Ah, the old PvP vs PvE debate - again. I really shouldn't comment (again) but it's hard not to. So many assumptions and presumptions in the debate, dug-in threnches, and comparing with other games. Besides, people don't define it the same, so it's hard to have any reasonable debate at all.
- Many PvP-ers think PvE-ers are afraid of combat ... - Many PvP-ers think that AI opponents can't fight, so it must be a universe with real players to be fun ... - Many PvP-ers couldn't care less with other things than combat ... - Many PvP-ers believe a PvE game like Star Citizen is flawed/boring because it spreads out players too thin between different occupations. See also previous pt.
I say, find some (other) game where there's only (brain-dead & senseless blood-splurting) combat, which makes you happy. <yawn> Or you can wait to see what Star Citizen will offer in this respect and stop whining about what other players do in the game.
Related to this, is one-genred games ... which we have 13 on the dozen of ... and Patrick Bach's (DICE) epic statement about why Star Wars Battlefront didn't have space battles:
Hey man, if you say so. Maybe the trucktons of other attempts to have really successful AAA-success open world PvP with consequences in an MMO by everyone failed to make it to the mainstream just because they suck and Star Citizen is magic.
It will be interesting how they plan to implement PvP and PvE. There are a lot of videos about piracy and the fun of it all, even an outlaw base, and on the other hand a lot of penalties for piracy. If your ship is taken out at the start of a big fight you could go into an insurance que, by the time you get back your ship, everything could be long done. This should be interesting.
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
Ah, the old PvP vs PvE debate - again. I really shouldn't comment (again) but it's hard not to. So many assumptions and presumptions in the debate, dug-in trenches, and comparing with other games . . .
. . . I say, find some (other) game where there's only (brain-dead & senseless blood-splurting) combat, which makes you happy. <yawn> Or you can wait to see what Star Citizen will offer in this respect and stop whining about what other players do in the game . . .
. . . Star Citizen will be different. Not something you buy and play until you're "finished" or bored and go to another boring one-genred game which is a re-released warm-up of last year's game from the same company ... <double-yawn>
Holy shit the irony within this post itself is so thick I think I might choke.
Maybe you shouldn't judge Star Citizen on this before it's released, based on what other games did or didn't do.
Nah, you are clearly judging it in a positive light despite how their own PvP system is neither established nor proven yet, so I don't see why I'm not allowed to do my own judgements either.
Besides, this is a public forum. You're supposed to discuss things on it. If you don't like it, I suggest you don't read it. No one's forcing you to, and you can't force me to not give my own thoughts on the subject.
Your "arguments" like "Stop whining" and "Don't judge" aren't very persuasive anyways.
It will be interesting how they plan to implement PvP and PvE. There are a lot of videos about piracy and the fun of it all, even an outlaw base, and on the other hand a lot of penalties for piracy. If your ship is taken out at the start of a big fight you could go into an insurance que, by the time you get back your ship, everything could be long done. This should be interesting.
I think it seems to be even faction-ish.
The unlawful players are backed up by unlawful areas of the game-world as the lawful players will in the lawful areas of the game-world. This is why the game approaches even with insurance, as pirates can't have normal insurance they need to make some sort of deals for it, expanding the same play on both sides of spectrum. So it shall be of consequence for both types of players to clash with each other, both unlawful activites in monitored space and the risks unmonitored space brings to lawful players. Though I am not seeing unlawful areas being policed, but perhaps they may... Stop right there, this is a pirate police, arr? o.o
"Cherish the quiet...before my STORM!" For a $5/5000 in-game credit bonus for backing Star Citizen (MMO) or Squadron 42 (Single Player/Co-op) use my Referral code: STAR-3QDY-SZBG
The Burn down stuff is absolutely absolete because people will extrapolate it, but didn't calculate in that there can be unresolvable stuff in it. What if one case in this chart is something like "Celestial meshes are to big for VRam, engine crashes and VCard gets bricked" where they need to sort something special out that could take easily 5 months. Would they add other easy stuff in the meantime to lengthen the dev cycle? ... Oh ... wait ...
Edit: BTW Devs tend to fix the easy bugs first .... like a small accomplishment when they are working on the big ones, but as far as I can understand all of this 80 remaining cases are critical because each of them blocks the release to the first player testing group.
When you have cake, it is not the cake that creates the most magnificent of experiences, but it is the emotions attached to it. The cake is a lie.
Well, like I said in another Star Citizen thread (or maybe it was this one), a developer never really knows when they might run into a bug where they just can't seem to find the solution. Of course, on the flip side, maybe they won't run into such a situation. It's just scary though because with like, 40+ "critical" bugs, it seems like a lot of opportunities to run into that situation. Maybe that's one reason why they stopped posting estimated dates. Assuming all of those "critical" bugs really are CRITICAL (IE, MUST be fixed or else it's nearly impossible to launch the next version to the public at all), I'd be hesitant to try to estimate when they'll get fixed, too.
That's one big hurdle Star Citizen's going to have to surmount. A persistent world online game already has tons of sphaghetti code tangled into more network sphagetti code in it, and for every new unique feature that Star Citizen is attempting over others, that's just a few more long noodles thrown into the pot. Especially for an "action game" instead of a tab target game, where you must now take into account the physics, hit boxes, and collisions of everything instead of just simply relying on stats to calculate the outcome (as quoted earlier here or in another SC thread, a dev has stated his goal is to have things be determined by your player actions instead of stats, which means that mechanics, physics, collision systems, distance, player controls, and whatever else need to be calculated into EVERYTHING ideally including piloting ships or successfully impressing an npc with your dance moves or whatever they come up with, all the while in a game that has planetary gravity and oxygen levels and insides and outsides of ships and everything else...)
Programming gravity by itself is one thing, and programming oxygen levels by itself is another, but put them all together and you never know when including different planetary gravity levels might cause the oxygen-indicator system to spontaneously combust a player whenever they fire a rocket launcher from outside a ship because the network lagged for 0.001 seconds (and they'd only know that if they're lucky. I've seen cases where some pretty bad bugs were unfixed for months because the devs couldn't figure out where to even start with them)
It's not really an impossible task though. Otherwise we'd never see new MMORPGs at all nor would their burn down be making progress. At least if they manage to get out 3.0 they'll show they can put together a lot of it in a smaller environment (gotta take things one step at a time). Again though, if all those critical bugs truly are critical bugs, I can see why they'd stop posting estimated dates.
Edit: BTW Devs tend to fix the easy bugs first .... like a small accomplishment when they are working on the big ones, but as far as I can understand all of this 80 remaining cases are critical because each of them blocks the release to the first player testing group.
I think the blockers are the priorities, you don't know what is "easy or hard" until you investigate them, even though most are rather obvious, but the hard part of the time spent on investigating why and how is something happening, most of the times the fix is rather simple once found. Other times, it might require refactoring of code.
So the burn down will be the best bet over estimates here, accounting the number of issues by priority and the rate this goes.
I don't expect the burn down rate vs the new issues to be properly visible until the last features still in-dev are finally merged into the branch because with new code merges there are spikes in the number of issues to resolve afterward.
It seems that form-fitting shields are a thing on SC now
It's something cool, but some discussion on the idea that there could be cheaper shields that are just oval and the most expensive ones to be form-fitting. This would impact gameplay because the oval ones would be easier to hit.
It seems that form-fitting shields are a thing on SC now
It's something cool, but some discussion on the idea that there could be cheaper shields that are just oval and the most expensive ones to be form-fitting. This would impact gameplay because the oval ones would be easier to hit.
Complex Concave Hitboxes are a Horror for every not-6DOF Game, for a 6DOF game its the unspeakable. (They get missed very often due to Graphic or Network Lag or just because the engine decided to ignore it because it didn't like the incoming angle)
Edit - To just use a LOD level for Hitboxing is very ... meh ...
When you have cake, it is not the cake that creates the most magnificent of experiences, but it is the emotions attached to it. The cake is a lie.
It seems that form-fitting shields are a thing on SC now
It's something cool, but some discussion on the idea that there could be cheaper shields that are just oval and the most expensive ones to be form-fitting. This would impact gameplay because the oval ones would be easier to hit.
Complex Concave Hitboxes are a Horror for every not-6DOF Game, for a 6DOF game its the unspeakable. (They get missed very often due to Graphic or Network Lag or just because the engine decided to ignore it because it didn't like the incoming angle)
Edit - To just use a LOD level for Hitboxing is very ... meh ...
It seems that form-fitting shields are a thing on SC now
It's something cool, but some discussion on the idea that there could be cheaper shields that are just oval and the most expensive ones to be form-fitting. This would impact gameplay because the oval ones would be easier to hit.
Complex Concave Hitboxes are a Horror for every not-6DOF Game, for a 6DOF game its the unspeakable. (They get missed very often due to Graphic or Network Lag or just because the engine decided to ignore it because it didn't like the incoming angle)
Edit - To just use a LOD level for Hitboxing is very ... meh ...
What is 6dof?
6dof = Six degrees of freedom. It's the term used to represent the ability to move on all 6 axis freely both in term of direction and rotation.
You can do it in Star Citizen but you need a setup that support it (example, a mouse alone won't support that).
Marco Corbetta talking procedural tech in Spectrum. Confirming that indeed Arccorp is a PG planet with scattered buildings.
Hi all, regarding questions about earht-like planets and animations: the planet tech is exactly the same (system) used for planets and moons, in fact from the tech point of view they are exactly the same, there isn't any difference. They differ in some of the base parameters (size, gravity for instance...) and of course ecosystem distribution and procedural objects distribution; moons have moons-like rocks scattering, surfaces and effects shown in the recent ATVs, earth-like planets will have procedural distribution of trees, vegetation etc. Arccorp will have scattered buildings and so on...
About the animations: for the firt 3.0 release, the gravity on moons is set lower than on earth-like planets, just enough that you would feel a difference when walking, driving vehicles, jumping off slopes etc. but not too low, because as somone already mentioned, it would otherwise require a new set of "low-gravity" animations. I think this might probably be looked into by the animation team after the initial 3.0 release.
Marco
Playing around with helmet lights fixing and polish, also FOIP but cool helmets are lit like that so the character face is not hidden when dressing spacesuit.
Races in planets and moons, interesting I guess, not really into racing on SC's AC but adding tracks in the open-world in moons and planets makes it cool, maybe asteroid fields.
Hoping this could be one way to earn UEC by self, with entry cost or something.
Comments
Viking
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
Besides, this is a public forum. You're supposed to discuss things on it. If you don't like it, I suggest you don't read it. No one's forcing you to, and you can't force me to not give my own thoughts on the subject.
Your "arguments" like "Stop whining" and "Don't judge" aren't very persuasive anyways.
The unlawful players are backed up by unlawful areas of the game-world as the lawful players will in the lawful areas of the game-world. This is why the game approaches even with insurance, as pirates can't have normal insurance they need to make some sort of deals for it, expanding the same play on both sides of spectrum. So it shall be of consequence for both types of players to clash with each other, both unlawful activites in monitored space and the risks unmonitored space brings to lawful players. Though I am not seeing unlawful areas being policed, but perhaps they may... Stop right there, this is a pirate police, arr? o.o
"Cherish the quiet...before my STORM!"
For a $5/5000 in-game credit bonus for backing Star Citizen (MMO) or Squadron 42 (Single Player/Co-op) use my Referral code: STAR-3QDY-SZBG
Would they add other easy stuff in the meantime to lengthen the dev cycle? ... Oh ... wait ...
Edit: BTW Devs tend to fix the easy bugs first .... like a small accomplishment when they are working on the big ones, but as far as I can understand all of this 80 remaining cases are critical because each of them blocks the release to the first player testing group.
When you have cake, it is not the cake that creates the most magnificent of experiences, but it is the emotions attached to it.
The cake is a lie.
That's one big hurdle Star Citizen's going to have to surmount. A persistent world online game already has tons of sphaghetti code tangled into more network sphagetti code in it, and for every new unique feature that Star Citizen is attempting over others, that's just a few more long noodles thrown into the pot. Especially for an "action game" instead of a tab target game, where you must now take into account the physics, hit boxes, and collisions of everything instead of just simply relying on stats to calculate the outcome (as quoted earlier here or in another SC thread, a dev has stated his goal is to have things be determined by your player actions instead of stats, which means that mechanics, physics, collision systems, distance, player controls, and whatever else need to be calculated into EVERYTHING ideally including piloting ships or successfully impressing an npc with your dance moves or whatever they come up with, all the while in a game that has planetary gravity and oxygen levels and insides and outsides of ships and everything else...)
Programming gravity by itself is one thing, and programming oxygen levels by itself is another, but put them all together and you never know when including different planetary gravity levels might cause the oxygen-indicator system to spontaneously combust a player whenever they fire a rocket launcher from outside a ship because the network lagged for 0.001 seconds (and they'd only know that if they're lucky. I've seen cases where some pretty bad bugs were unfixed for months because the devs couldn't figure out where to even start with them)
It's not really an impossible task though. Otherwise we'd never see new MMORPGs at all nor would their burn down be making progress. At least if they manage to get out 3.0 they'll show they can put together a lot of it in a smaller environment (gotta take things one step at a time). Again though, if all those critical bugs truly are critical bugs, I can see why they'd stop posting estimated dates.
So the burn down will be the best bet over estimates here, accounting the number of issues by priority and the rate this goes.
I don't expect the burn down rate vs the new issues to be properly visible until the last features still in-dev are finally merged into the branch because with new code merges there are spikes in the number of issues to resolve afterward.
That's new, Escort Missions weren't confirmed before as a type of mission we would see in 3.0.
It's something cool, but some discussion on the idea that there could be cheaper shields that are just oval and the most expensive ones to be form-fitting. This would impact gameplay because the oval ones would be easier to hit.
Edit - To just use a LOD level for Hitboxing is very ... meh ...
When you have cake, it is not the cake that creates the most magnificent of experiences, but it is the emotions attached to it.
The cake is a lie.
6dof = Six degrees of freedom. It's the term used to represent the ability to move on all 6 axis freely both in term of direction and rotation.
You can do it in Star Citizen but you need a setup that support it (example, a mouse alone won't support that).
I want the outfit on the right to make it in, gotta be fancy business man.
I have a couple of dozen of these coats:
... for my some of squad buddies and myself.
Viking
New Arc Light Laser Pistol.
https://robertsspaceindustries.com/spectrum/community/SC/forum/50259/thread/in-3-0-what-will-be-the-gravity-and-atmosphere-den/235337
Playing around with helmet lights fixing and polish, also FOIP but cool helmets are lit like that so the character face is not hidden when dressing spacesuit.
If it isn't a City Generator button haha
Races in planets and moons, interesting I guess, not really into racing on SC's AC but adding tracks in the open-world in moons and planets makes it cool, maybe asteroid fields.
Hoping this could be one way to earn UEC by self, with entry cost or something.
Water Planet in the works (though was already known).
Burndown down from 26 to 21 (3 work days).
When you have cake, it is not the cake that creates the most magnificent of experiences, but it is the emotions attached to it.
The cake is a lie.