I am more excited about the star map than a change to the quantum travel system. I have had more frustration with the old star map setting a route to what i want to than frustration with having to respool my quantum every once in a while
A lot of gamers are solo players we have our own schedule and not everyone can multicrew everyday. The Hussle of getting people together and expecting everycrew on the ship to perform well is not easy. At some point someone is going to screw up and ruin everything. So the answer is more soloable ships and decent ai crews that allow minimum performance to solo ships like C2. I don't expect military ships like A2 to be soloable but cargo ships like C2 should be soloable with AI crews.
Random thought on the Distortion topic and engineering gameplay. - power systems on ships should work around 4 different energy frequencies. Let’s call them Alpha, Beta, Gamma, Omega - each of the different energy freq groups align with the quality of the component and also the performance of it. - power plants that you buy for a ship should align with one of these freq groups. Then for optimal performance you should get corresponding components should be aligned with you power plants freq grouping. - distortion weapons when impacting the ship could affect this by shifting the phase of your system out of sync with you components causing power shifts and flickers. When you absorb too many distortion hits it can shift the phase of your power plant out of the designed freq disabling the ship. - engineering gameplay for this would be to use freq converters and have to plug them into the fuse boxes or maybe have some inline phase converter box that needs to be cut out and replaced to rebalance the system. 😅 Thoughts?
Most stuff will not be enjoyable until they can improve/fix their servers and replication layers. The RL/Server Meshing doesn't seems to be able to bring more performance, but at least, no more crash. yet it doesnt change the whole performance of the server. It needs to be at least 30 server FPSs at least to be competent in the way the stuff needs to work right now. We are so far from this. Their core online team should be 4x in size right now, the whole point of a MMO and Live Service is a solid online backend which they don't.
RL isn't supposed to bring substantial server tick rate improvements, and it doesn't. During the SM tests we did see many servers with 30fps for prolonged periods in shards that had
Sorry its my fault... i wrote a post on spectrum, saying that evo had it enough and to release it to us.. probably a coincidence but 4 hours later it was wave 1 ptu lol...
As excited as I am for 3.23 You'll catch me in 4.1 when there's actually something to do. Distribution Centers are going to Flop. eva 2.0, mm, rep layer even rep based hostility. It's just not enough. Bless ya'll that stick around. I can't do it. It's like watching burn notice, law & order, and CSI. You're doing the same thing but with different actors.
Re Delivery Missions. I really hoped that it would be some kind of cargo run like „pick up 100 SCU of XY and bring it to Pyro“. Include XY in the shopping terminals for the lowest money possible and everyone can do it. (OK, it takes more runs in an Aurora but, hell, form a group.)
Just a reply to Bunu Merchant. Space flight is going to have a problem with neutral flight as there is 6 degrees of movement with no resistance. I also find this flight very nose on and i'm not the biggest fan but just remember that atmo flight will have neutral flight as there is resistance. Sim vs gameplay issue for space.
What i would love to see on the topic of reacurring quests: my favorite part about overdrive is that its a global quest that im doing at the same time as half the server. So i can join up with other groups easily and run into people organically like in 3 (fleet battle that everyone goes to the same location) and 4.5 (spk where multiple groups can show up and sometimes theres pvp as well). So i would like them continue this trend where they constantly (or atleast consistently) have a major operation going on. For example maybe on week you are fighting pirates and you bomb some warehouses to destroy their supplies. The next is running food and medical to the region because the people are now starving. Next is a vanduul invasion. I think a consistent global developement would go a long way towards feeling like a universe we actually have an impact in as well as making it feel cooperative with the rest of the server
Well mike won the bet! :edit watching this after the latest news makes me sad croncy is so defensive of the game vs Mike being what seemed like a negative Nancy. But guess whose right... Mike as always. I love watching both of you but I was genuinely enjoying croncys hopium high sadly it was just that.
C2 is supposed to have a crew of 2, so if you do it “right” and actually crew up, how exactly is the second crew member supposed to decide between running the turret or running all over the ship looking for blown fuses?
The crew numbers are jacked up. Id figure in most ships count your seats +Mechanic and/or beds to get the real numbers. Cutty blk 4 ppl pilot/copilot/gunner/Mechanic but still could prob do 3 and 2 would be dangerous.
During normal operations you wouldn't expect the fuses to blow. When under stress, sure. But just QD or atmospheric flight, they shouldn't be breaking.
RE4 has a "dynamic crosshair" It works the same way, except it's a laser And since you don't aim from the center of the screen it makes complete sense. That's why I think SC makes sense too. It's realistic.
Mike I think your excitement for 3.23 is low because youve been playing it for like a month and a half. I'm extremely excited as someone who hasn't touched it yet. Really looking forward to all of the polish and QoL.
Got to experience the patch both at drop and its something else. Its my first time getting to play in a patch this early and it was nice going back to 3.22 for overdrive Peace and love, see you in the verse o7
I’m so excited for engineering, it means that having a crew actually matters. Hell, it makes single seat fighters make sense because you need them to keep the pressure away from your important ships as you repair. Also, I love sea of thieves, absolutely sign me up for engineering duty. That sounds incredible
2:00:28 correct. The real purpose of MM is to make the single player game look like a Star Wars movie... Multiplayer SC needs a completely different flight model than that to be an actual game. SQ42 is a 3D movie, SC:PU is not. The PU should never be getting exactly the same game mechanics as SQ42 has.
You should spend half an hour playing a game called "Tin Can" to see the level of engineering I would want. But the gamey nature of fuses this, fuses that, I'm not a big fan of. It feels to simplistic, we've been shown all this in depth video about tech and lore but the whole thing runs off these fuses? I don't mind it being a video game either, it needs to be fun but it needs to feel more immersive than just running around doing glorified QuickTime events.
I have great concern for this patch. The amount of time it's taking for them to put it out does not bode well for the narrative that porting squadron 42 features over to Star Citizen will be in any way shape or form a quick process. Really makes me frustrated that they siphoned all the money I spent on ships for Star Citizen into a project I care little about (squadron 42).
I think it's silly to want to play for meta and play for enjoyment. Sometimes both align, and that's the best case, but if you're playing for enjoyment, RP, theme, whatever, you have to accept that you aren't going to use all the best tools in the game, and if you prefer playing to the best that the game lets you play at, you'll have to accept that you might not find it as enjoyable. Everyone finds different things fun, so the balance for each person is to find what they find fun vs whether they want to use all the things available to them in any given situation.
I don’t know about engineering man. I watched several streams from people who have been the biggest advocates, including Mike, but I saw ZERO actual joy on the faces of those people.
Relax dude. Point is they're the people who've been the most hyped for this multicrew feature and they are visibly not enjoying it. Watch Mike play gun rush and see what it looks like when he's actually having actual fun.
I do think how long it takes somebody to get somewhere is an issue for star citizen. And that’s coming from a gamer who has played wow and had to ride on mounts across a continent. I ideally would like a portal stone style device, that is capable of transporting just a person (without any equipment) to another location for a significant fee. We organise our events and set a meet point at a specific time (usually a couple of us are late).
All I care is that we get the trip mines from xeno, and the ship self-destruct can’t be completely taken offline. I should be able to activate it even if I have to run to it and manually activate it, denial should be a valid form of combat gameplay.
They never addressed in the videos about instanced hangars how party members would get in and you could keep other people out. I think they realized this after feedback from the last ISC and it completely fucked up their plans.
Hi Mike and Croncy, I think there are quite some lines that are crucial in the A2. like if you take out the lines in habitation and on the other side there is no power any where in the front. @Mike The issue with the agile development is that you work on certain stories and they are priotized. So every topic is broke down into serveral single items. I would that the MobiGlas is more than a 200 Stories within it. Which than need to be broken down into tasks for develpoers. Regarding the quantum issue, did we have a community thing to push an IC issue uo in the priority?
Hey Ricky, did that today and the cockpit still had its power. Possibly a bug as you know it is wave 1, but my expectation is certainly that there's no power there - Croncy
52:00 What you are describing is a feature-complete and polished DLC, or the equivalent. You're not wrong or crazy, but it's just straight up not going to happen during pre-alpha; the point is iteration, and stopping to fix every new bug that crops up with every patch is, frankly, *a ludicrous waste of time.* They do still fix bugs, and the Issue Council gets excessive usage, all things considered. The feeling you have about wanting and preferring a full, bow-wrapped package is specifically why literally no other company uses CIG's business model, why most other games are entirely wrapped under NDA's until they release. It's easier to get away with iterative post-release (like, post-1.0) patch cycles because that means the developer already has a fully complete 1.0 game with fleshed out game loops they've sold for $80-100 (I'm Canadian, that's the price for a AAA game). CIG is literally not in that situation, and it would be and is inappropriate to expect every quarterly patch cycle to be comparable to a fleshed out, Marketed-out DLC, where everything introduced has perfect thematic and design synergy with everything else, and has been tightly produced and delivered for mass-market consumption. During software engineering, you do shit iteratively. That's not a magical buzzword, it's just literally true.
They add engineering before even allowing co-pilots to have a functioning role. Co-pilots can't even use the MFDs to adjust anything to allow the pilot to focus more on flying and maneuvering. But now we're about to have engineers running around during fights plugging fuses into relays to adjust power on spaceships 900 years in the future. Not even naval vessels today have this nonsense. It's like saying I can't run the A/C in my car while the radio is on because my power draw is too much with both on at the same time. Not to mention the adjustment force effects are going to need IOT run/plug in relays throughout the ship while the pilot is accelerating/decelerating during flight or combat.
I hear Mike's complaint and I agree with it but I just don't see any meaningful gameplay being added until they figure out server meshing. That's clearly the bottleneck. It's why we don't have proper quest givers, it's why we can't have missions that involve NPCs (bunkers are a joke). Everybody wants gameplay added, but to expect anything beyond the basic missions we've had for years before server meshing is working is a fools errand in my opinion.
Agree with you on the distro centers Mike, they do come across as "look at the scale of this eye candy ... hopefully the mission team can come up with uses for them" versus function coming first and guiding the world building, On the quantum side of things, I think nav mode really highlights one of the oldest annoyances with quantum travel, namely the need to recalibrate if the next jump ends up being on the nose. WIth some of the lag and other fun in wave 1 atm, there's one general feature I would love to see across the board; let the client give us some form of acknowledgement that we've asked it to do something and its just waiting on the server to carry it out; whether that be calling an elevator, looting, initiating a jump - just to allow us to know it took and that doing it again will cancel it etc
Had an idea, maybe you could pass it to someone at CIG since they hit your chat sometimes. Perhaps they could add a spot in the section where when you hire NPC's to load the ship. If it takes more then 30 minutes, put a slot where it becons a job for cargo master/turret gunner/engineer/escort pilot, bring their own ship/etc. you just check the box and the time and distance for that job is already comes to a fixed price. The person looking for a job can check the mobi and accept or disregard. It would solve a lot of problems. They could tailor it to mining and salvage too. You just check the box for the person you try to hire, a limit of time your willing to wait and hopefully everything is making the connections. Kind of like the dungeon finder in other MMO's.
my personal idea was to outsorce NPC jobs to console players by creating Minigames that put a VR player in a location where a player in starcitzien is located in order to offer a social experence but also be able to do a fixed task which has higher details and replcated though the server meshing details so you could have Surgeon simulator gameplay one end and the other end you have a player laying on a T3 medical bed getting a ALIEN PARASITE removed from their chest cavity like this would be down the line but the Star citizen franchise opening up to design games aroudn their game loops then enhance the whole reality experence with mini games designed by 3rd parties ideally it's a huge ambtioious idea and i think it will require creative minds to be onboard with it to actually get a Tier 0 form to it but i don't see star citizen as a game but a platform for a mesh of dense simulation protocols.
@Croncy for over 10 years early backers were told by CR and CIG devs that we could SOLO large ship[s if we wanted to, in order to convince us to pay THOUSANDS of dollars to make this game happen. It is even written and confirmed in the official Q&As for these large ships and capitals. So don't you DARE come in at year 12, and tell everyone "too bad you can't solo your large ship anymore", unless you personally want to pay me all the money I just got scammed out of. Go read the Q&A's if you didn't know this.
CIG hasn't said AI blades or NPc Crews are suddenly cancelled. It was never the case that you'd solo efficiently a large ship without at least a combination of those, and it's always been clear that it'd be less effective than bringing friends. I've never met anyone who's paid for large ships who wasn't aware of this...but if you weren't, you may have scammed yourself, citizen.
I'm relatively certain before I even go to fact check anything that in the post you're describing they're also explaining that you'll be using AI blades and NPC crew. Never have they sold you the ship based on the idea that you will be the only entity in it, I mean shit even on most of the website these massive ships have minimum crews of two and all of the numbers are low balled on the website ship matrix.
With you on this. Some months ago, though, seeing the way things are going prompted me to melt all bigger ships to focus on smaller ones only. This works against CIG 'cos the chances of me adding new money to SC ever again are now virtually zero.
1:57:50 "Everybody has played Ace Combat. Everybody has played or seen flight simulator arcade mode..." Sorry man but I don't think that is accurate at all. MAYBE something like "Many have tried flying in Battlefield" would be more accurate to the vast majority of players, especially new ones that come to SC.
Just ask yourself how many players would actually buy a X hundred dollar big ship if they couldn't play with it solo. Of course there are some. But I'd say not a majority. We need NPC crew to cover those essential roles. Because not that many people would want to play an NPC role replacing fuses on someone else's ship 24/7.
3.23 is really not that interesting. Yes, everyone loves QoL updates but seriously the CitCon hype is now officially dead. It's clear that an update on the actual content isn't coming anytime soon.
Yeah 3.23 would have been more exciting if it released in December, or maybe at the latest in February. We're looking at a likely May release, for a patch that was effectively announcdd and shown off nearly 6 months ago, for work that had been in progress for the last 2-3 years.
Problem is CIG is lowering the cieling on skills...implementing ease to access for the "seasonal" players. Players that would be on board for a short while and then just move on. And unfortunately it makes sence....but it will push away a smaller but more likely to stick community. And not to forget MM is brought to you by the same minds that gave us hovermode.......
I was expecting more widespread testing amongst many things, that is not the case. Therefore I will go back to expecting nothing. CIG also needs to communicate throughout the entire development of the game, not just when it's convenient for them. Give us updates no matter what. Also it doesn't matter if they extend phase 5 when it doesn't work at all for so many players. Wow cool, join 20+ servers trying to deliver to a bugged locker or pickup non-existing items.
I see the Distibution centers being the GATEWAY to HOME Habitats first geoteck landmarks will be tied to them this way you will have community hub locations with an on suit Trade outpost this could be how we see Gen one crafting introduced much like Coronet in Star wars galaxies. The locations will be limited first and UEC bought not owned parcels but a Land location for all players to start from. i predict a lot more things some more complex and detailed but based on my own theory crafting. honerstly the only reason i'll be attending citizencon this year is hopfully to share those ideas and see if they are possble which i believe they are. you won't see SMOOTH Ai and the dynamic AI yet no till scaling meshing is in properly because AI simulation needs to be replcated as wel;l and look star citizen will cease to be a VIDEOGAME at that point and become what it was meant to be least it's birth concept is due You are looking at stage one simulated realiy becoming a thing soon too if they do get the scaling working it means you can simulate more than just some NPCs
I do not understand how you could possibly gleaned from anything CIG has ever said that the new map or master modes or anything else on 3.23 would mean fewer quantum bugs. They never said that. They never suggested it. I know some content creators have, but they are not CIG. Personally, I expect even more map and quantum bugs than we have ever seen before to make an appearance this patch that will hopefully get ironed out over the next patch or two.
Mike, you were very annoying in this episode. There were valid opinions expressed which a lot of people agree with. And.. Please let Croncy get a word in.
So Mike want a finished game with finished features. If so I suggest any other game! Mike you are being to negative even more talking about a patch in only wave one in a real negative way!
The game need more substance. It's been 12 years and they didn't pin not one thing down that works. This game will never be finished, we are waiting 6 months for a tiny change or fix or improvement when there's hundreds of things that need to he done.
Then CIG needs exciting small ships and to change its stance that small ships are just for newbies or are fighters and that progression is all about getting into multicrew for bigger ships.