• Star Citizen Megathread - Fly FREE thru Dec 14th! Link in OP
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[QUOTE=Raidyr;47303103]It's not so much that they want the game to be easy, they just don't want to deal with arbitrary survival bullshit in their space game. [editline]11th March 2015[/editline] Also there is no reason to suspect player housing would be much different in star citizen than it is in various MMO's that offer it. That is, 3% of the playerbase will actually care about it while the other 97% will be actually doing content. Not the best use of developer resources, which is why MMO developers give the game years to grow before adding it in to a patch or expansion, if they add it in at all. I don't have a problem with Star Citizen in 2018 having player housing but it really shouldn't be a focus right now. No one on the art team needs to be working on chairs and desks 40 hours a week. It's not at the state where that is justifiable.[/QUOTE] I didn't say the survival-type stuff, i meant they seem to want to game to be easy all the time where nothing bad happens or they can have everything done for them. For example, I've seen a few complaints about the landing animations being unskippable and having to wait to get your ship back after it's destroyed, even though those are both things that are there for a reason. They're not outright 'fun' as such, but they're to make the game more immersive and add to the overall experience. Not wanting the developers to focus on something like housing at the moment is understandable but being completely against it is not. If someone thinks something like that doesn't really matter in the game, they might not quite understand what the game is going for, the ship flying is not all the game is going to be, although that is obviously the main part of it. There already is some form of housing decoration system in the game anyway, you can have posters, fish, miniature ships etc in your hangar. They are working on some non-core gameplay elements such as Mobi-Glass at the moment, as well. I'm not saying they should work on those things at the moment but it's wrong to think the only thing that is important is the ship flying/space sim part of it.
[QUOTE=thisguy123;47303238]Landing animations just make things feel nicer. If you've ever played planetside one and planetside 2 then I have a good example. In PS1 there was an animation for when you got into and out of any vehicle, hatches would open, mechs would drop chairs out of the cockpit and pull you in etc.. But in PS2 they lacked these(despite most vehicles having a full 3d modelled cockpit which PS1 lacked) From a gameplay perspective it was good because if an engineer hopped out his tank to fix it there was an element of risk as if he got caught short he could be killed while getting in. From an immersion perspective it made the game feel more visceral, you could imagine all the soldiers lined up in the back of some dropship waiting to deploy and when everyone did bail out of the dropship with the swan-dive animation and stuff it all felt so much nicer. In PS2 everyone in a vehicle is teleported into that magical "vehiclespace" and it kinda takes you out of the game a bit. Vehicles feel more like you're looking at a 3d model that's animated as opposed to an actual APC.[/QUOTE] Your Planetside example is a good one of immersion done right where it both feels good and adds to gameplay. I always loved that little animation in the first PS, and I really missed it when I tried PS2. The difference between the Planetside vehicle animations and the landing re-entry animations is that one takes only a couple seconds and adds to gameplay while the other is an unskippable almost 2 minute long cutscene that gets triggered [I]every time[/I] you land on a planet. It's awesome the first few times it happens, don't get me wrong, but once it becomes routine and is just an arbitrary 2 minute wait preventing you from doing something useful, it will become a grating waste of time. It's too early to say if that's how it will stay or what mechanics will be involved if any. I'm confident that CIG is well aware of the wasted time they could be imposing should they go that route and will try their best to work around it. However, I want it to be clear why me and others are very wary about it and use it as an example where "muh immershun" doesn't necessarily add anything to the game and could in fact be detrimental. [QUOTE=nightlord;47303010]What sort of things have you read here? I don't always read this thread so I'm just curious. While there are things in the game that might not always be fun, they are all there for a purpose and the devs think they add to the game in some way. They aren't going to add things for no reason.[/QUOTE] This is going to sound horribly dismissive, and I'm very sorry for it, but nowadays I don't even bother reading posts in this thread that have to do with roleplay, future plans, or people suggesting ideas in general if they don't directly involve gameplay. I don't care what people plan to do with their mining ships or roleplaying Marines because chances are nothing will play out in a way that facilitates their premature plans. Video games simply don't work the same way real life does. I can't even come up with any specific examples of silly suggestions because I just tune all that talk out nowadays. I come to this thread to discuss news and if there's something cool to talk about that actually matters to gameplay like flight control, weapons, travel mechanics, and so on. Those are fun to discuss and, in my opinion, actually relevant to the game.
[QUOTE=Why485;47303337] The difference between the Planetside vehicle animations and the landing re-entry animations is that one takes only a couple seconds and adds to gameplay while the other is an unskippable almost 2 minute long cutscene that gets triggered [I]every time[/I] you land on a planet. It's awesome the first few times it happens, don't get me wrong, but once it becomes routine and is just an arbitrary 2 minute wait preventing you from doing something useful, it will become a grating waste of time. [/QUOTE] Now you see, when people said "Landing Animations" I was thinking stuff like as you touch down, landing gear pops out, the pilot flicks a few buttons and gets out the chair and the massive CLUNK as contact is made, MINOR things, not a full blown landing cut-scene.
[QUOTE=thisguy123;47303370]Now you see, when people said "Landing Animations" I was thinking stuff like as you touch down, landing gear pops out, the pilot flicks a few buttons and gets out the chair and the massive CLUNK as contact is made, MINOR things, not a full blown landing cut-scene.[/QUOTE] Keep in mind this video was in October of last year and this demo was literally finished the night before. This is the absolute earliest implementation of landing on a planet and it's very possible that their internal builds are nothing like this, but it's all we have to go on for now. [media]http://www.youtube.com/watch?v=bANTtzpmg6E[/media]
I get the same 10-15 FPS on minimum and maximum settings. :v:
Anyone knows how big each planet is going to be?
[QUOTE=Grenadiac;47304091]I get the same 10-15 FPS on minimum and maximum settings. :v:[/QUOTE] Check out the console commands for Crysis 1; most of the R_(whatever) commands for the rendering engine also apply in Star Citizen. You can disable [i]way[/I] more stuff than the settings menu by sticking those commands in an autoexec config file. [url]http://www.tweakguides.com/Crysis_8.html[/url] [url]http://www.tweakguides.com/Crysis_9.html[/url] For some reason, they have locked out pretty much all of the rendering commands from the in-game console so there's no way to view the changes in real-time. Extremely annoying. Don't bother messing with HDRrendering, as the Arena Commander interface inexplicably won't render without HDR.
[QUOTE=Saber15;47304153]Check out the console commands for Crysis 1; most of the R_(whatever) commands for the rendering engine also apply in Star Citizen. You can disable [i]way[/I] more stuff than the settings menu by sticking those commands in an autoexec config file. [url]http://www.tweakguides.com/Crysis_8.html[/url] [url]http://www.tweakguides.com/Crysis_9.html[/url] For some reason, they have locked out pretty much all of the rendering commands from the in-game console so there's no way to view the changes in real-time. Extremely annoying. Don't bother messing with HDRrendering, as the Arena Commander interface inexplicably won't render without HDR.[/QUOTE] Thanks, I'll have a go with this when I get home. Usually it's just a few specific post processing effects (motion blur, ssao, etc) that this card doesn't like so that's gonna be what I try first.
Regarding the lengthy "arbitrary" landing sequences--aren't those designed to hide loading screens?
[QUOTE=Saber15;47304153]Check out the console commands for Crysis 1; most of the R_(whatever) commands for the rendering engine also apply in Star Citizen. You can disable [i]way[/I] more stuff than the settings menu by sticking those commands in an autoexec config file. [url]http://www.tweakguides.com/Crysis_8.html[/url] [url]http://www.tweakguides.com/Crysis_9.html[/url] For some reason, they have locked out pretty much all of the rendering commands from the in-game console so there's no way to view the changes in real-time. Extremely annoying. Don't bother messing with HDRrendering, as the Arena Commander interface inexplicably won't render without HDR.[/QUOTE] I was just about to ask about this too, the motion blur lags me horribly. Also trying to climb into my ship phases me on top of it
[QUOTE=Alsojames;47304758]Regarding the lengthy "arbitrary" landing sequences--aren't those designed to hide loading screens?[/QUOTE] That is also a thing, actually from an immersion perspective it's better than a loading screen. I love it when devs do that, ever play Jak and Daxtar 2? It didn't have loading screens, and between areas it used the usual decontamination, alirlocks etc... but the open world areas were kinda big. So if you ran too fast and risked outpacing the dynamic loader, the game made you trip over and hit the floor for a while as it caught up.
If every open-world game ever could load like Jak 2/3 then I would be a happy man.
So I managed to get into a coop free flight in 1.1 PTU, the following happened as a result of my inability to control my curiosity [sp]and the other guy took my aurora so :V[/sp] [media]http://www.youtube.com/watch?v=oec3JfU1ZaQ[/media] The ship feels GREAT to fly, didn't get to dogfight in it cause the HUD was broken for me, probably on account of me not actually having a helmet to project the HUD onto.
[QUOTE=Korro Bravin;47305802]So I managed to get into a coop free flight in 1.1 PTU, the following happened as a result of my inability to control my curiosity [sp]and the other guy took my aurora so :V[/sp] [media]http://www.youtube.com/watch?v=oec3JfU1ZaQ[/media] The ship feels GREAT to fly, didn't get to dogfight in it cause the HUD was broken for me, probably on account of me not actually having a helmet to project the HUD onto.[/QUOTE] They're giving the Gladius a speed boost and bumping up the size of the wing mounts to 2 so it can mount size 1 gimballed guns. Shit's going to be great.
[video=youtube;MFk4PCXoVms]http://www.youtube.com/watch?v=MFk4PCXoVms[/video] [QUOTE]3:34 – News from Around the Verse 16:37 – Bugsmashers 27:23 – MVP 28:23 – Customer Service 29:52 – Jeremy Masker Interview 41:45 – Sneak Peek Last 15 seconds - Outtake[/QUOTE] According to the CIG LA part of the news from atv segment, the Gladius takes up 14MB of VRAM versus 100MB per Hornet because of all of the meshes involved in the old damage system. Goddamn this new procedural damage system is sweet. Just think of how battle-scarred a larger ship is going to be. There's going to be some mean-ass Reclaimers floating around about two months after becoming flyable PU. Huge, battle-scarred, eating your ship anyway. You have to disable a ship to grab it with the claw, but you CAN do it while the pilot is still inside! [editline]12th March 2015[/editline] Reverse the Verse is also delayed until tomorrow for Ben to get back to the office.
[QUOTE=Korro Bravin;47305802]So I managed to get into a coop free flight in 1.1 PTU, the following happened as a result of my inability to control my curiosity [sp]and the other guy took my aurora so :V[/sp] [media]http://www.youtube.com/watch?v=oec3JfU1ZaQ[/media] The ship feels GREAT to fly, didn't get to dogfight in it cause the HUD was broken for me, probably on account of me not actually having a helmet to project the HUD onto.[/QUOTE] Quasars are red, Pulsars are blue, I like your ship, very much thank you!
Travis Day is the best.
Oh well, i couldn't resist and finally bought the starter pack.
Someone pointed this out on Reddit: [t]https://i.imgur.com/EcOHOli.png[/t]
ok what is ESP
[QUOTE=Mbbird;47311237]ok what is ESP[/QUOTE] "enhanced stick precision" i think it had something to do with gimbals?
[QUOTE=elixwhitetail;47311207]Someone pointed this out on Reddit: [t]https://i.imgur.com/EcOHOli.png[/t][/QUOTE] So what does that mean then...?
PTU 1.1's ESP is apparently quite strong and is fucking over HOTAS users, so now you can turn ESP off. People have been asking for the ability to disable ESP since it was introduced, as well. ESP is basically smart autoaim. It tries to predict when you're trying to keep your crosshairs centered on a target when you get particularly close and helps keep you on it by dynamically scaling sensitivity, but it also recognizes when you try and break off target and returns sensitivity to normal.
Aim assist is more accurate term for ESP, as it doesn't directly affect where your guns are aiming in the same way auto aim would. It only influences your inputs so as to help keep your crosshair over a target. It's the difference between Doom's auto aim and Halo's aim assist. If ships control that much better in 1.1, then ESP could become obsolete for HOTAS controllers. ESP is kind of a stopgap to help compensate for the iffy handling of everything. If they've fixed the source of the problem, i.e. made ships handle much better, then you might not need it anymore if you're using something more accurate than a gamepad.
oh yeah esp, always reminds me of that video :v: [media]http://www.youtube.com/watch?v=uWuzpMVRWYo[/media] this was patched a while ago though
[QUOTE=elixwhitetail;47311375]PTU 1.1's ESP is apparently quite strong and is fucking over HOTAS users, so now you can turn ESP off. People have been asking for the ability to disable ESP since it was introduced, as well. ESP is basically smart autoaim. It tries to predict when you're trying to keep your crosshairs centered on a target when you get particularly close and helps keep you on it by dynamically scaling sensitivity, but it also recognizes when you try and break off target and returns sensitivity to normal.[/QUOTE] Oh that's great. Playing it I found it far easier to use my mouse than my HOTAS, hope this fixes it.
[QUOTE=Levelog;47311925]Oh that's great. Playing it I found it far easier to use my mouse than my HOTAS, hope this fixes it.[/QUOTE] Frankly, I think it will always be easier to control ships with a mouse than joystick in SC with how stupid fast the ships rotate. It's pretty hard to overshoot with a mouse but very easy with a stick. [editline]12th March 2015[/editline] Larger ships might be okay with the joysticks because they'll probably handle like Elite Dangerous's faster ships. :v:
Changed from Aurora to Mustang, and i like everything about it more. Visuals, hud, computer voice, weapons, controls. I know it has no cargo at all, but still. The only thing i liked about aurora is how you can ram into stuff (enemies) and survive. I will be trying them out some more and see which one will i keep in the end.
[QUOTE=creec;47313283]Changed from Aurora to Mustang, and i like everything about it more. Visuals, hud, computer voice, weapons, controls. I know it has no cargo at all, but still. The only thing i liked about aurora is how you can ram into stuff (enemies) and survive. I will be trying them out some more and see which one will i keep in the end.[/QUOTE] The Mustang's got a space for cargo! The Alpha, anyway.
[QUOTE=archangel125;47313292]The Mustang's got a space for cargo! The Alpha, anyway.[/QUOTE] It says 0 cargo here [url]https://robertsspaceindustries.com/pledge/ships/mustang/Mustang-Alpha[/url] but i guess it's optional upgrade once game is ready? [editline]13th March 2015[/editline] But if that's true then im keeping mustang. I really like it in general.
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