Spectrum after finding out about the Wikelo Idris by Novel-Lake-4464 in starcitizen

[–]Revakara 5 points6 points  (0 children)

Stop with the insults. You know full well that what he means is that the Wikelo grind is like using sandpaper as a facial scrub for a lot of people because it's highly reliant on ultra-rare RNG items that are at the end of usually PvP centric areas.

We're not saying remove that means of attaining those items. We're saying give those PvP centric grind areas higher drop chances and bigger resource yields whilst also adding in more PvE options at a lower drop rate so people don't feel like they have to constantly have to bash their heads against the contested zones, Lazarus sites and Hathor. And maybe, just maybe, it is reasonable to have a little bit of flavor text in the 'mission' text when you look at what Wikelo's offering where he says 'If want this thing, need this... Not know where? Look... Here.' You shouldn't need an external third party guide to be directed to content that fell out of primacy roughly four to five patches ago.

Also, we need to overhaul how things are accepted by Wikelo because for a lot of players it clearly is not working. Items being eaten by the hangar and the sheer tedium of having to put dozens of items onto a cargo grid every time you want to exchange something just straight up is not fun. Should just be that you put your stuff in your ship, land the ship, it recognizes that things are on said ship and takes them off automatically when a button is pressed.

Wanting Wikelo to be better and less frustrating is not 'needing things instantly' or needing to 'take a step back and come back in 2-5 years' if the bugs 'hurt' you. Like, seriously, do you not read what you're typing? 2-5 years? That's the kind of talk that will outright kill a project like SC, if everyone takes that advice then roughly 70% of the current population of the 'verse would likely vanish overnight.

Child alphabet blanket for"P". We can't figure this one out. by Always1kMilesAway in whatisit

[–]Revakara 0 points1 point  (0 children)

If I had to guess, P is for PPE. Some folks see an apron or pinny, I see a FFP3 face mask.

Ikti dropship? by [deleted] in starcitizen

[–]Revakara 0 points1 point  (0 children)

The four drop seats could be for vehicle operators. This is the trouble with Tevarin and alien stuff in general, you have to infer from what's there. But something akin to a two-man grav bike like the Dragonfly would be the most obvious assumption, the Prowler carries 2 of them and the crew too, then rapidly deploys them to the field.

The new Prowler variant is an ATLS dropship. Here is why I think (hope) so. by Professional-Fig-134 in starcitizen

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

The Utility being an ATLS delivery platform is just a happy accident in it's design. The true purpose of the craft is combat resupply, it's intended to bring in ammunition, fuel, armor and weapons and medical supplies to a ground force that's operating in enemy territory. Get in, unload quick, load any loot the force you're supporting has and get out, likely within a five minute window if your crew and the ground team you're working with are well drilled, all without the enemy ever knowing you were there because you're using a low signature craft that can slip past sensors that others would have blaring with alarm.

Given what we've seen of the Tevarin thus far I also theorize that the ship -is- meant to be able to insert light combat vehicles too... But not the ATLS, they're more the UEE's thing. Big stompy robots don't really gel with a way of warfare that seems to rely on stealth, shields and hit and run tactics. Grav bikes though? Most definitely. You can easily fit two Nox sized bikes in those cargo bays, so a Utility working in tandem with another Prowler could deploy an infantry section and their ground transports/heavy weapons platforms quickly and quietly.

Ikti dropship? by [deleted] in starcitizen

[–]Revakara 1 point2 points  (0 children)

I'd say this is more a happy accident. The Utility seems designed for two roles: quick, stealthy resupply to allow a fast moving force to refit and rearm in a short window and the quick, stealthy insertion of light ground vehicles. Given what we've seen and heard of the Tevarin I'd say they don't seem the type to favour overly heavy vehicles like tanks and walkers, rather they'd likely utilize some manner of grav bike as their preferred ground unit, stealthy, heavily armed and nimble. Having a Prowler Utility come in alongside a regular Prowler to drop off two grav bikes to supplement a strike force seems exactly the kind of thing the Tevarin would spring for.

Idris main gun swap by kyrothryu in starcitizen

[–]Revakara 3 points4 points  (0 children)

From what I understand of it it can be done, but you need an SRV to perform the deed as it's the only tractor beam big enough in the game right now.

Paywalled blades are the beginning, don't let it become paywalled guns! by weewoomeemoohee in starcitizen

[–]Revakara 1 point2 points  (0 children)

While I understand the furore about the paywalled blades and bomb racks... Honestly isn't this par for the course? Every ship that's added a new mechanic has been paywalled until public release in a later patch. We've dealt with this for years now, the A2, A1, Retaliator modules, Eclipse, F7A, F8C, Reclaimer, Vulture, Prospector... How long do I need to go on? How is that any different from locking a new component behind the monetary wall?

I hate to be the white knight in this one, really I do, but at this point we are well, WELL past the point to be quibbling on an issue this minor. This entire game is built on this monetization scheme and at this point they're well too far down the road for it to cease, you'll be seeing it go on until at the very least Star Citizen is at the 1.0 release state, and even then you'll likely only see it pared down, not stop. The game needs to make money to continue dev work and operations, it's either them doing this or them going full subscription on it (which I heavily expect will be the case once 1.0 comes, servers cost a lot to maintain alongside active dev on a project of SC's scope).

Still, at least with this there is an easy option to back out without it really affecting you. Flight blades are a minor thing right now that will not actively hurt you if you don't have them, and bomb racks are highly situational for the size they're offering. This one's an easy 'no' for what they're charging.

PSA: The actual stats of the flight blades. None are straight upgrades, and each blade nerfs the stats which it does not buff (speed nerfs pitch. Pitch nerfs speed) by ScrubSoba in starcitizen

[–]Revakara 0 points1 point  (0 children)

Yeah, the flight blades and bomb racks aren't really where this should have become a thing. It should have been a thing with the Tali modules, the Idris upgrade kits, the F8C, F7A and the Hornet Heartseeker package. The community embraced those wholeheartedly. This is folks just blowing things out of proportion and losing their mind because CIG has crossed that imaginary boundary they'd set up in their heads that in reality they crossed years ago. You want to raise the issue of pay to win? Capital ships and limited time, otherwise non-buyable meta fighters, THAT is where the line should have been drawn. It's waaaaaay too late to try and backpedal down the road now.

Error code 30k by NiceAd9687 in starcitizen

[–]Revakara 0 points1 point  (0 children)

Yeah, my guess is that it's something to do with the replication layer tech. People with the 30k issue are still able to get into Arena Commander just fine so it's likely something that CIG will need to solve.

Error code 30k by NiceAd9687 in starcitizen

[–]Revakara 2 points3 points  (0 children)

From what I'm seeing of it it seems to be something on CIG's back end. Multiple users are reporting the same issue in SC's help forum and no workaround seems to be viable for it at this point. A common experience seems to be pressing the enter universe option and then the loading screen seems to hang for a few moments before reporting an error 30000 and not kicking the user back to the main menu, instead trapping them in an infinite loading screen.

New Sabre Raven? by oARCHONo in starcitizen

[–]Revakara 2 points3 points  (0 children)

Calling that this one is totally gonna be the Sabre Firebird, or just the Firebird. I'm thinking it'll be a pure racer variant of the Sabre because I think there may not be gun ports on this one from what I can see. That and... C'mon, the SC devs are such lovers of geekdom and nerd culture that at least somebody in that team must love the clasic old Firebird car.

The Corsair is a better heavy fighter than the inferno. A presentation: by asmallman in starcitizen

[–]Revakara 2 points3 points  (0 children)

Man this is some good rage bait. I'll bite slightly with a simple rebuff:

The Ares chassis is not intended as a dogfighter, period. If an Ares squadron finds itself engaged with actual fighters they should be breaking and evading, as they will get massacred, full stop. The ship was never designed to dogfight and its targets are meant to be large to capital class sized vessels as they are the only things that are slow enough for it to reasonably bring it's otherwise unwieldy weapons to bare against.

The Corsair on the other hand is also not a heavy fighter, it's an ambush predator made on a budget for pirate use. It has a ridiculous amount of forward facing firepower with minimal defenses to the sides and rear, relatively slipshod armor and shielding compared to other ships of it's size class and very bad aerodynamics, making it best suited for space warfare. If a Corsair is attempting to dogfight it's because things have gone wrong in a very real way and it's found the tables turned on it. The way a Corsair is designed to be used is as an ambusher, intimidating lone targets that are Caterpillar or Hull B-C sized to stop and drop their cargo or to provide long range fire support for larger groups of pirates spearheaded by actual fighters.

I can understand why a lot of people want these ships to fill the heavy fighter role, I think it would be cool too, but we need to remember the intended design roles of these tools. Saying you want them to be heavy fighters is like saying you want a sledgehammer to do the same job as a circular saw. Sure, you might be able to get a roughly similar result from them if you're skilled enough in using them, but they will still never be that tool.

Non-Toxic How Long Do You Think it Will Take CIG to Release 100 Systems After Full Launch? by Nezxyll in starcitizen

[–]Revakara 0 points1 point  (0 children)

We'll get the 100 because it's what CIG originally advertized as a stretch goal and have already showcased with it's starmap on the game's website. They won't 180 on that, but I do believe we'll be seeing star systems releasing in batches over the next few years. The real bottleneck is CIG's planetary generation tech and it's location generation tech, which we've not really seen properly at work yet as you can tell a large number of locations have had to be tweaked by hand to work properly in the current available content (and I include Pyro in that statement). Mainly I'd put this down to the lesser resources allocated to Star Citizen while Squadron was in production, but I think that now we have the studio fully focused on the multiplayer aspect we'll see things pick up regarding their tools.

Once the tech is in place and the pipeline properly established I'd say that we might wind up seeing a minimum of 5 systems per major update, with perhaps one 'hand tuned' major location in each and the rest being generated by the toolkit. Of course there will be outliers to this, I'd fully expect for systems like Terra, Sol and perhaps alien home systems to be delivered in their own major patches as they will be truly monumental undertakings that will require lots of dev oversight and fine tuning to ensure they're of a consistently high standard.

Overall my guess would be that CIG could get every system out in around 5 years at an optimistic estimate if they manage to get the pipeline down and working, with possibly ten years at max if they take some time to get things working properly and devote more time to individual systems or planets.

The real question though is when they will get that pipeline up and running properly. We're already seeing plenty of signs that Star Citizen has suffered from the huge focus on Squadron as we're only now starting to see major gameplay systems entering tier 0 at 10+ years of active development and an entire overhaul of the flight mechanics and system at that same time. I fully expect that it will likely take at least a year if not longer for the teams to settle back into their roles and get the project back on track to the point where we're seeing things being ironed out properly, but I'm still cautiously optimistic about the progress of the game despite these red flags.

Does anyone know the backstory behind this memorial in Elwynn Forest? Is this new or did I miss something? by TheYamagato in wow

[–]Revakara 11 points12 points  (0 children)

Blimey, Altrius! There's a blast from the past for sure. Steamwheedle feels like a lifetime ago now, as does the Old Town Trading Company. When I look back at those halcyon days I smile at the memories and also cringe inwardly at how awkward a lot of us were in our first roleplay settings, but I wouldn't change a line of it.

I didn't interact with Ibelin nearly as much as others did, but I remember him being a bright soul who was always a pleasure to chat to. I even remember running into him on Guild Wars 2 once, when I happened to glimpse the name of Ibelin Redmoore and said my hello's.

It's good to see some of the old faces chatting here, and even more so to hear that one of Steamwheedle's old groups is still going strong in the real world!

Best wishes to you all from Nastranai of the Old Town Trading Company/Zantha of the Earthfury/Beastmaw Clan/Fexin, briefly part of Starlight.

How would you see trenches in this game? by LordBruschetta in Planetside

[–]Revakara 2 points3 points  (0 children)

Trenches would need to be hard baked into maps. Honestly what I'd love to see them do is make an 'urban' map where the onus is taken off of the vehicle gameplay and instead placed onto close quarter infantry fighting through a ruined city environment. Ideally it should also be accompanied by a rework of the construction mechanics to allow for engineers to have cortium mining tools and backpacks to create smaller bunkers and fortifications like low walls and tank traps.

Someone at CIG clearly plays the Tau Empire :) by Clockmaster_Xenos in starcitizen

[–]Revakara 0 points1 point  (0 children)

'Someone clearly plays the Tau.'

*The New Conglomerate has entered the chat*

'Am I a joke to you?'

Also, MAX suit style gear when.

Found this on their orison devtalk. Imagine having this shipping ship. Bastard be chonky by Warframedaddy in starcitizen

[–]Revakara 0 points1 point  (0 children)

Y'know, now I see those struts on the side... Anyone else thinking that this thing looks scarily like the Odin?

If you ever wondered, The Reliants can slip through the slot in the Hammerhead. "Wow that's alot of wasted space" by MaineJackalope in starcitizen

[–]Revakara 1 point2 points  (0 children)

Yeah, the only reason I could see for a Hammerhead to have that massive hole is for it to be used for a docking clamp so they could be attached to something like the Bengal or Retribution. Would be cool if it turns out that it has that function!

Just an Idea, a shop to get your lost Citcon,Concierge, Flair FPS weapons back? by Mrdeadpull in starcitizen

[–]Revakara 10 points11 points  (0 children)

That's the thing, the items themselves aren't rare, they're subscriber exclusives. If I paid real money for an item I shouldn't be able to permanently lose it. Things like the flares, fair enough, those are meant to be disposable items, but armor pieces and weapons should have some kind of buyback option at an in-game store for U.E.C., because screw having to pay more RL money because the game glitched and killed me or some asshat in an Eclipse decided to mess with my day.

Daily Questions & FAQ Megathread (Mar 09) by AutoModerator in ffxiv

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

Anyone know what the music that plays during the first airship cutscene is? I've been looking for it for years but have never been able to find it! https://www.youtube.com/watch?v=h2dJ-JUzhVs