whew that was a lot to read...
Alright, so, I think the top complaint I read in here was about the display of FPS combat. Yep, it looks bad. The animation and networking is mostly to blame and they keep talking about how all that is being worked on. The big rewrite of the whole networking layer is supposed to be included with alpha 3.0, but also:
We also continued working on vision stabilization for the first person view (1P). This is necessary to counter the head-bob that results from sharing the same rig between 1P and third person (3P) modes (meaning, essentially, that instead of being a floating camera, your character’s body and its movements are treated the same way as all the other characters you see.)
To achieve this we’ve developed several techniques that effectively simulate how human eyes stabilize an image. The first deals with the eyes directly and eliminates all orientation changes from the body on the camera, which is most effective when the body is idle. The processes mirrors how human eyes stabilize an image on the retina. The second, head stabilization, which we patterned after how birds deal with this same problem, keeps your head at a fixed position by counter-translating body motions to maintain the perception of stability. The adjustments are only a couple of centimeters at a time, which are barely visible on 3P models. The end result of a great tool for designers and animators that allow them to tweak the amount of head-bob to a level most people perceive as realistic. This is an ongoing development process and there will be more tweaks and improvements in the coming month.
some video of them showing improvements they're working on:https://youtu.be/FeXUMd4T5mw?t=3644https://youtu.be/ZNV-Y5hauZ0?t=556
preview of upgrades to those slow animations people complain about (yes, they do know they are slow and irritating, the animation director even discusses it recently in Reverse the Verse 2.01):https://youtu.be/g3rPBbVBrcI?list=PLVct2QDhDrB0Wr8oiWtstuyBJ1rail_0b&t=1454
Here they discuss in depth the state of animation and the future of animation for the gamehttp://imperialnews.network/2016/07/reverse-the-verse-episode-2-01-summary/
Another big issue is how long just one star system is taking to create for the PU. I think the obvious approach they are taking here is to get the R&D done on all the engine tech, get it all working right the first time in one example system, and THEN put all of that into the assembly line to crank out the rest of the 99 systems. You'll see the same thing happen for star systems as you do for starships at some point. Once the tools and pipelines are in place, the artists and content creators will fill that void, just as they have with all the ships and characters being built.
Next is certainly the big question mark in everyone's minds about the "mission" they showed off. Will this type of mission be sustainable from a development perspective? Maybe, maybe not. If they go the route of SWTOR, they have a TON of expensive work ahead of them. However I don't think that's the case for the full PU and this was just a demonstration of what they CAN do.
From what Tony and Chris have explained, the bulk of missions you will find are going to come from the simulated economy and subsumption AI system, as well as how both of those things get affected by player actions. There will also be a layer of more story driven narratives which will have to be hand crafted and performed in the way we saw in this demo. But, the most interesting content will of course be user-generated. When all the occupational gameplay systems are put in, people will find plenty to do without a mission terminal.
Moving on, a great point someone brought up was what exactly was the purpose of showing off the Drake Dragonfly that way? Who gets to keep it? Does anyone get to keep it? It was a fun tech demo to show what they CAN do but the question is how will something like that actually make it into persistent gameplay, etc. As far as they've said and as far as we've seen their goal is to mimic real life when it comes to physical items and inventory. In the case of that Dragonfly... well if you found it, you can turn it on (it's not locked or whatever they have in place), and you can transport it, I think according to the game, it's yours. Same with those crates of supplies they were trying to get off the moon. You don't "loot" in this game like you do in every other.
Then there is the big elephant in the room: player count and server instancing. Yes, the current system is terribly limited and certainly does not feel like a MMO yet. Well, of course not. They are working on an engine's networking layer that was never intended to be used that way. Are they working on it? Absolutely. Is it ready yet? Nope. Soon? Hopefully! A quote from a recent Around the Verse ep:
Another feature that’s got me really stoked is the server transition technology which is going to break down the walls between the isolated server instances and start to finally push all the players in the game together – that’s a bit farther out because we have to replace all the low-level CryEngine network code but it’s going to have huge impact across a wide spectrum of gameplay and ultimately it’s going to make the entire world feel a lot more alive.
I think ArcAge is the only MMORPG I can think of that's also used CryEngine as a baseline tech. I can only wonder how much and how long they had to hack at it to get their networking in place.
I just don't get the point in bitching about these things that aren't in yet. If you even bother to pay attention to all the weekly updates they create, you'd know what they are working on and know that all these things are known issues and are being sorted out over time. What's the point in complaining about the state of systems and engine tech that you all know isn't final--especially on the networking side? Just fucking have some goddamn patience and let them do what every other development team get's to do without you getting to watch all the fail before they find success and figure something out and get it right.
To those of you who just LOOOOVE to complain how LONG they've spent so far, put that shit to rest already. That's the most ignorant and tired complaint/argument repeated on any site that has a story about Star Citizen with a comments section. Not only is it patently absurd to accuse them of taking too long given the scope of the project and the amount of re-engineering and R&D needed to achieve the crazy shit they are dreaming up, it's even more absurd to accuse them of it when they've had to spend all these years just hiring up developers to match the size and resources and development pipelines that fully established companies have the benefit of when they start on something new. YES, there was preliminary work and designs being put to paper as far back as 2010 or 2011 but ffs there were only around 12 people working in the Austin office when they first "launched" on Kickstarter. CIG isn't Hello Games. Star Citizen isn't NMS. The game does not populate itself from art asset pools and math algorithms. To create this big of a revolution in PC gaming possibilities, you've got to spend a LOT of time finding developers who are up to and seeking out that challenge. The recent interview with Brian Chambers is very very telling in how the industry itself views the scope of this project. It's huge, it's daunting, and it's something they all are genuinely excited for and want to see happen.
This team will never cease to find people online who will scathe them for daring to show off what they DO have so far even when they knowingly have so much more to do and fix, which is really sad because that's exactly what they're supposed to do per the notion of crowd funded development. If they didn't do things like these gameplay demos, the internet would just bitch at them for that too.