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Star Citizen - Development Updates

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  • kikoodutroa8kikoodutroa8 Member RarePosts: 551
    Kefo said:
    Lol you can’t make this shit up 

    Bab: “white to blue shirt is progression”
    others: “that’s not progression”
    Bab: “Yes it is! And why are you talking to me about white to blue shirt as progression? I never said that!”
    It's doublethink at its best. He's such a cognitive mess I don't get why you guys are still trying.
    I suppose it's because you still see him as a person.
    Babuinix
  • MaxBaconMaxBacon Member EpicPosts: 6,454
    SC progression shows bits here and there of what is the direction. For example in 3.0 you already have progression in your reputation to be able or not to even get missions from the mission givers, within that, you also develop reputation with that mission giver (reacting to when you fail his missions and so) so it gets pretty likely it won't give you any big payouts or "late-content" missions unless you have good rep with that specific NPC or faction or whatever they expand that towards.

    I would say we are to see expansion on reputation, with them already having this factions/companies who set outposts and space-stations, etc... it would make sense players could build up their reputation with those companies and from it unlock content and rewards (it would make sense the ability to buy some ships to lie on that).
  • kikoodutroa8kikoodutroa8 Member RarePosts: 551
    "So there's a reputation bar and as you grind it fills up"

    You forgot to mention how it's never been done before so cig had to build groundbreaking tech for that feature and thus the game was delayed from its 2014 release.

    Btw, remember when backers believed sc would simulate atmospheric composition? Good times...
  • MaxBaconMaxBacon Member EpicPosts: 6,454
    Doesn't SC simulate atmospheric composition already? 


    The reputation grind is a better progression than an XP bar you are meant to fill to 100%. And it makes more sense the SC universe is set upon a sandbox, you do what you want, and doing what you want, the reputation adds a tier of it that even if you go piracy you do have content that opens up, or closes up, depending on your path.

    It is only logical that if you get this mission giver and you build up good rep with him that he will give you big-payout/important content for you to play through, being less logical that the content needs to be fully opened up to everyone everywhere without any requirement just cause.
  • VrikaVrika Member EpicPosts: 5,137
    MaxBacon said:
    Doesn't SC simulate atmospheric composition already? 

    It's a simulation only if composition values are used in some in-game calculation. Otherwise it's just lore.
     
  • MaxBaconMaxBacon Member EpicPosts: 6,454
    edited February 18
    Vrika said:
    It's a simulation only if composition values are used in some in-game calculation. Otherwise it's just lore.
    Yeah, to decompression and so. Airlocks now on 3.0 use this system so the atmosphere composition actually transitions.

    It also simulates inside your helmet, so you can run out of oxygen, or just take the helmet out and be affected by the external atmosphere.

    Eventually, it's to allow sudden decompression on a breach like:

    Post edited by MaxBacon on
    Gdemami
  • VrikaVrika Member EpicPosts: 5,137
    MaxBacon said:
    Vrika said:
    It's a simulation only if composition values are used in some in-game calculation. Otherwise it's just lore.
    Yeah, to decompression and so. Airlocks now on 3.0 use this system so the atmosphere composition actually transitions.
    I thought that was just simulation whether there is an atmosphere. I haven't seen anything behaving differently because there is, say 10% more oxygen and 10% less nitrogen than usual.
     
  • MaxBaconMaxBacon Member EpicPosts: 6,454
    edited February 18
    Vrika said:
    I thought that was just simulation whether there is an atmosphere. I haven't seen anything behaving differently because there is, say 10% more oxygen and 10% less nitrogen than usual.
    The composition was added so this is expanded to the point where the composition impacts you over just the oxygen existence, especially when poisonous atmospheres are added, so the how well can you breathe factor is added, then yes we'll see impacts on stamina or player health.

    But the simulation still exists because it relies on the composition to allow you to breathe or not, not just the fact there is one atmosphere, such as on Daymar: https://i.imgur.com/YkKoEwS.jpg
    Post edited by MaxBacon on
    Gdemami
  • kikoodutroa8kikoodutroa8 Member RarePosts: 551
    MaxBacon said:
    Doesn't SC simulate atmospheric composition already? 


    The reputation grind is a better progression than an XP bar you are meant to fill to 100%. And it makes more sense the SC universe is set upon a sandbox, you do what you want, and doing what you want, the reputation adds a tier of it that even if you go piracy you do have content that opens up, or closes up, depending on your path.

    It is only logical that if you get this mission giver and you build up good rep with him that he will give you big-payout/important content for you to play through, being less logical that the content needs to be fully opened up to everyone everywhere without any requirement just cause.
    No it doesn't, it's just fluff unfortunately. That's why people can glitch through doors and hang in space in their undies.
    MaxBacon
  • MaxBaconMaxBacon Member EpicPosts: 6,454
    edited February 18
    No it doesn't, it's just fluff unfortunately. That's why people can glitch through doors and hang in space in their undies.
    Yes it does. Bugs cause the simulation that is meant to happen to not work as it should. Saying because bugs the simulation is not real is like me saying this game I'm playing has no physics because when I destroyed building parts of it stayed floating in mid-air instead of falling.

    I would say issues with naked peeps in space have been reduced since 3.0, as this system queries the atmosphere composition to know if you can breathe or not, so clipping while naked should still kill you. Such bugs also go the other way, I died because of no oxygen while using an elevator at Levski (what shows the simulation working otherwise the oxygen-less spots wouldn't asphyxiate you).
    Post edited by MaxBacon on
    Zandog
  • BabuinixBabuinix Member RarePosts: 1,959
    Bored Gamer latest video:

  • BabuinixBabuinix Member RarePosts: 1,959

    Calling All Devs - Persistence and Scanning



  • Teak2112Teak2112 Member UncommonPosts: 61
    Babuinix's avatar pointing to thread title made me laugh given how I know some feel about this game.

    (Not a commentary on the game though.  Not my genre of game so I dont follow it closely enough to make a true judgment.)
  • MaxBaconMaxBacon Member EpicPosts: 6,454
    The network engineer response in the first implementation of the server meshing:

    "For the first-pass version we'll probably divide the Stanton system into sections and have one server manage each section. So we might have a Port Olisar server, another for Yela, and so on. Migration between servers would only happen as players QT from one location to another (although if you had the patience to do so you would also be able to fly between servers at sub-quantum speeds). We won't be connecting game servers across server regions (US, EU, etc) in this version. It also seems likely that each server region will still have multiple instances of the Stanton system.

    Obviously this is a much simplified implementation compared to what we eventually want to achieve but it is still complex enough that we will need to deliver several key pieces of the technology. First among these is the ability to connect multiple game servers in the same simulation. Next, seamlessly transitioning entities and clients between servers. We'll also need changes to our backend services to keep track of which players are on which server and determine when they need to transition to another. The services may also have to handle spinning up and shutting down new game servers on demand, as we'd like to avoid running a server for a section (e.g. Daymar) unless some players are actually there. Finally, game code will most likely have to undergo some changes to ensure that things like missions and the economy continue to function correctly even though the entities involved may be spread among multiple servers.

    Once the initial version has been put through its paces we will continue to improve and refine the technology with future pre-alpha releases, incrementally bringing us closer to the final goal of a single shard universe."

    https://robertsspaceindustries.com/spectrum/community/SC/forum/50259/thread/what-will-be-the-extent-of-the-first-pass-on-the-s/968182

    The first pass of it is pretty much the take we see in the Life is Feudal MMO with the server borders & transitions.
  • MaxBaconMaxBacon Member EpicPosts: 6,454
    edited February 21

    It summarizes as: Ships and players not persisting where they were when logging out is a bug and is meant to be fixed in 3.1

    No plans for adding extra character slots from ship packages or being able to buy them during the releases for 2018.

    Scanning will be locating something (pinging it) and then analysis of that thing (detailed analysis / scanning) and this goes for every type of scanning for tier 0. It will be just identifying different things for salvage vs mining.

    No plans for the BMM for 2018, that ship alien design would look amazing when that colossus finally gets worked on.

    Post edited by MaxBacon on
  • MaxBaconMaxBacon Member EpicPosts: 6,454
    edited February 22
    The preview for the next ATV, another SQ42 update (AI):


    Post edited by MaxBacon on
    [Deleted User]Babuinix
  • Turrican187Turrican187 Member UncommonPosts: 779
    This is a very good comment I just read on reddit:
    https://www.reddit.com/r/starcitizen/comments/7z8uxx/261_lasted_42_days_this_time_last_year_it_had/dumyi5b/

    I say this as a concierge backer with tons of ships potentially available to me and way too much invested in this game, all that needs to happen is for CIG to make a stock Aurora only Arena Commander and stock Aurora PU. All combat systems, all roles, all core game play loops, jobs, and so on should be solely focused on stock Auroras until such systems are actually working across the entire vertical slice and fun to use for Aurora owners. Basically, make the BDSSE work FIRST with the stock ship that every one of the nearly 2 million citizens can all collectively use. Make it fun to play. There is absolutely no point in taking any development time working on anything that doesn't make the core gameplay loops work, not at this point. While I'd love to see my Polaris, Hammerhead, etc be implemented, why add needless complexity when the core systems are still so obviously broken? The focus of this game is totally wrong, in that Star Citizen should be a fun game because it's a fun game, not because you have ship x. Ships should be irrelevant. Ships should add to the game, sure, not BE the game. The game needs to stand on it's own, first. Star Citizen needs to show it by starting with stock Auroras and making it all work.

    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.

  • TheocritusTheocritus Member EpicPosts: 6,416
    lol 62 pages worth of responses...And I thought people were fanatical about Darkfall before it released.
  • BabuinixBabuinix Member RarePosts: 1,959
  • BabuinixBabuinix Member RarePosts: 1,959
    edited February 22
    Newest ATV with Squadron42 Update:



    It seems that the Idris crew grew considerably:



    Noice B)
    Post edited by Babuinix on
  • Turrican187Turrican187 Member UncommonPosts: 779
    All this mocapping and all the walking animations are looking clunky as hell.

    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.

  • BabuinixBabuinix Member RarePosts: 1,959

    Reverse the Verse LIVE - Refueling, Repairing & Rearming



  • gervaise1gervaise1 Member EpicPosts: 5,240
    edited February 26
    This is a very good comment I just read on reddit:
    https://www.reddit.com/r/starcitizen/comments/7z8uxx/261_lasted_42_days_this_time_last_year_it_had/dumyi5b/

    I say this as a concierge backer with tons of ships potentially available to me and way too much invested in this game, all that needs to happen is for CIG to make a stock Aurora only Arena Commander and stock Aurora PU. All combat systems, all roles, all core game play loops, jobs, and so on should be solely focused on stock Auroras until such systems are actually working across the entire vertical slice and fun to use for Aurora owners. Basically, make the BDSSE work FIRST with the stock ship that every one of the nearly 2 million citizens can all collectively use. Make it fun to play. There is absolutely no point in taking any development time working on anything that doesn't make the core gameplay loops work, not at this point. While I'd love to see my Polaris, Hammerhead, etc be implemented, why add needless complexity when the core systems are still so obviously broken? The focus of this game is totally wrong, in that Star Citizen should be a fun game because it's a fun game, not because you have ship x. Ships should be irrelevant. Ships should add to the game, sure, not BE the game. The game needs to stand on it's own, first. Star Citizen needs to show it by starting with stock Auroras and making it all work.

    An obvious point but:
    a) if the money is there NOT having e.g. people churning out backgrounds for new planets, doing artwork for ships, weapons, costumes etc. won't speed up development.
    b) looking at the schedule for 2018 its clear that core work is being done for all ships - you have the same block of tasks with the same progress getting the exact same updates. 
    So it looks like what the poster was suggesting is what's been done.

    More complexity maybe a little harder but this extra stuff should provide regular, visible progress which should help with funding. Without which the team working on the core stuff might not be as big. I say visible progress because churning out new ships/weapons/planets should be getting to be as simple as shelling peas. Still needs doing - no question - but with dedicated teams to do the work it should be "production line" stuff. 
    Post edited by gervaise1 on
  • BabuinixBabuinix Member RarePosts: 1,959

  • Octagon7711Octagon7711 Member EpicPosts: 7,880

    Yes! You can keep that stolen ship, probably. - DiscoLando

    "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

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