• Star Citizen Megathread - Fly FREE thru Dec 14th! Link in OP
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[media]https://www.youtube.com/watch?v=uU5UrT1EhWE[/media] Anyone seen this? One thing, Hopefully they change the scale of yela, because the moon is way too small to be spherical.
[QUOTE=Toyokunari;49215450][media]https://www.youtube.com/watch?v=uU5UrT1EhWE[/media] Anyone seen this? One thing, Hopefully they change the scale of yela, because the moon is way too small to be spherical.[/QUOTE] Or even to have a gravity strong enough to retain a ring of asteroids of that size.
didn't the guy say it was like 4 miles in diameter, I wonder if it's just there to test mechanics or provide people a glimpse of something bigger on the way. With Crusader being so fuckhuge it's not like they're incapable of making it bigger, but the question in this instance should be multiple parts: How big would a body have to be to sustain a decent ring (RECENT impact debris rings being an outlier that could somewhat appear like this), and would a moon around such a large astral body be capable of holding its own ring system or would the tidal forces be too strong and rip it off? what's funny is that's like, the size of vanilla WoW's entire world, according to its ingame units it was like 7 miles from top to bottom of one of the continents, wrap that around a globe and it's tiny
[QUOTE=Oicani Gonzales;49216071]after playing some 10 hours of E:D, holy shit do i hope CIG learn some lessons from it for some reason combat in it is much better than in AC, ships handle much better and the art style is actually consistent and mostly very nice (though sc absolutely shits on e:d on the technical side)[/QUOTE] I hate ED's combat. It's solid for what it is, but to me, it's boring. It feels to me more like a jousting match than a dog fight. But I do agree that the ships handle well, but not in a way I care for. As for ship design, they're nice on the eyes, but they sort of lose their distinction between each other.
[QUOTE=Oicani Gonzales;49216071]after playing some 10 hours of E:D, holy shit do i hope CIG learn some lessons from it for some reason combat in it is much better than in AC, ships handle much better and the art style is actually consistent and mostly very nice (though sc absolutely shits on e:d on the technical side)[/QUOTE] I'd love for SC's physics to be more like ED (maybe not quite as slow) but at least give me ED's [I]tightness[/I] when it comes to controls and presentation. In SC, when I'm flying a ship, it feels like everything is being held together by floppy, wobbly GMOD welds. The ship controls less like a precise piece of machinery and more like a toy ship which is steered by an invisible giant by pulling a rope on the nose. I've ranted about this before, but I'd honestly take Kerbal Space Program physics over what we have in SC. At least my ships are wobbly pieces of shit in KSP because they [I]are[/I] wobbling pieces of shit because I made them too long, not because all the reaction thrusters are spazzing out in every direction because I touched the mouse ala SC. [editline]30th November 2015[/editline] Also, while ED has a pleasant artstyle, it's a bit too far down the opposite extreme from SC. Every space station in every system looks the same, and every non-Imperial ship all looks like they were made in the same shipyard where the engineer looks at you strangely when you mention the concept of 'a curve'. SC's design, while producing several [url=https://robertsspaceindustries.com/pledge/ships/mustang/Mustang-Omega]horrible horrible ships[/url], does have much more variety. I'd like it to be a bit more honed in and look less like every sci-fi movie mashed together (Why485 did a good post on this a while back), but not to the same extent as Elite.
ED is a mixed bag for me on a lot of these points. I'm sure it's improved since the still-beta-feeling release but I was seriously soured by the state it was released, given I'd funded them a pretty penny to see beta. The combat feels like you're in gigantic boats jousting and taking pot shots at each other. It's powerful, but sluggish, and nowhere near what the big trailer featuring a capital ship battle hyped it up to be. Also the whole "you're decelerating for 12 minutes toward a point of interest" thing killed me given unknown signals were often barely worth the time and visiting a space station meant the same landing bay everywhere followed by a trading menu. Being a ship stuck in that repetitive mess was only saved for me by the use of oculus, and even then it was only fun in conflict zones, which were surprisingly sparse and broken for a while. If I'd picked it up for the $15-20 you can snag it now I'd be pretty content, but I feel sorry for the sods who paid up $300+ in the earlier phases of beta. It still hasn't provided the ability to get out in a hangar, and they released the launch-promise concept of planetary landing as a full priced DLC, in which you spend forever decelerating toward a point on the surface [i]and land in the same fucking hangar bay that's on every single space station[/i] so you can fade to black and spawn as a buggy nearby, or you can be adventurous and pick a random point on the planet to land by yourself to pray to RNGsus for a mineral deposit or signal or whatever to be nearby. Jesus I got my money's worth near instantly from SC, and have continued to enjoy the beta despite its rather limited playability. 2.0 is a serious leap and I fully support the fact that a $45 base pledge will be more than worth what's coming out of it.
I feel that ED does what it does well, but it does not do enough. when thinking of flying though, I really like SC's one over ED. SC one doesn't really have that much weight, but it feels so much more fun. ED is too slow I feel
I hope there will be some crude industrial Teladi/Split style ships in Star Citizen someday. I love ships that look like a garbage build only with functionality in mind and has minimal aesthetical effort put in.
I really liked the space boats feel of E:D initially, it felt weighty and made docking more fun. but once I got used to it, it started to feel very limiting. combat always boils down to frustratingly slow turning battles and jousts, at which point the pitch rate of your ship is what wins the fight (hence the vulture and imperial clipper being the absolute apex of combat ships)
I think the current feel of SC ships feels good for things like the Mustang which are super maneuverable single seaters. The larger ships do need a bit more weight in their maneuvers though.
[QUOTE=creec;49216531]I hope there will be some crude industrial Teladi/Split style ships in Star Citizen someday. I love ships that look like a garbage build only with functionality in mind and has minimal aesthetical effort put in.[/QUOTE] how big ya want it Drake Caterpillar [t]https://i.imgur.com/VeyDy6k.jpg[/t] [t]http://vignette3.wikia.nocookie.net/starcitizen/images/6/65/Caterpillar_atv8_1.jpg/revision/latest?cb=20140731172812[/t] Aegis Reclaimer Salvage Ship [t]http://vignette3.wikia.nocookie.net/starcitizen/images/7/71/Reclaimer_Image002.jpg/revision/latest?cb=20140926213256[/t] [t]http://i.imgur.com/cvne54H.jpg[/t] RSI Orion Mining Platform [t]http://static1.gamespot.com/uploads/original/1535/15354745/2811619-4700234247-Orion.jpg[/t] [t]http://rpgtitles.com/wp-content/uploads/2015/02/20c44_Star_Citizen_Orion_2-27_2.jpg[/t] [t]http://i.imgur.com/jRz2Zkb.jpg[/t]
[QUOTE=Killdozer;49216678]I think the current feel of SC ships feels good for things like the Mustang which are super maneuverable single seaters. The larger ships do need a bit more weight in their maneuvers though.[/QUOTE] I found it funny watching the Constellation in PTU videos, where it's as maneuverable as some of the more agile ED ships, and apparently as agile as the Hornet. :v:
[QUOTE=dai;49216792] [t]http://vignette3.wikia.nocookie.net/starcitizen/images/6/65/Caterpillar_atv8_1.jpg/revision/latest[/t][/QUOTE] oh huh haven't seen that art before guess they don't call it the caterpillar for nothing
I was deleting some old unused/stale gameplay recordings to make HDD space, and I found this clip of fpcorp shenanigans involving (what else) Korro's Aurora from just before Gamescom. [video=youtube;47Rr5JTSXEk]https://www.youtube.com/watch?v=47Rr5JTSXEk[/video] [URL="https://robertsspaceindustries.com/comm-link/transmission/15091-BTS-Cloud-Imperium-Frankfurt"]The Jump Point article on behind the scenes at Frankfurt is now up for all to read.[/URL] 10FTC is currently AWOL, but considering the Thanksgiving holidays it's not at all surprising - they film those on Thursdays/Fridays (or when Chris/whoever is available) and edit them over the weekend. [QUOTE=Saber15;49216802]I found it funny watching the Constellation in PTU videos, where it's as maneuverable as some of the more agile ED ships, and apparently as agile as the Hornet. :v:[/QUOTE] I've seen what you mean in-person and I have to imagine that's not final. Below is me chiming in about ED after playing it a bunch. Brace for another round of "this literally cannot be expressed in a one-paragraph post so bleeeaauuauaughgh have this text wall". I picked up ED for $15 and would've paid up to $25 if Frontier had let me name a price instead of offering me at an even better one, but I would have been supremely disappointed if I'd paid $75CDN and up to get into the game at launch or before launch. If you look at only one star system and the gameplay it offers (because the PTU doesn't have more than one zone, and it's relatively tiny at that), and you ignore the massive instabilities the PTU currently has, I'm already having more fun in Alpha 2.0 than I am in the released version of Elite. Elite has a real game with stored progress under the hood, but it's only a matter of time before that comes to SC as well. I worry that Braben fucked up his game's long-term health, starting with the marketing decision to sell development build access in tiers instead of selling ships (which stunted their earning potential because they didn't even give whales the option of throwing cash at them once they've bought the highest pledge tier for earliest alpha access), continuing with the decision to force the market sim to sync with the cloud and exclude the possibility of true offline (and keeping this a secret for weeks or months before finally dropping the news right before launch), and following through yet again with the offensive (to existing players) pricing decisions for Horizons and the return of "never to be sold again" lifetime DLC passes (at triple the price). Now, it's not about the fact that they didn't work fast enough. I can't condemn Frontier for not having everything in their game ready and then in the same breath defend SC's current alpha state, and it's rather understandable that it's not finished this soon after the Kickstarter. Especially since they only earned so much and can only survive for so long without retail sales coming in to keep development going, while CIG has a luxury situation in terms of funding. I've talked about all of this before in both this thread and the ED thread, so I won't repeat myself, but it's not entirely Frontier's fault that they could only do so much with what they had. But I think ED can be taken as a cautionary tale to all of the backers who bitch and complain that there has been no "visible" progress on SC for so long, especially for the summer of hell where Certain Idiots intentionally stoked and inflamed existing backer impatience and discontent with CIG. Let's imagine that we instead live in a mirror universe where Star Citizen's development priorities were parallel to Elite's: Focus on getting a working baseline out in two years and then hope to earn enough on sales and cosmetic-shop/DLC to keep enough devs on staff to build out fps and planetside and actually achieve CR's dream of a first-person universe. There, the devs prioritized building SQ42 and AC/the PU as a "you are your ship" space sim first, pretty much recreating Wing Commander and Freelancer with graphical enhancements and online play. In this other universe, the only possible way Star Citizen would not be out by January 1st 2015 is if the 64bit conversion held the project back and they refused to ship without it. Star Citizen also looks a lot more like ED, where actual human beings only appear in SQ42 cinematics and picture-in-picture dialog overlay boxes (like EVE Online character portraits); mobiGlas is just the name of the video-gamey station menu that you get in your cockpit or representative station-environment wallpaper scene; stations are just containers your ship parks in to access shop UIs like it's goddamn Mechwarrior 1 or Final Fantasy; Star Marine is a to-do list item and walking around in hangars is maybe in alpha to Golden Ticket holders for first-stage testing on the PTU (same confusing acronym, some things never change :v:). And, most importantly, in this other universe, crowdfunding will have plateaued around $55-60mil [I]tops[/I] as CIG shuttered the pledge store while preparing the economy to go live towards the end of 2014, stunting the future development of the game. In theory, F42 Frankfurt may never have been formed, leaving a lot of Crytek engine wizards out of the development picture. This does not sound like a game I'd want to back or play, especially now that I've gotten to see the results of this kind of thinking with ED in [I]this[/I] universe. [B]TL;DR Anyone who favourably compares ED's speedy release with SC's when-its-done mindset has never really thought about or understood the consequences[/B], and Alpha 2.0 PTU's proof that giving something the time it needs to bake makes it so much better in the end. It's still not ready for public consumption, but it's a hell of a lot more of a game than it was six months ago. Amazing what happens when you insert Erin Roberts into a situation.
Patch 2.0.0f is [URL="https://www.reddit.com/r/starcitizen/comments/3uxcbe/ptu_alpha_200f_is_out/"]up[/URL].
[QUOTE=Saber15;49216802]I found it funny watching the Constellation in PTU videos, where it's as maneuverable as some of the more agile ED ships, and apparently as agile as the Hornet. :v:[/QUOTE] seeing people fly it around in vanduul swarm or the PU pirate battles is really daunting because of all the ships that have seen re-re-re-reworks, that one is Roberts' flagship mary sue that needs to excel at what it does. From what I've seen it handles like a cutlass and hits like a truck with its FOUR goddamn S4 lasers, there's absolutely no point in risking a pilot's life in a merlin to get out and buzz around when the ship can solo a zerg of vanduul elites even without the aid of its own turrets. The only thing that stops it is the bugged shield regen
what is with the new thread title
[QUOTE=Saber15;49216186]I'd love for SC's physics to be more like ED (maybe not quite as slow) but at least give me ED's [I]tightness[/I] when it comes to controls and presentation. In SC, when I'm flying a ship, it feels like everything is being held together by floppy, wobbly GMOD welds. The ship controls less like a precise piece of machinery and more like a toy ship which is steered by an invisible giant by pulling a rope on the nose. I've ranted about this before, but I'd honestly take Kerbal Space Program physics over what we have in SC. At least my ships are wobbly pieces of shit in KSP because they [I]are[/I] wobbling pieces of shit because I made them too long, not because all the reaction thrusters are spazzing out in every direction because I touched the mouse ala SC.[/QUOTE] It's funny you say that because just like KSP, SC ships tend to fly like poorly designed pieces of shit because in a world that uses realistic physics, they are just that. But I agree regardless. Elite's ships move with confidence and precision. Flying in Star Citizen feels like a bunch of accidents that cancel out to [I]mostly[/I] result with what you wanted. For what it's worth, 2.0 has smoothed out a lot of that with moving the IFCS to what they're calling third order versus just a pure reactionary system. Even if it's faked, there's a lot more inertia with strafing inputs. Although to be fair, I've only tried the Hornet because that's all I've got. [editline]30th November 2015[/editline] [QUOTE=dai;49215855]didn't the guy say it was like 4 miles in diameter, I wonder if it's just there to test mechanics or provide people a glimpse of something bigger on the way. With Crusader being so fuckhuge it's not like they're incapable of making it bigger, but the question in this instance should be multiple parts: How big would a body have to be to sustain a decent ring (RECENT impact debris rings being an outlier that could somewhat appear like this), and would a moon around such a large astral body be capable of holding its own ring system or would the tidal forces be too strong and rip it off? what's funny is that's like, the size of vanilla WoW's entire world, according to its ingame units it was like 7 miles from top to bottom of one of the continents, wrap that around a globe and it's tiny[/QUOTE] CIG has outright said before that when it comes to planet sizes they're not going for realism. They're going with what plays well. They specifically said that once a planet becomes big enough (think Crusader) its size essentially becomes meaningless in terms of gameplay because it's not something you can interact with in any meaningful way. Meanwhile, small planets like the moon with the ring, are very undersized because they're at a size where it's interactive from a gameplay perspective. There was a 10 for the Somethings where they specifically addressed this and it was a very good response worth listening to. The tiny moon is a specific gameplay decision that was the result of a lot of playtesting and messing around with planet sizes.
[QUOTE=dai;49216792]how big ya want it Drake Caterpillar [t]https://i.imgur.com/VeyDy6k.jpg[/t] [t]http://vignette3.wikia.nocookie.net/starcitizen/images/6/65/Caterpillar_atv8_1.jpg/revision/latest?cb=20140731172812[/t] Aegis Reclaimer Salvage Ship [t]http://vignette3.wikia.nocookie.net/starcitizen/images/7/71/Reclaimer_Image002.jpg/revision/latest?cb=20140926213256[/t] [t]http://i.imgur.com/cvne54H.jpg[/t] RSI Orion Mining Platform [t]http://static1.gamespot.com/uploads/original/1535/15354745/2811619-4700234247-Orion.jpg[/t] [t]http://rpgtitles.com/wp-content/uploads/2015/02/20c44_Star_Citizen_Orion_2-27_2.jpg[/t] [t]http://i.imgur.com/jRz2Zkb.jpg[/t][/QUOTE] Orion tickled me in the right places since it was first released, but i want to earn it ingame. My first goal in the game will be getting it for sure.
[QUOTE=the_killer24;49217447]what is with the new thread title[/QUOTE] I needed to remove the sale related title because it ended and I didn't want to lead people on a wild goose chase in the meantime, people are spending lots of money to essentially collect model space ships on the internet. Come up with a title nerd
k [img]http://i.imgur.com/gc4mU8b.png[/img] (i will have you know i have spent FAR MORE MONEY on models than internet spaceships)
actually it's kind of funny/ironic right now, the whole joke about buying pictures of internet space ships The Vanguard got an early release model in hangar explicitly so the vanguard thread could critique and make better decisions. A few twits are flipping their shit over it because it's all wrong and the world is ending and they're fucking ANGRY because they admittedly bought it explicitly for a gif of an internet spaceship and they're mad that it's different than all the early concept junk now, despite the dev outright saying there's a bunch of placeholder assets in there while they continue to work, and there's things missing that are still coming, and you can't even fly it yet so none of the animations can even be proven/disproven (aside from all the little flap vent things which are visually missing) [img]http://i.imgur.com/zTj2j6L.gif[/img] I think the most damning thing about the picture is the scale person (and chaingun being bigger than it is now), compared to the current hangar model he's probably only 2/3 the height of a proper adult. BUT, that's an early what-if whitebox and we got a pretty in-depth view of the interior cross section of the ship during the pledge, which people should have been more capable of judging size by. I'd take a ship more fighter-sized than house if it meant it actually flew like the (heavy) fighter it's supposed to be
[IMG]http://i.imgur.com/4JHzN6W.png[/IMG] [URL="http://www.imdb.com/title/tt5194726/fullcredits?ref_=tt_cl_sm#cast"]The SQ42 cast list has also been expanding on imdb. Like, by a lot.[/URL] [QUOTE]Please also note that Arena Commander multiplayer and ArcCorp are now available on the current PTU for testing.[/QUOTE] Fuck yes Remember, PTUers, update, delete USER, restart launcher, verify before launching. This seems to have mainly been a client stability patch, so I'm going to give it a try and see how well it works. So, a while back I suggested we prepare some sort of "What is SC?" video for when the PU goes live. Well, that's surprisingly close now and we have the ability to capture live gameplay of the PTU that demonstrates what CIG has been promising they've been working on for most of the last two years. I've written up an outline of what the topics could be, and I'd like everyone's feedback. The idea is also that this would be fpcorp-branded, but without any shenanigans in the actual script, just any gameplay footage we capture (for laughs, not to make it look like SC is an unplayable mess 24/7 and CIG are incompetent), so we could stick it in the thread OP. Sooo, that means at least offering to make it a thread effort. Arch long ago offered to provide his voice talents for the narration. For this first version, I'm just going to dump it here in the thread, but for subsequent revisions and the actual script I'll probably use a google doc instead of spamming the thread up with very long WAYW posts. This is long, but remember that we can verbally cover things fairly quickly when we can show visuals or live gameplay demonstrating what we're talking about. My intention is that this is about five minutes or so; too long and people won't bother watching, too short and the message isn't informative enough. [QUOTE]- SC is a space sim and first-person universe, created by CR; the dream - What is an FPU - you are a guy/girl in 1st-p in space, not a spaceship in space, and you can get out, land on planets/stations, have fps encounters, etc. Also show multicrew, diegetic huds and mobiglas. Live AC/ArcCorp/PTU eyecandy footage here where possible. Show off the starmap (and emphasize it's live). - Briefly mention AtV, RtV, 10FTC, comm-links, Jump Point, weekly/monthly reports, etc. and the approximate release schedule (only mention subscriptions long enough to say JP is a perk of supporting the community team's video/etc. output on a $10/$20 monthly basis) so people know how to find out more even if they stop watching right here - Brief explanation of SQ42 vs the PU - Eventually, private servers and modding also coming (both stretch goal promises), playing SQ42 while truly offline is still confirmed - Briefly discuss the UEE and alien races (note historical and ongoing wars, etc.), it's now+960 years and the lore rolls in realtime - Very brief explanation of how every manufactured item/ship in game has a brand with lore support as a way of leading into an introduction to each of the major ship manufacturers and a few of the iconic and common ships (the starters, Hornet, Connie, Avenger, etc.) but not every single ship and every single variant - Quickly cover the top 5-10 most important major career paths being provided for by highlighting ships that prototype them (e.g. mining and the Orion, the Herald keeping the speed-limit-of-info data economy moving). We can't cover all of the careers and ships, but the point is to showcase SC's broad range of choices instead of the standard fight/haul/mission. [i]Reminder, leaving out combat career variations, we currently know of: cargo hauling/trade, mining, racing and astrobatics, fuel scooping/refining and transport, search and rescue, medical care (tying in with S&R), jump point discovery and route charting, exploration and stellar cartography, science (multiple applications/benefits given the Endeavour's pod options), ship repair, EWAR/counter-EWAR, fleet logistics, data running and the entire information economy (ties in with any charting activity), troop and passenger transport, whatever the "news van" Reliant does (???), Sataball (the Ender's Game mixed with basketball version), and just cruising about in swanky style (890 Jump/Phoenix/VIP yacht-fitted Genesis)[/i] - Quickly cover variants and the modularity system as we understand it, lots of flexibility promised - Very brief description of the phases of ship development (concept, whitebox, greybox, hangar-ready, flight-ready) and how there are refits (the Connie is now on its 4th major iteration) as development gets things built up and tightened and discovers new ways to do things better - Device-agnostic approach: Game intends to support HOTAS, gamepads, VR, etc. Make explicit note that input-device parity is not balanced until TBD (beta, probably) so gimbal mouse is still OP - Briefly cover the economy model and the speed of information, 10:1 NPC:player population in the background sim, etc. - Brief description of the PU's relaxed permadeath (Death of a Spaceman) mechanic - Brief description of LTI and insurance and why LTI is nice but no big deal - Reminder that any pledge above a starter package is totally optional and everything will be obtainable in the PU, reminder that Star Citizen's release date is "when it's ready" and any timeline may slide. Reminder that $45 (and sometimes $30; plus the ES package should now include access since no more module passes :v: ) is less than the $60 retail at release, so if you [i]are[/i] ready, RSI.com. Topics I think specifically aren't relevant to a first-look intro or otherwise don't belong in this video and that's why I didn't list them: CCUs, the UEC vs REC system, P2W discussions (other than mentioning that nothing more than the base package is required), the grey market, talking about how crap the RSI forums are, the subreddit, SA or Shithead, the bad PR CIG had to handle this year, Star Marine's big delay, any major mention of Turbulent or Illfonic or the other outsourcers, lots of heavy details about the engine and CIG's technical achievements (as worthy as they are of celebration).[/QUOTE] [t]https://i.imgur.com/kukgQ6Y.jpg[/t] Also, someone got the referral fishtank in their Self-Land. As much as I don't like the referral system, daaaamn I am getting that, sooner or in-the-PU later. Now I'm going to go try out 2.0.0f now that it's finished downloading and verifying and I got that outline out of the way.
[QUOTE=dai;49217551]actually it's kind of funny/ironic right now, the whole joke about buying pictures of internet space ships The Vanguard got an early release model in hangar explicitly so the vanguard thread could critique and make better decisions. A few twits are flipping their shit over it because it's all wrong and the world is ending and they're fucking ANGRY because they admittedly bought it explicitly for a gif of an internet spaceship and they're mad that it's different than all the early concept junk now, despite the dev outright saying there's a bunch of placeholder assets in there while they continue to work, and there's things missing that are still coming, and you can't even fly it yet so none of the animations can even be proven/disproven (aside from all the little flap vent things which are visually missing) [IMG]http://i.imgur.com/zTj2j6L.gif[/IMG] I think the most damning thing about the picture is the scale person (and chaingun being bigger than it is now), compared to the current hangar model he's probably only 2/3 the height of a proper adult. BUT, that's an early what-if whitebox and we got a pretty in-depth view of the interior cross section of the ship during the pledge, which people should have been more capable of judging size by. I'd take a ship more fighter-sized than house if it meant it actually flew like the (heavy) fighter it's supposed to be[/QUOTE] IMO the size is perfect now, it seemed way too large to be a fighter in the concept. I think people just expected something more substantial simply because it's expensive I noticed the exterior looks kind of... simplistic? I like it like that though, the lighting really works with that matte retaliator-style material to show off the shapes and forms
[QUOTE=krail9;49217920]IMO the size is perfect now, it seemed way too large to be a fighter in the concept. I think people just expected something more substantial simply because it's expensive I noticed the exterior looks kind of... simplistic? I like it like that though, the lighting really works with that matte retaliator-style material to show off the shapes and forms[/QUOTE] the whole thing is part of the aegis lineup of combat ships, and between the sabre concept and the retaliator the vanguard would be the odd man out if it didn't follow suit somehow. I'd expect the matte stealth paint on sentinel but not the others; warden would probably look good in a lighter metallic grey, and the harbinger feeling more like master chief's helmet [editline]e[/editline] hangar progress model video for people's reference [media]https://www.youtube.com/watch?v=3Aj_szNi5DY[/media] I think the situation would have gone a lot smoother if they spoon-fed the fact that X is a stand-in, Y is close to finalized, X is flexible while Z is set in stone. They just gave people "It's mostly what you'll get because we can't make major changes" and suddenly "major changes" = "literally everything is going to stay how it is, including the retaliator cockpit we tossed in so you could sit down and the landing skids stuck through the chassis so it wasn't just floating there in the hangar. You fucking fell for the concept sale hahaha"
OH FUCK YES [img]http://i.imgur.com/6H8Ls79.png[/img] ...oh right my computers still dead [editline]30th November 2015[/editline] waitwhat [img]http://i.imgur.com/SXWu32D.png[/img]
It's a rolling date. The PTU could end anytime so it basically just increments every day while it's still going, and then when they shut it down, PTU access dies for the time being. Also, apparently 2.0.0f is more stable on the client end... but the GIM is shitting the bed constantly by trying to cram two people into the single remaining slot in a 15/16 server, so you have a 95% chance of not getting in and CTD'ing on the Mustang loading screen until they hotfix it (should not require a major client download for this). They're still working on it, no ETA as far as I know. I tried ArcCorp and I drowned in Cryengine asset streaming death bottlenecks after struggling to get from the elevator through the customs room and 5 feet outside the door into the square. For some reason, loading any single thing took a ridiclous amount of I/O bottlenecking, and my CPU load was at 10% instead of the 65-95% typical for walking around ArcCorp. At least that one try. The hangar worked a bit chunky but otherwise fine, though.
[QUOTE=Excalibuurr;49218304]Do the graphic settings do anything? I'm switching between low and high but I don't see a difference in frame-rate. Running 970 with i3-4150.[/QUOTE] [i]an i3 processor???[/i]
[QUOTE=Excalibuurr;49218338]Yeah, nothing I seriously play right now demands a lot out of my CPU. I'll upgrade it at some point. Unlike you, you Guild Wars nerd.[/QUOTE] I actually need to upgrade mine and it's an i7, though the x64 client really helped out at any rate graphics aren't really optimized so it's mostly like, removing layers of post processing and limiting particle effects or something. If it's gonna tank framerate it's gonna tank hard. I tend to play on medium for now, don't notice anything different from the higher modes outside of FPS changes also I deleted my entire test folder to redownload from scratch, might help out but damn it's eating my internet hard
[t]http://i.imgur.com/hfPSWp8.jpg[/t] [t]http://i.imgur.com/ltFQ8sH.jpg[/t] [t]http://i.imgur.com/75G9nvC.jpg[/t] The Puglisi Collection display cases have inconsistent semi-opaque showcase lighting to show off the collection pieces. Kinda nifty, but pretty obviously not final. [t]http://i.imgur.com/qwDB1pE.jpg[/t] Anyone noticed the transformations the drinks bar's been undergoing? Probably not final, but I like where this is headed, I think. [t]http://i.imgur.com/Smn31g1.jpg[/t] From a previous PTU build (still can't get in 2.0.0f thanks to the GIM). I can't wait for the PTU to become stable enough to go live.
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