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THE REALITY OF JUMP POINTS IN STAR CITIZEN! 

Avenger__One
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15 окт 2024

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Комментарии : 245   
@JFrombaugh
@JFrombaugh 2 месяца назад
I don’t think the devs at CIG realize that if non combat players don’t have foolproof ways to protect themselves from PvP griefers (and no, “just hire an escort bro” isn’t enough), then they simply won’t stick around to keep wasting hours of their weekend time just to lose everything. Call them Care Bears all you want, history shows it: if you lose the Care Bears, your game is effectively dead.
@intellectual001
@intellectual001 2 месяца назад
And to think, we've known this since the MUD days in the 90s with Richard Bartle: If you make the game mechanics favor the Killers (people who get their enjoyment from antagonistic interaction with other players, whether they are PVPers or griefers) too much, you chase off the Achievers (PVE driven go-getters, the guys who primarily want to make progress), the Explorers (people who want to push the game to its limit and figure out the best routes, sources of materials, etc.) and Socializers (people who are here for the group experience and to hang out).
@El1qt
@El1qt 2 месяца назад
Why blame the player blame the game. The only reason PvPers will hold this is because there is no organic PvP, so if they want PvP they will have to force it. Thats why people randomly shoot you at stations or anywhere really. Also losing care bears would do nothing, the only play the game solo and stick to them selves, its not like they create any random interactions you are supposed to have in this game. Also this is pyro, one of the most dangerous systems. You aren’t supposed to come solo in your C1, you are supposed to come armed in a group, you forget the purpose of pyro
@EeroafHeurlin
@EeroafHeurlin 2 месяца назад
​@@El1qt You forget the exact same issue exists on Stanton side since at current server performance the local security cannot handle the pirates, much less the trolls that have no need to even try to grab any loot. And if one expects to have an armed group on the Pyro side that group needs to be sitting still with shields down on Stanton side, ready to be ripped to shreds (escort fighters will not survive a surprise attack stationary with shields down, they will lose at least some thrusters and become combat ineffective). It's unrealistic to expect most players to be able to double their group size just to allow for escorts to jump in to the next system with them *and* have combat ready escorts covering them while aligning for the jump. And event this does not solve the ramming trolls, nothing short of a fully crewed Idris is going to be able to put enough saturation fire on multiple trolls to shred them before they hit. And of course since they're trolls they will push CS on the protectors because the game mechanics do not recognize "attempted ramming" as a violent act that justifies self defence (and more importantly "defence of other") with extreme prejudice. The gate wait zone and an buffer of X km (30?) needs to be considered no-fly zone for anyone not in the jump group with instant engament of game mechanics (whatever they are at given point of development) to remove the offending ships. Additional buffer zone of Y km (15?) needs to be a no-fly zone for anyone not in the jump group with the timer warning. Of course we would prefer less "magic" in the mechanic but current development state does not support it in a way that would actually be effective so I guess teleporting it will be.
@Aztaable
@Aztaable 2 месяца назад
I agree that CIG needs to improve the ai security, to actually make certain places secure where it should be. But hiring escorts, or having a group to play with does help you out, and perfectly valid advice. The only current problem is that it's not profitable to hire escorts or to play in groups, because it massively hurts the profit to a point where it's not worth it at all. THAT is the only issue with group play, not that it can't work.
@scribblescrabble3185
@scribblescrabble3185 2 месяца назад
@@El1qt "Also this is pyro, one of the most dangerous systems." Not anymore, the devs clearly changed that original concept to a less hostile place.
@MarkusMeridius
@MarkusMeridius 2 месяца назад
This is exactly the issue I had with the piracy conversation a short while ago. When 'muh streamer' got bored with piracy because he was sitting around doing nothing for 6 hours. Someone suggested forcing interplanetary QT into highways that have a singular exit point near planets. When you force players into one space, you give any aggressors a MASSIVE advantage. It doesn't matter how OP your npc sentries or w/e are. A singularly determined individual/s will figure out a way to cheese it, it's a video game and if piracy ever has an advantage, it will be so unplayable you'll lose PvE players overnight. Y'know, the other 98% of the player base.
@needy3535
@needy3535 2 месяца назад
lol bro in what world is someone quitting a game because it takes 6 hours to do anything a bad thing?? you drank the Kool aid bro. seek help
@MarkusMeridius
@MarkusMeridius 2 месяца назад
@@needy3535 Okay, sure lol. I mean if you didn't see it it's not my problem. Some big streamer got into SC and eventually gave up because he got into piracy and did nothing but pick his nose every day because no one showed up. It got all the piratebros worked up like ' YEAH CIG MUST FIX BECAUSE MY GAME ISN'T PLAYING FOR ME' and the most popular solution was forcing every into QT fish-in-a-barrel. Don't be weird at me lmao just because you missed that cringe fest, be thankful tbh.
@needy3535
@needy3535 2 месяца назад
@@MarkusMeridius you're talking about summit lol I just have no idea why you're framing that as a bad thing. quitting a boring, unfinished, borderline unplayable game is actually good for your mental health. touch grass tbh
@MarkusMeridius
@MarkusMeridius 2 месяца назад
@@needy3535 You have literacy issues. You read that and thought I had a problem with the streamer? My issue isn't with him quitting. It's with the short sighted solution. Putting every person who wants to travel to a destination into one place, where their defenses are inactive due to QT and their mobility is limited because the drive has to cooldown before being used again, is a guaranteed way to make the game so toxic for the majority of the playerbase that they'll probably not bother. And they can put strong security systems in place, but it's a video game. All complex systems have weak points. It'll be cheesed in a day. All I see in the jump gates is the same problem I saw in the highways for pirates solution. All you need to do is give pirates a little advantage, and they will make the game unplayable for everyone else, because pirates have all the power as the one who chooses the fight. Here's to hoping you don't misinterpret me this time. Or... you know, go off again like a teenage debate bro.
@Cramblit
@Cramblit 2 месяца назад
Singular jump points work just fine for EVE Online, even with open PvP. All CIG has to do is literally copy what EVE Online does. Have NPC police force pop in extremely fast, and pop the PvPer. This results in far less PvP in high security zones, and will result in punishment for the pvper/pirate as well. While its not a 100% fail safe, it still allows for some extreme situational pvp to happen, without it feeling like the pvpers get to overrun everything, and casual players can still feel completely safe. Pyro can be a "low" or "null sec" system, where there are no police force, so its open pvp any day, anytime. They could also make pyro planets be far far more lucrative for mining, etc. This makes clans and guilds focused on mining, actually consider hiring out protection to get in, and out of these areas, or to have their own security force within their guild to do this. This then, automatically generates dynamic player interaction.. The biggest thing I hate about CIG and the way they're doing this game, is they think having dumb shit like jump town, or timed events, is "dynamic player interaction"... its not.. and its fucking stupid they think they need to do that shit.
@yorkilab3077
@yorkilab3077 2 месяца назад
On the other hand these choke point can also be considered traps for pirates, as it will probably be spots that are monitored by bounty hunters
@drophammer4164
@drophammer4164 2 месяца назад
I would hope that CIG adds heavy security patrol ships along with turrets to protect the jump gates
@carlmathis3306
@carlmathis3306 2 месяца назад
I don't want to "train" everyday to play a game that should be enjoyable by simply learning the mechanics. If this game becomes a second job to have an edge say goodbye to the majority of the player base.
@Meatpiesgaming
@Meatpiesgaming 2 месяца назад
Im a long time SC sufferer and an Eve player, Ive never suicide ganked in Eve but I sure as hell will be in SC as soon as the jump point open up. The mechanic looks like it will be so easy 'free loot mining' point!! The new Uedama... One thing SC carebears are not ready for is the 10s of 1000a of Eve maniacs that will come over when the game is playable. Alliances and corporations with 1000s of people from Eve will descend and apply their decades of ruthlessness to SC.
@Uneedskill
@Uneedskill 2 месяца назад
Jump points are yet another gameplay loop that CIG never fully thought through. They think things like stationary guns will stop pirates and griefers but then they don't work 95% of the time. I am fine with pirates and having a goal to steal your cargo but i think CIG forgets this is a game and griefers are a thing. They will just sit at a jump point and blow you up because they think it is funny. And they never seem to consider this fact. I swear they forget they are making a game.
@anubisstargate
@anubisstargate 2 месяца назад
I was having these exact thoughts when ISC came out. Having to stay still for so long is by far one of the worst ways to deal with jump points, I don't know why they don't just make the Jump Drive it's own mode within Travel Mode so you can open the gate from say 20km away, this would open it for all players for 1-2 minutes and you can have the engaging gameplay by clearing the area first and/or dealing with enemies as they follow you, if you go over 50% of the way through, you can chuck yourself out to save the PvP hassle but get thrown out wherever, seems more natural and thrilling to me
@Nosferatu_BE
@Nosferatu_BE 2 месяца назад
I think the reason for it being so rigid and slow is because of the networking involved. The server on the other side needs to have time to queue you in and download your actor state. Simply jumping from 20 km at a buttons touch will likely not be possible.
@anubisstargate
@anubisstargate 2 месяца назад
@@Nosferatu_BE Maybe I'm overlooking something, but as soon as you're in the area of the jump gate, Pyro should start spooling up a server, not when you're activating the gate
@DanyF02
@DanyF02 2 месяца назад
That's a lot of assumptions. "Give the players a chance to defend themselves." How about you give the devs a chance to implement the feature? This is a mix of fear mongering and pointing the obvious. It's pretty simple, if it turns out to be anywhere near as bad as what you expect, then it won't stay that way.
@niklasdahlgren7641
@niklasdahlgren7641 2 месяца назад
The long run plans from CIG is also that increased traffic with conflicts is that it will escalate where law enforcement and pirates and bounty hunters will be drawn there. And then...if it escalates too much the game will send in the UEE navy to "mop up"
@lokbomen
@lokbomen 2 месяца назад
i fear that wont happen in five or ten years,
@texnorthman
@texnorthman 2 месяца назад
CIG need to give up on having projectile based turrets in areas they actually want to keep combat-free. Just have some enormous hit scan lasers, be done with it. It baffles me that CIG don't understand how hard people will work to gank those who have no interest in combat. They will have to separate those players from those that are in the game for combat and conflict, and they have to make that separation 100% effective. I hope CIG can do this through the high-sec, low-sec and null-sec system + reputation, but I suspect they will do it too softly.
@nemesisone8927
@nemesisone8927 2 месяца назад
CIG needs to add Armor finally that will make a big difference but they cant even add this right now oh wait they cant cus they have to rework each old ship lol see its a never ending story and YES i was a backer lol with the note on WAS.
@NINTHSKULL
@NINTHSKULL 2 месяца назад
Flak cannons would be better. But yeah the entire issue is that there is no "security" because zero shots land
@corwyncorey3703
@corwyncorey3703 2 месяца назад
The colossal delay at the jump points will need to be shortened, certainly. And the risk to those trying to literally gate keep other systems increased commensurately.
@bangyahead1
@bangyahead1 2 месяца назад
At no time should shields ever be dropped, not even in, or, especially NOT in nav mode. Has Chris Roberts never heard of micrometeorites? hit a grain of dust at warp speed and your ship explodes. The NASA Space Shuttle had to have very thick windows which were basicly bullet resistant glass - because of micrometeorites. 8" thick glass and it wasnt enough. Disabling shields to warp is hyper-counter-intuitive, and hyper epic tarded. Warp is the whole reason why you need shields, cuz dust at the speed of light will kill you.
@rescuejake
@rescuejake 2 месяца назад
It should be nearly impossible to pirate at the main jump points. Sure, you could gank, but you would die and profiting from it should be impossible, and on a long enough timeline you should run out of resources doing so. Gate guns and security not performing well enough to prevent this isn’t a gameplay issue to be worked around, rather, a tech that NEEDS to be fixed.
@warm_soothing_rain05
@warm_soothing_rain05 2 месяца назад
​@@vik12D its the funniest shit i see on my way to 4-4, especially when the after math leaves like 30ish concord ships around a corvette or venture wreck too lol
@ToranAllaires
@ToranAllaires 2 месяца назад
Love your videos, Avenger! This was an eye opener for me. I think you're spot on in your analysis, based on what they presented on Jump Points this week. Even if they do add armistice zones, your point about ramming still being effective defeats that. My only solution would be to take away the static nature of the prep for jump. Why not go the opposite route and give the player a chance to accelerate to max speed and then fire into the portal to activate it, sort of like Elite needing you to be at max speed to jump. At max speed in NVM mode you at least have some hope to traverse the short distance between station and jump point. Just spitballing an idea right after watching this. Great video, nice work!
@saosaoldian6742
@saosaoldian6742 2 месяца назад
Here’s hoping CIG can figure this out. I’m losing faith that they will.
@nemesisone8927
@nemesisone8927 2 месяца назад
can CIG figure anything out lmao i see this and that here and there but well still things move in a slow way, you get some space dogs and birds and everyone is jumping up and down, me included in the beginning, now its boring.
@louhodo5761
@louhodo5761 2 месяца назад
Why is everyone missing the point that CIG said... "the exit points of the jump points will not be the same as the entrance points and will move" The entry point of the stable jump point will be static. The exit will not. Thus making piracy on the exit extremely difficult, in theory. In practice CIG will probably only have a handful of exits that will quickly be known by the pirate community. But for now lets go at face value... say there are a dozen exits, you cant camp everyone of them thus you have a 1 in 12 chance of catching your pray. Not good odds. If you try and camp the entrance point you end up having to contend with the defenses around the jump point, those massive turrets and UEE presence. Which makes piracy impossible. Killing possible but not piracy. Unless you just want to lob size 9 torps at people waiting in que to go through the wormhole then well you aint getting much in the way of cargo off of those wrecks.
@solidcoder3423
@solidcoder3423 2 месяца назад
well that's just the problem is that a griefers sole goal will be to kill as many as possible, they don't really care for the cargo, but the victims still lose their cargo and time, the problem IS the random killing, not pirates.
@Aztaable
@Aztaable 2 месяца назад
@@solidcoder3423 You say that as if those kind of things happen 7 out of 10 occasions. Yet from my experience it's happening more close to 0 out of 10 encounters. Not sure where all this fearmongering coming from, but it's not a common issue in the game. And don't forget that a lot of people will yell griefer to anyone that kills them, regardless if they had a reason to kill or not. At this point "griefer" has lost it's meaning in this game, and it's just safe to assume it was just normal pvp encounter, nothing more, nothing less.
@louhodo5761
@louhodo5761 2 месяца назад
@@Aztaable I don't disagree with you on the "griefer" fact. The space dads in SC cry griefer anytime anyone looks at them. As for the other part, I know it happens because I did it. I used to no lock lob torpedoes at caterpillars trying to land at a station. Or blow up minimally crewed Carracks at Tram & Myers during g the diamond trade. Or blow the engines off the Connie for fun. I had a half dozen other guys with me who would scoop the cargo up because they wouldn't have a CS. And the space dads were to chicken to do anything to stop them.
@Bubblegum_Ronin
@Bubblegum_Ronin 2 месяца назад
Thanks A1, the feedback is great as I'm sure CIG will course correct as time goes on before a full 1.0 release. For sure SC has to have a working mechanic before 1.0 because releasing without a proper ideology could definitely hurt the player base. Personally, I think the choke point jump issue could be countered without killing PVP/piracy etc, but would take several game mechanics to be reworked and come together. Here's what I would tweak: - Add a "FLT" (flight mode to MM), I'll expand on this later. - Change SCM to CBT for the ideology of a straight combat mode. - Add massive automated gun platforms that protect armistice zones (one shot kills medium/light ships, 2 shots kills heavies) - Add police/military forces to armistice zones. - Add AI blades and crew members for turrets - Add AI/player escort missions that someone could hire for a mission, it'd be more expensive than hiring a more permanent crew and letting them fly one of your ships but potentially more reliable (based on stats/rep). - Continue to promote org/teamwork. In regards to the gun platforms and police forces in armistice zones, it would be just enough to dissuade a few ships from causing trouble but wouldn't be enough against an org level assault. So in regards to MM, although I've admittedly played little as of 3.23, a rework of MM could be very beneficial, which is why I'd propose to change SCM to CBT and add a FLT mode. A "FLT" (flight) mode would squeeze in between SCM/CBT and NAV mode. The FLT mode would allow: - engine 25-75% power - quantum drive 0% power - shields 25-75% power - weapons 0% power For CBT/SCM I'd give it the following DEFAULT characteristics that could be edited by the pilot: - engine 0-20% power - shields 0-80% power - weapons 40-100% power - quantum drive 0% power NOTE: In CBT mode, shield and weapon power has the majority of leeway for pilot power adjustment. This is why you see higher power % values for some of the components - it just depends on how the pilot redistributes power, but engine power is definitely limited. Also a max shield power of 80% makes armor immediately integral to a combat system as it would be used quicker in a battle. Finally NAV mode gives you full engine power and access to the quantum drive but no shields or weapons. CBT mode would essentially work the same as the current SCM mode for the most part but would be necessary to allow room for FLT mode. The idea of a FLT mode would be that it allows you to have a chance to break contact and get far enough away to switch to NAV and spool up your quantum drive 🤷🏻‍♂️, also it could offer a viable mode for say a dropship or data runner type mission set. Also FLT may also help with positioning/setup at a jump gate as you'll have the ability to at LEAST defend yourself to some degree. I think also that the only acceptable mode within an armistice zone should be NAV, switch to anything else and a one shot gun platform targets you and you receive a warning. If you're on a collision course to another ship/station/dock you receive a warning in the form of a countdown based on your time to impact.. if your time to impact is extremely low, your warning time will be proportionally low. Another added benefit to MM is that it would make having modes actually meaningful, because right now it seems more like a toggle between SCM and NAV.. I don't consider gear down/landing to be much of mode, but if CIG wants it to be considered a mode then make it as such and add a LND mode 🤷🏻‍♂️. Anyways, best to keep the conversation going, a feasible solution will materialize along the way.
@bladehawk232
@bladehawk232 2 месяца назад
Good. I hope the community does get frustrated, angry, and vocal. Maybe then CIG will listen. I doubt it, though.
@JagHiroshi
@JagHiroshi 2 месяца назад
I hope 4.0 has a big rework of MM. Not saying throw it - but it can't stay as it is now.
@younboyce7068
@younboyce7068 2 месяца назад
Yeah never crashed my ship so much
@El1qt
@El1qt 2 месяца назад
Wait what’s so bad about MM, I havent played much of 3.23 at all
@nemesisone8927
@nemesisone8927 2 месяца назад
i say throw it away the whole damn MM its crap... poop and needs to be in the fridge revamped into something good, perhaps.
@phoenixsui
@phoenixsui 2 месяца назад
@@younboyce7068 How? it got slower overall. Makes no sense to blame that on MM lol. But i think they should remove the speedlimit on landing gears first priority. And no magical slowing down whe nswapping modes.
@kyoko4651
@kyoko4651 2 месяца назад
@@phoenixsui iirc, you'll be able to disable IFCS features (like the landing gear stuff) with the new MFD's which seem to be coming in 4.0
@EeroafHeurlin
@EeroafHeurlin 2 месяца назад
The gate wait zone and an buffer of X km (30?) needs to be considered no-fly zone for anyone not in the jump group with instant engament of game mechanics (whatever they are at given point of development) to remove the offending ships. Additional buffer zone of Y km (15?) needs to be a no-fly zone for anyone not in the jump group with the timer warning. Of course we would prefer less "magic" in the mechanic but current development state does not support it in a way that would actually be effective so I guess teleporting it will be.
@snaggletoof1927
@snaggletoof1927 2 месяца назад
Finally being able to travel to and explore new systems will be like a dream come true for many players.
@P5ykoOHD
@P5ykoOHD 2 месяца назад
They said however that there will be no real "choke point", since the location you exit the jump point will be "random" around the area. So the zone you'll need to "cover" if you want to be a pirate will be extremely large, and odds are, people will have more than enough time to gtfo from the area. Imo, it will be a luck of the draw thing.
@EeroafHeurlin
@EeroafHeurlin 2 месяца назад
For exiting the jump, for entry at the stable gate it's the worst kind of chokepoint.
@kyoko4651
@kyoko4651 2 месяца назад
@@EeroafHeurlin Transiting through an unmonitored System shouldn't be easy IMO, You should (in the long term) plan your trips to avoid them, or be ready for combat, So I'm personally ok with potentially dealing with criminal resistance as you enter on the Pyro side of Pyro-Stanton.
@EeroafHeurlin
@EeroafHeurlin 2 месяца назад
@@kyoko4651 Yes, and one would hope not to need escorts immediately on Stanton side so if we assume one set of escorts they can stay in SCM mode (and thus be left behind from the jump). But I was talking about this problem on Stanton side, to be able to defend yourself on Pyro side you need escorts to jump with you. Those escorts must be in NAV mode and stationary so they cannot defend you or themselves while waiting for the jump. Now pirates (or worse trolls who are not after any loot and have literally nothing to lose) start attacking (we are still in Stanton), who is taking care of them ? NPC security or gate guns definitely are not, not at current server performance without adding some serious cheat magic.
@kyoko4651
@kyoko4651 2 месяца назад
@@EeroafHeurlin On the Stanton side you'll be coming in within a radius of the point, a large enough area that its hard to completly cover, + at the Station you have turrets to prevent criminals from loitering (in theory of cause, best to see how it plays out in game, or else we'll just cherry pick details and ignore each others points)
@EeroafHeurlin
@EeroafHeurlin 2 месяца назад
@@kyoko4651 I understand that on the other side of jump camping is hard but to clarify my point once more: The main problem is when calibrating for the jump on Stanton side: it's *one* choke point and and the turrets/NPC patrols are not going to solve piracy, much less trolling (where the offenders don't even have CS before they ram into their helpless victims). And coming out on Pyro side without escorts is just asking for trouble. While the exit area is large enough to prevent campers from insta-disabling ships coming out of jump by being ready to alpha-strike on unshielded ships but anyone with any sort of radar signature is going to be detected, intercepted and pirated/tollboothed unless they have escorts that jumped with them or are already waiting in Pyro (which again doubles the required escort wing size, just like having escorts jumping with you *and* having another set of escorts to cover the calibration). As I pointed out (in earlier commend) making the calibration area (and large enough volume around it) a no-fly zone with the same enforcement they have now (teleporting impound) would probably work. And in the future maybe the no-fly zones can be enforced by overwhelming distortion turrets and a tow to nearest impound.
@chrisajokinen
@chrisajokinen 2 месяца назад
A simple solution would be to have a mission for transit guards a PVP mission to protect any ship transitioning systems. Maybe make it a timer with bonuses for kills/hits
@eldarionmarchombre4568
@eldarionmarchombre4568 2 месяца назад
Let's wait to see what CIG will do to drive back criminals from these Jump Points. I would expect that security will be very high on both side with patrols, and one would need to find unstable Jump Point to bypass it. This will be easier as that would mean that server meshing would be online. I believe that criminals would need to wait farther away to make ambushes to intercept people leaving or approaching theses Jump Points.
@jordansteven6525
@jordansteven6525 2 месяца назад
Or another option: make jump points, enormous, with an event horizon like the size of a moon ( the tunnel itself would be much smaller once inside) this would allow players to approach them from a huge number of different angles, making it far harder to be intercepted/predicted. Think about the movie interstellar, a hole in space is really a big sphere.
@tfishr
@tfishr 2 месяца назад
The more you punish a player for playing your game, the greater the chances that player will never come back again.
@thewordywizard4389
@thewordywizard4389 2 месяца назад
Maybe I misunderstood but is it not possible to drop out of the worm hole before you get to the gate? I'm sure they said if you hit the walls enough you fall out and end up in the system but far from your destination, i.e. not the gate
@blindbbq5017
@blindbbq5017 2 месяца назад
Pretty sure the exclusion zone specifically excludes ships that are not tuned to the gate, eg, ships w/ weapons out. The tuned ships go into it.
@ToranAllaires
@ToranAllaires 2 месяца назад
I thought there was a stationary time where you were tuning and someone could block you and reset your tune progress.
@piedpiper1172
@piedpiper1172 2 месяца назад
Cool, so we just ram in mustangs. If you make it effectively free to troll, people will troll. The wolf thing is that EVE exists. We’ve already got massive data sets on how this stuff plays out. One guy literally wrote TWO books on the History of EVE so there is no excuse for devs not to know this painfully obvious stuff. The books are even on audible ffs!
@therealStempec
@therealStempec 2 месяца назад
Let’s raid the Suez channel. Sounds like a great plan for pirates. Yes there are cargo ships but also lots of people that means lots of guns. My prediction is that it will be way harder for pirates to use these jump points since there is a huge concentration of lawful players.
@jamieford9391
@jamieford9391 2 месяца назад
I just hope there will be much more sitting in open space typing👍🏼
@Embarkation1
@Embarkation1 2 месяца назад
Could be initiated with a proximity limit maintained like a quantum snare. You and your party stay in SCM mode. All you have to do is initiate, then survive until a timer runs down till the gate opens, and you all fly into it. Would that work?
@JClif
@JClif 2 месяца назад
Great points Avenger One. I foresee myself being one of the players being pissed off when 4.0 starts.
@Tekjive
@Tekjive 2 месяца назад
Welp, guessing this where actual costs to losing ships, dying, etc comes into play, not to mention there being multiple systems so there’s too many to stalk. But there will always be that chance to get got, and that’s what makes this badass 🤙🏻
@jordansteven6525
@jordansteven6525 2 месяца назад
Take a page from EVE. Have time dilation near the jump points. (Closer you get to one the faster time moves for you and slower for people further away) explained in lore by the gravity of the worm hole. This gives massive advantage to travelers while nerfing the ability of the campers.
@MastaZasta
@MastaZasta 2 месяца назад
Great video and talking points 👉 In fairness to CIG, they have stressed in the past that Pyro will be labeled as the definitive place for piracy/pvp. Being org'd up, well trained, etc. should be the focus when trying to tackle objectives surrounding or in Pyro. The Stanton system will hopefully have enough content in the near future to keep casual and cozy players satiated 🤞
@StarshipSmoochers
@StarshipSmoochers 2 месяца назад
As is said before, the PvP community are not pirates only. There will be groups defending choke points in the future, just as in freelancer for example. When the server heard „we have pirates at xy“ everyone rushed over there to rip them apart.
@ronja99
@ronja99 2 месяца назад
Thanks for making this video Avenger 1. This game has so much promise and i hope they follow through and listen to your suggestions
@donscarfa777
@donscarfa777 Месяц назад
Also, another easy fix is OnePlus One = 3. We already know this but will they actually do it? I'm losing hope by the day
@NOMADogg
@NOMADogg 2 месяца назад
interessting thoughts.. would like to hear more
@salvehn
@salvehn 2 месяца назад
Imo, CIG should bring back large circular structure around permanent JPs, to act as in lore solution of making them stable and permanent and make other JPs to be discoverable by players and be unstable etc. Also, it will be more logical to call ATC at these stable JPs, (its also a solution to prevent unlawful players etc from using these big stable JPs). Imo it fits with their idea of JPs to be “natural” and having large circular structures around some of them
@voodoo22
@voodoo22 2 месяца назад
Cig dont have what it takes to make this a great game
@SuperMacoola
@SuperMacoola 2 месяца назад
It will be interesting to see if pvp groups will clash against eachother over who will hold choke points or, they will be handholding and kill random haulers.
@El1qt
@El1qt 2 месяца назад
That will definitely not happen. There’s not enough incentive to do that. I also doubt there will be many people holding it because IMO it would be extremely boring and its not like it is a very high traffic area, you dont switch systems every second
@etogreen
@etogreen 2 месяца назад
I feel like a lot of the exploitable problems will reduce in the future for the following reasons: Gate guns and AI defences will likely become more effective in the future once server tick rates become higher. The need to stay stationary while waiting for a jump may be a current technical limitation and change in the future, although I am not confident in this.
@NTC_Transport
@NTC_Transport 2 месяца назад
Pyro is NOT a safe system. That's the point. It sounds to me like Orgs that are interested in doing convoy security, are going to need to make themselves known, so that haulers can find and employ them. I also suspect that haulers will want to convoy up when going to or from a system like Pyro, so they can protect each other. Sort of like a bomber formation. Will it work? I don't know, but I suspect that's the idea CR had in mind.
@Glathgrundel
@Glathgrundel 2 месяца назад
Not a fan of armistice zones … surely CIG can give the jump gate cannons (and air defences at other stations) 99% accuracy. Anything with a crime stat or anything that fires on another neutral stat ship (therefore getting the CS) gets blown out of the sky. Coming back from Pyro, you rely on your standing with the faction that’s currently camped near the gate, or you try to find a temporary wormhole. The ATC clearance should be about getting permission to approach the gate and anyone without clearance finds a lot of uncannily accurate guns targeting them.
@Aztaable
@Aztaable 2 месяца назад
Hopefully when the first 4.0 tests starts, on day 1 there will be pvp groups locking down those jump points and bring awareness to it. Because CIG needs to fix that before going live, else we will have months of endless complaints and people not wanting to play at all. It's fine if people do it in Pyro, but in Stanton they shouldn't be able to.
@plinyvicgames
@plinyvicgames 4 дня назад
I swear turning shields off in nav mode is like turning off a car's airbags after getting on the interstate
@cococookie2511
@cococookie2511 2 месяца назад
What if CIG created a 50km radius exclusion zone that pushed harder the closer you got to the middle and having your jump drive on reduced this effect by a factor of ten or more. They could also make ships in the zone with their jump drives active be resistant/invulnerable to impact damage. It should be simple to lore this up with terms like "gravimetric mcguffin".
@houstonaut6940
@houstonaut6940 2 месяца назад
This was a really great video man. Very informative about what’s on the horizon. I’m nowhere near the pilot you are in this sim, but I hope I’m able to go it alone because I’m not in an org (tried one but it was pretty lame… won’t name names lol). I’ve found solo play to be less time consuming and I’m able to focus on PVP combat.
@Sharksader
@Sharksader 2 месяца назад
They should make the jump point a safe zone, and also limit the speed of ships when a tuned to stop ramming
@Nosdeblack
@Nosdeblack 2 месяца назад
I think its easy: only pvp/pirate gameplay could make it fail. So, the best solution is the same used in the cities: armistice zones for ships closer to the jump gates + high cost for ramming ships. All the other possibilities (scan and follow the target, for example) could be allowed as we get far from the JP cuz it makes part of the game. I don't see a big problem this time...
@icebearliu6403
@icebearliu6403 2 месяца назад
sometimes i think pirate play is too limited to just robbery. shipping illegal items in quantity for example should be more explored. say limited time frame get jump town items to pyro, make pirate groups fight each other, create high risk high reward scenarios. while keep the safe route for normal play but they gonna only earn so little. the idea is to group different player group by creating different sets of game play. not mix it and hope for the best
@madphoenix9826
@madphoenix9826 2 месяца назад
As far as "Gate-Guns" and stationary defenses in generell are concerned, i think there are 2 major flaws that make them/the system ineffective. First, there is pretty much one type of type of turret, which are "energy-weapon" turrets. Different sizes sure, but else, they are pretty standard. I dont think there even exist shielded ones, but i dunno. The second flaw is that there seems to be pretty much only one layer of defense outside the station, so its easy to wrap up once youve breached it. What i`d propose as a "solution" or at least, way stronger deterrend, is a(and im borrowing this term from Sci-Fi) "Layered-Strategic-Defense-Network". Imagine a jump point or station defended like this: Multiple layers of overlapping interdiction and detection satelites creating a bubble around the location, with "cones" left open, for people to jump in closer to station from approved routes, yet being covered by more guns as they exit jump, and everybody else needing to work from the outside in, throu more layers of defense. The next part are the layers of weapon stations, with overlapping fields of fire. You`d have shorter ranged repeater stations, covered by longer range cannon stations, and with those beeing very "loud" there would also be more "silent" kinetic defenses and missile batteries, as well as disruptor, and emergency emp weapons as well as anti missile add-ons that could join in the fight, depending on the severity of the attack. Additionally those stations would come in different variations depending on the importance of locations. Think armored and shielded variants, and turrets sizes going up to anti-capital. And of course, disrupting/triggering any part of the system would alert the station and the rest of the grid to the attack, as well as any "lawfull" players and get external support involved if nessesary. While a huge pain to set up, it would give locations a better sense of security, make some locations only penetrable by a well prepared and trained group, as well as give more opportunitys for "emergent gameplay". Think emergency restocking or repairing of the grid, towing or delivering replacement weapons, or reinforcing a breached sections ect. An NOW imagine if those weapon grids could orbit around their "defendee", so youd never quiet know where those turrets are the second you drop/are forced out of jump. =)
@nemesisone8927
@nemesisone8927 2 месяца назад
just do it like EVE online jeez i mean that works in there perfectly, low sec high sec null sec, les security so high sec like stanton going to a low sec pyro should have first lots of guns and patrolling NPC ships around that gate to protect players on the other side there is less till you go to null sec where there is none. simple this way everyone has some fun pirates and noobs
@echo5827
@echo5827 2 месяца назад
Pyro is a great 3rd system. The playerbase is not ready for a lawless pirate system, 'exspecially' if they're upping player count to the 3-500 mark. If there were a few other systems to jump around to it'd be fine but everyone wants to play the first system they've been hyping up for 5 years
@Bronwyn031
@Bronwyn031 2 месяца назад
Pretty sure the armistice zone and wormhole exclusion zone are far LARGER than what you're showing in your little diagram. They said in ISC that the station at the mouth of the wormhole is your standard safe zone before venturing out into lawless Pyro. To me, it sounds like the standard safe zone surrounding the station and the mouth of the wormhole. Also, I'm pretty sure you tune INSIDE the exclusion zone and not outside it, meaning if any ship that's not tuning will not be able to venture anywhere near the attuning ships or else they will be pushed away. So, I don't think ramming will even be a threat.
@ro-mon_gerrs_u-tube1944
@ro-mon_gerrs_u-tube1944 2 месяца назад
Time Stamp 4:15 } Hopefully or it maybe could be a bit different. In that Exclusion Zone (EZ) is bigger than drawn & closer to Turrets! In that A] Open space up to . B] Next you ATC to enter the EZ. Is a No trespass zone AKA Crime state C] In which you are then able to enter EZ to Spool up? ... OR ! Sci Fyi space magic - Where the anomaly causes an "EM" distortions field that shuts down shields & weapons??? 🤣🤦‍♂
@dr.johnorr3341
@dr.johnorr3341 2 месяца назад
I think the tentative jump points will help with the choke point issue. Also, I can see CIG upgrading the hell out of the Stanton side of the gate and leave Pyrp as is.
@qutatron
@qutatron 2 месяца назад
Pirate/ PVP problem would be smaller if we think, because these Pirates will fight other pirates to hold the choke point.
@morarucosmin6776
@morarucosmin6776 2 месяца назад
Easy fix --- at random intervals, for random duration (i.e. from 1-2 days to 4-6 days...randomized) have some UEE vessels (i.e. javelins, hammerheads with interdiction fighters) guard these spots. Because its randomized, people wont know when and if the UEE is there or not... Easy peasy!
@Anachroschism
@Anachroschism 2 месяца назад
We don't know how turrets will work yet, as balancing such things is very difficult with the state of the servers. They could end up simply annihilating people that enter a certain area. For now though, there is bound to be some issue. Shields definitely need to be up.
@dus1213
@dus1213 2 месяца назад
Thanks for your opinion! I totally agree. I hope with the upcomming system the gates will be somewhat safe on the stanton side, but yeah, i totally see what you mean. I think that's a nice opportunity for Mercenary Gameplay, but i dont know how well this will work. This isnt a Singleplayer Game after all. Where can i sign up, i like the way your videos are going, i want to learn more about PvP
@milanmocik3591
@milanmocik3591 2 месяца назад
Gates can be camped by pirates as much as they can be camped by security players. With the right group/org/corp/aliance everything is possible. Players cant always expect to have the same results playing solo compared to a large group. There will always be a 'high security' systems for solo/rookie players where they can spend their 1 hour of enjoyment but they must understand the risk/reward ratio. In EvE online i have spent as much time in high security systems slowly building my skilltree and portfolio. I have also lost MONTHS of griding within a second because i didnt follow the 'dont fly something you cant afford to lose' rule and it DID discouraged me for weeks or months to play. In the end it took me years to find the right corp/alliance. I am pretty sure that it is not the case for SC and that it will be less hard core. Also there is an fps part and planets and lot of players will just do some skirmishes on the ground that dont require intercelestial or interstellar traveling. Also I assume players will not us thejump points as often since CIG promises lot of content within one system.
@SimplyVanis
@SimplyVanis 2 месяца назад
I think SC should not be designed around single players flying where they want alone safely. There has to be AI fleets flying back and fourth between systems that you can join by paying money, or join as an fighter to escort them for an pay. Where fleets grow to dozen bigger and smaller trading ships with refueling ships some bigger combat ship or two and dozens of fighters escorting them. So pirates them selves need at minimum needs dozens of fighters to defend their Quantum Snare's. So that the traders doesn't escape while you try to deal with defenders. And then how many more players you will need to steal cargo's and scrap ships after the fight as well...
@averagetosaverage8785
@averagetosaverage8785 2 месяца назад
Sounds like how you camp gates in Eve online. That's a way to play. Some people wanna do pirate shit in pirate ships lol.
@asog88
@asog88 2 месяца назад
I don’t mind the exits being chaotic and dangerous, it encourages hiring escorts and allows escorts to just stay busy just playing jump points. But the hate guns need to fuck shit up. To fuck everything up
@GnomeKr
@GnomeKr 2 месяца назад
CIG will either need to make Jump points an Armistice Zone or mark camping Jump Points as griefing and bannable offense, although I'd prefer them being AZs with enough space to jump wherever you want to go without worrying about getting killed as soon as you arrive from or to Jump Point
@chevy7912
@chevy7912 2 месяца назад
Here comes another master Mode known as Jump drive mode where your shields our up.
@blackmamba___
@blackmamba___ 2 месяца назад
The design is unlikely to stay the same. Let's not forget we are the testers that will show the devs through our gameplay, how to make jumping from one system to another a somewhat balance experience.
@MikePhilbin1966
@MikePhilbin1966 2 месяца назад
Wait... I'm driving my car into an ENGINEERED TUNNEL... I just keep on driving, and then I pop out at the other end. Right?
@Gh0stCurse
@Gh0stCurse 2 месяца назад
and that will happen when a normal guy is getting killed like this he will just Quit the game
@fred2561
@fred2561 2 месяца назад
I guess I will camp the jump point to watch the war between greedy and angry people. So many fireworks to come.🎉
@SuperChampzLive
@SuperChampzLive 2 месяца назад
Great video man, I agree 100%
@keysersozeh3576
@keysersozeh3576 2 месяца назад
4.0 will still be "in development" so nothing matters until it actually becomes a game. At that point there will be lots of jump points and lots of systems. With only 2 systems it will be rough, but it is all in the name of testing.
@joesgotmore
@joesgotmore 2 месяца назад
This is exactly one of my concerns but even the recieving end could be a problem with groups covering an area with Mantis's to keep potential arrivals from fleeing. I will be staying in Stanton for the first few days until things calm down. :)
@nemesisone8927
@nemesisone8927 2 месяца назад
so what thats how it is in EVE online and it works great, security status for a system is what it is, you choose to go there and or not, run the risk or not, thats how a game works :)
@holy8782
@holy8782 2 месяца назад
Just kinda dumb that the literwl first system ever is one you may dont want to go to because of griefing.​@nemesisone8927
@vultuscool
@vultuscool 2 месяца назад
Great video. I'm afraid it's gonna be tough to cig find the balance for these matters. I agree it needs to be a pleasuring experience for the player base but we must remember piracy is one of the game roles in sc. Players need to understand they have to learn the basics to defend theirselves. Sometimes I saw people complaining about pvp and security, claiming sc must add numerous of "safe zones" in the game. Wel... in my opinion this would breaks the "sand box" concept. Cig must find a balance without turn sc into "pve only" oriented game. Cya.
@scottthompson7332
@scottthompson7332 2 месяца назад
All pirates need to do is have a group of single fighters spread out to create a mesh at pyro waiting at the most common exit points and pounce on targets of opportunity. No armastice, no turrents, only victims for the taking.
@CC-oi8gr
@CC-oi8gr 2 месяца назад
Ships tuned to the gate (or in the process of tuning to the gate) should just be completely invulnerable. The resonance or whatever technobabble they want to use of the jump point interacting with your ship makes it completely impervious to outside manipulation; ramming or other wise. It's lame and gamey, but i don't see how their current design of synced jumps and queues would allow for something like this to work. If you ARE invulnerable when it's "your turn", then the targets of opportunity become those waiting in queue, who will have the opportunity to go shields-up while they wait.
@srick77373
@srick77373 2 месяца назад
Isn't server meshing supposed to make AI and AI guns better?
@lifes2short4bs73
@lifes2short4bs73 2 месяца назад
There will be enough filling buckets of tears that CIG will make it better
@caldark2005
@caldark2005 2 месяца назад
Anyone going into Pyro should be ready for PVP anyway as its lawless. But yeah jump gate in Stanton should be guarded by NPCs.. That not to say the NPCs cant be killed.. but yeah needs something there.
@joehill5476
@joehill5476 2 месяца назад
Realistically, the amount of armed guards you find at an airport, I'd expect to see way more UEE traffic at these UEE jump points. You want to feel like you know whos in authority and that presence is overbearing
@aikiwolfie
@aikiwolfie 2 месяца назад
"Training"? No. I play video games to have fun. If I get into a PvP fight and I lose, then I lose. It's not the end of the world. It's a video game. SC is a multiplayer game. So there will inevitably be contact with other players. If i do have contact with hostile players, I expect to be able to fight back and protect myself. And that's where SC falls apart. The games mechanical design prevents us from doing that. Be it pad ramming, being sitting ducks at a jump point while we dial up a new server (which is what is really happening when you contact ATC) or when the new cargo gameplay finally arrives and some pirate at an outpost steals your ship and you can't stop them because you can't pull a gun in an armistice zone. You've said it yourself and I see a few other people have said it in the comments. Given the way CIG have implemented these jump points, they're going to have to make jump points into armistice zones. Even if master modes wasn't a thing. An immobile ship with shields up doesn't last long under sustained moderately accurate fire. Instead of making players hang around at the threshold of the jump point. CIG should be leveraging their server meshing tech. Which they have demonstrated works. Mostly. The interior of the jump point should be its own server. A tile on the map just as Microtech and Crusader might be tiles on the map. The difference with the jump point is that, entering that title would tell the game you want to move to the Pyro server and it should find you a slot. As I said above, that's what's happening when you contact ATC. You're telling the game to find you a slot in a Pyro server. Travel time through the jump point would then be dictated by how long it takes to find a slot for you, your crew and any other ships in your party. This would be a much more seamless system than what CIG are currently proposing. And while Master Modes would still be dictating that you need to be in Nav mode. At least you're not going to be a sitting duck. Which means it's fair play for PvPers and pirates to do what they do.
@JamestheKilljoy
@JamestheKilljoy 2 месяца назад
For every pirate org, there is an org that has spent a decade preparing for this day. They cant wait to defend ppl at these jump points. It'll be okay, guys 😂
@phoenixsui
@phoenixsui 2 месяца назад
It wont. Naiv thinking.
@ZipinS1
@ZipinS1 2 месяца назад
lets see how it turns out, give them a chance
@yashik
@yashik 2 месяца назад
excelent video it was also one of my first thoughts why are they making gameplay where if I want to go trought gate I have to turn off my shields and become a sitting duck because I have to contact other side shoot into star align to it and god knows how to stay vulnerable for like no reason... I know EVE we used scouts fast tackle ships to ensure gates are clear but jumps were instant not like this it sounds like lining up for your own graveyard ... lol those mastermode ideas are like curse
@UNBE4R4BLE
@UNBE4R4BLE 2 месяца назад
We need the AI blades and npc's to occupy the ship roles and ships required to protect. I have no problems with the machinery, just the bums on the seats. Guessing the Carrack will have a better chance at slipping through...possibly
@TheLobstersoup
@TheLobstersoup 2 месяца назад
Maybe it would matter more if the game was actually playable.
@Roboticus_Prime_RC
@Roboticus_Prime_RC 2 месяца назад
This iteration of jump points screams of rushing to meet a deadline and cutting corners. They even haphazardly put a post on soectrum "clarifying" it. "ATC is just jamming your jump drives!" Wouldn't that just destabilize the point and close it? Yet again, CIG is removing the seamless experience.
@alexanderdooley5833
@alexanderdooley5833 2 месяца назад
Another thing were the servers can't support the navy from patrolling and effectively deturing pvp from POi. As intended. Also need much much more jump points to disperse pvprs around.
@Czejenesku
@Czejenesku 2 месяца назад
Jump area is covered by turrets though, you even show it in ingame footage. Its not like in your diagram.
@scienz0220
@scienz0220 2 месяца назад
They are harry potter portkeys
@undersmack648
@undersmack648 2 месяца назад
I know this won’t happen…. But…. It would be amazing if they released jump points and were like, “oh, here’s Pyro and 2 more systems. Enjoy.”
@larrymitchell6470
@larrymitchell6470 2 месяца назад
2:40 I agree, but after the 3rd time and you just want to get there, it will get old. Why I say Pyro will be a near dead asset once new car smell fades and it’s not worth going over the hassle. Lose time AND items??? Game has absurd time sinks as it is.
@artimusclydefrog
@artimusclydefrog 2 месяца назад
people are going to start intentionally hitting the walls near the end of the jump so they end up in a random spot in the system, to avoid all sorts of problems. the reverse of the transient points
@SomeOne-mw8zl
@SomeOne-mw8zl 2 месяца назад
thanks for speaking out that loud!
@4hire565
@4hire565 2 месяца назад
unstable wormholes will probably be for the future. Bet my ass they don’t plan to complicate our first wormhole in Sc by adding more
@linkmasterms
@linkmasterms 2 месяца назад
Balancing all these aspekts in SC is a big deal for cig. SC need pvp, pirates, trades, orgas, solos, duos, trios. SC dont need Pad-ramming-griefer. SC is the first game with so komplex gameplays and so many player, so cig has to try al lot different ways of Balancing and will find a good Balance for all at the end. The only player wich we definatly dont want in SC are pad-ramming griefer.
@phoenixsui
@phoenixsui 2 месяца назад
Pyro is set to fail completely in current state. It was unplayable in november on testservers and will be when it comes out if there is no brutal consequences for randomly attackign eachother. PvP mostly just harms games except its ment to be 100% pvp. I dont know a single game that combines PVE and PVP and is fun. I loved BF and COD when i was younger. I loved WOW, but never loved a game with PVP in PVE. It also always attracts the worst people and cheaters on mass. Tarkov was great when it was a small passionate community before it went viral and all the scum entered end of 2019.
@TheXasTube
@TheXasTube 2 месяца назад
Your scenario sounds like a tuning where the wormhole and gateguns are implemented 100% incompetent. As far as I understood the latest video from CIG they have a mechanic in place where the jumppoint anomaly pushes you away unless you are "attuned" to it, which you only can be after you are put into the active jump group by the station and switched to nav mode. If the distance between the point where you wait for the jump group to assemble and the gate to be opened is "deep" enough inside that exclusion zone where noone else can physically move to the wait time for the actual jump is not a vulnerable time. To me this "attunement" and "wormhole repulsion" sound very much like an in-universe lore friendly version of a "magical invulnerability bubble". In such a scenario the only vulnerable time is the time the "attunement" takes (the visuals point to sub 1second) and the flight time until you are deep enough inside the repulsion field that weapons fire from outside can't hit you anymore. If CIG can implement the repulsion field properly it should also repulse missile, projectiles and even the strange "not-light but kinda laser particles" the "laser" weaponry in SC uses. This would leave exactly the "atunement" timer as your vulnerable time that can be freely tweaked by CIG. Add in some rings of turrets to annoy/evade for wanabe-gankers and civilians should have a fair chance to get trough.
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