These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Out of Pod Experience

 
  • Topic is locked indefinitely.
 

Star Citizen v EVE

First post First post First post
Author
Trii Seo
Goonswarm Federation
#1661 - 2014-08-28 22:33:18 UTC
You know, if I went back in time and told myself - preferably at the moment of standing in a queue with a boxed copy of some game - that in the future you won't just be able to buy a game on-line without having to buy a copy (and DRM won't be just 'type this word from that page in the manual') but also people will be able to buy an unfinished game to live out their dreams of being a beta-tester...

I'd probably hear the younger me telling me I'm drunk and should go home instead of traveling in time.

I actually get the whole early access thing with small titles from independent studios, but when it becomes a massive advertising campaign (Pay for giving us the opportunity to cut back on the testers. And cough up extra for having a ship you'd get in-game anyway) it starts to spiral into the "that's so wrong" territory.

It's going even further than just paying for a beta. Betas have a tendency to be mostly done. Projects like Star Citizen don't even have all of the gameplay nailed down and implemented - pretty graphics is one thing but a solid game core is pretty much required for a game to succeed.

Case in point, EVE online. Graphics? Improving, but let's face it - a lot of the time you don't even see your spaceship. You zoom out to get a better battlefield awareness, overview gives you all the info you need. In a fight, most of your attention tends to be focused on keeping yourself alive and not marveling at the pretty lasers. They are pretty by the way.

Sound? Um... it has sound, I guess. I'd say damn you CCP for removing the jukebox, but "Below the Asteroids" lives on anyway. And now has a symphonic version too.

Core gameplay? Driving the game for all those years, focused on very clear ideas - nothing is safe. Your choices matter. Throw in brutal PvP with consequences, a bit of territorial control and you've got a mixture that just keeps on going.

We've seen a pretty light show from Star Citizen. Time will tell if we'll be hearing tales of players shutting down major lanes like m0o did, or epic stories of conflict, intrigue and espionage that bring this damn blob-filled, always-dying trainwreck to the news time and time again.

Proud pilot of the Imperium

Arek'Jaalan: Heliograph

Tassin en Lone
University of Caille
Gallente Federation
#1662 - 2014-08-29 01:01:30 UTC  |  Edited by: Tassin en Lone
While Star Citizen may turn out to be a fun game, some of the appeal that sets EVE apart won't be present:

Localization

Star Citizen will have twitch based gameplay. In such an environment it's critical to have a good connection to the server. Sure you can play on a US server from Europe, but in PVP you'll have a considerable disadvantage.

Relevance
Whatever happens in EVE happens in the same world I'm playing in. What player on Server X would care about what happens on server Y? How relevant is the metagame when the other players aren't even on the same server?

Pay to Win
Life Time Insurance (LTI) in which lost ships get replaced with identical copies free of charge will give Star Citizen founders either a significant advantage bordering on Pay to Win or replacing ships will be so painless that there are no real penalties for losing them in the first place.

Carebear Extraordinaire

Indahmawar Fazmarai
#1663 - 2014-08-29 06:37:43 UTC
Tassin en Lone wrote:
While Star Citizen may turn out to be a fun game, some of the appeal that sets EVE apart won't be present:

Localization

Star Citizen will have twitch based gameplay. In such an environment it's critical to have a good connection to the server. Sure you can play on a US server from Europe, but in PVP you'll have a considerable disadvantage.

Relevance
Whatever happens in EVE happens in the same world I'm playing in. What player on Server X would care about what happens on server Y? How relevant is the metagame when the other players aren't even on the same server?

Pay to Win
Life Time Insurance (LTI) in which lost ships get replaced with identical copies free of charge will give Star Citizen founders either a significant advantage bordering on Pay to Win or replacing ships will be so painless that there are no real penalties for losing them in the first place.


Yay, losing your ship doesn't matters at all, specially if it blows so hard that you're permakilled in the process. Roll
Mycool Jahksn
Viziam
Amarr Empire
#1664 - 2014-08-29 13:26:47 UTC  |  Edited by: Mycool Jahksn
Cypherdog wrote:
I wonder how is EVE preparing to face the might of Chris Roberts' new MMO. I am a devoted "casual" EVE player and so far I managed to convince 1 player -my cousin- to join me in EVE, but lately we are having conversations about Star Citizen, and I am afraid I am going to loose my only wingman in space.
EVE has a decade of Lore and stories that players have written. EVE can hold massive battles in one single server. EVE is brutal, unforgiving. EVE is EVE.
But because most of us are familiar with Robert's Space Industries and games (freelancer, Wing Commander) , I wonder what is CCP's plan to counteract the loss of subscriptions to an MMO that promises (and surely deliver) a more personal and immersive space flying experience? The universe size will not be as big at launch, but in time, just like CCP did when player's are handed the tools to shape the universe, it will expand massively, and probably match most of he expectations of many scy-fi players.
I thought Incarna was a cool step to attract skeptical players and make the experience more personal. Why didn't The Mittani and henchmen expressed their negative opinions at the previous fanfest , when the Incarna facts were unveiled, instead of burning Jita and leave a fair chuck of designers and Devs unemployed. I could not wait for Incarna to be online. Alas, tradition proved more resilient than change. And Incarna will never come back....unless.... Star Citizen proves that it can be done.
Now I understand the prejudice against "spacebarbie" gameplay. But just like with everything in EVE, if you don't like it, you don't have to do it. (I am against the gtfo stance of most)
I still think that Dust 514is destined to fail. It won't do any favours to EVE. There's a game called Titan Fall, that is so reminiscent of Dust. And better imo.
I am a casual player, I see EVE from outside the box. My opinions are just the way I feel at the moment, and at the moment I see EVE going for another decade but significantly less strong after SC is launched.
Care to share your thoughts?


EVE has survived many other EVE killers though SC does seem like a strong candidate.

I do agree with you on Incarna though, it's strange why people are so incredibly conservative and afraid of change when in fact, Incarna could very likely result in more people finding their way into EVE.

I mean.. come on people.. when did the last big change hit EVE? What was it that really revolutionized EVE that you can remember? Better graphics is not revolutionary, new ships isn't even close either.

Incarna would be, if it ever hit. Planetary flight would as well.

Being afraid of something because it's new isn't a valid point. That's just stupidity.

My interests include but are not limited to throwing rocks at bee hives.

There are more stars in the universe than all of the grains of sand on earth.

Trii Seo
Goonswarm Federation
#1665 - 2014-08-29 16:02:14 UTC
Mycool Jahksn wrote:

I mean.. come on people.. when did the last big change hit EVE? What was it that really revolutionized EVE that you can remember? Better graphics is not revolutionary, new ships isn't even close either.


TiDi as something totally new, so that's going to be about three years?

It was a major change - not only it allowed giant battles to happen (and, let's face it, what other game lets over a thousand people fight at once) - it shifted the entire in-game battlefield.

TiDi made reps more effective in fleet combat, shifting emphasis from high-alpha doctrines to more DPS-driven ones. Bombing runs became effective (sometimes too effective), forcing either agile doctrines that can run off before bombs hit or very tanky ones, with high buffer that can soak up the damage.

(That, or outright disposable. Cue the Rupture.)

Tiericide from major changes. Tiericide made many ships effective again - before it, there was pretty much one T1 frigate on the field and that was the Rifter. Nowadays, T1 frigates see a lot of action - so do T1 cruisers. Now a new player can look through ships and pick something he can actually fight in and enjoy the game without being constantly told "This ship sucks, train for T2 instead."

There's still a lot to fix and develop in space before thinking about WiS, and CCP is on the right track at the moment - revamping crucial systems like POSes and soon going for a module tiericide.

Developing the new at the expense of fixing the unfinished/broken is what led to the Summer of Rage.

Proud pilot of the Imperium

Arek'Jaalan: Heliograph

Indahmawar Fazmarai
#1666 - 2014-08-29 19:02:14 UTC
Trii Seo wrote:
Mycool Jahksn wrote:

I mean.. come on people.. when did the last big change hit EVE? What was it that really revolutionized EVE that you can remember? Better graphics is not revolutionary, new ships isn't even close either.


TiDi as something totally new, so that's going to be about three years?

It was a major change - not only it allowed giant battles to happen (and, let's face it, what other game lets over a thousand people fight at once) - it shifted the entire in-game battlefield.

TiDi made reps more effective in fleet combat, shifting emphasis from high-alpha doctrines to more DPS-driven ones. Bombing runs became effective (sometimes too effective), forcing either agile doctrines that can run off before bombs hit or very tanky ones, with high buffer that can soak up the damage.

(That, or outright disposable. Cue the Rupture.)

Tiericide from major changes. Tiericide made many ships effective again - before it, there was pretty much one T1 frigate on the field and that was the Rifter. Nowadays, T1 frigates see a lot of action - so do T1 cruisers. Now a new player can look through ships and pick something he can actually fight in and enjoy the game without being constantly told "This ship sucks, train for T2 instead."

There's still a lot to fix and develop in space before thinking about WiS, and CCP is on the right track at the moment - revamping crucial systems like POSes and soon going for a module tiericide.

Developing the new at the expense of fixing the unfinished/broken is what led to the Summer of Rage.


Old content only serves to keep old players, and it won't draw in new ones. I recall reading an analysis of some release (Kronos, maybe?) from the eyes of a new player and it made ZERO sense and had ZERO appeal.

So who's going to replace the old players as they quit? More accounts by the remaining players? CCP has been playing that card for 3 years, but how long will it last?
DaReaper
Net 7
Cannon.Fodder
#1667 - 2014-08-29 19:26:31 UTC
Trii Seo wrote:
Mycool Jahksn wrote:

I mean.. come on people.. when did the last big change hit EVE? What was it that really revolutionized EVE that you can remember? Better graphics is not revolutionary, new ships isn't even close either.


TiDi as something totally new, so that's going to be about three years?

It was a major change - not only it allowed giant battles to happen (and, let's face it, what other game lets over a thousand people fight at once) - it shifted the entire in-game battlefield.

TiDi made reps more effective in fleet combat, shifting emphasis from high-alpha doctrines to more DPS-driven ones. Bombing runs became effective (sometimes too effective), forcing either agile doctrines that can run off before bombs hit or very tanky ones, with high buffer that can soak up the damage.

(That, or outright disposable. Cue the Rupture.)

Tiericide from major changes. Tiericide made many ships effective again - before it, there was pretty much one T1 frigate on the field and that was the Rifter. Nowadays, T1 frigates see a lot of action - so do T1 cruisers. Now a new player can look through ships and pick something he can actually fight in and enjoy the game without being constantly told "This ship sucks, train for T2 instead."

There's still a lot to fix and develop in space before thinking about WiS, and CCP is on the right track at the moment - revamping crucial systems like POSes and soon going for a module tiericide.

Developing the new at the expense of fixing the unfinished/broken is what led to the Summer of Rage.


I second this, The summer of rage was a trifecta of crap hitting at once. You had Incarina, which was nothing like The Ambulation Project, being incomplete and breaking video cards hitting, then you had the NES hitting with the $70 monical but nothing really cheap, this was also not what ccp said was going to happen, followed lastly by the greed is good memo, which was an idea to nichle and dime the players even more and move eve towards P2W. Any one of thouse alone, might not have garnered the reactions that happened, the greed is good memo, though bad, would not of brought on huge unsubs at once. But all three combined, and then you had the explosive mix that made the summer of rage, and the now 'fix broken things first' mentality of CCP.

OMG Comet Mining idea!!! Comet Mining!

Eve For life.

DaReaper
Net 7
Cannon.Fodder
#1668 - 2014-08-29 19:29:24 UTC  |  Edited by: DaReaper
Indahmawar Fazmarai wrote:
Trii Seo wrote:
Mycool Jahksn wrote:

I mean.. come on people.. when did the last big change hit EVE? What was it that really revolutionized EVE that you can remember? Better graphics is not revolutionary, new ships isn't even close either.


TiDi as something totally new, so that's going to be about three years?

It was a major change - not only it allowed giant battles to happen (and, let's face it, what other game lets over a thousand people fight at once) - it shifted the entire in-game battlefield.

TiDi made reps more effective in fleet combat, shifting emphasis from high-alpha doctrines to more DPS-driven ones. Bombing runs became effective (sometimes too effective), forcing either agile doctrines that can run off before bombs hit or very tanky ones, with high buffer that can soak up the damage.

(That, or outright disposable. Cue the Rupture.)

Tiericide from major changes. Tiericide made many ships effective again - before it, there was pretty much one T1 frigate on the field and that was the Rifter. Nowadays, T1 frigates see a lot of action - so do T1 cruisers. Now a new player can look through ships and pick something he can actually fight in and enjoy the game without being constantly told "This ship sucks, train for T2 instead."

There's still a lot to fix and develop in space before thinking about WiS, and CCP is on the right track at the moment - revamping crucial systems like POSes and soon going for a module tiericide.

Developing the new at the expense of fixing the unfinished/broken is what led to the Summer of Rage.


Old content only serves to keep old players, and it won't draw in new ones. I recall reading an analysis of some release (Kronos, maybe?) from the eyes of a new player and it made ZERO sense and had ZERO appeal.

So who's going to replace the old players as they quit? More accounts by the remaining players? CCP has been playing that card for 3 years, but how long will it last?


You don't get it. New content, can not be added correctly with out repairing the old. You can add a second story to your house but if your foundation is broken or the first floor is made incorrectly or incomplete it will just make the second story worse off. Repairing things, will attract older player back who quit, they are who keeps noobs. There are lots of documents and metrics that say its when you join a corp that you stay longer. It is asinine to shove your head in the sand and make something new while your house is falling down around you. But hey that's on cause you just got a new bathroom added...

OMG Comet Mining idea!!! Comet Mining!

Eve For life.

DaReaper
Net 7
Cannon.Fodder
#1669 - 2014-08-29 19:33:26 UTC
Indahmawar Fazmarai wrote:
Tassin en Lone wrote:
While Star Citizen may turn out to be a fun game, some of the appeal that sets EVE apart won't be present:

Localization

Star Citizen will have twitch based gameplay. In such an environment it's critical to have a good connection to the server. Sure you can play on a US server from Europe, but in PVP you'll have a considerable disadvantage.

Relevance
Whatever happens in EVE happens in the same world I'm playing in. What player on Server X would care about what happens on server Y? How relevant is the metagame when the other players aren't even on the same server?

Pay to Win
Life Time Insurance (LTI) in which lost ships get replaced with identical copies free of charge will give Star Citizen founders either a significant advantage bordering on Pay to Win or replacing ships will be so painless that there are no real penalties for losing them in the first place.


Yay, losing your ship doesn't matters at all, specially if it blows so hard that you're permakilled in the process. Roll


except it's not really a perm death as it doesn't matter. You have no SP's according to chris, no training, just pilots skill. If the lifetime insurance transfers, then why would you give a crap is DaReaper poped and you are now on DaReaper XI you still have all his stuff, and you will keep getting his ship. Perma death is a neat idea, but if you lose nothing and get everything, then it makes no sense. And won't deter people from doing stuff. In eve if I have a 10b isk ship, and I know if I die i'll be out 10b isk, it might make me stop and go 'gee jumping into this gatecamp with no support might not be a good idea' however, the same ship, but all I risk is becoming DaReaper II then screw the support i'm going in.

OMG Comet Mining idea!!! Comet Mining!

Eve For life.

Indahmawar Fazmarai
#1670 - 2014-08-29 20:07:33 UTC
DaReaper wrote:
Indahmawar Fazmarai wrote:
Trii Seo wrote:
Mycool Jahksn wrote:

I mean.. come on people.. when did the last big change hit EVE? What was it that really revolutionized EVE that you can remember? Better graphics is not revolutionary, new ships isn't even close either.


TiDi as something totally new, so that's going to be about three years?

It was a major change - not only it allowed giant battles to happen (and, let's face it, what other game lets over a thousand people fight at once) - it shifted the entire in-game battlefield.

TiDi made reps more effective in fleet combat, shifting emphasis from high-alpha doctrines to more DPS-driven ones. Bombing runs became effective (sometimes too effective), forcing either agile doctrines that can run off before bombs hit or very tanky ones, with high buffer that can soak up the damage.

(That, or outright disposable. Cue the Rupture.)

Tiericide from major changes. Tiericide made many ships effective again - before it, there was pretty much one T1 frigate on the field and that was the Rifter. Nowadays, T1 frigates see a lot of action - so do T1 cruisers. Now a new player can look through ships and pick something he can actually fight in and enjoy the game without being constantly told "This ship sucks, train for T2 instead."

There's still a lot to fix and develop in space before thinking about WiS, and CCP is on the right track at the moment - revamping crucial systems like POSes and soon going for a module tiericide.

Developing the new at the expense of fixing the unfinished/broken is what led to the Summer of Rage.


Old content only serves to keep old players, and it won't draw in new ones. I recall reading an analysis of some release (Kronos, maybe?) from the eyes of a new player and it made ZERO sense and had ZERO appeal.

So who's going to replace the old players as they quit? More accounts by the remaining players? CCP has been playing that card for 3 years, but how long will it last?


You don't get it. New content, can not be added correctly with out repairing the old. You can add a second story to your house but if your foundation is broken or the first floor is made incorrectly or incomplete it will just make the second story worse off. Repairing things, will attract older player back who quit, they are who keeps noobs. There are lots of documents and metrics that say its when you join a corp that you stay longer. It is asinine to shove your head in the sand and make something new while your house is falling down around you. But hey that's on cause you just got a new bathroom added...


The part that bothers me about fixing stuff is this: why it was released broken?
DaReaper
Net 7
Cannon.Fodder
#1671 - 2014-08-29 21:01:51 UTC
Indahmawar Fazmarai wrote:
DaReaper wrote:
Indahmawar Fazmarai wrote:
Trii Seo wrote:
Mycool Jahksn wrote:

I mean.. come on people.. when did the last big change hit EVE? What was it that really revolutionized EVE that you can remember? Better graphics is not revolutionary, new ships isn't even close either.


TiDi as something totally new, so that's going to be about three years?

It was a major change - not only it allowed giant battles to happen (and, let's face it, what other game lets over a thousand people fight at once) - it shifted the entire in-game battlefield.

TiDi made reps more effective in fleet combat, shifting emphasis from high-alpha doctrines to more DPS-driven ones. Bombing runs became effective (sometimes too effective), forcing either agile doctrines that can run off before bombs hit or very tanky ones, with high buffer that can soak up the damage.

(That, or outright disposable. Cue the Rupture.)

Tiericide from major changes. Tiericide made many ships effective again - before it, there was pretty much one T1 frigate on the field and that was the Rifter. Nowadays, T1 frigates see a lot of action - so do T1 cruisers. Now a new player can look through ships and pick something he can actually fight in and enjoy the game without being constantly told "This ship sucks, train for T2 instead."

There's still a lot to fix and develop in space before thinking about WiS, and CCP is on the right track at the moment - revamping crucial systems like POSes and soon going for a module tiericide.

Developing the new at the expense of fixing the unfinished/broken is what led to the Summer of Rage.


Old content only serves to keep old players, and it won't draw in new ones. I recall reading an analysis of some release (Kronos, maybe?) from the eyes of a new player and it made ZERO sense and had ZERO appeal.

So who's going to replace the old players as they quit? More accounts by the remaining players? CCP has been playing that card for 3 years, but how long will it last?


You don't get it. New content, can not be added correctly with out repairing the old. You can add a second story to your house but if your foundation is broken or the first floor is made incorrectly or incomplete it will just make the second story worse off. Repairing things, will attract older player back who quit, they are who keeps noobs. There are lots of documents and metrics that say its when you join a corp that you stay longer. It is asinine to shove your head in the sand and make something new while your house is falling down around you. But hey that's on cause you just got a new bathroom added...


The part that bothers me about fixing stuff is this: why it was released broken?



Some of it has to do with it was not broken until it hit TQ. Others is that it was working fine until more players used it, or people started figuring out other ways to use things. Another is that what you see was about 1/4 of what we were suppose to get. I'll give you a small example:

PI was suppose to be this grand thing that enabled us to work with planets, build colonies, then hire Dust mercs to defend them. We were suppose to build what the mercs would be fighting in and for and over. For some reason this got scrapped. But they gave us basic functionality, as part of the expantion, and said 'oh well will come back for another pass a few months later' The problem is, that other pass would not of fit into the next expantion or would of taken away too many resources from the next jesus feature, so it went onto the 'to fix later' pile.

PoS's we deisgned to be the things that gave us sov as as temp holes to to help build up empires. It was not until a lot of people started using them everyday that we say how crappy and buggy and annoying they are. Plus how much of a PITA sov warfare was back in the day. The problem with PoS's is that the code tied into a lot of things, and when they came back for a second pass a few years later they went 'oh dear god we don't have time...' As more people use them, more glaring 'these things ar so messed up' started to show. CCP was finally able to make a few simple passes, but the code was still tangled. hats why we have domino sov now, but they need to get corp and alliance standings away from pos' to fix them.

Some things was due to time constraint, some due to technical limitiations at the time, and others because we players as a collective are smarter then the devs and can do crap they can't always think of.

OMG Comet Mining idea!!! Comet Mining!

Eve For life.

Trii Seo
Goonswarm Federation
#1672 - 2014-08-29 23:46:19 UTC
Some of the stuff wasn't released broken. It became broken because we figured out how to break it - and, being a relatively new company, CCP didn't realize that the players will dismantle every single mechanic of your game and endlessly optimize to achieve best results.

As gamers, we see any restrictions imposed by the system as challenges to overcome. Titans are super-expensive but powerful ships? Let's see what can we do to amass a large quantity of them as means to achieve dominance.

I don't think new players read patch notes, I'd say they're more likely to just jump into the game, eager to kick off their adventure after watching a few trailers and hearing that their choices matter. From both the trailers and the press the image is clear: this is a game about the players and their actions, not about players re-enacting a scenario.

The problems are getting people out of the NPC corporation into the larger world full of violence and intrigue. Chances are that once they enter it, they'll get hooked. Easing the transition and bracing them for the inevitable PvP wouldn't hurt either.

Proud pilot of the Imperium

Arek'Jaalan: Heliograph

digitalwanderer
DW inc
#1673 - 2014-08-30 04:21:42 UTC
Instead of replying individually to all the posts, I'll just resume it that there is indeed a death penalty in star Citizen, even if the pilot in question has an LT1 ship since the off the lot version of said ship has fairly low quality equipment fitted onboard, which is seem varies from a scale of 1 to 10, and those on the ship are quality 2 at most.


So one can imagine what happens if a fully decked out ship fitted with much higher quality gear gets blown up......Yup you get a ship back after a certain amount of time( the bigger the ship the longer it takes to build one), and fitted with stock equipment.


Insurance?..... Forget insuring said ship with high quality gear and flying it into low security systems where the chance for combat is much higher, as the insurance company will not insure the ship, period......Kind of dumb that eve allows this no matter where you take your ship, but just me.


Large fights?.... Impossible since the graphics are so intense, that having a 40~50 ship fight is making sure your PC has a heart attack rendering all that in high quality, and since flight is in first person view, you can't pull back until ships become tiny dots.....It's all in your face and close range fights, and gangs/ fleets small enough that load out's and role for each one participating matter a lot more.....Similar to the alliance tournaments in eve with 6 ships on either side but perhaps slightly more and in first person.


Yes, walking inside ships and each person in multi crew ship can be an NPC, or an actual person occupying that position be it gunnery, sensors, engineering or flying the ship and being subject to it's own gravity since there will be an outer physics engine for all ships, and both the outer and internal physics engine for multi crew ships, which on single seat fighters on the A/C right now, has been shown to cause blackouts and red outs in extreme maneuvers, not to mention the full 6 degrees of freedom control to do 2 maneuvers at the same time, or in decoupled mode so the ship can slide left while going up at the same time....



Add the Oculus VR support and support for track IR too, and full hotas support( X55 rhino user here), and we got something that while in space and involving space ships, is a far different game than EVE....Even the economy is run by NPC's 90% of the time, so there won't be the kind of market manipulation we see in EVE.
DaReaper
Net 7
Cannon.Fodder
#1674 - 2014-08-30 04:41:36 UTC
digitalwanderer wrote:
Instead of replying individually to all the posts, I'll just resume it that there is indeed a death penalty in star Citizen, even if the pilot in question has an LT1 ship since the off the lot version of said ship has fairly low quality equipment fitted onboard, which is seem varies from a scale of 1 to 10, and those on the ship are quality 2 at most.


So one can imagine what happens if a fully decked out ship fitted with much higher quality gear gets blown up......Yup you get a ship back after a certain amount of time( the bigger the ship the longer it takes to build one), and fitted with stock equipment.


Insurance?..... Forget insuring said ship with high quality gear and flying it into low security systems where the chance for combat is much higher, as the insurance company will not insure the ship, period......Kind of dumb that eve allows this no matter where you take your ship, but just me.


Large fights?.... Impossible since the graphics are so intense, that having a 40~50 ship fight is making sure your PC has a heart attack rendering all that in high quality, and since flight is in first person view, you can't pull back until ships become tiny dots.....It's all in your face and close range fights, and gangs/ fleets small enough that load out's and role for each one participating matter a lot more.....Similar to the alliance tournaments in eve with 6 ships on either side but perhaps slightly more and in first person.


Yes, walking inside ships and each person in multi crew ship can be an NPC, or an actual person occupying that position be it gunnery, sensors, engineering or flying the ship and being subject to it's own gravity since there will be an outer physics engine for all ships, and both the outer and internal physics engine for multi crew ships, which on single seat fighters on the A/C right now, has been shown to cause blackouts and red outs in extreme maneuvers, not to mention the full 6 degrees of freedom control to do 2 maneuvers at the same time, or in decoupled mode so the ship can slide left while going up at the same time....



Add the Oculus VR support and support for track IR too, and full hotas support( X55 rhino user here), and we got something that while in space and involving space ships, is a far different game than EVE....Even the economy is run by NPC's 90% of the time, so there won't be the kind of market manipulation we see in EVE.


and that was pretty much what killed this game for me months ago.

OMG Comet Mining idea!!! Comet Mining!

Eve For life.

Indahmawar Fazmarai
#1675 - 2014-08-30 08:08:00 UTC
DaReaper wrote:
digitalwanderer wrote:
Instead of replying individually to all the posts, I'll just resume it that there is indeed a death penalty in star Citizen, even if the pilot in question has an LT1 ship since the off the lot version of said ship has fairly low quality equipment fitted onboard, which is seem varies from a scale of 1 to 10, and those on the ship are quality 2 at most.


So one can imagine what happens if a fully decked out ship fitted with much higher quality gear gets blown up......Yup you get a ship back after a certain amount of time( the bigger the ship the longer it takes to build one), and fitted with stock equipment.


Insurance?..... Forget insuring said ship with high quality gear and flying it into low security systems where the chance for combat is much higher, as the insurance company will not insure the ship, period......Kind of dumb that eve allows this no matter where you take your ship, but just me.


Large fights?.... Impossible since the graphics are so intense, that having a 40~50 ship fight is making sure your PC has a heart attack rendering all that in high quality, and since flight is in first person view, you can't pull back until ships become tiny dots.....It's all in your face and close range fights, and gangs/ fleets small enough that load out's and role for each one participating matter a lot more.....Similar to the alliance tournaments in eve with 6 ships on either side but perhaps slightly more and in first person.


Yes, walking inside ships and each person in multi crew ship can be an NPC, or an actual person occupying that position be it gunnery, sensors, engineering or flying the ship and being subject to it's own gravity since there will be an outer physics engine for all ships, and both the outer and internal physics engine for multi crew ships, which on single seat fighters on the A/C right now, has been shown to cause blackouts and red outs in extreme maneuvers, not to mention the full 6 degrees of freedom control to do 2 maneuvers at the same time, or in decoupled mode so the ship can slide left while going up at the same time....



Add the Oculus VR support and support for track IR too, and full hotas support( X55 rhino user here), and we got something that while in space and involving space ships, is a far different game than EVE....Even the economy is run by NPC's 90% of the time, so there won't be the kind of market manipulation we see in EVE.


and that was pretty much what killed this game for me months ago.


Half a million SC pilots shiver in horror to know that you won't be among them.
Trii Seo
Goonswarm Federation
#1676 - 2014-08-30 11:22:49 UTC
Beyond being quite possibly a good scam, SC has one more problem - and that's making the mistake CCP made when adding certain things to EVE. They don't realize that players want and will break their "vision" of the game and exploit the mechanics for their own gain.

They're not releasing any details on the mechanics, and are likely expecting the players to play it "their way". Which players never do, they find their own. CR says big words - exploration. Piracy. Mining/industry - but beyond selling people another concept of a ship that may fill that role, there's nothing.

Proud pilot of the Imperium

Arek'Jaalan: Heliograph

Ares Desideratus
UNSAFE SPACE
#1677 - 2014-08-30 14:18:12 UTC
I hope Star Citizen is actually good.

But then again it would be funny to see it flop after all this talk.
Indahmawar Fazmarai
#1678 - 2014-08-30 14:37:18 UTC
Ares Desideratus wrote:
I hope Star Citizen is actually good.

But then again it would be funny to see it flop after all this talk.


Well, in a way, they will never be able to beat CCP... in the same time as SC has got 52 million $, CCP earned 130 million $ or more from EVE. Good luck finding out what and where did those 130 million $ do of good...

WoD: cancelled (estimate loss: 23 million $)
DUST: walking dead (don't ask the developing cost)
Valkyrie: waiting for VR to happen, next year or the next after it
Legion: it's a trademark and a trailer, and well, guess someone is working on it, just don't know who or where. Shanghai, maybe?
EVE: well... look around you... does it look like someone earned the developing cost of two whole AAA games?
digitalwanderer
DW inc
#1679 - 2014-08-30 16:16:27 UTC  |  Edited by: digitalwanderer
Trii Seo wrote:
Beyond being quite possibly a good scam, SC has one more problem - and that's making the mistake CCP made when adding certain things to EVE. They don't realize that players want and will break their "vision" of the game and exploit the mechanics for their own gain.

They're not releasing any details on the mechanics, and are likely expecting the players to play it "their way". Which players never do, they find their own. CR says big words - exploration. Piracy. Mining/industry - but beyond selling people another concept of a ship that may fill that role, there's nothing.



That you can't blob to win a fight?.....Check.
That you can't do market manipulation?...Check.
That 90% of the market is run by NPC's, so no super inflation problems?....Check.


The overall mechanics for the public server are still being designed at this stage, but do keep in mind they are building almost 4 games rolled into 1 since there's the arena commander module, which is a sort of simulator to test out setups with both NPC's and real players, then there's the Fps portion similar to Dust, then there's the single player campaign with 50 missions, and finally comes the multiplayer MMO portion at the very end.


There is even a racing portion coming out with the v0.9 patch next week, so it's a lot of game being delivered for a team that started out 2 years ago and now has 270 people working for them.
digitalwanderer
DW inc
#1680 - 2014-08-30 16:36:53 UTC
It wouldn't even be out of place to say the game, with it's current scope and overall vision, is doing something that CCP failed horribly at:


Thinks EVE online + walking in stations + Dust + First person campaign all rolled into one game, then add realistic physics to it( eve's are a joke when you see ships passing thru each other), and the ships themselves can have over 100 000 polygons and full damage states as they get hot by weapons fire, to the point of even shooting off parts of the ship and all in first person view with throttle and joystick control and support for VR glasses.


Only one from CCP is Valkyrie with similar features in some aspects, but even then you're limited to fighter bombers and that's it.