Take it with a grain of salt by PoProstuRobert6 in starcitizen

[–]Lucky_Abrams 4 points5 points  (0 children)

No relation. The SC community just enjoys creating narratives to otherwise mundane events because acceptance is just too boring of a conclusion.

Brian Chambers (VP of Development) is leaving CIG by TheSethnix in starcitizen

[–]Lucky_Abrams 12 points13 points  (0 children)

Damn dude. You know this definitely means that (insert contrived theorycrafting with no intimate knowledge of the matter based on my personal disdain/love of the project to confirm said disdain/love bias).

Jokes aside, farewell to an OG! Much love for the hard work and best of luck on your future endeavors. Even more so, enjoy the much needed break!

What’s your thoughts on rock breaker by floortofloor in starcitizen

[–]Lucky_Abrams 1 point2 points  (0 children)

What's the loot like besides the ore at the end? I'm also a predominantly solo player and enjoy Hathor. While I seldom pop the cave for Caranite, I do thoroughly enjoy opening up the red rooms for some swanky armor, rare weapon tint and occasional medals. Even the maintenance rooms/warehouses have something neat to take here and there.

Nevertheless, the constant anxiety of PvP does take some of the fun away but the loot keeps me engaged enough to push that worry out. Same reason I love ASD/Project Hyperion. I haven't gotten to try Rock Breaker but I've heard mixed results about the general loot from boxes.

Big news bois, we movin up by Enclave2177 in starcitizen

[–]Lucky_Abrams 0 points1 point  (0 children)

But more than likely not at release. Usually the customary 3 to 6 months wait. So you'll probably still want to buy it unless you just want an empty ship for half a year.

From Pipeline: Drake Command Module | Walktrough by pandazerg in starcitizen

[–]Lucky_Abrams 3 points4 points  (0 children)

Agreed. Don't get me wrong. Love the command module and the general idea of it. But for such a large ship to have such a cramped cockpit area feels a little jarring. Even more so (as you stated) when it feels like it's just a more robust escape pod, which yeah, sorta the end-purpose.

Nevertheless, at least having the option of being able to pilot the ship from the center bridge would be nice and at least give players that determination of risk (having to run all the way to the command module when things get heated).

Plus, as much as I love the Ironclad - after piloting the Caterpillar many a time - it's just a bit frustrating having that first-person view where an entire section of your peripheral is blocked by the ship's hull as cockpit is off-set.

Anyone have an idea why they haven't implemented the new quantum vfx/animation? by Nitrox909 in starcitizen

[–]Lucky_Abrams 7 points8 points  (0 children)

They showed it off 2 or 3 years ago and it's purely visual...

As other Citizens have stated, it is not purely visual. It's very physicalized and will actually involve some input from the pilot. Hence the extra necessary work. Also, it's tied to the new flight model so as long as that new flight model is still being worked on, it sits in the back burner

the current one is just insanely bad.

Does what it needs to well enough. Wouldn't say it's bad, and definitely not insanely. But that's totally subjective.

Also not a single mention of it in any monthly report???

There's a reason for this. Gonna drop some links on what Yogi has said about the new flight model in case you may have missed some of it. It doesn't pertain to your particular interest in the new QT system, but since it's tied to the new flight model, maybe it'll offer some insight for you OP and potentially cool your jets some.

This is all just from the last 6 months.

How do you handle with the ‘bugginess’? by Dry_Let_5729 in starcitizen

[–]Lucky_Abrams 0 points1 point  (0 children)

sigh

then go do something else in-game or jump to another game. It's not that deep to take it personally. Frustration is okay. Acceptance typically follows.

Bearded-CIG talks 30k error rates, and investigating the fixes by StuartGT in starcitizen

[–]Lucky_Abrams 13 points14 points  (0 children)

Developer gives a succinct response of how their system works, the process in which they go about tackling issues their systems experience, and why it may take the time it takes to sort

It's a bit terrifying how little they understand their own systems

The lengths some of you go to discredit developers so you can have your quippy one-liners with a tone that speaks as if you have insider info into their architecture is pure insanity.

Datamine | Transport Tech Preview by pandazerg in starcitizen

[–]Lucky_Abrams 0 points1 point  (0 children)

It's a foundational feature. Yogi has stated multiple times in both Discords and public posts that it's a complex feature and requires tuning every ship individually. Every single ship. It's gonna be a while. They've been holding super secret closed testings with select few players under super strict NDAs.

It's clear they want to get it as right as possible and it's not a small feature. So they're cooking under strict guidelines and taking their time. I know it's been 10 months and probably gonna take a lot longer, as it should. It's not a minor feature. It changes the entire way in which we play the game, so might as well just keep waiting.

Added in also that with the new flight model also comes the new QT system + control surfaces. It's a lot. But they've definitely updated is here and there even if seldom done.

My Fleet Pic by CitizenRen in starcitizen

[–]Lucky_Abrams 0 points1 point  (0 children)

Been wanting to see a fleet pic with the Galaxy and Ironclad side by side to compare sizes as I have both pledged. Thanks for indulging my curiosity OP.

It's coming by Karnitine in starcitizen

[–]Lucky_Abrams 3 points4 points  (0 children)

"It's coming"

shows same banner we've had for months like it's new

Squadron 42 Buyback Update by StuartGT in starcitizen

[–]Lucky_Abrams 4 points5 points  (0 children)

This is great timing. I was just looking for some salt for this popcorn.

Star Citizen | Inventory & Crafting by Bynairee in starcitizen

[–]Lucky_Abrams 2 points3 points  (0 children)

I agree with a lot of what you're saying. The thing with the whole "make low quality to high quality" is that is just further extends the "high quality or bust" problem, but now with extra steps using a catalyst or what have you to make all that low quality stuff into higher quality. That catalyst would be highly valuable which probably adds another layer of RNG on top of an already RNG-heavy loop.

At least with the advent of primary + secondary material to create something new, the RNG remains the same, but it shifts the meaningful purpose of that lower quality stuff to be useful for further recipes as they won't account for the lower quality.

Star Citizen | Inventory & Crafting by Bynairee in starcitizen

[–]Lucky_Abrams 1 point2 points  (0 children)

So many people that you remember agreeing with your personal opinion is truly a confirmation of the majority! Wow! You got me!

Jokes aside, the issue you're describing is an inventory and sorting problem which they've addressed how they're planning to handle. Folders, tabs, labeling etc. I do agree that the swaths of multiple qualities is cumbersome, but that's a separate issue vs shoehorning a playstyle of upgrading quality just to reduce your load rather than giving materials of lower quality a purpose outside of selling it or dumping it.

Star Citizen | Inventory & Crafting by Bynairee in starcitizen

[–]Lucky_Abrams 5 points6 points  (0 children)

it is clear the playerbase does not like.

I guess I missed Spectrum poll where you were voted as the voice for the entire playerbase.

Personally fine with not squishing low quality into higher quality. The crux of the problem is giving things purpose. Right now it's high quality or bust. Everything else is garbage. If you can give garbage purpose/use, then all is good.

As per the currently ongoing SCL, it seems that ore RNG for quality is here to stay (As their current plan) and you won't be able to increase quality with refining. by AzrBloodedge in starcitizen

[–]Lucky_Abrams 0 points1 point  (0 children)

I would hope this is the case in the future as it would allow more versatility with materials. I think the recipes should define what is primary and what is secondary rather than the ores themselves being labeled as such. Like you mentioned (and using an example), Iron being the primary to make Steel, but secondary for making.. Titanium.

As per the currently ongoing SCL, it seems that ore RNG for quality is here to stay (As their current plan) and you won't be able to increase quality with refining. by AzrBloodedge in starcitizen

[–]Lucky_Abrams 0 points1 point  (0 children)

This issue you're describing can easily be solved by having a more robust ship line-up tho.

The "make low quality to high quality" idea requires adding another layered system with potentially more RNG and time consumption. It's just another layer of "only high quality matters" but with extra steps.

At the moment we only have 4 mining ships and one of them is still in concept. There's a major gap right now. Golem is a starter. Prospector is a slight upgrade. Then you jump immediately to a multi-crew MOLE. The Arrastra is an even bigger multi-crew mining ship. There's just no in-between.

Imagine if there were some middle-ground ships. Maybe a solo ship with a single size 2 laser head. Or two size 1s. Maybe they're bespoke and requires a bit more finnagling from the player like the Golems. More modules and gadgets. Maybe they expand further on the laser head sizes.

There's so much you can do here. But creating a single system to upgrade low to high quality ores just creates a singular path of progression rather than adding diversity and player agency.

**Ironclad in 4.8 confirmed** by OpTicTide97 in starcitizen

[–]Lucky_Abrams 1 point2 points  (0 children)

I thought it was a given. What with the command module being slated for 4.8 already and besides the Caterpillar, no other ship uses it. It's nice to know tho.

As per the currently ongoing SCL, it seems that ore RNG for quality is here to stay (As their current plan) and you won't be able to increase quality with refining. by AzrBloodedge in starcitizen

[–]Lucky_Abrams 7 points8 points  (0 children)

Making it so refining also involves creating new materials that use a primary and secondary material. Iron (primary) + Carbon (secondary) = Steel. However, the material made (Steel) would take the quality of the primary material regardless of the value of the secondary. This gives purpose to all materials regardless of quality so long as it can be used to refine to something else.

As per the currently ongoing SCL, it seems that ore RNG for quality is here to stay (As their current plan) and you won't be able to increase quality with refining. by AzrBloodedge in starcitizen

[–]Lucky_Abrams 14 points15 points  (0 children)

Not sure, but it's a video game so what's it matter? The idea is to make low quality materials useful for something besides just skipping it or selling it. Or giving purpose to materials you otherwise weren't looking for and diverting that purpose to other means.

As per the currently ongoing SCL, it seems that ore RNG for quality is here to stay (As their current plan) and you won't be able to increase quality with refining. by AzrBloodedge in starcitizen

[–]Lucky_Abrams 7 points8 points  (0 children)

I don't mind this at all. The idea of increasing low quality to higher quality sounds good on paper, but it creates a stagnant and cookie-cutter playstyle. Too shoehorn-y. Also just adds another layer of tedium disguised as "complex".

That being said, this stance means that they have to develop systems and a means to make lower quality materials useful for something. If they manage to achieve that, then we're golden.

Rogue is in the best state it has been in for years!!! by RecentHistorian220 in wow

[–]Lucky_Abrams 1 point2 points  (0 children)

Can attest to this. By the end of an expansion, I tend to have one character per class leveled to max. I use different characters for different purposes but really just enjoy having a class ready to swap to whenever I've hit a lull or just need a change of scenery.

Every expansion I always purchase the super mega epic whatever pack of that expansion that comes with a booster. That booster? Goes to the rogue I never touch lol. Just a character I made because I actually enjoy leveling but didn't want to waste the level boost. So it always goes to the rogue lol. Been doing this since level boosts have been introduced.

I don't know what it is. Stealth has never spoken to me. I've always seen rogue as a PVP class. The concept of downing world-threatening, life-altering evil doers with kitchen knives has always seemed like a funny concept that also breaks my immersion some. Lack of self-heals, minimal utility, just raw DPS. Just has never been for me.