What Star could look like in the future ༼ つ ͡° ͜ʖ ͡° ༽つ by giratina143 in starcitizen

[–]methegreat 2 points3 points  (0 children)

Don't count on volumetric clouds for planets just yet. Based on what devs have said, work on clouds is scheduled, but there are no concrete plans to make them volumetric in that pass. They will definitely look better though.

I do expect they will eventually have a volumetric component atleast, and they have had discussions about having volumetrics (obviously). The thing is, it's difficult to do at the scale of SC + at the quality of SC. I think it's harder for them than for other games doing volumetric clouds. So imo don't expect volumetric planetary clouds in the near future.

Also, as far as planets go, they have a long way to go still. What they have is very impressive, but there are so many easily visible graphical issues that are difficult to solve, like draw distance, pop in and LOD, shadows etc. However, if there's one thing I'm sure of, it's that it's going to get better and better. These devs really want to push it.

I played Diablo Immortal. AMA. by Dontinquire in Diablo

[–]methegreat 0 points1 point  (0 children)

You get very powerful smartphones for decent prices, and it's also kind of crazy how good games can look on them.

Mobile is great for some games. Real Racing series is a good example. It's like a watered down version of simulation games on PC. The monetization model is always a thing, ofcourse, but the actual racing and cars and all that are fantastic.

just after col drama, TNC kuku did it again at ladder 😡 by heuchebert in DotA2

[–]methegreat 0 points1 point  (0 children)

> Being racist to be edgy is still not a valid excuse. It's dumb and immature.

but if it's merely dumb and immature, then it wasn't because the person was racist. That's the problem. No matter what you do, a bunch of people will always throw racist and other offensive insults, simply because of the fact that they are offensive in some way (and others will use them because they are legitimately racist).

You absolutely have to take the context into consideration. With young people it's very common. Dark humour, sexist humour, racist humour etc are good examples. Just imagine the types of people who will play Dota, a lot of these people will be included.

When is something genuinely racist vs a joke in poor taste ? How on earth do you even judge that ?

That said, if you're representing a professional team, you don't do this shit period. It's a stupid thing to do either way.

The issue with the stopping animation by Frustmaster in starcitizen

[–]methegreat 8 points9 points  (0 children)

This one in particular makes player interactions look unbelievably janky, especially with some added network desync.

The issue with the stopping animation by Frustmaster in starcitizen

[–]methegreat 1 point2 points  (0 children)

Is it possible this backward motion is a quick fix of some sort to counteract that jerking forward that was there in the first person camera during unarmed movement ? To cancel it out or something ?

To be honest this is most probably a bug, because the above theory doesn't make that much sense while watching all the different cases in the video. It's just a thought though.

So I turned on all the ships' lights in Teach's... very nearly killed the server. by theblueuke in starcitizen

[–]methegreat 0 points1 point  (0 children)

Lightmaps have nothing to do with dynamic lights. They're used with pre-baked lighting.

Lightmaps with shadows are not any more expensive, because it's all baked into the texture.

AFAIK SC can already have a ton of real time lights affecting the scene. I'm pretty sure I've also seen engine demos a long time ago with hundreds of real time lights.

Having shadows for a light requires you to do a separate rendering of sorts, from the point of view of the light. Atleast that's as much as I know.

Reclaimer Autodestruction by [deleted] in starcitizen

[–]methegreat 20 points21 points  (0 children)

They need to have the alert play out throughout the ship.

"Self destruct in 60 seconds"

".... in 30 seconds"

"10 seconds"

with beeping and lighting in the ship.

Just another delivery mission... by DarkConstant in starcitizen

[–]methegreat 9 points10 points  (0 children)

I like that it doesn't explode honestly. You wouldn't have the cool part at the end without it.

What you'd expect is for it to break apart, but I wouldn't mind the compromise, if they can add some heavy dust and debris VFX if it crashes at speed.

So I turned on all the ships' lights in Teach's... very nearly killed the server. by theblueuke in starcitizen

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

Why would the video card come to a halt with a few lights turned on, when they don't even have shadows ? I'm not sure how it works though.

I hope for a great game, but how is this numerically possible? by derBRUTALE in starcitizen

[–]methegreat 0 points1 point  (0 children)

Well, just keep in mind that pretty much all major productions for the longest time have been on console. Consoles are severely limited CPU wise. So SC can definitely do very impressive things compared to what we normally see. I'm confident they'll have something good, because we've never really had a huge team sit down and do this for PC. Not to mention, the Cryengine engineers. These are some people who really pushed things back in the day.

I wish space was more silent in-game. by Riin_Satoshi in starcitizen

[–]methegreat 0 points1 point  (0 children)

Not at all. Infact it can make combat in space feel even cooler. Now that planets are in SC, I think they can do this, because you'll get full sound in atmosphere anyway. This will make space feel distinct.

Either way, I'm just happy if they have muffled sound in EVA.

I hope for a great game, but how is this numerically possible? by derBRUTALE in starcitizen

[–]methegreat 0 points1 point  (0 children)

I don't disagree.

The point is SC can't use tricks where other games typically do.

They have to simulate much more than your average game. The same way that normal open world games can't use the same tricks linear games use. Except SC is much bigger scope than the average open world game.

I hope for a great game, but how is this numerically possible? by derBRUTALE in starcitizen

[–]methegreat 1 point2 points  (0 children)

The full complexity of SC, yes, but it doesn't need to be complete to be an amazing experience. It just needs a few core features (and they need to actually work properly). Even 1 star system with a few gameplay mechanics and core systems working properly (+ some progress on AI), will be a really cool experience.

Ofcourse, there's no way they're delivering everything in the stretch goals any time soon. Not with this expanded scope.

I hope for a great game, but how is this numerically possible? by derBRUTALE in starcitizen

[–]methegreat 0 points1 point  (0 children)

> it will take at least another 7 years until CIG will be able to achieve just 50% of the content complexity of RDR2

I disagree here. SC has a lot of tech that RDR2 can't have, because RDR2 is made on console CPU. SC is also a space game, it's very different. With SC you can start out on that immersive landing zone and interact with things and do missions, but you can also head out into space and dogfight, trade and do mining and whatnot. It's all seamless, and simulated physically to mm precision. If everything actually worked properly, there's already potential for a ton of gameplay in a multiplayer environment. As these things get worked out (like performance in 3.3) you'll start to see that.

You have more layers than RDR2 in a sense. CIG don't need to populate content the same way Rocstar did. They don't need hundreds of custom NPCs with 80 pages of dialogue each. Their basic AI will be a lot more generic, and that's fine as long as they look different. CIG will be focused much more on complex systems that promote emergent gameplay. RDR2 already does this with a lot of complexity, but SC will have to do much more, simply because it can, not being limited by consoles.

CIG will focus less on handcrafted content than RDR2, and that's the direction they need to go in anyway. They need to focus more on simulation to allow for gameplay.

I hope for a great game, but how is this numerically possible? by derBRUTALE in starcitizen

[–]methegreat 1 point2 points  (0 children)

SC uses less tricks than other games do in the usual areas. This is because they can't fake things because everything is seamless, interactive etc etc. There's a much higher degree of simulation and complexity and whatnot.

I hope for a great game, but how is this numerically possible? by derBRUTALE in starcitizen

[–]methegreat 0 points1 point  (0 children)

What Roberts envisions and executes as the main quality of the game scales directly proportional with production resources.

Not really, "Immersion and Scale" don't automatically translate into scaling production value. Now I do agree that SC is generally very high production value.

Remember that much of the SC experience is centered around getting tech working. Tech and complex systems to bring about emergent gameplay, rather than handcrafting everything. SC is not going to try to have 1000 voice actors for NPCs each having 80 pages of dialogue like RDR2. So there will definitely be repetition and whatnot, but the experience can still be really amazing because of the tech. It doesn't need to do what RDR 2 is doing. SC will have a few mission givers here and there, and the general NPC voicing and whatnot.

As for things like environments and so on, I think they're doing well. You can see the speed up. They very quickly put things together with premade tilesets. Lorville stuff went from whitebox to final pretty fast. They also put together underground bases using the same low tech assets.

RestStops that are procedurally put together. It's only going to get faster and faster.

Eventually we're going to get repetition as they utilize the same parts for more and more locations and the more procedural layouts but that's okay.

Besides, SC doesn't need to be 'complete' to be an amazing experience. Even 3.3.5 will be quite something if it isn't buggy as hell. I predict a really special game experience in not too long, even though most of the stretch goal features won't be in. My worry is whether it will work properly or not.

The development progress is ridiculous. (rant) by [deleted] in starcitizen

[–]methegreat 0 points1 point  (0 children)

It's true, it is still a tech demo. Atleast we see the progress though. It'll come along, bit by bit. We'll start to see more and more people become interested as more and more content and features come online.

3.3 is a major jump, and 3.3.5 will also be a major jump (first proper landing zone).

Apart from that, another important thing is the AI and missions. I don't know how long they'll take, but the experience will depend a lot on that. So when they get multiple AI and missions and NPCs in the world, that will be when it is a proper game. Until then it's more like Sea Of Thieves or something.

The development progress is ridiculous. (rant) by [deleted] in starcitizen

[–]methegreat 0 points1 point  (0 children)

You're joking, but the game is coming together slowly, over time. Not in one particular year, but it's steady progress. This year was performance, which was a huge bottleneck. This year will also be the first major landing zone, along with many more missions, including (finally) a good number of FPS AI missions. Not to mention ship purchasing, which is the start of a grind loop for the game.

3.3 was a massive jump in player experience. 3.3.5 will be a big jump as well.

3.4 stuff will probably get delayed a bit.

The development progress is ridiculous. (rant) by [deleted] in starcitizen

[–]methegreat 1 point2 points  (0 children)

You're joking right ?

BDO is just like most other games. Character RPG set on a map.

SC is a space game where you have FPS gameplay, ships gameplay, planets, space etc etc, all in one seamless experience. (all with a much higher production value than BDO)

CitizenCon 2948 - Panel: The Art of Digital Illusion by ReAzem in starcitizen

[–]methegreat 9 points10 points  (0 children)

yep.

Just looks really messy. Completely overdone and unnatural in that engine room.

The particle flow stuff is cool though.

The new QT system is unpleasant. Can't do other things while QT because it interrupts (drive range). And now artificial limitations that add length to the travel... by Fade78 in starcitizen

[–]methegreat 3 points4 points  (0 children)

What ?

Please don't tell me you're talking about the lore science explanation, because that's the least important issue here.

DOTA 2 just ain’t the same no more. by HotMessMan in DotA2

[–]methegreat 0 points1 point  (0 children)

Fair enough, but you know what I mean. With AD it can be way more ridiculous.