct 15, 2018 07:58 |
|
https://i.imgur.com/plaiup0.gifv
|
# ? Oct 15, 2018 07:58 |
|
Reading about the economy makes me think of a tabletop RPG GM who is extremely convinced that the players really need to appreciate every soggy toothpick that the world throws their way. Also, CR would probably be a super-horrible GM (unless he was running a game where the players were people he'd love to impress).
|
# ? Oct 15, 2018 08:51 |
|
|
# ? May 16, 2024 22:58 |
|
Magirot posted:There's also a "decoupled mode" which you can use to turn while keeping your trajectory, but it isn't bound to any key by default. For whatever reason. PRESS 3 TO USE
|
# ? Oct 15, 2018 09:37 |