******Official Star Citizen / Squadron 42 Thread******

Played this for the first time in years and sad to see it is still a broken janky mess.

Got sent to prison and that was quite possibly the least enjoyable gameplay loop I have ever experienced in any game ever. All that effort devs spent creating it and ultimately all you do is run about some visually uninspiring cave so you can then click on an oxygen vendor and then come back... and of course to make it feel even more janky and unenjoyable they decided to make the atmosphere so you float everywhere, a truly wonderful experience at 30fps...

The person who thought this would be fun must have been subjected to a childhood of having rocks chucked at their head. Wonder how much money and dev time specifically went into this seemingly pointless feature?

Really does not inspire confidence
 
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Played this for the first time in years and sad to see it is still a broken janky mess.

Got sent to prison and that was quite possibly the least enjoyable gameplay loop I have ever experienced in any game ever. All that effort devs spent creating it and ultimately all you do is run about some visually uninspiring cave so you can then click on an oxygen vendor and then come back... and of course to make it feel even more janky and unenjoyable they decided to make the atmosphere so you float everywhere, a truly wonderful experience at 30fps...

The person who thought this would be fun must have been subjected to a childhood of having rocks chucked at their head. Wonder how much money and dev time specifically went into this seemingly pointless feature?

Really does not inspire confidence
Coming from when i last played it last which was a few years ago compared to now, its night and day! At least its actually playable and at a decent frame rate. It's still in Alpha so you shouldn't really expect anything other than bugs. Seeing floating npc's in the t pose is pretty normal :cry: .
 
I landed at Orison, Turned power off, Switched the camera to have a look externally and an NPC was walking, Stopped, Did a 90' turn and started looking at the ship, It may have just been a random NPC action but it looked like a "Oh damn that's a nice ship" type moment as you can see the NPC below
biggrin3.gif


Example -

aw9D9uM.jpg
 
I landed at Orison, Turned power off, Switched the camera to have a look externally and an NPC was walking, Stopped, Did a 90' turn and started looking at the ship, It may have just been a random NPC action but it looked like a "Oh damn that's a nice ship" type moment as you can see the NPC below
biggrin3.gif


Example -

aw9D9uM.jpg
Beats my last experience... Landed on some moon to collect a blackbox from a wreck, loaded the cargo and went back to the wreck to have a nosy round for any loot. When I exited the wreck I looked on as a missile came from orbit and nuked my ship... No sign of any other ships in the vicinity, genuinely looked like it was nuked from orbit.
 
Beats my last experience... Landed on some moon to collect a blackbox from a wreck, loaded the cargo and went back to the wreck to have a nosy round for any loot. When I exited the wreck I looked on as a missile came from orbit and nuked my ship... No sign of any other ships in the vicinity, genuinely looked like it was nuked from orbit.
Likely some player, I wish we could completely opt out of PvP, It's my 1 major gripe with the player experience in SC, I don't want to PvP.
 
I think they should look into making a single-player experience set in the SC universe. I think it could be a hit ;)

Lol XD

I like playing with other people but I think PvP should be optional, If you flag yourself as open to PvP then it's fair game but it should be a simple toggle in the player menu so captain tryhard can't just decide to blow you out of the sky for lolz.
 
Lol XD

I like playing with other people but I think PvP should be optional, If you flag yourself as open to PvP then it's fair game but it should be a simple toggle in the player menu so captain tryhard can't just decide to blow you out of the sky for lolz.
I think it's fine how it is.

Love how you have to watch your back as soon as you leave a station or landing zone.

Space is big so you shouldn't encounter too many griefers
 
I'm more than open to PvP. My last experience was nothing more than an inconvenience, frustrating one, but nothing more. Would have been nice to have been able to counter the attack, but having not even seen where it came from, yes a little frustrating.
However, Yes I agree with being able to op in and opt out of PvP. Even better if you could do it on the fly whilst in server. 80% of the time I'm happy for player interaction positive or negative. Would be nice to be aware that there is a threat through.
 
Yeah, CIGs silence on the PvP/PvE slider, as the project originally outlined, is something that concerns me.
I dont even know if i'd have bothered backing it if it was sold as open PvP with authentic consequences, as it was i went into it knowing i dont even like space as a genre, but was sold on the multi-crew and their desire to build a game that felt meaningful and with a scope most developers wouldnt even contemplate.

What i hate about mixed PvP/PvE games in MMO experiences is that typically 1 person has all the say in whether or not you're having PvP. It doesnt require any kind of agreement or mutual desire to engage in PvP. So those who want to PvP always get their way, those who enjoy PvE are basically forced to become unwilling participants.
Im perfectly fine with combat, even if its not an aspect im particularly interested in, because im confident in 90% of situations if i experienced combat it'd be predictable and i'd be knowingly taking that risk knowing AI pirates operate there, but you cant control the actions of players who want to be jerks.
I cant imagine the experience would be particularly great for those who enjoy PvP either, it'd be like a professional sports team facing some u-12's team every other match, and just stomping on them. It cant be enjoyable unless you're only interested in ruining other peoples enjoyment.

Situations like that which steve45 mentioned wouldnt happen in PvE, simply because i dont believe a developer would programme the AI to cower out of sight to get a cheap kill that essentially created a negative gameplay experience. I'd be fine if an encounter was started when trying to get to the ship and you are caught off-guard, but 1v0 combat isnt fun, and plenty of players wont contemplate whether something is fun for the other person, and too many (for my liking at least) actively seek that sort of gameplay.
 
Yeah, CIGs silence on the PvP/PvE slider, as the project originally outlined, is something that concerns me.
I dont even know if i'd have bothered backing it if it was sold as open PvP with authentic consequences, as it was i went into it knowing i dont even like space as a genre, but was sold on the multi-crew and their desire to build a game that felt meaningful and with a scope most developers wouldnt even contemplate.

What i hate about mixed PvP/PvE games in MMO experiences is that typically 1 person has all the say in whether or not you're having PvP. It doesnt require any kind of agreement or mutual desire to engage in PvP. So those who want to PvP always get their way, those who enjoy PvE are basically forced to become unwilling participants.
Im perfectly fine with combat, even if its not an aspect im particularly interested in, because im confident in 90% of situations if i experienced combat it'd be predictable and i'd be knowingly taking that risk knowing AI pirates operate there, but you cant control the actions of players who want to be jerks.
I cant imagine the experience would be particularly great for those who enjoy PvP either, it'd be like a professional sports team facing some u-12's team every other match, and just stomping on them. It cant be enjoyable unless you're only interested in ruining other peoples enjoyment.

Situations like that which steve45 mentioned wouldnt happen in PvE, simply because i dont believe a developer would programme the AI to cower out of sight to get a cheap kill that essentially created a negative gameplay experience. I'd be fine if an encounter was started when trying to get to the ship and you are caught off-guard, but 1v0 combat isnt fun, and plenty of players wont contemplate whether something is fun for the other person, and too many (for my liking at least) actively seek that sort of gameplay.

Completely agree with this, The people who want PvP make the choice to drag other people in, That is 1 aspect I do not like at all, If CIG make the choice to not allow people to opt out of PvP then I will move onto something else.
 
The PvP slider been desd for years. They have stated this a few times now. You will never be able to opt out of PvP and that's by design. However you will have low security locations and high security locations where for instance PvP in stanton isn't common place and in Pyro its more prevalent.

It will get better in that regards as more NPC elements come online to suit this. But yeah if you don't want the chance of PvP then Elite Dangerous is probably your better option now tbh.
 
I'd also add that given the role they want AI pilots to take in the universe (i.e. 1 human to 10 AI) there is a really good chance you will get 'griefed' by an AI more than a human and some of them will have combat personalities that could make them on par with some of the best pirate type pilots.
 
All sounds good to me, I like the unpredictability of human interaction. I find pure pve dull and predictable, single player games more so. There is a balance to be struck but it's feels so much more alive.
 
I'm personaly happy with the current balance of PvE/PvP but can understand why some wouldn't be. The fact it would always be a PvPer initiating any encounter without agreement is definitely an issue with the current game mechanics. You can be minding your own business, and someone can just blow you up with nothing stopping them - they'll just get crime stat. They can carry on shooting people and continue playing with crime stat, or chose the clear it. With crime stat having no lasting impact once you have cleared it through hacking or serving a prison sentence, you can easily go about some business that needs you legal before chosing to do the same thing again. There is no long term mechanic to stop this currently.

From memory, there will be a more historic reputation track of crime stat added at some point, it could be that a regular PvPer/Griefer is just always marked as a criminal and can't use space station services and so on easily. Perhaps they would always be hunting by NPC police in Stanton and other safer systems. Once the game hits this point it would become more akin to Eve Online, where someone wanting PvE can stay in safe space and have a significantly reduced (albeit non-zero) chance of PvP. And criminals would be at risk entertaining this space due to past deeds.
 
I'm personaly happy with the current balance of PvE/PvP but can understand why some wouldn't be. The fact it would always be a PvPer initiating any encounter without agreement is definitely an issue with the current game mechanics. You can be minding your own business, and someone can just blow you up with nothing stopping them - they'll just get crime stat. They can carry on shooting people and continue playing with crime stat, or chose the clear it. With crime stat having no lasting impact once you have cleared it through hacking or serving a prison sentence, you can easily go about some business that needs you legal before chosing to do the same thing again. There is no long term mechanic to stop this currently.

From memory, there will be a more historic reputation track of crime stat added at some point, it could be that a regular PvPer/Griefer is just always marked as a criminal and can't use space station services and so on easily. Perhaps they would always be hunting by NPC police in Stanton and other safer systems. Once the game hits this point it would become more akin to Eve Online, where someone wanting PvE can stay in safe space and have a significantly reduced (albeit non-zero) chance of PvP. And criminals would be at risk entertaining this space due to past deeds.
I'm sure they will balance risk with reward later once the core is completed. I like that risk but also to know that those pirating are running a bigger one and the inconvenience of being a fugitive. They will have to solve the issue of one account pops a ship whilst a bystander account collects to spoils. Maybe make looting a pirated wreck flag you as a criminal too?
 
I'm sure they will balance risk with reward later once the core is completed. I like that risk but also to know that those pirating are running a bigger one and the inconvenience of being a fugitive. They will have to solve the issue of one account pops a ship whilst a bystander account collects to spoils. Maybe make looting a pirated wreck flag you as a criminal too?
I'd be nervous how that could get handled. Something is needed, but I think I'd want it to be more subtle than just marking you as a criminal for looting a wreck. That could be a big negative on salvage/loot gameplay, and you'd certainly not want to flag a friend of the killed player collecting the loot as a criminal.
Perhaps the killed player could report their loss, and NPC police could then perform ship scans of other players in the area who'd be able to recognise the cargo to some level and handle it accordingly, be it an outright crimestat to some sort of compensation back to the killed player. Has potentialy of being quite a complicated mechanic!
 
I'd be nervous how that could get handled. Something is needed, but I think I'd want it to be more subtle than just marking you as a criminal for looting a wreck. That could be a big negative on salvage/loot gameplay, and you'd certainly not want to flag a friend of the killed player collecting the loot as a criminal.
Perhaps the killed player could report their loss, and NPC police could then perform ship scans of other players in the area who'd be able to recognise the cargo to some level and handle it accordingly, be it an outright crimestat to some sort of compensation back to the killed player. Has potentialy of being quite a complicated mechanic!
Yes it is hard to handle. I'm thinking of Eve and the meta game, multiple accounts, "clean" and "dirty" ones to get around the game mechanics. Set a thief to catch a thief - you've got to think of all the ways it could be circumvented to design a good system.
 
One of the problems with being able to toggle pvp off is trading. So you're flying across the galaxy in a giant trading ship, you'll make a huge profit when you sell. Where's the risk? And for those that don't want to trade, is there another easy safe way for them to make money?

I agree and I dislike open world pvp for a lot of the same reasons that others have said. PVP is part of this game though and not going away. What's needed is NPC factions, station security patrols etc. GrimHex is run by pirates, they would not take kindly to people blowing up ships near them and risking their station. etc. etc.

The crime system needs a full rework and I don't envy the team trying to do it. It's a huge sprawling thing to get right. And tied in to the Bounty system as well. As an example; If someone shoots you a couple times, no crime, what if 10 people all shot you a couple times? Does the person who get the kill get the crime stat and everyone else get off free?
 
One of the problems with being able to toggle pvp off is trading. So you're flying across the galaxy in a giant trading ship, you'll make a huge profit when you sell. Where's the risk? And for those that don't want to trade, is there another easy safe way for them to make money?

I agree and I dislike open world pvp for a lot of the same reasons that others have said. PVP is part of this game though and not going away. What's needed is NPC factions, station security patrols etc. GrimHex is run by pirates, they would not take kindly to people blowing up ships near them and risking their station. etc. etc.

The crime system needs a full rework and I don't envy the team trying to do it. It's a huge sprawling thing to get right. And tied in to the Bounty system as well. As an example; If someone shoots you a couple times, no crime, what if 10 people all shot you a couple times? Does the person who get the kill get the crime stat and everyone else get off free?

The risk/threat in PvE would be the same as any other PvE game like Skyrim or CyberPunk, you have a variety of actors who fulfil different roles within the universe. Some are friendly, while others are hostile, but the key distinction i'd make between NPCs and PCs is that someone defines the acceptable choices the NPC will take, so their actions should be logical to the role they're fulfilling, so you wont get the AI equivalent of the sort of person who enjoys pulling the legs of spiders.

I very much doubt that any players who are interested in PVE are looking for the finished game to contain no criminal/hostile actors, personally im just looking to avoid people who are looking to create negative experiences, or arent particularly fussed about whether their actions ruin other peoples enjoyment if they can get away with it, and i know a PVE experience will live up to that, while still having threats and being a challenge. We can have pirates, criminals, and hostile races like the Vanduul, all acting as intended (following lore).
PVP can have all of that, too, but they're welcome to communities like 4chan, all logging in and playing like they're Vanduul wiping the universe of all humankind, in the middle of UEE space, and just being a bunch of 4-letter words with their only intent being to disrupt the game and annoy people.

My hope is that CIG are able to get the NPC balance right, and implement easy IG methods for the community to create gameplay loops that allow it to solve many of my concerns by itself.
Things like large *friendly* orgs being able to operate as protectors of certain zones/systems, and they patrol those areas and charge people to pass through, either a rolling fee or a 1-time fee each time you pass through and are stopped etc.
Players like myself would basically be paying for protection in their controlled area, and in exchange they'd act as a deterrent to lowly criminal actors, as well as against large organised threats. They'd get paid for the combat orientated gameplay they want, and industry-focused players like myself should be safe to stick within those zones, with PMC and UEE law enforcement in the area.
The risk also being that the game could also end up being divided up by a handful of huge orgs, all fighting each other for control of more space, and you're either an ally or you're a target, no in between.


My concern with the 10:1 ratio is how authentic that ultimately ends up being. Being obtuse to make a point, i could argue that the game is already more than 10:1 NPC vs PCs, and they're almost exclusively T-posing planetside as filler population. '10:1' can be both true and utterly meaningless to us as players in what we're hoping for.
That 10:1 needs to be across the board to ensure that every aspect of the game operates as needed, because if something is so dull that no player wants to fulfill that role, and more money cant fix it, then NPCs absolutely will. The game cant be held hostage by 10% of the life within the game deciding to manipulate the market without the other 90% vastly outnumbering them where needed. Whether thats everyone going rouge as criminals, or everyone deciding they want to mine but nobody wants to haul it anywhere.
Im sure it'll be much closer to what we all hope it'll be, than the doooom scenario, but if NPC actors end up being far too intensive to populate the game as CR intended, its a very easy out for CIG to say "well, there are 10 times more NPCs than PC" and just ignore the distinction that most of those are collecting litter, shop vendors, tourists etc, an predominantly found planetside, rather than meaningfully impacting the universe like players are.

Hopefully they act as a solution to my concerns about PVP, however my initial concerns were resolved by the game getting a PVE/PVP slider, and thats unlikely to materialise now, so it'd be foolish to blindly believe another promise couldnt fade away and be quietly revised as needed if someone actually sits down and considers how plausible their initial plan was.
 
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