• 24 minutes of Star Citizen
    12 replies, posted
[video=youtube;TTGJOC0stus]https://www.youtube.com/watch?v=TTGJOC0stus[/video]
Oh my god this interlacing is terrible.
It's a capture from the stream and the interlacing was terrible. A clean version captured directly from the machine will probably go up [del]this week.[/del] twenty minutes after I posted.
how is interlacing a thing still?
[hd]https://youtu.be/pdCFTF8j7yI[/hd]
Reminds me a bit of Destiny
apart from the visuals that was really boring to watch
Honestly didn't think Star Citizen would ever make it this far, when it was first announced I thought it was just ramblings of a dreamer that would turn out to be nothing but that, dreams Just a couple of months until Squadron 42 gets released, as well
[QUOTE=Rixxz2;51188888]Just a couple of months until Squadron 42 gets released, as well[/QUOTE] That is in fact specifically not likely at all, as SQ42 almost guaranteed won't see a release this year. However, this isn't a surprise to anyone following development; a delay was expected. And that's because unlike the average AAA-tier experience, there isn't a publisher forcing a holiday release, ready or not.
[QUOTE=elixwhitetail;51188919]That is in fact specifically not likely at all, as SQ42 almost guaranteed won't see a release this year. However, this isn't a surprise to anyone following development; a delay was expected. And that's because unlike the average AAA-tier experience, there isn't a publisher forcing a holiday release, ready or not.[/QUOTE] Ah, haven't checked the release date since like may. But that is good, quality above all
I really really hope they take their sweet time making this. I really really want a well made game.
Personally I think they need to focus as little as possible on making a singleplayer experience. The only way this game can work is if it's massively multiplayer, and has enough sandbox customization elements that players themselves can build up the world(s) and make them interesting. It should be "WOW! Look at that huge valley! I can't wait to build my own city there and make it a haven for other players! Cool!" Instead of "Oh, big valley, but nothing to do in it except drive across it... yawn." Imagine an entire ingame economy driven by player to player interaction. That is what would excite me most.
[QUOTE=ThePanther;51190258]Personally I think they need to focus as little as possible on making a singleplayer experience. The only way this game can work is if it's massively multiplayer, and has enough sandbox customization elements that players themselves can build up the world(s) and make them interesting. It should be "WOW! Look at that huge valley! I can't wait to build my own city there and make it a haven for other players! Cool!" Instead of "Oh, big valley, but nothing to do in it except drive across it... yawn." Imagine an entire ingame economy driven by player to player interaction. That is what would excite me most.[/QUOTE] They're doing both; Squadron 42 is the single-player offline storyline-driven campaign (with a co-op mode), and Star Citizen is an unsharded MMO. They have lots of shared assets between them and they use the same engine. The economy design is somewhat a known quantity, and it will only be slightly player-driven: players will be outnumbered in the economic simulation by simulated AI agents ten to one, so with one million players there are 10 million NPCs' economic output and drain being simulated. This is specifically intended to counter the problems EVE had with their near-fully player-driven economy and the demonstrated ability for one person or a corporation to control the market for critical items in a sector. Players will be able to influence the economy, but to limited effect and at limited range -- a concentrated effort to blockade a planet that manages to shoot down/chase away 60% of the transports trying to come in will impact that planet's economy, but eventually there'll be a strong enough incentive to mount a response to break the blockade or the players will get bored and give up, and meanwhile the rest of the universe ticks away just fine outside of this one planet being squeezed for the short term. As for players building things, SWG style, that's not the primary focus of SC; it's very much about creating a designed experience. Now, on the other hand, it has been asked, and it's is a big [I]mmmmmmmmmaybe[/I] as of the last we heard, and is most certainly not something they intend on launching with even if it is pencilled in somewhere. It'd be launch+2 years for them to get down the priority list enough to start thinking about it, assuming there aren't massive changes in the way things are going. Thing is, major shifts like that have happened -- the procedural tech being shown now wasn't expected for another 2-3 years, but the ex-Crytek wizards they have at their Frankfurt studio are basically rewriting the same engine they created. The only reason I'm even speculating that arbitrary player-built structures and towns on the procedural planets could be a thing at some point in the future, at all, is because of the massive leaps ahead with the procedural tech. The procedural tech being in place means that they're already 60-70% of the way to having the tech for arbitrary player buildings, and then it'd be a matter of churning out all the assets needed. They have a lot of things that, as of last understanding, are of much greater priority, such as almost all of the career-supporting gameplay elements (mining, bounty hunting, science, making space drugs, passenger transport, etc.). For a space MMO where almost everything IS player-built, [URL="https://www.kickstarter.com/projects/1949863330/dual-universe-civilization-building-sci-fi-mmorpg/"]cross your fingers and hope that Dual Universe delivers on their promises[/URL] - and help fund it if they are continuing to take pledges/preorders after their Kickstarter successfully finished.
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