Is anybody actually playing Star Citicen?

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finisher2
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Post by finisher2 »

Adept wrote:QUOTE (Adept @ Dec 20 2015, 10:05 AM) One thing is that FD are focusing on VR support, which seems to have dropped off the radar for CIG. Heck, 2.0 even removed support for Track I.R. because Calix seems to think it's unfair. That's pretty rich after there was a stretch goal about supporting all PC peripherals and sim-pits.
Um, CIG just hasn't gotten around to implementing the VR yet, in part because only a very very small fraction of people use it, and few of those have the machine to run SC AND VR. ED doesn't have very high system requirements for obvious reasons which is why it can handle VR. Track IR was never implemented, it only previously worked as a fluke. Nobody thinks it's OP and it will be implemented in due time.

Yeah, ED has 128 bit precision to model a uselessly vast, dull, space. Of course they can say they did it. The question is why anyone would want to. Geekery.
Adept
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Post by Adept »

fin wrote:QUOTE (fin @ Dec 20 2015, 11:04 PM) Um, CIG just hasn't gotten around to implementing the VR yet, in part because only a very very small fraction of people use it, and few of those have the machine to run SC AND VR. ED doesn't have very high system requirements for obvious reasons which is why it can handle VR. Track IR was never implemented, it only previously worked as a fluke. Nobody thinks it's OP and it will be implemented in due time.

Yeah, ED has 128 bit precision to model a uselessly vast, dull, space. Of course they can say they did it. The question is why anyone would want to. Geekery.
The real Milky Way in 1 to 1 scale. You may not appreciate it, but it's a pretty big achievement.

As for VR, how much experience do you have with it? It's not something you can just bolt on later. The whole game design has to revolve around VR, or there will be massive problems. Do you know how fast movement causes VR nausea, and traditional FPS movement is right out. Grabbing hold of the camera at any point is a huge no-no (like the animations for getting into seats, climbing steps etc etc).

The system requirements for Horizons are not very light anymore, for fairly obvious reasons. Those compute shaders I mentioned before

http://www.tomshardware.com/news/elite-dan...pecs,30625.html


Btw, I asked you before, but you didn't answer. Who are you on the leaderboards? How much do you actually play week by week?
Last edited by Adept on Sun Dec 20, 2015 9:44 pm, edited 1 time in total.
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MagisterXF94
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Post by MagisterXF94 »

Those sys requirements are very light by 2015 standards
QUOTE ^cashto@Elem (all): yeah, i imagine if you're rusty, you could build op short for no reason, build a naked ref, then go two techpaths even though your mining is by all objective standards $#@!ed[/quote]
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fuzzylunkin1

Post by fuzzylunkin1 »

BTW, I bought Kramari and I Elite Dangerous: Horizons.

We are both enjoying it so far. Commander Fuzzylunkinz and Commander Kramari
MagisterXF94
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Post by MagisterXF94 »

fuzzylunkin1 wrote:QUOTE (fuzzylunkin1 @ Jan 4 2016, 10:44 PM) BTW, I bought Kramari and I Elite Dangerous: Horizons.

We are both enjoying it so far. Commander Fuzzylunkinz and Commander Kramari
Can i join your adventures on the milky way?
CMDR Blacksun@Zenith
QUOTE ^cashto@Elem (all): yeah, i imagine if you're rusty, you could build op short for no reason, build a naked ref, then go two techpaths even though your mining is by all objective standards $#@!ed[/quote]
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Post by fuzzylunkin1 »

Blacksun94 wrote:QUOTE (Blacksun94 @ Jan 5 2016, 09:13 AM) Can i join your adventures on the milky way?
CMDR Blacksun@Zenith
The more the merrier!
Adept
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Post by Adept »

The biggest worry people have on the future of Star Citizen actually comes from the fact that Chris has hired no devs with a background in sims of any kind. The developers have worked on console-FPS games, and unfortunately it shows in their focus. The virtual joystick implementation is really bizarre, and the default control method in Star Citizen is "Interactive mode" which adds an aim-layer for gimbaled guns and a huge aim-only deadzone to the v-joy. If you guys are familiar with games such as Star Conflict or Freelancer, this is the control method there. You aim your guns, and the ship turns in that direction.

The above has allowed CIG to mask really sloppy flight behavior in the past, and they seem very reluctant to let go of it. The reason this matters is that such FPS-like aim-centered gameplay necessitates very fast rotation speeds and translational acceleration to allow any kind of evasion of incoming fire. The game was pitched as reviving a niche market, and as a spiritual successor to Wing Commander and Privateer. It has morphed into something for the casual FPS crowd, and so far I don't hold much hope that CR will deliver what we were pitched in the kickstarter.
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<bp|> Maybe when I grow up I can be a troll like PsycH
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fuzzylunkin1

Post by fuzzylunkin1 »

Adept wrote:QUOTE (Adept @ Feb 1 2016, 01:37 PM) The biggest worry people have on the future of Star Citizen actually comes from the fact that Chris has hired no devs with a background in sims of any kind. The developers have worked on console-FPS games, and unfortunately it shows in their focus. The virtual joystick implementation is really bizarre, and the default control method in Star Citizen is "Interactive mode" which adds an aim-layer for gimbaled guns and a huge aim-only deadzone to the v-joy. If you guys are familiar with games such as Star Conflict or Freelancer, this is the control method there. You aim your guns, and the ship turns in that direction.

The above has allowed CIG to mask really sloppy flight behavior in the past, and they seem very reluctant to let go of it. The reason this matters is that such FPS-like aim-centered gameplay necessitates very fast rotation speeds and translational acceleration to allow any kind of evasion of incoming fire. The game was pitched as reviving a niche market, and as a spiritual successor to Wing Commander and Privateer. It has morphed into something for the casual FPS crowd, and so far I don't hold much hope that CR will deliver what we were pitched in the kickstarter.
When I talk about the games with friends/coworkers almost everyone has heard of Star Citizen. I usually have to tell them about Elite.
HSharp
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Post by HSharp »

Adept wrote:QUOTE (Adept @ Feb 1 2016, 05:37 PM) The biggest worry people have on the future of Star Citizen actually comes from the fact that Chris has hired no devs with a background in sims of any kind. The developers have worked on console-FPS games, and unfortunately it shows in their focus. The virtual joystick implementation is really bizarre, and the default control method in Star Citizen is "Interactive mode" which adds an aim-layer for gimbaled guns and a huge aim-only deadzone to the v-joy. If you guys are familiar with games such as Star Conflict or Freelancer, this is the control method there. You aim your guns, and the ship turns in that direction.

The above has allowed CIG to mask really sloppy flight behavior in the past, and they seem very reluctant to let go of it. The reason this matters is that such FPS-like aim-centered gameplay necessitates very fast rotation speeds and translational acceleration to allow any kind of evasion of incoming fire. The game was pitched as reviving a niche market, and as a spiritual successor to Wing Commander and Privateer. It has morphed into something for the casual FPS crowd, and so far I don't hold much hope that CR will deliver what we were pitched in the kickstarter.
To be fair, Elite is still missing a lot of what was promised in the Kickstarter campaign, but it definitely has the advantage of being a released playable game at the moment.

It's actually quite sad to see the Dev diaries on Elite's kickstarter with all the missed goal. Star Citizen hasn't completed it's objectives yet but it looks like they are going for it and not ignoring it while lots of Elite's promises look very much half implemented with no real view of improving, doesn't look like sales figures are being hurt by it though which means it's unlikely to get finished as the cost outweighs the benefits even though these were promised features in the kickstarter campaign.
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finisher2
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Post by finisher2 »

Just started making some videos of some fun in SC. There's lots out there, but I will be concentrating on neat things that happen when dogfighting, which I think some of you will enjoy.

https://youtu.be/KEhQce0mMGQ

And now Adept is resorting to just plain misrepresentation. He accuses SC of having control issues. As you can see from some of my flying, there is no problem at all making ships in SC dance. IM, which he refers to, is one of a number of different flight modes and control input schemes users are free to choose from, and swap on-the-fly. Far from having lousy flight controls, SC has many options, with some balancing to do down the line in their quest to acheive controller parity. And there's nothing wrong with IM. In fact, the greatest complaint about it is that it is OP. I don't use it myself, preferring fixed weapons, whereas IM is for aiming gimballed weapons while you fly with the same control inputs.

There is also Look-Ahead-Mode, and seperate flight and gimballed aiming. They have people flying with mouse and keyboard, mouse and stick like myself, dual stick, and HOTAS setups. And all can be successful, although for the obvious reasons, mouse and keyboard probably can't compete at the very highest levels of dogfighting, although IM goes a long way to giving them a fair crack at it.

I'll post a better video (with better image quality, I had to crop the videos and windows movie maker made them very, er, compact) if I can tomorrow showing some better dogfighting and agility.

Adept, your desperation is showing. E;D would be DOA, if it weren't for the fact that it can port to consoles and not lose the slightest bit of its depth. That you, as a fan-boy of E;D, can dare to accuse SC of having sloppy flight behaviour is just. hilarious. "flight behaviour that they are reluctant to let go of..." Um like the ships that can't yaw and take ~12 seconds to pitch a 360? ^^

SC is still in Alpha, with all sorts of ship systems still not implemented. Ship masses haven't even been finalized, and yet it has hands down the sexiest Flight Model ever, from wickedly nimble little ships to heavy fighters that feel it. It's funded past completion, they have enough money to be clear to planning the sequel episodes to SQ42, and they are still getting additional backing at the equivalent rate of ~$50M/year. This is before they start selling the final products.

Only idiots have any concerns about where CIG is going with SC. The game is going to knock it out of the park. E;D popped a fly ball, and all you have left to do is be a suck about it.

You're in the wrong thread. Go hang out in your E;D thread.

For everyone else, here's another vid, a nice little dogfight I had, some jousting, before I got in tight:

https://youtu.be/E1XNO4kqkJc
Last edited by finisher2 on Sun Feb 07, 2016 8:49 am, edited 1 time in total.
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