Author Topic: Star Citizen  (Read 133082 times)

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Offline Senni__Ti

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Re: Star Citizen
« Reply #1005 on: October 29, 2015, 03:26:00 pm »
+1
Apparently that was an old Jumpoint article, so it was probably being hopeful after the original Star marine presentation (I can't remember which something-con it was).

Offline Xant

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Offline Xant

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Re: Star Citizen
« Reply #1008 on: October 30, 2015, 07:08:41 pm »
0
wtfamIreading
Why? Everything in it sounds great.
Meaning lies as much
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Offline Xant

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Re: Star Citizen
« Reply #1009 on: November 06, 2015, 05:43:12 am »
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This is relevant to my interests.

https://youtu.be/oSYLH8bhVck?t=2111
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Offline Xant

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Re: Star Citizen
« Reply #1010 on: November 07, 2015, 02:44:06 pm »
+2
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Offline Senni__Ti

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Re: Star Citizen
« Reply #1011 on: November 20, 2015, 12:05:41 am »
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So 2.0 is rolling out to the PTU (end of the livestream), 1000 most active bug reporters/players of the last patch get access through email.
They'll then proceed to patch any issues they find and rollout and test them in the PTU. As it gets closer to 'done', they'll increase test group size.

TLDR: 2.0 very soon (1-2 weeks most likely)

In other news, there is the anniversary sale of ships, different ones everyday, all available at end for a couple of days.

New stuff:
- Crucible (anvil dedicated repair ships)
- p-72 archimedes (slightly better p-52 merlin, 'faster, luxurious')
- Avenger variants, cargo and EMP variant.

There was a 30$ aurora package but that sold out instantly (only 1000 of them).

Accompanying the Crucible is a design doc on repair, pretty interesting stuff.

Offline Leshma

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Re: Star Citizen
« Reply #1012 on: November 20, 2015, 12:36:53 am »
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Dem goons would disagree with you on future of this project.

From what I've gathered, build will be a buggy, unoptimized mess and animations are bad as ever. Rest seems fine.

Roberts said no landing on planets in 2.0 or 2.1 (coming soon after 2.0 he said). Apparently tech that wasn't meant to come any time soon will be ready next year and will allow them do more than they initially planned for planetary landings. Could be nothing special, could be seamless landing thanks to implementation of procedurally generated terrain and what not. We'll see.

What is certain is that scope is growing. Repair mechanic seems kinda silly detailed for a game of this type. Not sure I'm fully behind that decision. Oh yeah, Mark Hamill in engine cutscene introduction:


Offline Senni__Ti

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Re: Star Citizen
« Reply #1013 on: November 20, 2015, 02:09:51 am »
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Offline Leshma

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Re: Star Citizen
« Reply #1014 on: November 20, 2015, 02:41:21 am »
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Better optimized than I thought it would be. People with i7 and 970 are having between 40-70 fps. Fraps is completely murdering fps tho (there is an issue with shadowplay).

But bugs, oh boy. Game is literally going to black screen aka crashing every ten minutes or so. It is highly unpolished, many jerky motions, animations, transitions. But they put in new flight system which allows you to go 1000 m/s or more in cruise mode. Same problem still persists, even going 1000 m/s feels like you're standing still unless you have something in front of you like space station.

Space stations are nicely done, look very believable but lack some obvious clues. Game isn't really designed for dumb people in this stage, so many things you need to care about. Have you closed the back hatch or not? Are you in cruise mode, precision mode or combat mode? Where is that bloody quest marker? What I'm supposed to do here where those AI fight each other? Where is my assigned flight pad?

For a game that wants to appeal to mass market this is incredibly complicated, CoD/Halo players won't swallow this. And it isn't really complex at this point, lacking many mechanics. It is just that some things need to be manually done, even though they should be made automatic by flight computer.

Offline Senni__Ti

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Re: Star Citizen
« Reply #1015 on: November 20, 2015, 09:44:08 am »
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Give it time, they'll add plenty of beeps and HUD icons.
And yeah, it's really crash happy atm, surprised they released it to even the PTU.
Though a lot of it seems to be server crashes, which I guess required a PTU test.

Unrelated note, damn it makes me feel sad seeing halo lumped in with COD. (Though I understand having seen the recent titles..)

Offline Xant

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Re: Star Citizen
« Reply #1016 on: November 20, 2015, 11:17:16 pm »
+1

They released it for 1000 people because it's crash happy. It's to help them test, not so those people can have a blast.


The above video already has some really awesome gameplay.

Like he flies to a space station, gets a gun... then someone destroys his ship. But when they come to the station guns blazing, he shoots them and steals their ship, and flies away. That kind of dynamic gameplay is going to be awesome, from FPS to ships, smoothly.

I love the whole thing, how the space stations look, the seamless transitions between different types of gameplay, etc. Still needs polish, but atm it looks like they have all the base components they need. Save maybe for getting 30+ people in a single instance.
« Last Edit: November 20, 2015, 11:29:02 pm by Xant »
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Offline Leshma

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Re: Star Citizen
« Reply #1017 on: November 20, 2015, 11:55:33 pm »
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FPS is really well done imho. Compare it to only similar game (Angels Fall First) and you'll see massive improvement. But many non FPS related animations are falling apart and I'm not sure what's the cause of it. There're like infinite ways to glitch outside the ship in this build.

Offline Xant

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Re: Star Citizen
« Reply #1018 on: November 21, 2015, 12:37:50 am »
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One of the great things about SC is that the graphics are so good, exploration is very different when things look like this https://www.youtube.com/watch?v=YH3c1QZzRK4
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Offline Leshma

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Re: Star Citizen
« Reply #1019 on: November 21, 2015, 12:39:07 am »
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Quote
Fixed an issue where activating Quantum Travel as some one was loading would crash the clients.

 :rolleyes:

No wonder it crashed all the time...