Star Citizen Gameplay Video

Another new video from Star Citizen comes out of CitizenCon, showing off a lot of the upcoming sandbox space game. This includes a walkaround showing off various bits and over an hour of gameplay in a clip that runs close to 90 minutes. The whole thing is accompanied by a running developer commentary to explain what's going on. Thanks Primalchrome.

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33.
 
Re: Star Citizen Gameplay Video
Oct 15, 2018, 14:24
Kxmode
 
33.
Re: Star Citizen Gameplay Video Oct 15, 2018, 14:24
Oct 15, 2018, 14:24
 Kxmode
 
Razumen wrote on Oct 14, 2018, 02:20:
DangerDog wrote on Oct 13, 2018, 15:37:
Razumen wrote on Oct 13, 2018, 08:04:
DangerDog wrote on Oct 13, 2018, 05:24:
The demo was live but it was 100% pre-scripted.

All demos are pre-scripted, that doesn't mean anything. And the guy fudges a jump and dies, I'm pretty sure they didn't plan that.

Watched someone playing the Alpha 3.3 PTU on youtube, Didn't look anything like what they showed off in the demo. It's like they added just enough content to make that presentation but nothing more.

So the devs have a more complete version of the game? COLOR ME SCHOCKED!

I don't have SCHOCKED! in my pack of Crayola crayons. That's not a color!
"...and in stonks, Fizzy Squeezy Stocklebocks leaped over Droopy Whoopy Bondfluffs, hitting 300-gigglebits to their 150-snorebucks. Meanwhile, in Whimsyland's market, the pancakes reached parity with pogo sticks."
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32.
 
Re: Star Citizen Gameplay Video
Oct 14, 2018, 04:17
32.
Re: Star Citizen Gameplay Video Oct 14, 2018, 04:17
Oct 14, 2018, 04:17
 
CJ_Parker wrote on Oct 13, 2018, 23:08:
jdreyer wrote on Oct 13, 2018, 19:42:
Eve and Elite have piracy, and those games are flourishing. Eve also has permadeath, IIRC. Seems like some games have already solved this problem.

Dude, the point is not piracy per se (as I said). The point is being able to STEAL someone's ship that the person might have bought for HUNDREDS OF REAL-LIFE DOLLARS.

You can play a pirate in Elite, yes, but you can not steal ships. You also can not buy ships with real cash in Elite. So there's some big, huge, very major differences.

Also, regardless of the above: It is very much up for debate whether Elite has "solved" the problem since the crime & punishment mechanics in Elite are rather new (it took FDev 3+ years for a first attempt at a "solution"). It is a constant hot topic on the forums and it is actively being discussed in a very controversial manner.

No idea about Eve. I only played a free trial about a decade ago. Permadeath as proposed in SC might work but with all the other complex mechanics it is still going to be a customer service nightmare. People will constantly submit tickets and spam the forums and Reddit for deaths they consider "unfair". Guaranteed to happen.

SC was initially going to be more about the ships but there has definitely been a shift towards a focus on the character as well as character customization and so on.
People are going to get attached to their toons so permadeath is going to be very controversial.

BTW, isn't Eve a game where you are effectively the ship, i.e. you aren't/don't even play a character? The level of attachment would be totally different then. People psychologically get much less attached to things than to characters. Losing a character life in SC probably hurts quite a lot more than losing a ship life in Eve.

Unless it has changed recently, when your ship gets destroyed, you jettison a pod with your pilot in it. If that pod is then destroyed, you are dead. I think people would ransom a pod for money, since it takes so long to build skills.
If Russia stops fighting, the war ends. If Ukraine stops fighting, Ukraine ends. Slava Ukraini!
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31.
 
Re: Star Citizen Gameplay Video
Oct 14, 2018, 02:20
31.
Re: Star Citizen Gameplay Video Oct 14, 2018, 02:20
Oct 14, 2018, 02:20
 
DangerDog wrote on Oct 13, 2018, 15:37:
Razumen wrote on Oct 13, 2018, 08:04:
DangerDog wrote on Oct 13, 2018, 05:24:
The demo was live but it was 100% pre-scripted.

All demos are pre-scripted, that doesn't mean anything. And the guy fudges a jump and dies, I'm pretty sure they didn't plan that.

Watched someone playing the Alpha 3.3 PTU on youtube, Didn't look anything like what they showed off in the demo. It's like they added just enough content to make that presentation but nothing more.

So the devs have a more complete version of the game? COLOR ME SCHOCKED!
30.
 
Re: Star Citizen Gameplay Video
Oct 13, 2018, 23:08
30.
Re: Star Citizen Gameplay Video Oct 13, 2018, 23:08
Oct 13, 2018, 23:08
 
jdreyer wrote on Oct 13, 2018, 19:42:
Eve and Elite have piracy, and those games are flourishing. Eve also has permadeath, IIRC. Seems like some games have already solved this problem.

Dude, the point is not piracy per se (as I said). The point is being able to STEAL someone's ship that the person might have bought for HUNDREDS OF REAL-LIFE DOLLARS.

You can play a pirate in Elite, yes, but you can not steal ships. You also can not buy ships with real cash in Elite. So there's some big, huge, very major differences.

Also, regardless of the above: It is very much up for debate whether Elite has "solved" the problem since the crime & punishment mechanics in Elite are rather new (it took FDev 3+ years for a first attempt at a "solution"). It is a constant hot topic on the forums and it is actively being discussed in a very controversial manner.

No idea about Eve. I only played a free trial about a decade ago. Permadeath as proposed in SC might work but with all the other complex mechanics it is still going to be a customer service nightmare. People will constantly submit tickets and spam the forums and Reddit for deaths they consider "unfair". Guaranteed to happen.

SC was initially going to be more about the ships but there has definitely been a shift towards a focus on the character as well as character customization and so on.
People are going to get attached to their toons so permadeath is going to be very controversial.

BTW, isn't Eve a game where you are effectively the ship, i.e. you aren't/don't even play a character? The level of attachment would be totally different then. People psychologically get much less attached to things than to characters. Losing a character life in SC probably hurts quite a lot more than losing a ship life in Eve.
29.
 
Re: Star Citizen Gameplay Video
Oct 13, 2018, 20:17
29.
Re: Star Citizen Gameplay Video Oct 13, 2018, 20:17
Oct 13, 2018, 20:17
 
jdreyer wrote on Oct 13, 2018, 03:01:
You could make an awesome TV show in this world using the lore and assets they've built up. Something similar to The Expanse.

Oh FFS, jd, don't give them any ideas!!
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28.
 
Re: Star Citizen Gameplay Video
Oct 13, 2018, 19:42
28.
Re: Star Citizen Gameplay Video Oct 13, 2018, 19:42
Oct 13, 2018, 19:42
 
Eve and Elite have piracy, and those games are flourishing. Eve also has permadeath, IIRC. Seems like some games have already solved this problem.
If Russia stops fighting, the war ends. If Ukraine stops fighting, Ukraine ends. Slava Ukraini!
Avatar 22024
27.
 
Re: Star Citizen Gameplay Video
Oct 13, 2018, 18:47
27.
Re: Star Citizen Gameplay Video Oct 13, 2018, 18:47
Oct 13, 2018, 18:47
 
CJ_Parker wrote on Oct 13, 2018, 17:27:
I'll believe it when I see it in practice. As I said, there will be player orgs specializing in ship theft and piracy to piss off other players.
So what is going to happen then if a couple dozen pirates cooperate to steal a nice ship? Is the game going to spawn 100 security ships? No, it won't because that would crash the servers.
Also, people will figure out the AI response/routines in no time. CIG might be able to design mechanics to make the life of a single thief/pirate rather difficult but they won't stand a chance against a collaborating player group.
It will increase your crimestat, which generates player missions to hunt you down and will spawn NPCs. The game doesn't need 100 security ships - it can just spawn much larger, more powerful ships.

CJ_Parker wrote on Oct 13, 2018, 17:27:
You just say "it will be monitored". OK. How? Any such tracking programs would require very complex programming in order to identify suspicious cases in the first place.

They would also require significant (CPU/database) resources to check all insurance claims (there will likely be dozens of thousands of legit claims per 24h period from normal player deaths) in real-time.

Due to the delicacy of the matter, every suspicious case would then require additional manual checking by a CSR to avoid falsely zapping a legit player.

The whole mechanic will also lead to countless reports, complaints, appeals and so on... it will be a complete nightmare for customer service (in addition to the permadeath mechanic which will most likely also spawn thousands of tickets per DAY).
I too want to see how the system will be built out because, as you point out, it has to be an incredibly complex system just like insurance in real life. It seems like a huge amount of work and will just overcomplicate things. But again, we will see in the final implementation. I imagine the final implementation will be relatively simple - it monitors players that regularly play together and flags up insurance claims where connected players are involved. The occasional offence will be overlooked but regularly insurance fraud will be flagged and invalidated, with an option to appeal at which point a CIG employee can overlook the facts and make a final determination.

The reason the system is there is because Chris Roberts wants to build a diverse universe and piracy is part of that. There will always be a degree of conflict and the idea is to manage it into professions rather than to allow it to become griefing. Therefore pirates will be encouraged to follow certain rules that benefits gameplay and the community.
"The price of freedom is eternal vigilance."
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26.
 
Re: Star Citizen Gameplay Video
Oct 13, 2018, 17:43
26.
Re: Star Citizen Gameplay Video Oct 13, 2018, 17:43
Oct 13, 2018, 17:43
 
All that's being crowdfunded here is a developer's playground. What donator asked for scaling up a crashed ship in first person? None of them. What donator asked for an open universe space exploration game with trade and combat and a cool singleplayer game a la Freelancer meets Wing Commander? Almost all of them.

I like what I see, but I know we're probably never going to get it. What I'm counting on is some ambitious developer seeing this and capitalizing on the hype by bringing out a game that's half as good as this soon, which will still be goddamn good.
25.
 
Re: Star Citizen Gameplay Video
Oct 13, 2018, 17:34
25.
Re: Star Citizen Gameplay Video Oct 13, 2018, 17:34
Oct 13, 2018, 17:34
 
theyarecomingforyou wrote on Oct 13, 2018, 16:03:

CJ_Parker wrote on Oct 13, 2018, 15:38:
As for insurance, this is gonna get complicated real fast because the thieving mechanic could easily be used for insurance fraud if thief and "victim" work together.
CIG will have to invest serious amounts of programming to close all possible loopholes and to program tracking mechanics to discover abuse of the insurance system.
And even then it will likely turn into one of those cat & mouse games where the players will always have an edge by finding new ways to exploit before CIG can patch them.

No, Sir, this idea (which I just picked as an example out of many very retarded proposals by His Cult Leadershipness) is shitty and dumb.
Insurance fraud will be monitored and invalidate lifetime insurance, so few who have spent real world money will be tempted. Why attempt fraud if it could cost you a ship valued up to $2,500? Again it comes down to how the mechanic works and how it is balanced.

LOL, the level of griefing this little exchange hints at... is going to be beyond insane.

If this game comes out in our lifetimes, it will become radioactive in terms of PKing and trolling in about a week.

People on the forums in the future: "When is CIG going to do something about this fucking insurance fraud!?!?!"

*EDIT* sentence structure

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24.
 
Re: Star Citizen Gameplay Video
Oct 13, 2018, 17:31
24.
Re: Star Citizen Gameplay Video Oct 13, 2018, 17:31
Oct 13, 2018, 17:31
 
Prez wrote on Oct 13, 2018, 17:26:
Impressive video, no doubt. I just at this point wonder if all these impressive videos are intended to mask the fact that the huge number of game elements, environments, cool scenarios, and mechanics, while really cool unto themselves, are miles away from beimg joined together to be coming a cohesive, complete product. Which could take forever.

Errr... yes. That (i.e. masking facts) has been the sole purpose of every flashy demo/trailer since 2013.

Show people flashy demo, promise them it will come to the game "soon", rake in money from the easily impressed crowd, rinse, repeat. Year after year after year after...
23.
 
Re: Star Citizen Gameplay Video
Oct 13, 2018, 17:27
23.
Re: Star Citizen Gameplay Video Oct 13, 2018, 17:27
Oct 13, 2018, 17:27
 
theyarecomingforyou wrote on Oct 13, 2018, 16:03:
CJ_Parker wrote on Oct 13, 2018, 15:38:
The idea of theft mechanics is plain retarded. There are a few taboos in competitive online gaming that you just don't touch. Allowing players to steal other players' property is one such taboo, even more so if the player has paid REAL money for the ownership of the in-game item.

We're not talking minor theft/piracy here like the ability to steal some cargo or credits (which is fine, of course) but we are talking about the ability to steal a frickin' spaceship from another player that might have cost the "poor" guy $500 and is the pride of his fleet.

Insurance or not this is gonna annoy the living fuck out of the victim. Also, from the proposed mechanics it won't be hard at all. If you can really hide in a cargo container to sneak aboard another ship, shoot the unsuspecting guy in the neck while he's piloting (he literally never saw it coming) and grab the ship then that's fairly easy for starters. There's not even a fair fight involved in the theft.

As with any griefing mechanic there will be hordes of players (entire "piracy" player groups) engaging in this kind of "gameplay", fine-tuning and honing their thieving skills to perfection just to annoy the fuck out of other players.
They probably don't even want the ship but just making the online life of a random player miserable is gonna give them a boner.
It's a risk-to-reward mechanic. In regulated systems piracy will be extremely difficult and stealing ships uncommon, as security forces will hunt down those attempting it. Where it really comes into play is in unregulated systems where there is greater reward but greater risk to accompany it. As with everything, it comes down to the way such a system is ultimately balanced.

I'll believe it when I see it in practice. As I said, there will be player orgs specializing in ship theft and piracy to piss off other players.
So what is going to happen then if a couple dozen pirates cooperate to steal a nice ship? Is the game going to spawn 100 security ships? No, it won't because that would crash the servers.
Also, people will figure out the AI response/routines in no time. CIG might be able to design mechanics to make the life of a single thief/pirate rather difficult but they won't stand a chance against a collaborating player group.

Insurance fraud will be monitored and invalidate lifetime insurance, so few who have spent real world money will be tempted. Why attempt fraud if it could cost you a ship valued up to $2,500? Again it comes down to how the mechanic works and how it is balanced.

You just say "it will be monitored". OK. How? Any such tracking programs would require very complex programming in order to identify suspicious cases in the first place.

They would also require significant (CPU/database) resources to check all insurance claims (there will likely be dozens of thousands of legit claims per 24h period from normal player deaths) in real-time.

Due to the delicacy of the matter, every suspicious case would then require additional manual checking by a CSR to avoid falsely zapping a legit player.

The whole mechanic will also lead to countless reports, complaints, appeals and so on... it will be a complete nightmare for customer service (in addition to the permadeath mechanic which will most likely also spawn thousands of tickets per DAY).

No, no and no again. You just don't do stupid shit like that in an online game. Many devs have tried and gotten burnt when trying these "realistic" hardcore mechanics.
All it will do is lead to an extremely toxic online community, an exodus of the "regular" players and your CSRs will start sending the game designers death threats.
22.
 
Re: Star Citizen Gameplay Video
Oct 13, 2018, 17:26
Prez
 
22.
Re: Star Citizen Gameplay Video Oct 13, 2018, 17:26
Oct 13, 2018, 17:26
 Prez
 
Impressive video, no doubt. I just at this point wonder if all these impressive videos are intended to mask the fact that the huge number of game elements, environments, cool scenarios, and mechanics, while really cool unto themselves, are miles away from beimg joined together to be coming a cohesive, complete product. Which could take forever.
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21.
 
Re: Star Citizen Gameplay Video
Oct 13, 2018, 16:03
21.
Re: Star Citizen Gameplay Video Oct 13, 2018, 16:03
Oct 13, 2018, 16:03
 
CJ_Parker wrote on Oct 13, 2018, 15:38:
The idea of theft mechanics is plain retarded. There are a few taboos in competitive online gaming that you just don't touch. Allowing players to steal other players' property is one such taboo, even more so if the player has paid REAL money for the ownership of the in-game item.

We're not talking minor theft/piracy here like the ability to steal some cargo or credits (which is fine, of course) but we are talking about the ability to steal a frickin' spaceship from another player that might have cost the "poor" guy $500 and is the pride of his fleet.

Insurance or not this is gonna annoy the living fuck out of the victim. Also, from the proposed mechanics it won't be hard at all. If you can really hide in a cargo container to sneak aboard another ship, shoot the unsuspecting guy in the neck while he's piloting (he literally never saw it coming) and grab the ship then that's fairly easy for starters. There's not even a fair fight involved in the theft.

As with any griefing mechanic there will be hordes of players (entire "piracy" player groups) engaging in this kind of "gameplay", fine-tuning and honing their thieving skills to perfection just to annoy the fuck out of other players.
They probably don't even want the ship but just making the online life of a random player miserable is gonna give them a boner.
It's a risk-to-reward mechanic. In regulated systems piracy will be extremely difficult and stealing ships uncommon, as security forces will hunt down those attempting it. Where it really comes into play is in unregulated systems where there is greater reward but greater risk to accompany it. As with everything, it comes down to the way such a system is ultimately balanced.

CJ_Parker wrote on Oct 13, 2018, 15:38:
As for insurance, this is gonna get complicated real fast because the thieving mechanic could easily be used for insurance fraud if thief and "victim" work together.
CIG will have to invest serious amounts of programming to close all possible loopholes and to program tracking mechanics to discover abuse of the insurance system.
And even then it will likely turn into one of those cat & mouse games where the players will always have an edge by finding new ways to exploit before CIG can patch them.

No, Sir, this idea (which I just picked as an example out of many very retarded proposals by His Cult Leadershipness) is shitty and dumb.
Insurance fraud will be monitored and invalidate lifetime insurance, so few who have spent real world money will be tempted. Why attempt fraud if it could cost you a ship valued up to $2,500? Again it comes down to how the mechanic works and how it is balanced.
"The price of freedom is eternal vigilance."
Avatar 22891
20.
 
Re: Star Citizen Gameplay Video
Oct 13, 2018, 15:38
20.
Re: Star Citizen Gameplay Video Oct 13, 2018, 15:38
Oct 13, 2018, 15:38
 
theyarecomingforyou wrote on Oct 13, 2018, 11:46:
Ships have insurance, so it's going to be a minor inconvenience for those who have backed real money for ships. It absolutely is in the intention to allow pirates to steal ships and conceal details but it won't be made easy.

The idea of theft mechanics is plain retarded. There are a few taboos in competitive online gaming that you just don't touch. Allowing players to steal other players' property is one such taboo, even more so if the player has paid REAL money for the ownership of the in-game item.

We're not talking minor theft/piracy here like the ability to steal some cargo or credits (which is fine, of course) but we are talking about the ability to steal a frickin' spaceship from another player that might have cost the "poor" guy $500 and is the pride of his fleet.

Insurance or not this is gonna annoy the living fuck out of the victim. Also, from the proposed mechanics it won't be hard at all. If you can really hide in a cargo container to sneak aboard another ship, shoot the unsuspecting guy in the neck while he's piloting (he literally never saw it coming) and grab the ship then that's fairly easy for starters. There's not even a fair fight involved in the theft.

As with any griefing mechanic there will be hordes of players (entire "piracy" player groups) engaging in this kind of "gameplay", fine-tuning and honing their thieving skills to perfection just to annoy the fuck out of other players.
They probably don't even want the ship but just making the online life of a random player miserable is gonna give them a boner.

As for insurance, this is gonna get complicated real fast because the thieving mechanic could easily be used for insurance fraud if thief and "victim" work together.
CIG will have to invest serious amounts of programming to close all possible loopholes and to program tracking mechanics to discover abuse of the insurance system.
And even then it will likely turn into one of those cat & mouse games where the players will always have an edge by finding new ways to exploit before CIG can patch them.

No, Sir, this idea (which I just picked as an example out of many very retarded proposals by His Cult Leadershipness) is shitty and dumb.

You don't do that. You don't fuck with player's property that they have invested substantial time and/or money in. You don't fuck with a player's pride.

People who get fucked out of a ship will make a riot on the forums, tell other people how shitty and unfair the game is, demand refunds, they will /ragequit and /rageuninstall and they won't ever spend a penny on the game again.

Shitty mechanics lead to disappointed players which leads to bad PR for the game which leads to an exodus of players which eventually will lead to downscaling or even the closure of the game.

There are a few pillars in online gaming you should not fuck with. Players get attached to their characters and their property in games. People might be OK if the game mechanics per se mess with their characters (e.g. you turn into a vampire for a certain time as a PvE event) or with their property (e.g. a PvE event like a storm damages the player's house).

However, the moment you let other players - in PvP - fuck with your character (Star Citizen permadeath mechanics) or your property (ship theft) you're navigating a minefield with an elephant.

Permadeath and ship theft alone will ensure endless amounts of whining on the forums, huge long-winded drama threads and it will also make sure that the popcorn industry will go through a boom phase once these mechanics go live in SC.

Roberts is a n00b tard with regard to the MMO part of the game. It is almost comical how he has started to market the game more and more to the mainstream gamers (by focusing more on the FPS, by always playing it with a controller to show it is console-compatible etc.) but then it is supposed to have these super hardcore mechanics that are any griefer's wet dream. Yeah... it's going to work out really well indeed.
19.
 
Re: Star Citizen Gameplay Video
Oct 13, 2018, 15:37
19.
Re: Star Citizen Gameplay Video Oct 13, 2018, 15:37
Oct 13, 2018, 15:37
 
Razumen wrote on Oct 13, 2018, 08:04:
DangerDog wrote on Oct 13, 2018, 05:24:
The demo was live but it was 100% pre-scripted.

All demos are pre-scripted, that doesn't mean anything. And the guy fudges a jump and dies, I'm pretty sure they didn't plan that.

Watched someone playing the Alpha 3.3 PTU on youtube, Didn't look anything like what they showed off in the demo. It's like they added just enough content to make that presentation but nothing more.
Avatar 6174
18.
 
Re: Star Citizen Gameplay Video
Oct 13, 2018, 14:40
18.
Re: Star Citizen Gameplay Video Oct 13, 2018, 14:40
Oct 13, 2018, 14:40
 
Visually impressive, but holy shit, this will be the gold standard for feature creep in software for decades.

Also, remember the good old days, when this was some sort of space sim thing that people were buying space ships in, before the game was even released? You'd think even the die-hards would miss those simpler times.

Also as others have said, Fast Travel please, to skip your boring train ride waste of resources, sheesh.
Avatar 54863
17.
 
Re: Star Citizen Gameplay Video
Oct 13, 2018, 14:00
17.
Re: Star Citizen Gameplay Video Oct 13, 2018, 14:00
Oct 13, 2018, 14:00
 
Just keep a psp or phone handy for the train wait, just like real life! Such immershun!
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16.
 
Re: Star Citizen Gameplay Video
Oct 13, 2018, 12:46
16.
Re: Star Citizen Gameplay Video Oct 13, 2018, 12:46
Oct 13, 2018, 12:46
 
Best tech demo ever. Now if they would only... you know.. make a actual game that was pitched during the KS.
15.
 
Re: Star Citizen Gameplay Video
Oct 13, 2018, 12:41
15.
Re: Star Citizen Gameplay Video Oct 13, 2018, 12:41
Oct 13, 2018, 12:41
 
Creston wrote on Oct 12, 2018, 22:38:

2) Walking through that city for 30 minutes just to get ready for a mission is going to make everyone so... fucking... bored... This is the age of GIVE IT TO ME NOW, how on earth do they think people are going to want to do this over and over again? At least tell me that your character can actually RUN, and he was just walking so he could show off the level?

This killed Destiny for me, in the time I spent in the beta. Too much running between vendors and places to check in between missions. I know you frame it as the era of "GIVE IT TO ME NOW!" but to me, it was a modern issue. I felt as if older games would let me do all of that stuff in a text menu system, and this is the era of "REALISM AND IMMERSION" so rather than click "sell all weapons" then "sell all armor," I need to run to the weapons dealer, go through a dialogue tree and see animations, then run 2 minutes to the armor dealer and repeat.
14.
 
Re: Star Citizen Gameplay Video
Oct 13, 2018, 11:46
14.
Re: Star Citizen Gameplay Video Oct 13, 2018, 11:46
Oct 13, 2018, 11:46
 
Creston wrote on Oct 12, 2018, 22:38:
I know I'm often snarky and a dick against his game, but that video was very cool (the city part of it anyway) I enjoyed watching it.

I have two major worries though:

1) At this level of detail and the apparent size that they're building it (I thought the train moving through the level was really awesome), it will take them 10000 man years to build 100 star systems worth of content. They have, what, 500 people? So expect this to launch by 2038...

2) Walking through that city for 30 minutes just to get ready for a mission is going to make everyone so... fucking... bored... This is the age of GIVE IT TO ME NOW, how on earth do they think people are going to want to do this over and over again? At least tell me that your character can actually RUN, and he was just walking so he could show off the level?

And a minor worry: If your UI and your underlying systems are so complicated that even your devs themselves don't know how it all works, that's a clear sign that it's WAY too complicated.

Still, the city was cool. I honestly wanted to play that as they were walking through it. I only wanted to play it once, but I did at least want to play it.
1) Yup, that's a pretty obvious concern. The design goal is that once the building pieces are ready (landing pads, materials, textures, procedural generation routines, etc) that content will be dramatically quicker to put out. That is supported by the speed at which CIG is able to put out ships these days, as they reuse a lot of assets.

2) Yeah, this is NOT going to be a game for twitch response gamers. This is a game for more methodical play styles, the type of gamers who spend ages customising ships and armour sets, travelling to far locations for rare weapons, etc. But gamers interested in a much quicker style of gameplay can just jump into Arena Commander or Star Marine for instant gratification.

As for complexity, that is absolutely a concern. I'm part of the Evocati test group (which requires a NDA for early stages of patch testing) and even I need to frequently read through lengthy patch notes just to figure out how gameplay mechanics work. That's something that can and will have to be resolved later in development.

CJ_Parker wrote on Oct 13, 2018, 10:03:
^ +1 to all of this

Chris Roberts' incompetence is exacerbated by the fact that he has zero experience developing multiplayer games which has painfully shown throughout the development of SC again and again.

Some of the proposals are completely ludicrous and show a gross misunderstanding of online communities in general, e.g. the "great" idea that you are supposed to be able to steal other people's spaceships in the final game (you know, the ship they paid hundreds or even thousands of dollars for). That's gonna work out really well...
Ships have insurance, so it's going to be a minor inconvenience for those who have backed real money for ships. It absolutely is in the intention to allow pirates to steal ships and conceal details but it won't be made easy. As for multiplayer, NOBODY has experience developing a game of this scope and fidelity because it hasn't been done before. It's hardly a surprise that it is taking a long time to develop.

CJ_Parker wrote on Oct 13, 2018, 10:03:
He should have passed on the project lead of Star Citizen (the MMO) to someone with years of online gaming experience early on while joining forces with Erin for Squadron 42.
On SC, he should have relegated himself to an elevated consultant/supervisory role with a veto right (first word on high level decisions and last word on really important controversial issues) but left the day to day stuff and the scheduling to someone competent in this area.
Squadron 42 is being developed by the UK studio which is run by his brother Erin Roberts, who has a proven track record shipping games. Star Citizen is the more ambitious part of the project but people have backed Chris Roberts' vision. As always, people should wait for the final product and check out the reviews before making any purchase. Backing now is only for people willing to take a risk and support a groundbreaking project.
"The price of freedom is eternal vigilance."
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