The fact that CIG called this "non-combat" gameplay a "social" gameplay inside their video clearly show that there is a "social" interaction issue in this game. They have no real clues how to manage non combat interactions with NPCs in the PU ... This is probably because all current interactions with NPC were done thinking about SQ42. Thus they are heavily scripted and mocaped and not adaptable as needed for a MMO. Developing this should be a priority as would be a more investigative type of missions but procedural not a one shot hand made mission as the old one for ghost station.
I dont agree. The PU for me is gonna be something driven by players not NPCs. When crafting and the player driven economy comes in it will shift the focus from the NPC missions.
@@korniestpatchExcept they’ve explicitly said that the game is a “PvE game where pvp is possible” and “that 90% of all missions and interactions will be NPC/Quanta driven.” This isn’t about what you and I think the game should be, or what we want. I’m merely repeating their own explicit design statements. They fully intend for 9 out of 10 missions or activities you engage in to be driven by the Quanta system. They also intend for that system to be the bulk of simulated activities for the economy at a ratio of 9:1 npc:player.
It'a a multiplayer game with weapons, of course everything is exposed to combat. Even if npcs could do their job, your non combat gameplay could be interrupted by combats around you between players and npcs.
Also keep in mind that as AI tech has now progressed to a point that I believe with a bit of work, AI will be incorporated, sooner rather than later, in an MMO to greatly enhance the user's questing experience. This means that NPCs in the game could have their own varied behaviours/inclinations, histories and desires which all apply to each and every interaction, which in turn crafts the user's future quests and even future interactions with other NPCs that are friends/enemies with the first NPC the user interacted with. Furthermore, each NPC could remember each interaction with 100% recall up to a year, and less information after that, say up to a 2 maximum of years and, then after that the NPC only remembers if they've interacted with you and whether or not it was a positive or negative experience and by how much either way. So much potential.. of course CIG first needs to sort out their AI responsive which will hopefully be somewhat alleviated with server meshing and hopefully "fully" resolved with adaptive meshing. Yes, I'll keep dreaming.. thank you very much.
Most...no, all...of my gameplay is non-combat. I mine, I salvage, I haul. Occasionally there is a pirate...and I don't engage. I run. If it doesn't work, well, se la vie. I have a great time regardless.
So happy to hear about non-combat matters. If death is going to be something to be avoided, it can't be made cheap by making all of the gameplay combat based. This is a welcome discussion!
I've heard from Twich streamers the furniture placement totally doesn't work. Furniture keeps getting blown over the other side of the hangar, or disappears altogether.
@@mike_d_melb_music_fan5229 No that the cargo grid is working, they need to put cargo grid on the side of personal hangars. But that would forbid diagonal placement which would be a shame. In the same way, small cargo grids on tables and shelves even in ships would stabilize everything and maybe even improve CPU by limiting physical computations.
I was really hoping the distances between ship service locations would filter out most of the ships that are not pathfinders so that combat ships will never be seen in in many places because of a lack of hangars there.
Id love for this to be great and im willing to give it a try. Whats tricky is pyro itself. Id expect to get murdered and bombed in stanton trying this... In pyro, with zero consequences, i forsee this being heavily interrupted
It _is_ called star citizen not star kill everyone. You'll get killed but honestly this community is generally chill. There's already minimal consequences in stanton, it'll happen slightly more often but it's not gonna be like dayz or tarkov where it's just kos
I can see it now. Loading my Hull-C with food, flying with an escort into Pyro. Parking in an asteroid belt. Bringing the Hull-A and transferring cargo to the A to sell food around Pyro. Once food is all sold up. Start stocking the C with the A, then leave Pyro back to Stanton to off load cargo in Stanton. This is the gameplay ive been waiting for
I think i will also side with the Citizen of Prosperity in Pyro. Trading clean water and food from Stanton. I don't think i want to have conflict with too many factions, one tops if possible to have open oppertunities.
Last night, two players on the Aus server got incapacitated just for landing in a hangar. Like I say, they can make it pretty, but if it fundamentally doesn't work ....
And that's why ptu is not a live build, so you have to acknowledge even more you are playing a really rough build. Some people the whoosh is harder then others
Holy shit dude if that one bug didn't happen the game would be so good!! It's not even close to being finished, it's a buggy piece of shit after 10 years, but it's still an alpha. You cannot develop an alpha without bugs. Otherwise development slows down 10x
1:14 I always flinch at that. There is no K-type star in the whole universe that left the main-sequence, or "nearing the end of its life-cycle". And flare activity is usually seen in young K-type stars, not old ones. I think it is ok to dismiss reality for convenience in things like medguns, gravity generation and humanoid aliens, but if it comes to lore of the physical world itself, there is no need to invent something ficticious, just stick to reality.
Unti CIG has rigorous NPC reactions that are enough of a deterrent to players who want nothing more than to shoot anything that moves I will not be convinced that Pyro will be anything more than a PvP zone. There can't be non combat gameplay while "TurrdBurrgler69" is shooting at you.
@@Haegemon It's true for the most part. The only thing that makes Stanton not purely PvP is the laughable risk of going to Kleschner, but yeah All of SC is a PvP zone with virtually no risk for attacking other players.
I love the potential for the scrap yards. Salvage and repair could be hugely rewarding if done right. And a lot of potential for these somewhat sketchy locations as mission hubs.
Game Play, Stability, Economy, and then severe weather on planets in pyro planets due to the proximity of each planet, which might make forced cooperation from Pyrorites and Visitors to the system more dependent upon each other and not quite as violent as projected. Still, we will see. Scrap Yards will be great, even if we can make ships/vehicles sailable once more, which should go towards our Engineering skill gameplay.
Something I'm a bit curious about is how they're going curb griefing in the future. Its been an increasing problem as of late with just how often I log into a server and see a group of griefers are camping one of the stations / cities and blowing up anyone trying to leave or arrive.
I'm very curious how they are going to make these non combat mechanics worth while, as these locations will, inevitably, draw in griefers. I doubt picking space potatoes is gonna pay for your security detail lol.
When it comes to non-combat gameplay, I see only two options for me: exploring and building. Currently, we have limited exploration options, mainly local ones. Caves, large shipwrecks, mainly related to investigation missions. If something doesn't arouse my curiosity or doesn't require creative thinking, I get bored very quickly. Salvaging is ok, but from time to time, as is cargo running and mining, but I couldn't do it every day. I hope that we will get some corrections to the physics in the game, because currently even setting up our own hangar the way we want is bordering on a miracle, and until there is no base building, this is the only activity that would give me a taste of creative gameplay.
@@j.d.4697 yes, but for me is a sort of exploration. Couple of days ago I found "failed negotiation contract", that was cool. Do You know other similar missions?
At 4:03 you can see the RSI Zues has had all it's windows removed except the cockpit. I was worried that would happen. CIG doesn't like windows for some reason.
I suspect it’s to limit the quantity of items it would be necessary to stream between authoritative servers. If persistence and decoration work and aren’t a constant mess, flying by the window of a ship could mean you need to stream in hundreds of small items. I wonder if we’ll see cockpits fitted with rear hatches and room to decorate inside them limited.
They were supposed to develop a technology not to have to render internal objects if not needed by a window but never did. Ships with more windows are thus more graphic intensive.
just waiting for Buisness Lines for Hangers and homesteads that RING when another player needs a tow/refule/repair/refinary/crafted product/just to hang out Like i want infodirectories to be a thing at commons and hab lobbies. it would be a listings system that is SERVER WIDE, anyone who needs a service you will place a call from their advert basic preset listing options and drop down extra details 140 symbol msg. SO you would and that hanger would RING and the player would socially answer and it would be a direct conversation or Text dialogue with the other person, this would have A HUGE bennfit to social play co-op and pioneer gameplay it's what i would call VERY MUCH A REQUIREMENT if you want to make this game feel lived in. Listings would be for services goods or recrutement So a player who wants to WORK can list stating a PPH rate which would be per hour rate Calculated you are paid by the second still but it's active when player enters the recruters hanger. kinda like arriving to work you have to turn up to the server and hanger model by travel so most people will look for local listings hangers in the station above the star port or the star port. or go for star system name etc. this is somerthing i wanna direct if possble because from this point i can bridge it out quite heavly to inlclue org war fair mandates on contested planets/moons/stations etc. big big time happpy mailstrom is coming because that means crafting fabircated objects and brekable fun stuff
i hope they add the local missions to staton to for those who just wanna do industry maybe payout less but be safer like i love crusader such a nice place to be but it feels more like a pit stop more so than a fully functioning city
I'll probably get blown up the second I come out the other side in Pyro 😊😂 they will have to have some kind of security at the jump gates at least. I use to play Eve online and the null security jump gates were full of dead ships.
The exit is said to happen in a big zone not at a specific point to prevent camping. Do not know how it is supposed to work with the jumpoint alley. Nevertheless, as they described it, the departure point in Pyro could be camped easily ... So maybe entering will not be such an issue but leaving maybe.
I hope they make it so where if you are decently respected by a faction and another player kills you that person will have a reputation hit. Pyro needs to be all about your reputation, they need to find some way to control all the murder hobos
What I really, really, really want is story telling missions, any kind of mission, but I want to be involved in a story with different outcomes depending of my taken decisions
The story only will flow when the verse is plugged into the StarSim and mission & events occur dynamically. Then the "game operators" could trigger events to follow a narrative, but player actions will influence the verse also. More star systems are needed however to bring in the current main antagonist.
Not possible now as there is nearly no social interactions for NPCs. Currently everything is done through text in the Mobi-App mission tool. Not very involving indeed.
They should also put a crafting machine at least in the workshop of the Carrack. And permit more generation by such machine to begin a real crafting gameplay. Ammos, basic guns and pistols and light armor at least.
Finally! And I thought all hope was already lost, that playing SC only was possible as a kind of endless PEW PEW PEW game. No Pew Pew, no gameplay. At last there is some light on the horizon. I do have learnt to have a wait & see attitude though.
What we've all been waiting for... vegetable picking missions! It's good to know that in the future, these valuable and personally fulfilling jobs will be saved from automation.
Where are you seeing game settings on the MFDs?? That was all ship info and ship controls that can be bound to buttons. Nothing there you had to go to the settings for.
This should have been trailed for Pyro so very very much earlier. Many folk were not that interested after the Pyro preview sessions being nothing but endless gun bunny stuff that could simply have been some more Star Marine. This is the first time they have suggested thet Pyro offers anything much to miners, haulers and traderas and other industrial players. They need to put some worthwhile payback in this. another area of weakness at times. Perhaps the ability to gain reputation with opposing factions because you come in peace and help. The warlords may spite firte at one another but if you breing medicine to their sick children they both treat you with respect sort of thing. Very Star Trek but makes a great chege from kill 10 carbon copy one dimensional "orcs". A well written MMO (which this has yet to be9ocme) has NPCs that folk appreciate. Choosing whether or not to ally with Constantine Hurston.or oppose him should matter, with beneficial and adverse consequences for either choice. As yet, there's nothing of that depth that would make this into a good MMO. SC has vast RP potential and its missing what using all the Lore would bring to the game.
I checked out the PTU last night, and it played like booty. Super slow framerates, and some ugly and plain textures. The PU has always been fairly smooth, unless the servers were taking a dump, so this did not give me good feelings. Hoping things get way better, because I love this game!
Was that your first time in the ptu? That was the case for me the first time getting in the patch. Second and subsequent have been better - there's a shader dump for this patch I believe
Or they could make crewing not so unappealing. Right now being crew always penalizes you-lower rep and money on shared missions, crew members always have dramatically less combat power than if they got in a ship, etc. We want NPC crews because crewing atm is so awful no one wants to do it beyond novelty. Maybe the answer should be actually buffing those roles to be fun.
Just having a bad NPC manning a turret would be puzzling for pirates not knowing if it is not manned by a dangerous player or not. You could also have NPC pilots making evasive maneuvers while you go manning the turret.
To me the way to make non-combat interesting is to make me need to avoid combat. Cargo running doesn’t interest me if the routes are easy, and avoiding piracy is trivial right now
A way to counter interdiction would be great. Maybe just scanning ships should be able to detect interdiction fields from a great distance. Currently, the main way to avoid interception is to use non direct routes.
@@sebc8938 sure, fleshing out the cat and mouse game in all ways. As it stands now, piracy is near impossible except against someone who really isn’t trying at all.
There also needs to be a way to scan if a ship is carrying cargo. At least those who are the pirate type can say they have a valid reason to pick a fight. For now they just do it for no reason. They can't even retrieve the cargo right not. Just pirates bring griefers at this point.
The problem with Pyro is that those who designed its lawlessness and immorality and those who play it are going against God, even if they don't appreciate that this is what they're doing. "What comes out of a person is what defiles him. For from within, out of the heart of man, come evil thoughts..." [Mark 7]. "Beloved: do not imitate evil but imitate good. Whoever does good is from God; whoever does evil has not seen God." [3 John 1].
All I have to say to you players that aren’t exactly PVP or heavily combat oriented, be happy Pyro is coming because a lot of us who do enjoy combat/ PvP regardless if you’re a pirate or bounty hunter will be going to Pyro. Stanton in theory should be safer. No one is making you go there, it’s just an option if you want greater rewards with just as many risks. After all it is lawless and Pyro is in my own opinion tailored to those in the community that like the riskier gameplay.
Bounty hunters will be more flexible from system to system because if they are doing hunting on behalf of a law & order Org, they'll come clean of crimestats.
Since you talk to CIG here is what I would like to know... There is an idea being expressed in posts and comments that putting these jobs here is just a way to provide live targets for the PVP players... Please clarify with CIG if this type of logic is being used to decide where and how alot of this stuff is being placed... It's not a good feeling to think this might be a thing or some type of a design Philosophy...
CIG also announced changes comming to Stanton. These kind of jobs will exist there. Not very rewarding to kill a farmer or a scrapoer. Murder-hobo yes, only because still there isn't countermeasures.
I would rather people talk about what's happening now instead of what might be! What's happening now isn't or doesn't work half the time. What will happen will not happen for a long time...
@@MadM4F14 you cannot dictate where i can and cant go in a game 😂 ive never advocated against pvp players, yet somehow pvp players always seem to advocate against pve players.
games boring, has been for years.... they should work on the enemy AI and general AI. I'll get to a space station and all the AI is standing on top of objects. the world feels dead. why not focus on the core items they already have instead of creating yet another location with dead AI.