Moderator: JC Denton
by icycalm » 19 Mar 2023 04:44
by icycalm » 22 Mar 2023 07:22
myaltaltaltacct wrote:I know a lot of people are miserable with this patch, but the screenshots are AWESOME!
stereoid wrote:its crazy how much debris is currently around point of interests, it even ads a very dangerous aspect while flying. You need to be extremly careful to navigate around now. I got trapped at some point after exiting a QT point and was surrounded by shipwrecks.
Site-Staff wrote:This is PES in a single picture.
by icycalm » 24 Mar 2023 15:53
by icycalm » 24 Apr 2023 02:57
by icycalm » 30 Apr 2023 21:54
SmoothOperator89 wrote:The video game of Sisyphus.
Jamstraz wrote:Although at this point I feel more like Prometheus. Getting my organs eaten out everyday just to heal again.
SashaNightWing wrote:Despite all the problems, delays, and issues I have with the game and development process, there's not a single game that is currently playable that matches what Star Citizen can do even now. Even missing so many features, having the bugs that it has, it is a unique game on the market.
So, in spite of my frustration with the development pace, I continue to be patient because I'd rather have a good game later than a crappy game now.
And honestly, it's really easy to forget what limitations we had so long ago. Starting off with nothing, then we got the hangar module, able to put a ship or two into a hangar (not even all of your ships if you had a lot), then the hangar was upgraded to expand, then we got Arena Commander and actually got to fly our ships!
A while later we got Crusader. I still remember the first time I loaded into Crusader and stepped out onto the platform of Port Olisar and saw the massive gas giant in front of me. We had only a few missions we could do but we could finally play with a few other people. It then expanded to have the moons of Crusader and then soon the rest of Stanton. Mining, bounty-hunting, trading and scavenging were all dreams during those times.
Yeah I wish there was more progress just like everyone else. But, looking back to where we were when we started, I love seeing where we have come.
by icycalm » 30 Apr 2023 23:37
mesterflaps wrote:Reading the emails from Chris gives me deja vu in that they're always talking about mundane stuff like 'serving drinks' as getting 'really close now', and so it goes year after year after year.
I am not convinced in the first place that we need our make believe bartenders and janitors to have elaborate daily schedules with secret hopes, dreams, fears and alimony payments, but that's the direction it's going.
Do we need our AI entities to be competent baristas, mop and bucket men, fire extinguisher jockeys and short order chefs all in one who are also capable of showering themselves and others? Maybe not, but that's what's being made according to the emails.
I'm sure it's all top quality, seamless, and with no undesired interactions with other systems.
Omni-Light wrote:While I somewhat agree, a big repeated talking point for AAA titles like CP2077 is how empty the world feels due to how shallow their AI is, despite them talking about how alive and vibrant the city feels, while games like RDR receive a lot of praise for how detailed and believable their AI behaviours are.
If they're going for 'if you want to, you can stand and watch/follow an AI and see them go about their daily routine' then what they're saying makes sense. Nothing about what CIG has said tells me they're aiming for a simple yet fun game, I think we learned that a long time ago.
Omni-Light wrote:Yeah I'm not saying everybody finds believable AI to be an important factor to a singleplayer game, just that it is a very hotly discussed and repeated topic for these types of games. I'd say a lot of people find it an important factor in believing in a game world.
Now this is a guess, but I imagine it is much easier to have crazy-good AI in SQ42 because their performance isn't reliant on sending their actions to a multiplayer server and 100s of players at the same time.
Either SC and SQ42 will have the exact same AI and they somehow solve the networking problem for SC, or SC's AI will be much reduced in detail compared to SQ42 just to reduce the number of requests going to their servers.
Think about if you start SQ42 on a capital ship, they are going to put a ton of effort into the behaviour of just a few AI (maybe a crewmate in a mess hall) that nearly every player is going to see, they may go so far as to give that AI unique behaviours just because it's someone we all see regularly through the campaign. That level of detail isn't needed in SC, so instead I guess the SC AI will have a routine based on their profession and what the economy is doing. A mining AI might go back and forth from a refinery, to their prospector, to an asteroid field, and all other mining AI probably behave similarly. A cool routine, but not insane levels of detail that you expect in a singleplayer - like RDR2 how you have literal rail-workers hand-hammering every individual nail into a track in real time.
ProcyonV wrote:This is a short term sight.
It may seem trivial to have bartenders having a daily routine, but, as explained many times, when one NPC is able to follow that routine, it means it's ready for all other NPCs, you just have to specify the requisites for each profession.
They chose bartender because it was funnier than a runway boy, as it has to interact with different objects and the player, amongst other things.
mesterflaps wrote:I will absolutely believe it is a good thing when I see it in action and working. Past attempts by gaming companies to deliver comprehensive AI agent NPCs have been a mixed bag at best:
- Edit: Deus Ex Invisible War developers talked about making an AI so perceptive that it would be able to infer causality and react accordingly. The example they gave was if a player knocked over a flammable object that hit a cat, that cat might in turn run away in terror past an NPC who could vocalize "OMG who set that cat on fire" and then go looking for you. It didn't work, the AI was braindead.
- Oblivion NPCs at one point had 'needs' modeled, but it ended up always devolving in to them stealing food because they were hungry, ending up in jail, or getting killed by the guards. They had to scale it waaaaay back to avoid serious problems and get the game out on time.
- Cyberpunk said that every NPC would have a schedule and motivations. That went nowhere fast to the point where at launch NPCs would disappear when you turned around or would be in the same spot 24/7.
If CIG achieves their ambition it will be a monumental achievement. Based on what I'm seeing on the PU in year 11 of development, I'm not holding my breath.
TNT_Jonathan wrote:Watch dogs legion is probably the closest game there is to achieve that goal
All NPCs have a personal schedule basically, they would despawn, but not if you are following one
N0SF3RATU wrote:Chow hall lines! Bed sheet linens! Barristas! You know, the important things.
edit: mop and buckets people!!
by icycalm » 02 May 2023 12:12
by Discord BOT » 05 May 2023 19:03
by icycalm » 12 May 2023 10:07
by icycalm » 17 May 2023 05:07
CadMan Fox wrote:I love these trailers. While they might not really matter, the effort put into them is evident.
Mohamed Shafik wrote:Whoever does those videos is a genius
djsnoopmike wrote:The cinematics team is getting better and better every year
BOTY123 wrote:Was thinking exactly the same, the transitions in this video are amazing!
by icycalm » 19 May 2023 04:17
Talon2947 wrote:I would say some of the red should be green or may be an orange for partial.
Zero G racing we have at GrimHex.
Ship Neutralization is in with soft death.
Selling stolen goods is in.
Ore refining is in.
Manual repair is partially in with hull repair.
Other than that it's spot on.
jonmediocre wrote:Yep, and under "Healing" we have Dynamic Missions (rescue beacons) or you could put it under "getting paid to heal"
We also have:
Prices depending on supply and demand
Zero-G moving
Sensitive_Ad_9771 wrote:There was an inside and a post that speak about that. The only two comodities that are dynamic are fuel and repair materials. You can search it online.
LucidStrike wrote:Their increasing focus on 'settlements' has me very excited. The lack of interesting settlements is the main reason I never got into ED or NMS, tho I appreciate their stature in their specific niches.
by icycalm » 29 May 2023 06:25
by icycalm » 30 Jul 2023 16:56
by shubn » 02 Aug 2023 12:58
by icycalm » 02 Aug 2023 13:21
I wrote:Regarding your wipe concerns, this is how I view the situation: the most important asset in the verse is... people. When Pyro comes in and you have an enormous lawless solar system and eventually even base-building, neither aUEC nor ships nor weapons will get you far. What will get you far is a tight team of people, and that is something you can always work on, and CIG can never wipe it. So, for me, no hour spent playing the game is ever lost as long as it is spent with friends, and making new friends and contacts. Friends are the number 1 commodity in the verse, just as they are in real life. So that's the number 1 thing I "grind" for in the verse.
by icycalm » 08 Aug 2023 05:49
GreatRolmops wrote:Looks like the work on the basic chow hall AI and animations was done by the end of 2021. But then it had to be super dynamic, they needed seperated animation sets, bigger bowls and now NPCs even have to start commenting on tv shows. They just keep adding more and more stuff and ideas to their features so they never get quite finished. Even something as simple as NPCs eating in a mess hall just keeps getting refined over and over again.
vorpalrobot wrote:It's their test case for AI, probably the most complex situation they need the NPCs to work through.
Dynamic everything as they line up in the right place for food, grab props, sit down where they want and use the props, clean up as they leave.
The NPCs everywhere will need development but they fleshed out this area first in order to fix up all the edge cases of NPCs phasing through each other or bad decision making etc. Fixes in those chow hall scenes should mostly carry over to the rest of the game.
vorpalrobot wrote:And other developers have stated in these very comments that it's pretty common to flesh out one complex scene first above all others in order to figure out blockers, set up your workflows, adjust your dev tools, train/practice, and look for edge cases.
I'm sure the chow hall has a bunch of bespoke work but if you get the NPCs to move around there believably, then generally that sort of work would carry over to bridge scenes, and even things like a black market with wandering crowds.
What you learn in getting them to use utensils and tray stations carries over to hangar crew taking out the necessary tools for the scene.
vorpalrobot wrote:That's literally what they have told us over the years. I'm quoting CIG on this one.
And they haven't been ONLY working on the chow hall AI, it's just that they use it to monitor the AI in general. If they change something and the NPCs are gonna start T-posing in certain situations, the chow hall is where you're often gonna find that as a dev. It's a lot like those zoos they used to show off where they set up a bunch of props to play with force reactions, or engineering gameplay prototypes.
In this case they prototyped a bunch of different AI routines in a social setting and have continually updated/polished that scene in these reports as the rest of the game has developed.
BadAshJL wrote:It's going to be the main social space between missions so players will be spending a lot of time there talking to wingmen and other characters I'd imagine. If they're trying to sell a living breathing crew then there will be a lot of focus on getting that working properly.
Shmeeno_able wrote:'It's going to be the main social space between missions' - why do you think that?
BadAshJL wrote:Because it is mentioned that it's used in several chapters and is basically a central hub on the ship, between that and the bunkrooms your only other commonly seen area is the briefing room. It also makes sense as when you're not sleeping or eating you're probably going to be out on a mission. Rather than have players running to all ends of the ship to talk to wingmen for story advancement they would have you talk to them in a place that makes sense for everyone in the ship to congregate at naturally.
by icycalm » 10 Aug 2023 00:03
by icycalm » 14 Aug 2023 06:01
by icycalm » 14 Aug 2023 06:10
@nothnutg8665 wrote:Thanks for wonderful scenes, good to remind people we aren't just backing a game for the future but in many ways the future of gaming.
by icycalm » 18 Aug 2023 20:42
@DamonCzanik wrote:This, for me... is when the project ballooned FARRR beyond its original scope. Making planets is easy (NMS, and E:D do it). Making them interesting, feel alive, and unique is something else. It can't feel like the same planet with a different color sky and grass. It required them to make stuff explorable: cities, an entire city planet, a floating city, dynamic weather, outposts, towns, apartments, wreckages, fauna, bases, caves, trains, planetary mining, prison planets, varying levels of gravity, gas giants, ringed planets, different biomes, trees, dust storms, clouds, blizzards, orbiting space stations, hospitals, nightclubs, bars, refineries, environmental dangers (freezing, overheating, winds, etc.), new server tech, flora, rivers, canyons, cars, speeder bikes, tanks, food, etc. Why is SC taking so long? This. Because making a believable universe with free exploration, interesting planets and locations isn't easy. They had to dump old stuff, and it's almost like they decided to make a new game from scratch here.
It's taking forever! Still, I'm glad they did. Walking from a space station, to my ship, flying down to a planet, grabbing my space suit, walking around then out of my ship, and taking my first steps on a new planet... all without a loading screen? It's what I've wanted since I was a kid. Nobody else does it like this.
@finalform11 wrote:Honestly, without planets being what they are now I would not have jumped on. I've had some of my best gaming moments in SC thanks to this one addition and how amazing it is, rolling into a desert planet with ZDF while War Children is being played over someone's headset before we do a 25v25 battle...
@shaggnar2014 wrote:In-engine footage doesn't mean a lot. But in-engine footage rendered in real-time sure as hell does. Great work.
@ORYG1N wrote:Dear god, you people are creating art in the form of a living, breathing universe! Every time I see something new from Star Citizen I get more and more excited!
@commanderdon4300 wrote:This video brought tears to my eyes, it is like the game I have always wanted but never thought they would be able to make.
@regu1ar_ryan wrote:If this game really turns out great, plays smoothly, and includes all the features they've shown... I cannot imagine playing any other games.
@fraydizs7302 wrote:I second that thought. Like... with as many planets and entire star systems, black holes, discoverable alien life forms as they plan on making, if they actually manage to pull off everything they promised at launch... this will be THE game. How would it even be possible to get bored of this?
@Genesys1040 wrote:The talent in the CIG team is incredible. From music to tech, passing through design, this demo is a work of art.
@gigadude556 wrote:The amount of work you guys put into this project is mind boggling. This is going to be the best game in history, at least for me.
@Holammer wrote:I never expected to see something like this when I played Elite on my humble C64 as a child. What a time to be alive.
@DarkSideSixOfficial wrote:This is no longer a game in development. It's possibly the most expensive Art project now. This is Art.
by icycalm » 20 Aug 2023 14:22
TheGazelle wrote:People are saying "Oh there'll be 10 Star Citizens by the time this comes out"...
So where are they? It's been 11 years. The amount of money being made has been a very public thing in gaming media the whole time. There's clearly a market for this kind of game.
So where are they?
Oh, that's right. Literally nobody else is even trying it because they're all chasing the gambling/fomo dollars.
So no, there definitely will not be anyone else even attempting to make something like Star Citizen.
The only things that maybe came anywhere close are No Man's Sky and Elite: Dangerous. The former only got to what most people thought of as "pretty good" like 5 years after it released, and is still nowhere close to even trying half of what Star Citizen aims to be. Elite: Dangerous is basically the dictionary definition of "wide as an ocean, deep as a puddle", and has pretty much gotten worse over time.
And that's because despite the memes, Star Citizen is genuinely trying to become something that nobody else has ever, and likely ever will try, because for pretty much any other dev, this kind of project would get laughed out of the boardroom in favor of something with more certain ROI and recurring revenue.
m0llusk wrote:I've been in software development for over 30 years and have participated in several projects that went on for over 10 years. Software is an extremely difficult art. Overall around 40% of projects fail and that includes conservative and well funded proposals. This effort started with an insane dream and zero funding. That there have been any results at all is something of a miracle. And what there is however messy is a game that many have fun with.
CIG never lied, they only promised to try. You critics lie constantly, though.
by icycalm » 20 Aug 2023 14:57
Beltalowdamon wrote:Don't understand why people expected it to take less time to develop.
It took one of the largest established gaming studios over a decade to add server instancing/sharding tech to their game (WoW). Even when they re-released a 15 year old game, the server couldn't handle more than 100-150 players in the same area without lagging to hell and back and crashing.
And WoW is an order of magnitude less complex than SC.
If it really was that easy, some other gaming studio would have done it, because other gaming studios happen to like money too, and it's real easy to see the demand for such a game when you look at SC's funding.
It's just so lazy to go "well they are mismanaging the project".
by icycalm » 27 Aug 2023 17:41
The Liberator easily accommodates three ships on its open-air landing pads, from light and medium fighters to mining and freight craft. The distinct double-deck configuration makes exceptional use of a relatively compact space, rendering take-offs and landings effortless. Fighters can therefore launch and help repel any attackers, should the Liberator come under assault during its journey. The interior bay is further capable of housing two ground vehicles, such as tanks and mining vehicles.
by icycalm » 30 Aug 2023 20:48
lord_nagleking wrote:I'm also curious and this is what I've put together so far:
You can create your own character (male or female). But you're also a navy pilot so it's not like you can be whatever you want. Don't think you're going to be pirating anyone here.
It's going to be a mix of dog-foghting, space exploration, FPS infiltration/combat gameplay, there are going to be lots of social interactions with the other members of your crew—this is apparently common in older Chris Roberts games.
It seems like it's going to be heavy on story, but just how much the game is "on rails" is yet to be seen. In this Future of Squadron 42 video they show the new Mobiglass and it shows numerous missions—this makes me think it could be closer to RDR2, where there's a very straightforward story you can follow but you can take on multiple side missions. Who knows though, that's speculation.
If you go to the Progress Tracker on the RSI website and filter by SQ42 in Deliverables mode, you can see all sorts of interesting stuff—here's some of the more interesting things I gleaned from looking through it:
Salvage is definitely going to be a thing. Whether that's just with your multi-tool or if you'll have a salvage ship, I don't know. Maybe you'll be able to take on little side jobs for the navy between missions.
AI Dancing was something that took me aback. That Deliverable describes how NPCs, after work will go to bars and get drinks and dance. There are multiple AI behaviors in the progress tracker but this one made me think this game might be more "open" than we suspect. Again, speculation and this one is also a SC deliverable so there's that.
The Greycat Industrial Cydnus Mining Droid is described as a game-ready vehicle which if you look up videos and pictures of, is pretty badass looking. Of course, when they first showed off the Cydnus Mining Droid they said it would be NPC only... That was 8-9 years ago hah
Anyhow, that Future of Squadron 42 video that I linked above is actually pretty neat and gives more information than I think any other video to date—vertical slice included.
Chris talks about the game being more of a stealh shooter during the FPS segments, since your character is less of a Space Marine and more of a navy pilot who occasionally infiltrates places on foot. There's going to be sneaking around, hacking, cutting open grates, knife take downs, and I suppose numerous weapons.
They show some exploration using the new NAV mode and how it "makes the SQ42 world feel bigger" in the words of Chris Roberts.
My best guess is there are going to be segments of SQ42 that are very linear and on-rails, but it seems there might also be moments where the game sort of opens up and let's you explore a little bit. Again, maybe like RDR2, but I'm in no way saying it will be that open world.
There's an ISC from a while ago where one of the developers describes SQ42 as essentially a huge mission inside of Star Citizen. What that tells me is it's going to feel a lot like SC, but with a better frame rate I'm sure, and more curated content.
Anyhow. I've sort of been having the same thought as you lately... What is this single player game that I also pledged for 10 years ago, and that's a little snippet of what I've gathered over the past month.
by icycalm » 31 Aug 2023 23:53