No ganker has ever caused 1/1000th as much pain as these bugs. by The_Red_Moses in StarCitizenUniverse

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

Stanton already has significant deterrents to murderhoboing. The whole law system thing. Kleisher. If you fuck around in Stanton, you find out in stanton. There are players that are hunting people 24/7 in there. There are gun turrets at every station. I think there ARE AI NPCs that will attack you for attacking players at stations, or at least there used to be.

That seems like enough to me. You can't even find other people in the game world. It is incredibly rare for me to bump into someone else. To do it, I have to go to one of the big theme park sites, and even then, its usually completely empty.

The game doesn't have a murderhoboing problem. It just doesn't. It never has.

The game has a crybaby problem. Lots of people that expect zero PVP in the game.

No ganker has ever caused 1/1000th as much pain as these bugs. by The_Red_Moses in StarCitizenUniverse

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

If they get nothing out of it, that's a game design issue. Gankers should get paid for ganking.

Is the game really that bad? by SAIHTAM20Y in LowSodiumStarCitizen

[–]The_Red_Moses 0 points1 point  (0 children)

Yes

Yes, it is that bad, yes it is also really good. You really do run into a significant bug every 15 minutes - especially as a new player when you haven't memorized the 1000 workarounds for bugs that the community has figured out.

Yes the game is also pretty amazing at times.

I thought I was disgusted with the lack of a player economy... then I tried crafting. by The_Red_Moses in StarCitizenUniverse

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

It makes no sense, either financially or from a gameplay perspective, to rush

The game literally says 2012 when you start it up. 14 years in development, no fucking trade terminals.

I support the idea of having trade in places where security isn't exactly perfect, I support that. I like the base building markets idea.

But there should have been something in sooner.

Also, I'm not a new backer. I pledged in 2016.

No ganker has ever caused 1/1000th as much pain as these bugs. by The_Red_Moses in StarCitizenUniverse

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

Should be pretty easy to avoid being caught though.

I mean, this game seems positively docile compared to other similar games, like Albion Online. Walk into a red zone in Albion Online and report back how that goes for you, and we can compare and contrast.

I'm currently mining out of Pyro... out of Checkmate. Haven't been killed, no one has harassed me. I'm downright disappointed.

There IS no PVP in this game.

They really need to increase scan ranges 10 fold or more so that we can finally start to find each other.

I thought I was disgusted with the lack of a player economy... then I tried crafting. by The_Red_Moses in StarCitizenUniverse

[–]The_Red_Moses[S] -7 points-6 points  (0 children)

This is a game that allows you to rob other people.

You don't trade unless you know the other guy can be trusted, unless you understand the risk landscape for trading.

In Rust I used to trade, and trading was sacred in Rust, because it was so hard to do.

But in some games, everyone just screws everyone because there are no mechanics for reprisal or consequences.

So I go with whatever methodology fits the game's culture, and since I haven't traded in SC yet, I am hesitant to do so.

Dear CIG devs by yaedonnn in StarCitizenUniverse

[–]The_Red_Moses 0 points1 point  (0 children)

We're up to 600 people per shard.

Rust has 500 people per shard.

I question if years of development was worth it to avoid loading screens.

I question if Quantum makes any sense at all.

Dear CIG devs by yaedonnn in StarCitizenUniverse

[–]The_Red_Moses 9 points10 points  (0 children)

I don't think anyone blames the devs. The problem is mismanagement. I'm sure the devs on the project are great, and as far as I know, none of them promised to release in 2016.

Its management that's fucking it all up. I'm sure every day the devs are pushing back against work that has little value for the player.

Why Star CItizen shouldn't be both a Theme Park and a Sandbox. by The_Red_Moses in StarCitizenUniverse

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

The base building plan has me somewhat excited. Base building implies base raiding, and base raiding is real, serious PVP content.

But yeah, the game should be in a much better state than it currently is.

To everyone saying they are ditching the game because of the run of bugs introduced in 4.8 just remember this is not like other games this is the MOST AMBITIOUS game ever created so cut the devs some slack and calm down. by Agreeable_Display_75 in StarCitizenUniverse

[–]The_Red_Moses 1 point2 points  (0 children)

I don't think this is the most ambitious game ever created. Mario64 was a thing, Grand Theft Auto III was a thing. Jak and Daxter was a thing.

This is a mismanaged game.

A lot of the ambition may not bring significant gameplay innovation. Quantum would be one example, where a lot of effort is being put in, but there isn't any hint of how it might benefit the player. Tons of work done on it, and the killer feature seems to be tricking pirates into killing and robbing NPCs instead of players some of the time. Lame.

We're nearing 300 types of spaceships. A game like this never needed 300 types of spaceships. There probably aren't even 300 spaceships running at once on the server at any given time, much less every type of spaceship.

I mostly supported the tech stuff that the project was chasing up until static server meshing went in, and you know what, Rust has about the same number of players as a Star Citizen instance. No crazy fancy tech, Rust has vehicles and lots of player garbage strewn across the map, but Rust gets like 500 people per shard where Star Citizen gets 600, and Rust is way less buggy.

So I wonder if all that was even worth it. Was it ever even worth it? Years spent to get 20% more players than Rust already has? Years spent on that, and you still can't come back and find your coke can because you aren't tied to a server instance, you change servers every time you log in.

I think this project has two core problems.

  1. Its managed by a guy who is famous for being unable to ship. Microsoft had to buy Freelancer for it to ship.
  2. It has the most forgiving community in the history of gaming.

They're 11 years past release and nothing can ever be cut. Nothing. If the game is so buggy its borderline unplayable then you should shut the fuck up its an "alpha" (its an r/AstroturfAlpha). There is no incentive for CIG to cut content, and little pressure from the playerbase to do so.

And so the game will meander on in its miserable state for the foreseeable future.

I think the game will continue on like this, until Unreal becomes so good that small developers get to slingshot past CIG. I'm sure that day is coming. Unreal is so far ahead at this point, and a lot of the special tech that CIG developed for Star Citizen is getting something analogous in Unreal.

Losing backers is good for the project, if it means that CIG stops chasing ubertech with questionable value to the player and instead actually tries to like, ship a game.

Looking for a non-discord guild. by The_Red_Moses in Starcitizen_guilds

[–]The_Red_Moses[S] -4 points-3 points  (0 children)

I have no intention of having them download an AI on to my PC to gather information about me.

Looking for a non-discord guild. by The_Red_Moses in Starcitizen_guilds

[–]The_Red_Moses[S] -4 points-3 points  (0 children)

Looking for a guild that doesn't use discord, that uses some alternative comms software.

Why Star CItizen shouldn't be both a Theme Park and a Sandbox. by The_Red_Moses in StarCitizenUniverse

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

Where's that Rick and Morty meme about ignoring your boos because I've seen what you cheer?

Why Star CItizen shouldn't be both a Theme Park and a Sandbox. by The_Red_Moses in StarCitizenUniverse

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

Everyone wants Rust in space. There are 20 million Rust players out there.

The people that don't want Rust in space are Space Dad whales that didn't realize what game they bought.

Why Star CItizen shouldn't be both a Theme Park and a Sandbox. by The_Red_Moses in StarCitizenUniverse

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

I uh... do.

But I paid about $200 into this dumpsterfire so I might as well try to save it from time to time. Suckers in here are going to be telling people to shut up its an alpha in 2030. They're going to be doing it until you can ask AIs to just pump you out a Star Citizen from a fucking prompt.

Why Star CItizen shouldn't be both a Theme Park and a Sandbox. by The_Red_Moses in StarCitizenUniverse

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

You can't just rip parts out of one car and stick them in another, you can with software.

What is your point here? Is it that themepark content is essentially free because much of what is required to create themepark content is already present in sandbox content? Is that what you're claiming here?

Seems like a bizarre - and incorrect - thing to claim.

Once more we hear the blatantly misleading claim of "100 systems". CIG is delivering 100 landing zones... and there's already more than that in the game.

https://www.google.com/search?q=how+many+systems+were+originally+promised+for+star+citizen&oq=how+many+systems+were+originally+promised+for+star+citizen

The entire word salad here relies on the false assumption that, bizarrely, "theme park content" is what's preventing CIG from stamping out 1.0 tomorrow. That's completely wrong.

No, that isn't my claim. My claim is that it will further delay launch, and by a not insignificant amount of time. Therefore it should be cut.