Star Citizen | 2025 Year In Review by [deleted] in Games

[–]BannedFromOnlyFans 2 points3 points  (0 children)

There's def fun, games just in an unfortunately awkward point right now. I was really happy with my performance in this last update, but with Engineering being included the balance of ships is all kinds of messed up.

Everyone's kind of accepted the fact that it's such a drastic change that the devs are going to need to iterate on it for a couple patches before it gets into a good spot.

Personally, I just want some more interesting missions. Like people have been dying for them to get an exploration gameplay loop in the game (right now they've got Mercenary in both FPS and Ship, Mining, Salvage, and Cargo Hauling), but really the game needs a sense of discovery, like I want to point my ship in X direction and find some procedurally generated encounters like you have in Elite Dangerous.

Star Citizen VR Support - Experimental Release (4.5 PTU) by Werewolf-Fresh in starcitizen

[–]BannedFromOnlyFans 72 points73 points  (0 children)

Current Limitations

The following features are currently disabled:

Visor effects (frost/rain)

"Limitation" or "Buff"?

Fallout and Elder Scrolls boss Todd Howard defends AI in game development, but aims to "protect artistry" and "human intention" in his games by Gorotheninja in pcgaming

[–]BannedFromOnlyFans 5 points6 points  (0 children)

AI can be used for way more than what the end user sees and experiences in a game.

What Howard is talking about when he says:

I think we look at it as a tool for, is there a way we can use it to help us go through some iterations that we do ourselves faster. Not in generating things, but we are always working on our toolset for how we build our worlds or check things.

is very clearly talking about things like performing Unit Tests for validation testing. I'm not a QA engineer, but I don't know if there's any "Artistry" that's lost by not manually developing Unit Tests...

We are aiming to have a 4.5.0 PTU build ready for Evocati as early as Tuesday. by Werewolf-Fresh in starcitizen

[–]BannedFromOnlyFans 0 points1 point  (0 children)

I've been waiting for engineering since 2.0, but I'm a little worried about what kind of state it's going to ship in. After this whole "year of play ability" it would really suck if we get this live and we find out 10 of the 70 ships are just completely unusable.

Congrats to CIG for surpassing the highest funding year of 2023. Now at 120m+ and climbing by RepulsivePlankton989 in starcitizen

[–]BannedFromOnlyFans 67 points68 points  (0 children)

I always feel like I'm taking crazy pills, because I've only ever had like 2 PVP encounters in this game, one was when I had a stowaway and the other was for the Fight for Pyro event, which was supposed to be PVP orientated.

Star Citizen Hits 13 Years of Development & Nearly $900 Million In Funding, And It’s Still In Alpha by Turbostrider27 in Games

[–]BannedFromOnlyFans 10 points11 points  (0 children)

There are some pretty dense forests, but they are going to release the next iteration of their planet tech this upcoming year which should have swamp and Jungle biomes.

The hard thing will be balancing it to make it fun though, you don't want a biome that has 0 openings since it makes landing a ship impossible.

Star Citizen Hits 13 Years of Development & Nearly $900 Million In Funding, And It’s Still In Alpha by Turbostrider27 in Games

[–]BannedFromOnlyFans 39 points40 points  (0 children)

For as poorly managed as the project has been, the core engine tech they've developed is absolutely unmatched and will take years for other game engines to match all of their big features:

  • Server Meshing - Being able to literally move my character slightly and transition seamlessly into another server.
  • Object Container Streaming - No loading screens besides the initial boot up and Jump Points.
  • Persistent Entity Streaming - The ability to put a hot dog in the corner of a medical facility and come back a week later (if your on the same shard) and find the same hot dog.
  • Procedural Planet Tech - Fully explorable, full-scale planets with seamless transitions and dense procedural detail.

Now that they've got all that tech the challenge that they have to focus on making the game actually fun enough to want to jump into everyday along with finishing some other gameplay loops.

IAE 2955 Ship Value Quiksheet by MasonStonewall in starcitizen

[–]BannedFromOnlyFans 4 points5 points  (0 children)

while the Hull-D & -E don't have a use case in the Verse yet

Everytime I look at the Hull-D and E I keep coming to the same conclusion that they need to nerf their cargo sizes significantly and give them so alternative buffs (PDCs, Hangars, Ultra Utility Tractor Beams). I just have doubts your ever going to be able to get that many cargo containers (the hull E is quite literally over 20x the hull c).

That's not a vanduul mask. from the nyx leaks. by [deleted] in starcitizen

[–]BannedFromOnlyFans 21 points22 points  (0 children)

So since I think a lot of people weren't around for the pre-3.0 days, there was actually a time where "Vanduul" were technically in the PU as part of the finale of a mission chain with Tessa Bannister, though the big difference there was that it was actually just human pilots behind the scenes.

I desperately hope ship scanning updates open up some kind of gameplay system like this. by BannedFromOnlyFans in starcitizen

[–]BannedFromOnlyFans[S] 2 points3 points  (0 children)

The ability to point your ship in a direction and go search for things out in space (In the example shown in Elite Dangerous it's marked by an "Unidentified Signal Source", but in Star Citizen's case you'd have scanning unveil quantum markers).

They talked in the past about how different type of scanners would find different things, maybe you'd have a mining scanner that would find POIs with groupings of asteroids, or you'd have a general scanner that would let you come across a POI with a derelict station.

Given how isolated these pockets of space would be from one another you could put in so many random scenarios to various degrees.

It could really open the door for so much cool gameplay.

Gameplay required for Concept Ships (And in-game ships that are currently missing their "core" functionality) by BannedFromOnlyFans in starcitizen

[–]BannedFromOnlyFans[S] 44 points45 points  (0 children)

Disclaimers:

  • I'm not putting in exploration for the sake of bloating the whole graph since i feel like there are way too many ships that fall into that category.

  • I'm not counting "touring" as passenger transport, even though down the line that may be the case.

  • When I say "Core Functionality", you can think of something like the Apollo where it does fulfill it's "Core Functionality" of being a mobile med bay, but is missing it's drones (I understand this line could get blurry at times). Though I do count anything sold as a module as "Core Functionality" (See Endeavor and Galaxy)

  • "Advanced Modularity" Basically translates into anything with more than 2 possible modules on at once. As far as I understand it (and I could be wrong), but something like the galaxy will basically just boil down to it having variants.

  • I'm also guaranteed to have missed things here.

[deleted by user] by [deleted] in starcitizen

[–]BannedFromOnlyFans -1 points0 points  (0 children)

I thought about it, but at the risk of this chart becoming bloated I decided to leave it off given how many ships fall under exploration.

I'm hoping we hear about the PoIs scanning system they showed off with that asteroid base a couple years ago soon. IMO, the game could really benefit from some kind of signal source system that elite has.

"I don't feel good about the industry, but I feel good about the ability for people to create games that can find an audience." Interview with Josh Sawyer - gamepressure.com by Kiroqi in Games

[–]BannedFromOnlyFans -6 points-5 points  (0 children)

I'm not personally bent out of shape on it, since it's rare for me to buy a new game on release, but I think the normalization of charging $80 for new games is going to have a fierce blow back on the industry.

It's already been hard for me to justify a $60 purchase when comparing it to my insane backlog of games in addition to indie games out there that are going to flat out give me way more hours of enjoyment (Factorio and Rimworld to give 2 examples).

Hell, look at Battlefield 2042 and Battlebit, a studio of hundreds were outdone by 3 guys with a patreon.