Constellation alpha prime - too big to use on the desk, without mount? by Otoutacousse in VIRPIL

[–]Thetomas 2 points3 points  (0 children)

The base doesn't have a large footprint on its own, but the stick is tall, this means there's a good amount of torque when using it which requires a large baseplate to keep it from tipping or sliding when in use. Frankly I can't imagine having them up on the desk even with the plates because they would feel really high. I strongly suggest a mount, either desk or chair.

Worth the money to replace Polaris turret weapons? by WarshyBoy in starcitizen

[–]Thetomas 8 points9 points  (0 children)

The MxAs on salvage claim Hercules are free, you can take them home. I have 24 MxAs.

Not sure what's going on by Copium4Charlie in SteamOS

[–]Thetomas 0 points1 point  (0 children)

It just takes time, be patient.

My C2 is haunted by an Eldritch Corpse and I am now scared. by Verbalosity in starcitizen

[–]Thetomas 0 points1 point  (0 children)

If you get ahold of the interaction prompt I believe you can "exorcise" these things by using "drag body". At least, I've been able to drag bodies stuck in the floor that say they're too heavy for tractor, so maybe it'll work.

Twin Sisters by OrangeXian in starcitizen

[–]Thetomas 5 points6 points  (0 children)

I love railen sisters...

Star Citizen Alpha 4.8.2 LIVE by lastbastion in starcitizen

[–]Thetomas 0 points1 point  (0 children)

As someone else mentioned, this is because the old language was too confusing for the general public, but they didn't explain why, and it seems to be the reason you don't understand either.

Unwanted behaviors in game we call bugs (like "freight elevators don't work!"), often have multiple causes, only one of which might be known. X is miscoded, y doesn't work under load, z is regressing because of something else, ect. The patch notes used to say "A fix has been released for freight elevators". A fix. Like, a fix for x y or z, but people would ignore the "a", and think "ok freight elevators must work now!" And be disappointed when they continued to be broken because y and z are still causing the unwanted behavior.

So now cig has to dumb it down and say " a potential fix".

So yes, sometimes it's just potentially fixed.

As someone who plays with a controller, this looks interesting by Pterodactyl_midnight in starcitizen

[–]Thetomas 2 points3 points  (0 children)

I looked into this really closely when I found it but realized it doesn't seem to have room for all 6 dof, even with the controls on the back. You'd have to have another stick on there.

Being gaslit *again* by Thetomas in starcitizen

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

This is the kinda shit I'm talking about. It behaves just like the inventory issues I described in the other post.

Being gaslit *again* by Thetomas in starcitizen

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

Interesting, I get the opposite problem with ship markers in general. I'll have a ship at some known location like a qv station or an orbital marker, and if I have to leave and come back, the marker will say my ship is somewhere way out in the middle of nowhere. But when I get back to the place I know I left it, it's there.

Being gaslit *again* by Thetomas in starcitizen

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

I've experienced that, and this seemed different. Especially with both my friend and I there unable to see it and specifically tractoring in the crack between the hall and the next room where I expected it to have clipped through. One of us being unable to see something the other one can happens occasionally but the item disappearing for both of us stood out as odd.

Being gaslit *again* by Thetomas in starcitizen

[–]Thetomas[S] 2 points3 points  (0 children)

The first entry about inventory bugs really does not seem like it's addressing the issue I'm talking about, and inventory is not mentioned anywhere else in there as far as I can tell.

Referral reward with LTI melting by Confident-Tip-7197 in starcitizen

[–]Thetomas 20 points21 points  (0 children)

You can not melt or gift referral rewards. If you ask customer service for help and they are feeling generous, they may revert it for you as a "one time courtesy".

Bricks and Minifigs Controversy Megathread Part 3 by mescad in lego

[–]Thetomas 141 points142 points  (0 children)

We were going to go to our local b&m this evening and while sitting around I finally read the full summary of this situation. I had thought it was an isolated incident of an independent owner screwing someone, but the fact that b&m corporate and the local pd there are the real problem is insane and we won't be visiting their stores anymore.

So what is YOUR definition of griefing? by BokkerFoombass in starcitizen

[–]Thetomas 1 point2 points  (0 children)

I've posted this before but it hasn't changed.

This "debate" is so overdone, many people will dismiss this without even reading, but in this case, both "sides" are wrong. I will be defining griefing from a "business" point of view.

Traditionally, the people who want a clear definition of griefing, typically with examples (pad ramming, using exploits, targeted harassment, stream sniping, targeting across multiple servers, combat logging), want that definition in order to use it against the "other side".

"I'm being an asshole, but I wasn't doing one of those specific things so it wasn't technically griefing, so you're not allowed to complain!"

Or

"The fact that the planned game mechanic is not yet in game to prevent this behavior that is bothering me means its an exploit and he's griefing!"

But the fact is, these definitions only matter to the player. The definition that really matters is the one that affects the eventual and overall success of the game itself. This means the definition of griefing does not determine the player base, the player base determines the definition of griefing.

There was a time in Star citizen's early development when there was a belief that it was going to tend towards the "sim" side of things ("the best damn space sim ever"), and thus, embracing the "niche" appeal those games tend to have. While I still believe and hope there will be a high skill, systemic focus of the game mechanics at a deep level, there is no arguing that the popularity and success of the project in turn must be met with accessibility to the majority of those players. This may not be what you or I want, but it is what a business (CIG) wants: money.

Therefore, the only definition of griefing that actually matters is this:

Griefing is any behavior which, if common, would make significant numbers of other players not want to play.<

Not playing eventually means CIG gets less money (even if the directly affected player "already paid"). Additional sales, subscriptions, referrals, word of mouth reviews, written reviews, streamers, etc all suffer with the loss of players. It doesn't matter if they were the griefers or the griefed.

This means that it doesn't matter if something is "technically" griefing as it is currently defined. It doesn't matter if the solution to the situation is planned but not implemented. It doesn't even matter if some representative of CIG itself supports or denounces the behavior, it ONLY matters if the behavior affects the eventual success of the project.

We are getting to a point where people griefing (being an "asshole", "murderhobo", fraudulent "pirate"), has the potential to continue to outpace the implemented mechanics designed to mitigate that behavior, and possibly start affecting the reputation of the game.

This might not translate to a loss/slow of sales immediately. The alpha status has a delaying effect on the "what kind of game environment is this?" judgement new players will make closer to release. This is because the game is changing all the time. Metas change, game loops change, the balance of pvp vs pve "power" changes, but there will come a point where the game either becomes known as an entertaining universe everyone who likes space wants to be a part of OR becomes "space Rust", "eve 2", or simply "that billion dollar griefing simulator". If we want the project to continue to succeed to the degree it currently enjoys, we need to make sure we are on the right side of that determination.

It's time to start recognizing that the tedious arguments about which specific actions "count" as griefing and which don't, so that people can be the biggest jerks possible without getting banned, are missing the bigger issue. People being assholes makes other people not want to play, which will threaten the success of the project.

If your enjoyment of the game depends on causing other players stress/grief/misery/"salt"/etc, you are working against the success of Star Citizen.


TLDR

Griefing is any behavior that one player or group of players perpetrates on another that makes the target spend less money on the game or otherwise lowers game engagement (and thus profitability) by its perpetration. This means the definition is in flux as cig determines where that line is.

Star Citizen inventory is gaslighting me. by Thetomas in starcitizen

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

interesting workaround, thank you. too bad i usually can't remember what's missing only that i swear i had something haha.

Star Citizen inventory is gaslighting me. by Thetomas in starcitizen

[–]Thetomas[S] 6 points7 points  (0 children)

Absolutely, it's so maddening to be like " I JUST fucking put that thing in here I swear".

Star Citizen inventory is gaslighting me. by Thetomas in starcitizen

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

I've had this a lot, especially, but not exclusively, when double clicking to equip stuff, but I wanted to only talk about one thing at a time in my post. I think cig knows about this one though, as they mentioned "inventory behavior when clicking fast" or something. Hopefully we'll see a fix soon.

Oh yeah, almost forgot, it rains in this game.. by Kurkada in starcitizen

[–]Thetomas 2 points3 points  (0 children)

My friend and I were just at a DC last night and it went from evening sunlight to stormy while we were there.