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

I'd argue that putting any amount of money into this sham is too much, but then hindsight is always 20/20. But to answer your question, not a lot but enough to feel slightly miffed at losing.

There is a variety of gameplay there, more so than many "AAA" games at this point if you go looking.

Is it joined up - not really that's my main criticism and I don't see it happening for years at this point.
 
Entirely possible that there could be simple explanations for some of those issues that an experienced player might have been able to help you around, but that's not good enough. I'm done sticking up for the crappy new player experience in the game, I get so frustrated with a couple of friends who overlook nearly every issue in the game with comments like "oh yeah that's a known bug on the issue tracker, go read the workaround" and similar... CiG need to see more people in your situation and then actually pull their finger out and add some level of interactive new player experience to the game, it's far too complex a game to just throw you in with nothing.

Couldn't agree more with new player stuff, but as someone who's been in and out of the client since it's very first edition this is nothing new and I still get lost in the plethora of confusing nonsense controls backed up by a garbage menu system. They have had UI engineers dedicated to getting this right since 2014 and it's still a god damn mess.
 
Current inventory system reminds me of Ultima Online, which is from the late 90s and still somehow did it better. It takes too long to manage, is fiddly, if you have a lot of items it's hard to find the item and many of the menus within the inventory system can end up overlaid on top of each other. It's a complete mess. It screams of the same old problem CIG have had - lack of proper project management.
 
Its a pre alpha.

No they are calling it that and it's been the perpetual excuse. Let's stop the pretense, it's not a defense against how poorly managed it's been and how the roadmap, targets, deadlines continually slip.

Mindlessly defending CIG is pointless, they deserve criticism for a lot of their poor choices and delays over the years. "but it's an alpha" doesn't cut it.

You can be a fan and still criticise.
 
Blows my mind that some OCUKers have accounts in the first few thousand because someone alerted us to the fact Chris Roberts was up to something right at the start.

I'm citizen #9229 but I'm sure someone on here is in the first 2K.
 
Interdiction style attacks shouldn't really be possible IMHO. I think it's a daft mechanic shoe horned into space sims style games as they feel they have to have it. By all means have malfunctions etc - but interdiction gameplay is rarely a benefit in the way it's implemented.

They can always have interdiction to prevent you getting into quantum, but dropping you out of it? Really doesn't make sense if you consider the speed you are going, it would never drop you out where the person doing the interdiction was.
 
Unlikely to be players doing it though, mostly be NPCs as there won't be that many players around you even if they get server meshing working at some point.
 
Would you say a 1 TB drive with 600GB for the OS and a 400GB partition to install SC would be optimal? I presume there would be faster access than putting it on a separate drive?
Whatever is faster, it's fairly minimal improvement from SSD to M.2 as well. As long as it's not mechanical if you can avoid it.
Other than mechanical it really doesn't matter. I did some testing a few years ago and timing wise it's still pretty much the same: http://www.youtube.com/watch?v=G-fE3XutVtA&t=1m57s
 
Monstertech ones look like standard materials mostly. I have some although they are desk mounts I think. I got them on e-bay with my Warthog. Guys chucked them in as he had no use :D

Only time I've ever got lucky on ebay.
 
I've said it before (as have others), they're real close to making something that'll be something great. But there's an awful lot of work required to get there. These player cap tests do highlight multiple problems that we knew about but become very clear with the large encounters.
same problems they've had to 5+years though, sure the server caps are creeping up but netcode has been an issue they have talked about since the very start. At some point they are going to have to settle on realistic limits or a compromise instance based system.
 
What they are doing is trying less instances per server but more players per instance.

Where 50 players connect to "a server" its a virtual server among other's on the same physical server, so lets say there are 8 instances on one server with a player cap of 50 in each instance, what they are doing is cutting the server instances down to for example 4 with 100 players per instance.

Its the same load on the server but a higher load on the client PC. watching that video his PC at least seemed to hold up very well, what they are doing is testing optimisations for client side, because once server meshing is in your PC will have a lot more work to do with the larger player cap your PC will see.
Wonder how this will work to prevent exploiting, offloading to client side opens up a lot more for cheating, reconciliation and cheat detection will need to be rock solid and it will be increasingly difficult to do.
Don't buy this "we have anti-cheat it's fine" there are plenty of ways around it and plenty of groups who specialise in doing so.
 
Edited mate, we don't have a website now just discord for the moment.

No need to join tbh, the guys will play with anyone regardless if they are on. :)
That OP needs an overhaul tbh I'll look into what I can change.
 
You can edit it to include the following.

Short intro of the game.

How to join and play.

Recent new player youtube video guide by one of the popular sc youtuber.

Link to roadmap.

Then org info
Tidied up a bit, shortened too.

Put the roadmap on the second post, it's a bit confusing tbh

If you have any recommendations for videos etc let me know Jonney!
 
Testing takes as long as it takes and they strip out anything that's overly difficult or time consuming to fix generally.

There's not a huge degree of consistency from one patch to the next tbh, they have a track record of moving the goal posts.
 
CIG aren't interested in hacking etc at the moment but doesn't mean their accounts aren't being flagged for later bans or deletions.

Let cheaters cheat not prior to release and use their activity to help improve systems without letting on. This is how I typically deal with issues like that at work, gives you more data to improve automatic detection and flagging.
 
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