Scg/edg/ Star Citizen/Elite:Dangerous general #115

Fuck you thread split fag edition

Star Citizen information:
pastebin.com/NhBwT5Zk
>Jump point and SubArt megapack
mega.nz/#F!3tpUlapR!knV_JazwxfM-xct6PJyPEw

>Loremaker's Guide Special Edition: youtube.com/watch?v=LOAZR2arpoE
>Latest ATV: youtube.com/watch?v=R8wTqdDXplc
>RTV: (last week's) youtube.com/watch?v=nnPrz48kB78
>Loremaker's Guide to the Galaxy:
youtube.com/watch?v=DhJ_mqKHywQ
>Referral code randomizer:
docs.google.com/spreadsheets/d/1-1-rpqu70wunuwc4CS9oqXwh1TnFS73f8HJAtAgKWeU/htmlview

>Citizencon Demo:
youtube.com/watch?v=pdCFTF8j7yI
>CitCon2016 Full Presentation:
youtube.com/watch?v=XuDj5v81Nd0
>Anniversary Stream Highlights:
youtube.com/watch?v=Oqhx7_RdDoQ
youtube.com/watch?v=X0T3KLnL9uY
youtube.com/watch?v=31ei4SUjaRA
----------------------------------------
>Elite: Dangerous information:
pastebin.com/ZT9GWmaC
>Gamescom info:
community.elitedangerous.com/eventseason16
heise.de/newsticker/bilderstrecke/bilderstrecke_3298445.html?back=3298273
gamestar.hu/gamescom/elite-dangerous-horizons-2-2-guardians-update-gamescom-2016-frissites-ujdonsagok-215519.html
>Latest videos
youtube.com/user/FrontierDevelopments/videos

Other urls found in this thread:

robertsspaceindustries.com/comm-link/transmission/14354-Letter-From-The-Chairman
youtu.be/pigtF3Xxjfg?t=1393
reddit.com/r/starcitizen/comments/56z5ew/random_things_i_learned_from_chris/
youtube.com/watch?v=hzPpWInAiOg
twitter.com/AnonBabble

Previous thread:

Thank you

That was one bloody mess.
>tfw away for the holiday and can't play SC
How's 2.6, everyone?

damn, I hadn't noticed the edg-hater tried again

...

Star Marine is pretty fun in small doses.

It's funny to hear troll argue against a planned feature that is in their best advantage

robertsspaceindustries.com/comm-link/transmission/14354-Letter-From-The-Chairman
>We’ve put this post together largely in response to backer questions about the Carrack. The specific answer to the ongoing question is that yes, you can operate a Carrack by yourself using the control system outlined below… but that we believe that it will be significantly more fun for users of such larger ships to take on the galaxy with friends

> You, the fans, expressed an interest in being able to fly your multi-crew ships solo as well as having the option to invite friends to man the various support stations and turrets. Therefore we decided that you should be able to fly a multi-crew ship solo,

youtu.be/pigtF3Xxjfg?t=1393
> They are all great questions and the happy answer is YES. We plan for the NPCs to completely man a ship that you own or multiple ships. They'll work just like the contract system for a human player that is going to be flying your ship but they'll simply be NPCs and so.

Holy shit is this real life?

Did you actually make this?

Just get friends and you won't have to worry about your solo Javelin lmao

Solo capital ships are confirmed. GG no re.

>Solo capital ships are confirmed.

Where? Carrack has five crew.

Not only has Roberts himself mentioned that the NPCs still need to be ordered around (good luck managing all those NPCs at one time while being attacked)

>2015
>Implying CIG hasn't and won't constantly change balance and gameplay when it comes to these systems

In this case it looks like the whale is right, they are saying that NPCs will be able to fully crew ships without mentioning a restriction on this.

The limitation is that NPCs are just an extra expense on an already expensive ship. Players lookup for fun will want a cut of whatever the ship makes, but NPCs will need paying on time, every time, regardless of whether you are making money or not.

Running anything larger than a Carrack/Retaliator with NPCs is going to be a money hole, mark my words. CIG will let people do it, I don't see a reason not to, but these people will get shafted hard by people who are actually playing the game and not just managing NPCs.

Must be weird to be this adverse to playing with other people in an MMO.

Like why wouldn't the guys on the left just do what the guy on the right is doing 10 times?

Good luck with your multibox dreams I guess.

>How's 2.6, everyone?

Baby steps towards an actual game.

"Fucking elitist go back to WoW you're stopping my fun", etc.

Assuming this guy is legit
reddit.com/r/starcitizen/comments/56z5ew/random_things_i_learned_from_chris/
> Capital Ship NPC Crews
In the long term, you should be able to fly the larger ships without other players using just NPCs; it just will be very limited in efficiency and quality. Obviously, NPCs will be far less quality than humans since they will be able to plan and react instantly to your commands. This gave me hope concerning the numerous multi-crew ships I've pledged.

>using the data from the store that give Idris 10crew (it's 50 in SQ42)
>keep pretending that they wont make the capital ship flyable in PU just like they will be in SQ42
The Carrack would rate at least for 10 since it's barely smaller than the Polaris 13-24

Let's be honest here.
NPC crew for ships is gonna be a necessity down the line anyway, since the active population might fall so low, you won't find players interested in manning your ship any more.

In one of the posts from the last thread, Roberts says in video that NPCs won't be "aware". As in, they'll man a station and basically stay in that station.

>that letter
>2014

uhhh does any of that stuff even work yet? Wasn't 2.0 supposed to be the big multi-crew release?

> Must be weird to be this adverse to playing with other people in an MMO.
Must be weird to be incapable of conceiving the idea of optional coop features and npc-crew, a little sad too

I guess Star Citizen is too innovative for some people,
Kids can't understand game design more complicated than WoW raid or CoD

anyway I'll be leaving you, the new year is coming here

This. WoW has shaped people's understanding of games.

>active population might fall so low, you won't find players interested in manning your ship any more.
You think SC will have that little longevity?

I think it's good to plan for the day when it will happen.

Ideally that day will be a decade or so after release. Many MMOs have remarkably long lifespans. It doesn't make sense to prep that far in advance.

Exactly, solo ships must die.
I see the light now.

>You think SC will have that little longevity?
I think SC will be like any other game.

10% of the players who bought it will never install it or log in.
30% of the players will get bored in the first 3 months.
30% of the players will treat it as an average PC game, play it on and off and switch between Dota 2, Overwatch and Battlefield 1.
30% will stick around for the whole lifetime of the game.

How is Fractured Space as far as space games go?

>Lumberyard
>Not recommended for MMOs

lel

Decent fun. Arena style gameplay, good visuals, cool looking vehicles. Got boring for me though.

>repeating memes rubbished a week ago

(You)
(You)
(You)
(You)
(You)

Now go away.

you guys think SQ42 will release in 2017?

how do they release it when they don't have jump points and multicrew stations and NPCs working yet

Nope. Q2 2018 for Sq42 imho

We don't know the status of Squadron 42, how far ahead that is compared to SC.

Heavily scripted.
Also I really don't get the problems with getting jump points to work.

>don't have jump points

Going from one map to another is not going to be a technical hurdle

>multicrew stations

What for? You play as a fighter pilot right?

>NPCs working yet

Sure they have. See both swarm modes.

...

you're supposed to be on an Idris or something and getting to know NPCs and having convos with them and stuff

they could cheat on the jump points but you'd think they'd want it to look really cool at least as a minigame when you're traveling to other star systems

>IGN lists Squadron 42 on upcoming games for 2017
>wikipedia lists Star Citizen on games coming out in 2016 list

when will they learn lmao

There's only a minigame for exploration of uncharted jump points.

>you're supposed to be on an Idris or something and getting to know NPCs and having convos with them and stuff

Yeah, so you mean like the Morrow Tour?

that was just a scripted mocap demo

the NPCs are supposed to have their own schedules on the ship and you can initiate convos and stuff

you'd think they'd put a couple functional NPCs on arccorp already if they were really working

>that was just a scripted mocap demo
>you're supposed to be on an Idris or something and getting to know NPCs and having convos with them and stuff

>star citizen
>not a meme

kek

>CIG demoed it so it must be finished!

uhhhh star marine? multi crew? planetary entry?

call me when it's actually a game

Should I buy Elite Dangerous?

Generally the answer is no.

>uhhhh star marine? multi crew? planetary entry?

Don't need for episode 1 of SQ42.

Do you have any other concerns?

The risk of a low active population is far to be the only reason to justify full npc-crew on capital ship
You can easily have X friends, but it's much harder to get 4 friends willing to play the game
-at the same time
-on your ship rather than theirs
-for as long as you (and if you leave, they can't stay on the ship)

The game would be unplayable if npc-crew couldn't make a ship work.
-you need npc-crew so other player can agent-smith in them rather than fly and board in.
-you'll have to explain to random players what you want them to do (a solution would be for them to read the order you gave to npc anyway)
-players can disconnect at any time (if you insult him for not getting your shitty order), so the npc need to replace them
-your playtime isn't 100% interesting so you can't expect players to do npc job while you idle (ideally you could send a distress signal, players smith-in your npc & earn their combat-bonus then leave).
-player might want to be paid more than npc, you might disagree. Many goods game simply duplicate the loot for all players, but here you'll need proper pay grade

Nobody will deny that having other player on your Idris is going to be interesting, but it will be because the npc make it possible at all. If I get my 4 friends to crew an Idris I'll ask them to do stuff that npc can't do, they'll not man station, they'd manage the npc manning the station, leading npc meat-shield team, leading the wingmen.

If you want to roleplay a nameless stormtrooper dad that's your choice, but it will be easier if your employer have 20 soulless npc for you to feel at home

I meant that CIG demoed those things years before they were actually anywhere near playable

still no NPCs walking around anywhere in game

...

Not him but if SQ42 didn't need features like docking or 80% of the ship it will feel half-assed, even for episode one.

...or they need a very very good script to make you forget all about it

so I am doubtful that SQ42 will really be done in 2017

Okay.

am I the only one that would be okay with scripted(faked) docking, boarding etc just for 42?

No, I'd be fine with it. The question becomes: would Chris Roberts be okay with it? The answer to that will be "no, I won't release it until it works."

>I won't release it until it works

holy shit guys! it's a New Year's miracle! it's like a double rainbow!

If full npc crew of ships are allowed, it will make multicrew gameplay effectively superfluous. The utility of more fully NPC-crewed ships outweighs the slight increase in effectivity of human-crewed ships. I don't know why you guys are pushing the full-NPC thing so hard, capital ships are meant to be very situational and aren't supposed to be particularly easy to operate. Fully NPC crewed ships would eliminate all need for cooperation and allow whales to essentially buy power. Just because you're autistic and don't want to interact with other humans in-game doesn't mean gameplay and balance should suffer.

>The risk of a low active population is far to be the only reason to justify full npc-crew on capital ship
No it's one of the reasons, not the only reason.

Giving people options: good
Forcing your shit narrow-minded preference on others: bad

can we not start this thing again?

It's proven to be popular for creating a shitstorm, so it's not going away any time soon unless people stop fucking replying.

What he said

are grenade fuses too long? or too hard to see? it feels like wandering a minefield right now.

The issue is that there's no way to know if a grenade has been thrown, which is not good for a video game.

>2016
>not having delay fuse / impact grenade customization
I guess I'm centuries ahead of my time.

>The issue is that there's no way to know if a grenade has been thrown
Grenade indicators are for console gamers and children. Literally get good.

yeah but let's have a 3D radar on your face and red arrows where the enemies are

there should be indicators like with missiles

No, actually they're for game balance. Ironic that you're telling me to get good when you're arguing in favor of a free I win button.

>multicrew gameplay effectively superfluous
What if: People play multicrew because it's fun and fulfills that Star Trek fantasy rather than it being optimal?

so bad game design that only close friends and hardcore RPers will bother with

no I want it to actually work well since they should have been thinking about it for years

I agree. Radars should be a 3D holographic overlay interlinked with your squad like in Ghost Recon, and should only have useful information on it like sound locations and noted coordinates and spotted enemies. Also it shouldn't bounce up and down while moving.

>No, actually they're for game balance
Grenade indicators are for little babby, so you can move your avatar away from an explosion. Get good. If you were a PC gamer you'd have surround sound and spot them being thrown and hear them hitting the floor. Get out of my games REEEEEEEEEEE

I don't understand, why would anyone do anything like that?

too bad you can't hear shit with the overbearing music

>DOOO DOOOO

Why not incentivize that sort of gameplay? Multicrew wouldn't occur organically between strangers or acquaintances, or in dedicated orgs trying to squeeze efficiency out of their assets. That leaves only casual players and RPers to multicrew.

youtube.com/watch?v=hzPpWInAiOg

That depend if you are supposed to have fun doing it. Myself I can't imagine how you would script it without essentially making the feature

You really don't understand innovative gameplay do you? I wish you are a troll and nobody is as closed-minded as you.
Your understanding of gamedesign is laughable, multicrew isn't a goal you force unto other, it's a feature your offer as a choice. It has always been meant to give you lever for your crew play with, not force it up your ass.
Everybody will play their Endeavor & Javelin solo if they want to. Fun-nazi like you don't have to tell them how they should play since it will make no difference for you. Want only human aboard your ship? As explained full npc-crew is the only way to make it work.

You don't even understand the powertrip at play, whales would love to forbid npc-crew because they already bought a LTI Polaris and have others beg them to crew theirs

True, I just want to emphasize that full npc-crew for capital ship is necessary at every level.

This shitstorm is more constructive & interesting than the usual whining because someone's pledge ship have been nerfed. Or maybe you want to talk about the obvious presence of aimbot in SM? Or maybe explain clearly why SC pledge is more ethical than EVE Online PLEX?

is this a regular occurrence for anyone else

>Grenade indicators

I never said grenade indicators. I said there's no way to detect that a grenade has been thrown. Especially necessary for a game as casual as Star Marine

>that
>netcode

people really call every glitch, bug or wierd occurance "netcode" these days won't they

Star Marine is very bugged and there are aimbotters shitting it up too.

You're just supposed to be testing it and giving feedback, technically. Yet they still release things as products to make money, so yeah.

>spot them being thrown
game is darker than Doom 3
>hear them hitting the floor
as user said, music, and they're buggy as shit and don't always even visually fly, let alone make noise.
currently the combination of long fuse and difficulty in seeing them makes grenades omnipresent death with little way of avoiding them. personally what I think they need to do is -make them more obvious (give them a glow or a hiss or both)
-increase bodyshot TTK (making instakill grenades less of a go-to since the wind-up actually takes longer
-add sprint limit, slowing down gameplay in general and making run and lob less of a standard strategy

do even one of these things and grenades cease to be such a shitshow.

when the devs say the netcode is causing frame drops I believe them.

Anyone want to autistically/pointlessly ponder on the various possibilities of small towns on desolate worlds?

I'd want to frequent a lightly populated congregation of merchants in a deep crater, selling to passing groups of anyone interested. Ideally with a crucible willing to repair ships :3

Best way to encourage players to crew other player's ship is if those already work a 100% with npc-crew and more player would bring them to 110%.

An Org who need 10 players online but stuck in an Idris for hour just to move it would stop using them because it isn't worth 9 members in solo ship and it would be extremely limited without scout, escort & repair ship.

However if you give its member the ability to cruise solo with the Idris, each member can take their turn patrolling, other members can use specialized ships to scout, refuel it or gather money, and every members minding their own business could smith-in through the npc-crew as soon as they receive a call for help.

You have to open your mind,
Full npc-crew will improve every combined-arm aspect you want.
It's even the only way to make possible the mass-scale cooperation between players who have other thing to do than play stormtroopers for you

ok, will join you

SB and BR are fucking awful right now with the 24/7 missile lobbing

ayy

what kind of setting would you want in the universe, and why?

fuck is that?

ur moms ass seen from orbit lmao

space engine pictures

aw shiet. I was hoping it was SC.
why doesn't my space engine look that good

SC has good ones as well, but they aren't as numerous or varied

yet

ED FM is light years better than SC. Never see a single complaint about in the ED forums. Plenty of other complaints but never about the FM. You know why that is? Because it revolves more around speed management and positioning, then instantly getting guns on target. So yeah if SC adopted ED style FM I would be over joyed. Because it isn't mouse commander, if CIG wants even competition between mouse and joystick, well thats the closest I've ever seen it in a space sim. This right now is freelancer with cockpits. This is arcadey bs.

>Never see a single complaint about in the ED forums

I didn't know the guy meant a reminder to the thrower that the grenade has been thrown. This is a valid criticism, the animations and netcode are broke at the moment.

No, there are plenty of complaints, like not having the ability to yaw. ED's flight model is basically fly in a circle while keeping gun on target simulator. Occasionally ramming.

>newfags fuck up everyone's filters with their shitty OP
>call them out and utterly humiliate and assblast them with no recovery, they just stop replying and slink away in shame
>instead of looking inward and reflecting on the nubbly little dipshit behavior that led them to this crushing disgrace, they choose instead to double down on their own newfaggotry
>lie in wait for days and make a new OP with the same shitty mistakes and a "f-fuck you f-f-f-f-f-filterf-f-f-feg" just to broadcast to the entire world until the end of recorded time that they are still literally sh-sh-shaking with rage even days after the fact
>a few days later they do it again, even when there's a perfectly good OP, just to demonstrate before god and all gathered witnesses that they will actually, literally, never and have no hope or chance of ever recovering from the sweeping, all-encompassing totality of rectal devastation they have been forced to endure

feels okay i guess

Are we talking of npc-town or player-made town ? procedurally-generated settlement or famous (among players) location

Myself I would privilege handcrafted npc-town, think Tatooine.
Since it's not on a city-planet there would be no reason to prevent player from landing all around the city to propose their service like you.

To ponder : the advantage of a crucible is to be able to repair ship anywhere, so to compete with a settlement you'll have to give better price or unique service.
If the settlement can't repair ship at all however it all good.

Who know, if the last homestead demo is any indication you could spend a lot of time in a desert, living a mix of Homeworld, Dune and Madmax (and maybe some Starship trooper).
I like the idea of needing to protect yourself from a planet environment as well but I hope CR don't lose track of other priority.

no, I think it should be for everyone. maybe a HUD indicator for friendlies, but it still needs to be more visible for enemies than it is now.

Why don't you fuck off you faggot shitheel literally nobody gives a shit about your oldfag horseshit