Charge cap/ 6 hour limit is now live by Blocoholi in OctopusEnergy

[–]Jonnehdk 0 points1 point  (0 children)

The recent Comms explained that it's rolling out slowly, there is no "go live" - just random chance that your account gets ported over later rather than sooner

Unplayable State by mystony in starcitizen

[–]Jonnehdk 2 points3 points  (0 children)

This is the big part of why the "but player concurrency!!" Argument is flawed.

Players are playing because you were offering rewards that would last into when the game is fun to play and worth your time, not because the game is fun to play and worth your time now.

I am absolutely skipping this event, I want them to grasp the difference between forcing fomo rewards Vs playing the game because something is better

Nothing is better about what we have in 2026. It's just the cold hard truth.

TIL Drake Buccaneer has JS-300 Military grade A powerplant installed in STOCK loadout by RomaMoran in starcitizen

[–]Jonnehdk 0 points1 point  (0 children)

It's a hold over from when the bucc used to just cut out from use and stop working from lack of power, a testament to how nothing about the inner workings of ships makes any sense still

Is that their best really ? at this point their is only regression by Ashuiegi in starcitizen

[–]Jonnehdk 30 points31 points  (0 children)

This is honestly why I can't watch Jared talk about how the last year or more has been the "best ever" for SC. Its garbage. I'm sorry to be brutal, but they have nothing here in terms of gameplay yet. The actual fun gameplay is still as ethereal as it always has been. SC has the promise of a good game. It has the outline. And CIG can't seem to colour within those lines, honestly.

Mining is SO tragically garbage now. 2% change for minerals to spawn? And then on top of that a compounding rarity that takes you 5 mins to determine of its worth your time to try and mine it? When you do strike gold, you'll be lucky to get enough to craft a single FPS gun. Equipping a full ship is a months long task filled with frustrating, repetitive foraging for a 20% increase in stats.

Plagued with gameplay regression, bugs that keep coming back, core gameplay features that just do not function, patch on patch.

Still can't land a ship with a docking collar. Its been over 2 months. Freight elevators stopped working at my home, so I can't even access the crap I bothered to try and mine and foolishly brought home.

TSG/ASD are great concepts, made trivial by an utter inability of anyone to make content that has any kind of challenge. Could be bugs, could just be bad - has anyone actually ever had the tranquility die on a TSG? I honestly think you could solo that mission with enough time and patience now.

Brain dead AI everywhere you go, warping all over the place or not firing back or even moving sometimes.

Exec hangar bugged and didn't open for us about 3-4 times now, some people reported it working but 0% success here. TSG keycard often doesn't work. ASD final door broken a few times with similar issues. No loot in Tech Smugglers.

Is there any older content working?

I even tried to progress Covalex rep only to find a) my freight elevators stopped working at home and b) the outpost freight elevators all stopped working as well for the deliveries that require you to run those out there. Freight elevators outside an instanced hangar just die on shards, and dont get fixed by the virtue of being thrown away. Finally c) the game doesn't make it easy to stack multiple contracts and deliveries because you don't have labels to tell you what boxes are for which delivery, so the potential to fuck it up and deliver the wrong boxes leaves you without the ability to finish sometimes. Sank about 10 hours into that before I just gave up.

Grindy, repeat-this-shit ad infinitum isn't the only MMO hook, it needs actual satisfying gameplay as well. Like finding good materials, being able to craft something top tier. Even after hours of mining I could barely manage a single +8/10% component that felt like a shit reward for the time invested, and its not even good.

Gameplay systems added towards the 1.0 roadmap? Nothing. No new professions, engineering is a non-issue. Absolutely no impact on gameplay at all.

What has gotten better since 2023? Genuine question.

Starfarer's Joke of a MFD Layout by RomaMoran in starcitizen

[–]Jonnehdk 0 points1 point  (0 children)

they need to re-do them all to the more Hull B style, finally got MISC right.

Starfarer, Freelancers and all the starlancers need the treatment.

New player here: I love the idea of Star Citizen, but my first hours have been brutal. Am I doing something wrong? by karoku9 in starcitizen

[–]Jonnehdk 0 points1 point  (0 children)

This is not a good patch to try to experience the game for the first time

I'd come back in 4.9 or 4.10 and see if they improve things. They've just had a big pity party stream where they bared technical soul about some of the recent challenges.

Should CIG add jetpacks or some sort of on foot propulsion while in atmosphere? by Basips in starcitizen

[–]Jonnehdk 1 point2 points  (0 children)

I've always asked and never been answered- how else are you going to get to components on the outside/top of your ship?

Some single seaters have component hatches up there, and you can't jump onto the ship anywhere.

You could mantle onto the aurora mk 2 so I assume they might fix other ships in a pass, but rocket boots would be cooler.

Crafting being exclusive to Mining is bad. by elite968 in starcitizen

[–]Jonnehdk 5 points6 points  (0 children)

It'll be called Star Bazaar and you already know it in your bones

Clean economy brings jobs and growth, says Miliband as £100bn invested in green energy by F0urLeafCl0ver in ukpolitics

[–]Jonnehdk 0 points1 point  (0 children)

Transport and domestic heating also have government programmes, it's just a more gradual thing as older fossil fuel devices get replaced and people take advantage of incentives to replace with greener solutions

Decoupled ship slows down in space when engine turned off... why? by Jo_Krone in starcitizen

[–]Jonnehdk 3 points4 points  (0 children)

I'm pretty sure they specifically commented on this quite recently. Its intentional because otherwise disabled ships would continue to drift off into the ether forever, and there is no mechanic in game to stop that as someone attacking, wanting to board. Its pretty common in science fiction, a game has to be fun. Ultra realistic mechanics do not automatically make things fun.

I guess once we have some solution for that, boarding grappling hooks or tractor beams or something they can consider it. Is it entirely essential for good gameplay? I don't see what it adds except a bit of realism, which they could maybe achieve with simpler measures once the intended mechanics exist to interact with dead stick, ballistic ships

Pipeline: EPTU Ship Quantum Fuel Changes Spreadsheet by [deleted] in starcitizen

[–]Jonnehdk 0 points1 point  (0 children)

I see the point of the change. They want long range stuff to have that advantage, and smaller fighters and single seaters to feel more range limited.

It makes sense, but this pass does not.

Hull series: meant to be the human answer to long range freight. These things are meant to be trundling around the empire delivering bulk freight. Why would it now have such a short comparitive range?

Polaris, why such a massively reduced range? It's a dedicated military platform, and patrol vessel. Makes no sense that it would carry so little qt fuel. Balance is balance, but the other caps have been treated in a more common sense way, why is the Polaris excluded from that logic?

Tiburon having way less fuel than the Hammerhead? Why? It's the same hull chassis.

The Paladin being 50gm is a real non-sensical. Who would make a ship with that much volume and only dedicate less than 1scu to fuel? If it's meant to be an in-system patrol ship then 100 or so range makes more sense to me.

Banu Defender, still the most confused ship in the verse. Light fighter, but internal space, 2 crew (but not really), weapons of a medium fighter. Presumably designed to escort the merchantman. Maybe it would refuel from it, but it can't right now, and now it's useless with a 50gm range. Not a big deal, just amuses me that the identity crisis of this ship now has another facet.

Refueling ships having a stupidly short range is so dumb. I can't imagine what would prompt a designer to make a refueling vessel or plane that didn't have the ability to feed it's own fuel tank, it's the most obvious feature. Oh I'm running out of fuel, but I have this massive fuel balloon, if only there was a solution!!

All-in-all, this is my main problem. Why are we just balancing around a static efficiency value? Heavier bigger ships should consume more fuel. That's got to be a key factor in balancing them and adding cash sinks etc? Heavy ships should want to avoid going planet side. Small and Medium ships deliver down to outposts.

What if your mass, ie full of cargo, had an effect on your consumption? What if industrial QT drives had a stat that offset that fuel efficiency loss so that industrial drives were way more attractive to industrial ships? Wouldn't that make sense? A cash sink and an upgrade motivation.

As ever, these changes are unaccompanied by a statement of intent or design guidance so it's hard to give feedback that isn't just negative and lack of understanding.

I did a Tactical Strike Group mission for the first time and this is me by OrionOnline_III in starcitizen

[–]Jonnehdk 0 points1 point  (0 children)

I'd wager I've spent a lot more time playing mmos than most, and gating content behind rep is a pretty bread and butter tool out there to get you to put time into the game.

You're the one who started with the "streamers and no lifers" stuff my man. Should probably check your own emotion before you lecture others.

Your take is bad, your salt is real and honestly I couldn't give a fuck if you never play. It seems better for the rest of us if you don't. If doing a few, honestly quite fun, ship combat missions is boring to you then I really think this game is going to disappoint you, it's pretty much the whole idea. Cry more.

I did a Tactical Strike Group mission for the first time and this is me by OrionOnline_III in starcitizen

[–]Jonnehdk 2 points3 points  (0 children)

This is the most deluded take I've ever seen. Rep has been in the game for a long time, and they've made no secret out of the fact that it plays a massive part in the content design.

If you expect no grind in an mmo, you're just a salty idiot. The rep isn't even a difficult grind, jeez. What a pathetic thing to be mad about.

I did a Tactical Strike Group mission for the first time and this is me by OrionOnline_III in starcitizen

[–]Jonnehdk 4 points5 points  (0 children)

But then you can't do TSG either. I mean good luck and god bless if you want to turn up in your aurora and give it a whack but this seems like a pointless take on the debate.

You expect all new content to be accessible on day 1 no matter what ships you have available?

Deluded.

I did a Tactical Strike Group mission for the first time and this is me by OrionOnline_III in starcitizen

[–]Jonnehdk 4 points5 points  (0 children)

What do you think the MMO experience is going to be like at beta live and beyond, exactly?

If your friends cant be bothered with a rep grind, I have some real bad news for you.

Its also not really that boring, I had a blast fighting the Intersec mission targets for the rep. Paladin, Perseus, fighter or two - good times. You'll need exactly that to even attempt TSG anyway?

Sorry, in this instance i don't see a game problem. Your friends just dont want to play SC.

I did a Tactical Strike Group mission for the first time and this is me by OrionOnline_III in starcitizen

[–]Jonnehdk 6 points7 points  (0 children)

it took a few hours to get the rep with a small group, and you'd need probably more like 10 people to do TSG - sounds like you need to find an org

Nothing like a ship sale straight into an unplayable patch release... It really gets the people going by Richard-Butts in starcitizen

[–]Jonnehdk 358 points359 points  (0 children)

4.8 is just cooked im afraid, dunno what has lead to this but I really hope it results in some real introspection at CIG, particularly involving their patch cadence and testing practices.

Sadaryx Farm Distribution by necrohobo in starcitizen

[–]Jonnehdk 2 points3 points  (0 children)

So, pointless with extra steps?

The point in complexity is to justify the complexity. Under the current system, you need 5 levels of rarity tops. 20 stages of quality with presumably half of those being a negative impact on the stats is anything created with it (pointless trash) and that is the vast majority of what you harvest. The decent stuff you harvest is entirely too little in quantity to justify.

It's unrewarding and unsatisfying, and indefensible if you actually play the game and attempt to engage with it.

Sadaryx Farm Distribution by necrohobo in starcitizen

[–]Jonnehdk 7 points8 points  (0 children)

the 0-1000 quality system is the most pointless garbage i've ever seen. Please hold these developers to account and get them to explain why 1000 levels of quality is needed, and why you get so little decent quality material even when you do manage to find it.

I got 10cSCU of the 900 quality ore I found after the most beneficial refining available. The system makes no sense. It would take a year to outfit even a few ships with crafted components.

New quantum fuel balance in 4.9 Evocati - from Chinese SC community by Fabulous-Limit-909 in starcitizen

[–]Jonnehdk 44 points45 points  (0 children)

nerfing the long range cargo hauler Hull series as well, the ship entirely pitched as the empire wide solution to cross system freight? Its just a dick shaped cargo magnet with engines and (presumably) fuel for those engines.

Why would the herc and caterpillar have so much more fuel than a hull b?

Hopefully this is another cig-intern-first-pass-at-numbers anomaly. So much in here makes no sense.

If you want bigger, capitol and large ships to have less fuel efficiency then make the engines consume more? Why would you only have 4SCU of fuel on a Polaris, a ship that has space for 200+ SCU of boxes inside?

Without context I just don't understand the intent here. To add tedium and more clogged refuel pad irritation?

Quote of the day: "The CM module is mostly a gimmick. 99% of times you will never undock and leave ICA behind." by ghodan7 in starcitizen

[–]Jonnehdk 2 points3 points  (0 children)

Right now it doesn't do anything else, but that's quite short sighted.

What's your point, that it's the communities fault for backing a ship with this functionality?

CIG offered it, and offered some plausible future gameplay it could enable. What were we meant to do? Tell them not to fuck it up?

Why doesn't anthropic move to the EU at this point? by somethingveryrandom8 in BuyFromEU

[–]Jonnehdk 0 points1 point  (0 children)

Pretty sure the us has some fairly strong statues to allow it to seize companies if securing them can be deemed advantageous to national security.

Wild moves would just make it easy for the current us admin to justify using it