1. #14061
    It's kinda shocking that they have big capital ships, that won't be able to be fully manned because of the shard\layer player limit. Yet alone engage in combat with another similar sized ship... lol.

    Yet another red flag that will be ignored by the "dedicated" fanbase.

    This game is the gift that keeps on giving.

  2. #14062
    Quote Originally Posted by hulkgor View Post
    It's kinda shocking that they have big capital ships, that won't be able to be fully manned because of the shard\layer player limit. Yet alone engage in combat with another similar sized ship... lol.

    Yet another red flag that will be ignored by the "dedicated" fanbase.

    This game is the gift that keeps on giving.
    We know it won't matter if these are basically not usable, because "maybe someday", "something promised", "in the future (of the year 2xxx)", rather than "not usable NOW, unacceptable to sell it NOW" which would be a much more reasonable approach. It'd be fine if they sell stuff like that when the tech can actually handle 2 or more of these fully manned big ships, but it can't and it shouldn't be excused because of promises, because who knows if those promises will actually be fullfilled.
    Imagine if they'd sell a car right now, that has to be fueled by imaginary future concept fuel, it would not sell at all.

  3. #14063
    Quote Originally Posted by hulkgor View Post
    It's kinda shocking that they have big capital ships, that won't be able to be fully manned because of the shard\layer player limit. Yet alone engage in combat with another similar sized ship... lol.

    Yet another red flag that will be ignored by the "dedicated" fanbase.

    This game is the gift that keeps on giving.
    They will be able to be fully manned once the systems to support it are inplace but large ships can still be fully operated with a fraction of the max crew limit, large scale combat while still having suitable performance is one of the most difficult things to get right in game development, its even more difficult for the space genre type games.

    As it stands now all ships available to fly can be fully crewed and used in the game currently.
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  4. #14064
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    b-but they can just change the game engine to something else, r-right guys?
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  5. #14065
    Quote Originally Posted by kenn9530 View Post
    They will be able to be fully manned once the systems to support it are inplace but large ships can still be fully operated with a fraction of the max crew limit, large scale combat while still having suitable performance is one of the most difficult things to get right in game development, its even more difficult for the space genre type games.

    As it stands now all ships available to fly can be fully crewed and used in the game currently.
    That's like thinking 1 litre bottles can hold 2 litres of water

  6. #14066
    Quote Originally Posted by Proskill View Post
    b-but they can just change the game engine to something else, r-right guys?
    Wouldn't be the first time. Star Citizen began development in 2011 with CryEngine 3, and then in 2016 they switched to Lumberyard.

    I don't think the engine is the sole problem here. There is just too much stuff a server has to track. Thousands of NPCs, hundreds of spaceships, tens of thousands to possibly hundreds of thousands of physicalized items and guns and mineable rocks on the surface of planets, hundreds of elevators and trams and space taxis, etc. So. Much. Stuff. The servers just can't handle it anymore. We have a 50 player cap on each server and the game will crash if more players are added (because players can spawn ship, and each ship spawned spawns a ton of stuff on the ship too, and then when players do missions that spawns a ton of stuff, and it goes on and on). There are four planets, with the system feeling very barren and underpopulated and no animals wandering the wilderness, and yet the servers can't last more than 2 hours before crashing. That is what the original idea of server meshing was supposed to address: rather than having one server try (and fail) to manage everything, you would have servers that would only bite off what they can chew (ie, if there are a lot of players having a dance party in a building on ArcCorp, then a server would spool up just to manage that), but it's looking doubtful that will happen.

  7. #14067
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    but the current state of star citizen wasnt possible at the time of freelancer either, so maybe unironically in 10 years its gonna be possible to achieve what was promised
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  8. #14068
    Quote Originally Posted by Proskill View Post
    but the current state of star citizen wasnt possible at the time of freelancer either, so maybe unironically in 10 years its gonna be possible to achieve what was promised
    Depends on which promises. Star Citizen has fulfilled most of its promises. It just hasn't fulfilled the ones that actually matter, nor has it managed to execute the promises it did fulfill in a way that makes for a fun and satisfying game.

    Setting aside the question of if we will ever get more star systems or more than 50 players or capital ship battles, there are still some rather glaring deficiencies in the game. It's been 8 years and CIG has hundreds of employees, and yet character customization remains limited and hasn't had new options added in years. You still can't personalize most ships in the game, with you only being able to apply skins to a handful of ships, let alone decorate the interiors. So far the ship with the most personalization is the 300i, and that basically boils down to paying a few extra bucks for wood paneling and a (non-functional) coffee maker. We still don't have alien wildlife, not even bears in caves to make cave mining more interesting, or even deer wandering forests that you can hunt just because. NPCs are still broken. Basic stuff that CIG with their armies of devs could easily implement, but haven't for some reason.

  9. #14069
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    Quote Originally Posted by Val the Moofia Boss View Post
    Depends on which promises. Star Citizen has fulfilled most of its promises. It just hasn't fulfilled the ones that actually matter, nor has it managed to execute the promises it did fulfill in a way that makes for a fun and satisfying game.
    i meant the player cap. it was supposed to be first person perspective EVE Online in that regard. well, maybe not THAT huge, but at least being able to have fleet battles consisting of dozens of ships, each manning tens of people.

    i could turn a blind eye to mr anderson defending 50 player cap and calling it an MMO, because it is alpha, but if they cant improve that shit for the release it totally ruins the concept of this game.

    its worrisome to say at least
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  10. #14070
    And I imagine a fundamental problem there is choices like full physics implementation and a desire to 'realistically' break pieces of off ships. That dramatically increases the amount of separate entities your dealing with and balloons the amount of calculations that need to happen constantly.

    The trick to getting as many entities on field as possible is to limit the impact of each separate entity and SC is running counter to that.

    Eve Online had such an issue when missiles were all separate entities that had to be calculated and CCP changed how they were handled to get rid of that and reduce server load to allow for more players shooting missiles in the same location without the server committing sudoku.
    It ignores such insignificant forces as time, entropy, and death

  11. #14071
    Quote Originally Posted by Proskill View Post
    i meant the player cap. it was supposed to be first person perspective EVE Online in that regard. well, maybe not THAT huge, but at least being able to have fleet battles consisting of dozens of ships, each manning tens of people.

    i could turn a blind eye to mr anderson defending 50 player cap and calling it an MMO, because it is alpha, but if they cant improve that shit for the release it totally ruins the concept of this game.

    its worrisome to say at least
    Star Citizen origionally was not to be developed into an MMO, it was only developed into one because the community wanted it to be one, the largest ship in the origional package was a constellation. SQ42 is mostly what the origional game pitched was, the MMO is added on now as an extra game, and what is there to worry about, they have said what they are doing with server tech and a rough time when it might be available, we know its coming just have to wait.
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  12. #14072
    Quote Originally Posted by kenn9530 View Post
    Star Citizen origionally was not to be developed into an MMO, it was only developed into one because the community wanted it to be one, the largest ship in the origional package was a constellation. SQ42 is mostly what the origional game pitched was, the MMO is added on now as an extra game, and what is there to worry about, they have said what they are doing with server tech and a rough time when it might be available, we know its coming just have to wait.
    Uh huh so where is SQ42 then? Since the mmo part is just 'extra' SQ42 should be out then yes?

    CIG really can do no wrong when it comes to what you have to say can they?

  13. #14073
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    anyway, how does 3.15 look like? is combat still like 3.14 or 3.13?
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  14. #14074
    Quote Originally Posted by Proskill View Post
    anyway, how does 3.15 look like? is combat still like 3.14 or 3.13?
    No major combat changes AFAIK. Main difference is that the first iteration of medical gameplay is being added, and you drop your items on death (including cash shop stuff like helmets).

    Right now, if you are shot (and don't die), then you just press a button to stab yourself with a red needle and heal yourself, and you can heal yourself as much as you want so long as you have enough needles. Also, right now if your health reaches 0, you die. In 3.15, you might not die but instead collapse, which leaves you open to being looted, but you can also be revived by other players (provided they reach you in time before you bleed out). In 3.15, there will be 5 different needles:

    • The familiar red needle is now called Hemozal. It stops bleeding and restores health. It can also be used to revive people.
    • A new purple needle has been added called Demexatrine. It fixes arm injuries (ie, if you are shot in the arm then your aim will be terrible).
    • A new green needle has been added called Roxaphen. It fixes leg injuries allowing you to run again.
    • A new yellow needle has been added called Sterogen, which fixes chest and head injuries, restoring your max HP and make you less dizzy.
    • A new grey needle has been added called Resurgera. Taking the above 4 needles increases your blood toxicity, and if you take too much you will overdose and die. Resurgera reduces your blood level toxicity. Can also be used to revive players who overdosed.

    You can shank other players with needles now to heal them. That also means you can kill people by overdosing them with medical drugs. There is also a new medical gun that makes the healing needles more effective, and can be used on yourself or other players.

    If a player has a severe enough injury, healing them with needles/medgun won't be enough. They will need to be taken to a hospital at a space station or a city. Gurneys have been added to hangers, so you can land, drag a dying guy's body to a gurney, throw him on it, push the gurney into the medical elevator, push the button, and send him to the emergency room.

    If you die for real, you now respawn as a clone at a hospital. You can set which hospital you respawn at.

    Also, if you die you now drop everything you had on death. If you're going to do something that might put you at risk, either buy backup stuff and stash it at a nearby city or spacestation (ie, buy 5 of the same gun, leave 4 at the station and bring 1 with you equipped), or don't bring anything you can't afford to lose.
    Last edited by Val the Moofia Boss; 2021-11-15 at 07:46 PM.

  15. #14075
    Quote Originally Posted by Kyanion View Post
    Uh huh so where is SQ42 then? Since the mmo part is just 'extra' SQ42 should be out then yes?

    CIG really can do no wrong when it comes to what you have to say can they?
    Not to defend them but it went probably just like in Fortnite where the original game was a PvE co-op zombie horde mode with some building and the Battle Royal was just a side gimmick. Then it gained so much momentum that them focused almost exclusivly on the BR.
    I guess it's the same here, they wanted to make a new Wing commander where, after you finished the campaign, you could continue to play a bit in some open world and then the open world part got so much attention from the fans that they focused almost exclusively on that. Plus they could sell ships for that.

  16. #14076
    My question is what's the reasoning of re-spawning as a clone? Why not just respawn as yourself again unless they are shooting for being realistic.

  17. #14077
    Quote Originally Posted by Jetpistol View Post
    My question is what's the reasoning of re-spawning as a clone? Why not just respawn as yourself again unless they are shooting for being realistic.
    One of Chris' ideas for Star Citizen is that there would be permadeath. If you die enough times, no amount of medical treatment will save you. You will die for real and have to create a new character who inherits some stuff from your old character. This is the first iteration of medical gameplay. Permadeath and inheritance will be added later.

  18. #14078
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    is this the event where u need to activate a code on their website to get access to a few ships in your terminal? cuz theres nothing on the website, at least yet
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  19. #14079
    Quote Originally Posted by Val the Moofia Boss View Post
    will be added later.
    This is the essence of SCs development.

  20. #14080
    Quote Originally Posted by Proskill View Post
    is this the event where u need to activate a code on their website to get access to a few ships in your terminal? cuz theres nothing on the website, at least yet
    Just like any other expo event, go to the event centre a rent whatever ships are available and then they are available for 2 days.
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