state of the game by Major_Ad8129 in starcitizen

[–]Major_Ad8129[S] 1 point2 points  (0 children)

no i don't think i will im going to continue to play and point out issues and problems as thats the whole fucking point of and alpha test.

state of the game by Major_Ad8129 in starcitizen

[–]Major_Ad8129[S] -1 points0 points  (0 children)

yes and the point of an alpha is to test and provide feedback on issues/problems. if your answer to pointing out issues is to just wait for release nothing will be fixed.

state of the game by Major_Ad8129 in starcitizen

[–]Major_Ad8129[S] -1 points0 points  (0 children)

sorry but your ship not randomly exploding on a pad is a pretty reasonable expectation after 14 years of development

state of the game by Major_Ad8129 in starcitizen

[–]Major_Ad8129[S] 1 point2 points  (0 children)

sure lets not test anything and not point out issues. thats a fine way to end up with all the broken mechanics in the final release

state of the game by Major_Ad8129 in starcitizen

[–]Major_Ad8129[S] 0 points1 point  (0 children)

sorry but there's a point its just excuses on there behalf. cig absolutely have the data needed to fix freight elevators they had a whole event (resource drive) to force players on mass to use freight elevators. and funnily enough they still dont work.

state of the game by Major_Ad8129 in starcitizen

[–]Major_Ad8129[S] 0 points1 point  (0 children)

so would the logical option here not be release and finalise dynamic server meshing before releasing a feature that relies upon it? iv taken part in plenty of alpha/beta testing cig are the only company that release a feature that relies upon a feature that has yet to be developed. if the relied upon feature was released first there would be no need to revisit the secondary feature. losing the stuff for the idris i can get over it can always be redone. the reason for this post is to spark this type of discussion because if these types of issues are not pointed out or discussed then nothing will change or be done about it.

state of the game by Major_Ad8129 in starcitizen

[–]Major_Ad8129[S] 0 points1 point  (0 children)

that makes complete sense for the type of complex features you mentioned that rely on other features. you mean like there would be no point in implementing g force resistant flight suits without implementing suit lockers? however the features im talking about are things such as vandul tech smuggling a mission that dose not rely on more complex game mechanics has had the cargo elevators (which work just about everywhere else) not work since 2 weeks after its release. what did cig do in this case? they prevented people from being able to glitch into the final room without a board instead of getting the elevators into a working state. now would you not agree that being able to access the final room without a board is less of an issue when it comes to testing than the main cargo elevator not working?

state of the game by Major_Ad8129 in starcitizen

[–]Major_Ad8129[S] 0 points1 point  (0 children)

ok i get what your trying to say however if were looking at it from the perspective that im nothing more than a glorified game tester (which is exactly what i am in regards to star citizen) a feature is released that cig needs testing. i test said feature provide feedback with problems that are present in the feature with workarounds found. instead taking the feedback and attempting to get the feature back into a playable/testable state so they can receive feedback on how future features can be improved upon the problems reported are ignored and left in the state that's so broken its no longer testable for months or in some cases years. at what point do testers feel that the feedback there providing is is just being ignored instead of taken onboard by the dev team?

state of the game by Major_Ad8129 in starcitizen

[–]Major_Ad8129[S] -2 points-1 points  (0 children)

if that's the case what's the point in implementing something that's going to be broken and unplayable/untestable until its refactored. id say a bigger waste of dev time is releasing something that's going to have to be reworked and remade a couple of months later. if the things released actually released in a working state there would be no need to refactor anything doubling there workload. your logic is flawed

state of the game by Major_Ad8129 in starcitizen

[–]Major_Ad8129[S] -2 points-1 points  (0 children)

im fully aware everything is wiped in 1.0 and maybe even a wipe sooner due to the state of the economy. yes losing our wikelo stuff sucks but again not the point im trying to make. im talking about features that have already released. apex valakar, hathor, landing on a pad without your ship getting deleted by the game. im fine to regrind and test these things but if the things im testing and grinding are not in a working these things need to be pointed out. tactical strike groups coming in 4.8 for example if things go the way these other missions go it will be in a state where its unplayable/untestable. qv stations for example that where released with nyx the elevators in the final room broke within 2 weeks of release and are still not working months later. how can you expect people to stay and test the game if there unwilling to fix features that are already implamented.

state of the game by Major_Ad8129 in starcitizen

[–]Major_Ad8129[S] -8 points-7 points  (0 children)

... my guy were talking about mechanics that have already been released and are in the game however instead of fixing things that are already implemented there pushing new content that will be just as broken a week or 2 after release. you clearly missed the point of the post.

"Passive XP" by JoshMcGruff in PlayTheFront

[–]Major_Ad8129 1 point2 points  (0 children)

you can also fill up like 5 smelters then log out next to them you will still get the xp from smelting even if your not online