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Star Citizen Progress Tracker v1.0

robertsspaceindustries.com

151–160 of 241 posts

Re: Star Citizen Progress Tracker v1.0

#151

Earlier quoted context omitted.

> I've seen videos on Star Citizen talking about new systems they're adding like being put in prison and escaping On its face, this seems like an obviously awful idea. Escaping from prison the first time sounds awesome. Escaping from prison the fifth time sounds super boring.

Why? It's a mechanic in TES games like Skyrim; commit a crime, you get the option to either pay it off, go to jail (and lose some stats), or try and fight a whole town worth of guards. I mean you start most TES games in prison.

I'm not very interested in TES, but how often do you choose to go to prison? I can't tell if you're saying going to prison is just lose stats and then cut to the end of it, or lose stats and have to break out.

If it's the former, maybe you tank the stat loss and deal with it. If it's the former, how many times are you actually going to tolerate going to prison rather than loading your save file from before you got caught? In a multiplayer game that's probably not an option. Breaking out of prison multiple times is both annoying and immersion breaking, especially if its the same prison over a short period.

Obviously the concept of a prison break is fine for gameplay. There are whole games dedicated to it. But implementing it as a punishment is by default going to be viewed as either not a punishment, due to it being rewarding, or tedious, because the player doesn't want to do it. Generally speaking, there's intrinsic loss to being put in prison already because you're forced to stop what you were actually trying to do already. Ocarina of Time had the gerudo sequence where you could get thrown into prison if caught, but then hookshot yourself out immediately. That's probably the better choice for most games because having to deal with consequences of prison are very boring. If the system to escape is easy, it should be very short. If it's not easy, you have to question how annoying it is to the player and whether it actually makes the game better.

Re: Star Citizen Progress Tracker v1.0

#152
post #62

Earlier quoted context omitted.

This is a question of gameplay. You could build entire games around escaping from prisons that people would totally enjoy playing. There have been far simpler ideas that people play even after a decade. Heck if you do it the right way I could see players want to go to prison just to play the escape thing. So there is nothing inherent to the topic that makes or breaks this. On an very abstract level it is something th…

I disagree. If it's a rewarding experience, then it's not a punishment. The difference is between making prison break levels, and actually implementing a prison system as a player punishment. The goals are conflicting. In general forcing a player to do content they don't want to do is not good.

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Re: Star Citizen Progress Tracker v1.0

#153
post #9

I bought a ship relatively late, in 2013. I also built my gaming PC that I'm still using to this day around then hoping to have something beefy enough to play Star Citizen. Obviously that was stupid, lesson learned. Chris Roberts has made some phenomenal games that I absolutely love, but even Freelancer was in production hell for years before being reigned in by Microsoft. Star Citizen is pretty much all of those hug…

We're almost to one complete star system! Crusader and Orison look pretty great: https://www.youtube.com/watch?v=7ZDrCUwHclg Along with that in 3.14, new power management and missile stuff that will hopefully make multi-person ships effective compared to each person in their own ship. I'd like to think this lets them finally settle on a flight model and figure out combat balance, but not optimistic because the planne…

I wanted a game and I believed deeply in Chris Roberts vision because it's something that matches my own idea of a perfect game. Enough so to spend $120 on it sight unseen, without even the hangar demo being out for it. Eight years later and there's still nothing but a bunch of ever-increasing and ever-expanding 'systems' they want to show off.

I'm not interested in tech demos. I don't care about how they're adding one more new system into the 'game.' I don't care that they've figured out some beautiful lighting or entry into a planet or gigantic dune-like space worms or an FPS system or a prison system or anything like that. I'm not interested in going sightseeing, even if they are very impressive to behold. My computer that I bought for Star Citizen can't even really run it competently the way it is now.

I've given up on it. if they ever do release an actual game, I'll reevaluate then. But frankly I can't share your enthusiasm for it.

Re: Star Citizen Progress Tracker v1.0

#154

Earlier quoted context omitted.

Yes, and so easy to mod. The cancelation of the sequel broke my heart.

It's so good to see the Discovery servers still running after all these years.

Still running you say? Hmm. I'm stuck in a hotel for a week with nothing but a Cherry Trail tablet. I think I know what I'm spending my weekend doing.

Re: Star Citizen Progress Tracker v1.0

#156
post #52

Star Citizen is a cautionary tale about how too much money can be a curse. Star Citizen and Elite Dangerous came around at roughly the same time but Elite has been a complete game for years. Elite did things right in the sense that they released a complete game and added to it. I've seen videos on Star Citizen talking about new systems they're adding like being put in prison and escaping and all I can think of is tha…

Yep. Never had much hope for Star Citizen and only moderate interest as a consequence, but my particular remembrance is some random line in one of the dev updates a while back. It mentioned how environment humidity would affect character endurance. Coming on top of many, many similar lines, that was pretty much the "yeah, this isn't going to work out" moment for me. It's stuck in my mind as a one-liner memento mori o…

Mine was their video of how they decided to spend months building their own headview algorithm instead of using the industry standard. The best part was that their end result is comparable and wasted months of effort getting it.

Re: Star Citizen Progress Tracker v1.0

#157

Earlier quoted context omitted.

I think it is interesting to see how much people want the dream of a game, the evolving story, and the community. It is a great example of the things people want from gaming-- and life I guess. The closest thing I can think of is Minecraft, which IMO is a 100x better game but still you can't play it forever. People loved the creativity of it, but even more they liked the idea and the story of the creativity. How many…

There are still enough EverQuest players for Daybreak Games to continue to make expansion packs for the original version. That game came out in March 1999. It's so old, it's creator is dead. You can play something forever if you're dedicated enough.

For even more of a classic, the Avalon and Genesis MUDs (text-based multiplayer RPGs), both created in 1989, are still running.

Re: Star Citizen Progress Tracker v1.0

#158
post #107

Earlier quoted context omitted.

> Star Citizen is a cautionary tale about how too much money can be a curse. Star Citizen should be a B-school case study about how to raise money and make a good living doing what you enjoy. The fact that they continually raise money over years is telling that RSI is a huge success. [0] [0] - https://www.gamesindustry.biz/articles/2021-03-15-star-citiz...

I think it is interesting to see how much people want the dream of a game, the evolving story, and the community. It is a great example of the things people want from gaming-- and life I guess. The closest thing I can think of is Minecraft, which IMO is a 100x better game but still you can't play it forever. People loved the creativity of it, but even more they liked the idea and the story of the creativity. How many…

When someone continually milks customers for more and more cash on the promise of something never delivered, that's called "exploitation" and "a con job."

Minecraft launched into EA with a game that was still actually fun to play in itself, and asked a moderate fee for access to ongoing improvements.

Star Citizen isn't selling a dream, it's selling plots of land on the moon.

Re: Star Citizen Progress Tracker v1.0

#159
post #120

Earlier quoted context omitted.

yes, eve online solved "griefing" by redefining it as "pvp". in all seriousness, I think their solution is pretty good. it's never 100% safe to undock, but it's prohibitively expensive to repeatedly kill a specific pve player in high-sec.

Eve solved it perfectly. The Eve universe is dangerous. By undocking you consent to PvP, don't fly what you can't afford to lose. The game treats you like an adult that can accept risk and thus the rewards from playing the game are higher for me. I wish more games took a similar mature approach.

They would lose a lot of potential players.

I used to be a pretty hardcore PvPer when I was young then got tired of griefing, being griefed, fixing and getting better gear, spending hours to craft stuff that would be gone in minutes.

Basically, wasting a ton of time.

That may be fine when you're in school, but not when you have a job and a life.

EVE was an outlier probably because they could afford to be with what looked like zero competition in their heyday. Now they sold the game to Pearl Abyss, must have been doing pretty poorly.

Re: Star Citizen Progress Tracker v1.0

#160

How do they have so little done after so long? And with so much money? I understand game development is very difficult but I don’t think games normally take over 10 years to make.

Maybe from the fact they have a bespoke custom progress tracker? Seems a lot of time's been spent on looking good on paper.

Look at the times on some of that stuff too. 5 weeks for one dev to make a tool to close old JIRA tickets? WTF?
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