Star Citizen

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MOST WANTED: Star Citizen & Squadron 42 (PC)

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Average Star Citizen Experience

Unread postby icycalm » 31 Jan 2025 03:12

https://www.reddit.com/r/starcitizen/co ... ith_hotfix

Xura wrote:Shout out to CIG for 4.0.1 (with Hotfix)

Said no one

FUCK THIS GAME AND FUCK THESE PATCHES

Spent 45 minutes with my best friend trying to find a server with working elevators only to finally get our ship destroyed by the hangar. Fine, let's try again. QT marker for next Save Stanton missions not working. Fine. Pick a different one, get on Bloom and bam fell through the map.

Fuck. This. Game. What did the patch even fix? I just don't understand.

Anyways, I'll be on again tomorrow.


Average Star Citizen Experience
https://www.reddit.com/r/starcitizen/co ... experience

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Space Tarkov/Escape from Pyro

Unread postby icycalm » 01 Feb 2025 01:30

https://www.reddit.com/r/starcitizen/co ... _from_pyro

elgueromasalto wrote:Space Tarkov/Escape from Pyro

I played Escape from Tarkov for years before it had a very noticeable decline. Some of my better gaming experiences come from it. After several wipes worth of playing, I had almost 2000 hours in it over a few years, and usually averaged about a 60% survival rate on the later wipes.

The whole time, Nikita (Tarkov's equivalent to Chris Roberts) was frequently going on about making a seamless experience, connecting game maps together into one long raid, with your hideout and vendors in specific locations.

Interestingly, with Contested Zones, Star Citizen has basically created Tarkov the way Nikita talked about it being. When the servers work, at least. Just like Tarkov.

Keycards, compboards, high-tier loot, a multi-raid objective, seamless travel, forming up for raids in-game instead of in a matchmaking lobby, team communication that's necessary to avoid mishaps, medical/gunplay/loadout decisions.

All this combines to create a very solid extraction shooter experience. It's wild to me that this is just one aspect of the game, and isn't even a primary gameplay loop.


realelcee wrote:Yeah I am an on and off Tarkov player 5000 hrs lol but I agree it definitely has similarities but often I would find with Tarkov there was no real end objective apart from leveling your hideout that's why I have been more focused on SC there's just so much more to it.


Castigador82 wrote:I never thought about it this way but I must say OP and others are right. Tarkov is a side quest in Star Citizen.


Mr_StephenB wrote:The contested zones are genuinely my favourite addition to Star Citizen (when they work).

Going in solo or as a small team the tension is high, holding down an area to get just one more keycard/compboard, not knowing if it's going to be a solo player walking through a door or a full squad while you wait for the terminal to tick down. It's such a rush.
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Inside Star Citizen: Content Driven

Unread postby icycalm » 14 Feb 2025 02:06

https://www.youtube.com/watch?v=HlmGapL ... XVyolQO3wj

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Cloud Imperium Games wrote:How will the new content-driven initiative enable you to participate in the evolving storytelling of the 'verse? Join us for this year's first episode of Inside Star Citizen as we chart the course for the narrative journey of Fight for Pyro and beyond.


They're completely changing how they're updating the game. Gone are the quarterly updates that combined new mechanics with new content. Now they're focusing on monthly new content that evolves like a TV show, complete with A and B storylines (I liked how they also mentioned Seinfeld which also had a C storyline "because they're that good"). And as for new mechanics, those will be coming whenever they're ready, and the focus will instead be on bugfixes and QoL.

Which is all well and good. Sounds like a cool new way to update the game, and note that they're turning it into a "TV show" exactly as I am doing with Battlegrounds. In fact with Battlegrounds the campaigns are the A stories, the standalone adventures are the B stories, and the Master of Combat Scenarios the C stories. And the stuff that players get up to in the adventure-strategy layer/Master of Heroes are the D stories. Suffice it to say, a whole year's worth of Star Citizen story is smaller in scope and less interactive than a single 32-page adventure in my game lol. That's why my game wins. And we have comic books and novels and even entire actual TV shows and videogames to support the narrative, on top of the interactivity. Hell we have movies by Ridley Scott as cutscenes lmao.

But yeah, the SC stuff will also be fun to complete every month, so get ready to make these missions a fixture of your life in 2025 and beyond. You know you want to!
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White People Strike Again

Unread postby icycalm » 27 Mar 2025 14:09

The Whitest game ever strikes again: https://robertsspaceindustries.com/spec ... h-si-prefi

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That's not the end of it, there's more. Scroll down the thread and try to imagine people of any other race caring about such things and talking about them, or even just knowing them.

It's not a dumb argument. It's part of how you make games like this. You need math.

Also,

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Even if you don't play the game and never plan to, the SC community is full of high-IQ comedy gold like this that's entertaining in its own right. There's no other gaming community with more fun and drama, just due to the sheer ambition of the project and the gigabrain intelligence of the devs and players. I've probably spent more time reading about this game than playing it at this point, and it was worth every second. 1000x0.01/10 would read again.
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Star Citizen Alpha 4.1 - Orbital Assault

Unread postby icycalm » 28 Mar 2025 19:42

Official Page: https://robertsspaceindustries.com/en/c ... al-Assault

Trailer: https://www.youtube.com/watch?v=NArGjlR ... XVyolQO3wj

Cloud Imperium Games wrote:From an orbital platform to the sands of Daymar and beyond, follow your mission wherever it may take you. Who knows, you might end up somewhere unexpected.


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@Moddance19 wrote:leaving my man that loaded the cargo is dirty work bruh...


@DigThat32 wrote:Man just left his buddy to get wormed


@hannoversa wrote:I think CIG should do CGI movies or series and put them on Netflix. Imaginie how many shows and movies they could have done in 10+ years.


CIG ... CGI ... They've been telling us something all along!

@heyheyalaska wrote:my favourite part was when that guy said "WELCOME", 10/10 pure cinema


@BARTISHERE wrote:Okay that end bit with the laser and the ATLS GEO units doing a hero landing was epic chef's kiss. Well done cinematic team!


@SnappyFellow wrote:Thumbnail: Absolute beauty


@jay600r wrote:Console player here that finally got a PC a few weeks ago. Looks like I got to the Star Citizen party just in time for the current status of the game. Been hooked on this game!


@thisishaggard wrote:I already play Star Citizen and this makes me want to play Star Citizen.



Patch Notes: https://robertsspaceindustries.com/spec ... ow-availab

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Synthwave-CIG @Synthwave-CIG wrote:This update introduces a ton of improvements, quality-of-life updates, and new content, including the new Align and Mine sandbox activity, a mysterious Banu merchant, two new vehicles, new armors, a VOLT weapon, exciting new locations to explore, and more!


It does indeed bring a fuckton of new content and improvements, and in addition to all the links found in the update thread, don't miss these two earlier posts:

Alpha 4.1: First Look at Item Recovery
https://robertsspaceindustries.com/spec ... m-recovery

Alpha 4.1 - Patch Watch | The Power Is Mine
https://robertsspaceindustries.com/spec ... er-is-mine

The item recovery is especially impactful for our official org gear. It means a lot more things are possible now than before, for example we can use our XenoThreat armors and CitizenCon flight suits all the time! Well, not all the time: the XT armors when cosplaying as the Emperor's personal guard, and the flight suits when doing the same for ysignal, but you get my point. As long as you don't take them off, you can't lose them, so we can run cool themed missions much more frequently. Same goes for recoil's evil bear helmets, etc. Also, players who aren't subbed to RSI can now get others to get them RSI gear and will be able to keep them and keep using them without having to melt and rebuy etc., so many more of the CULT specs should be usable by more people now, plus it unties my hands, allowing me to utilize more widely exclusive gear in the specs.

It's gonna be a fun few weeks playing with this content until the new update arrives! I'll have a multitude more posts up soon about various facets of the content. Until then,

See you in the verse, soldiers. O7
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Re: MOST WANTED: Star Citizen & Squadron 42 (PC)

Unread postby icycalm » 29 Mar 2025 10:37

Just a couple of vertical 21:9 screenshots of one of the new OLPs (I believe PAF-III)
https://www.reddit.com/r/starcitizen/co ... ots_of_one

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"icycalm is talking out of his ass, Star Citizen is nothing like Planetary Annihilation."
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Low-IQ Niggers

Unread postby icycalm » 24 Apr 2025 15:29

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That's the exact same reason it's taking years to get my Battlegrounds off the... ground, but instead of developing technology I've been developing design. In Star Citizen, tech is everything because the game is real-time, and the design itself—while gargantuan by programmer standards—is quite pedestrian by tabletop standards (even stupid when you realize that their events are basically fake and nothing the players do can affect the outcome). Reverse this to get my situation: the tech itself is pedestrian, but the design is gargantuan, and I am just one person, and it's simply taking me a few years to devise it and put it all together. Not that two people could do it faster... No one else can even understand what I am designing let alone contribute to it. Not to mention the insane level of research I've had to do. Over half a terrabyte of data to comb, thousands of pages to read, countless forum threads, dozens of genres to fuse.

It will all come out in the end. Both SC and BG will be finished, and then even complete brainless retards like Robomoo and his brown Cult Rejects who to this day insist my game doesn't even exist, will eat shit and die, and their corpses will be added to the mountains of corpses growing beneath my feet for two decades now.

None of my and CR's wannabe critics will ever create anything at all, and we'll create the best artworks ever.
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Re: MOST WANTED: Star Citizen & Squadron 42 (PC)

Unread postby icycalm » 14 May 2025 18:44

Star Citizen | The Rumors Were True...
https://www.youtube.com/watch?v=X2OFObi ... XVyolQO3wj

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https://culture.vg/forum/topic?p=40278#p40278

I wrote:The commercial is incredible as usual. I love how they try to introduce some quasi-philosophical idea in the commercials for the bigger stuff. This one ship commercial is vastly superior to entire trailers for others games. One vehicle in this game destroys entire other games and genres of games.


Wanted to repost that here because this comment will be part of my SC VGART essay/book.
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Re: MOST WANTED: Star Citizen & Squadron 42 (PC)

Unread postby icycalm » 28 May 2025 21:46

Star Citizen 4.2 PTU | The Last Patrol (Pyro I Rain)
https://www.youtube.com/watch?v=pnd9AK9h46M

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Star Citizen 4.2 PTU | ArcCorp Rain Flight
https://www.youtube.com/watch?v=n1ftvwDa1Ow

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Star Citizen 4.2 PTU | Rain VFX on Undersuits and Clothing
https://www.youtube.com/watch?v=6LUMiC1yNkA

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Rain and storms are coming with 4.2 in June and it's unreal. Don't miss these videos.

Pic and discussion:

Heading into a massive storm (4.2 AREA18)
https://www.reddit.com/r/starcitizen/co ... _42_area18

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bsknees1 wrote:I can't believe that this is in game. Looks so unreal.


LagOutLoud wrote:Looks so Lumberyard* /s


BOTY123 wrote:Looks so StarEngine* ;)


GamerJoseph wrote:Is the rain and lightning on every planet with clouds or just certain ones?


Evenlease44 wrote:They are slowly adding it to each planet with clouds in 4.2, they just added ArcCorp today.


Cocoloco2914 wrote:The clouds from PTU ArcCorp compared to LIVE are a complete rework. You won't be disappointed.


methemightywon1 wrote:CIG's cloud rendering still has issues, esp with shadow stepping and whatnot.

But man, the way that the light filters through is insane. A column of cloud will darken the entire atmosphere underneath it, at any scale, all the way to the horizon. The entire atmosphere of a planet, viewed from any distance, is volumetrically shadowed based on the cloud cover. It gives you visuals I just didn't expect to see in a game.

Props to the graphics team (and other teams involved). It's one of those areas where they have knocked it out of the park.


vortis23 wrote:I think the only other game that sort of does something similar is Microsoft Flight Simulator, no?


methemightywon1 wrote:I'm not sure, but MS Flight Sim is god tier clouds and atmo rendering, so I'm sure it has something equivalent.

Also I remember Red Dead 2 doing something like this. I remember the landscapes looking phenomenal in that game because of it (and everything else lol).


lachiebois wrote:God if they add storms that interfere with tracking and the UI that would be metal.


vortis23 wrote:That is actually planned.


PyrozillaH10 wrote:It already happens in Pyro I :)


He means in 4.2. It's a main mechanic even. Your ship can get hit by lightning and completely powers down.

Rezticlez wrote:You can get a taste of this if you get into a fight with a Sentinel and your shield goes. MFD glitches out and becomes unreadable as you get hit. I only noticed in this patch.

Plus electromagnetic clouds are in (although rate to see), and when you step in your signature is reduced but MFD slightly glitches too.

I am so looking forward to the environmental stuff, it'll add so much spice.


Infrared82 wrote:Do they move?


unsc_night_hawk wrote:Yes, they're dynamic.


Rain puddles also form dynamically, I heard.

Velioss wrote:This is among the most beautiful shots I have ever seen - in any game.


Apprehensive-Aide-44 wrote:People still call this scam citizen. Lol.
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Re: MOST WANTED: Star Citizen & Squadron 42 (PC)

Unread postby icycalm » 29 May 2025 17:20

Rain+Thunder & Valakkar add a whole different level of immersion
https://www.reddit.com/r/starcitizen/co ... rent_level

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Heshinsi wrote:If CIG aren't already working on a large theropod-like creature they should be. This atmosphere just oozes Jurassic Park.
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Re: MOST WANTED: Star Citizen & Squadron 42 (PC)

Unread postby icycalm » 02 Jun 2025 15:29

Light, Medium or Heavy Fighter Pilot?
https://youtu.be/9oRqyDcVW7M

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It's not an informational video. It's a trailer and it's kickass. It will make you want to dogfight right now.
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Re: MOST WANTED: Star Citizen & Squadron 42 (PC)

Unread postby icycalm » 02 Jun 2025 16:21

Chris Roberts Was Right About CryEngine In 2010...
https://youtu.be/eUInwEM_lbo

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Absolute must-watch. Essentially they were only able to transform CryEngine from an FPS engine to a galaxy simulator because Crytek was having financial issues and couldn't pay their people so CIG hired a bunch of their people who knew the engine inside-out and had even designed it. If Crytek had been doing financially well, Star Citizen would have ended up a far worse game. Fascinating.

The one piece of the puzzle he left out was that in 2010 Unreal Engine 4 didn't exist. So the choice was between UE3 and CryEngine, and since Chris Roberts is an absolute graphics whore since the '80s (I built three PCs just to play his games), he was bound to go with CryEngine since it was far more graphically advanced than UE3. So I suspect that, yes, CR made the right choice, but not due to foresight, but merely due to graphicswhorism. He basically got lucky that Crytek dropped the ball financially, and then he was smart and capable enough to grab the ball (Crytek's programmers) and run with it.

Also please note, as a racist aside, that though Crytek was founded by turks, all the programmers in the video are White. I don't want to diminish the turks' accomplishment: their company is great and the original Far Cry blew me away on release and it's one of the greatest games ever. But don't imagine that Crytek is full of brown people, because it's not. That's all I am sayin'.
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VGART: Star Citizen - The Incredible Star Citizen

Unread postby icycalm » 04 Jun 2025 17:58

CONTENTS
Prologue
The Insomnia Best Game of All Time Award: Star Citizen
Thank you God
"There has never been anything like it"
How I Learned to Stop Worrying and Love the Wipe
The Chow Hall Drama
Too Good to be True
The Most Released Game of All Time
The Year of Chris Roberts
The Coolest Thing You'll Ever Own
Star Race, or The Whitest Game Ever
Go On, Play Some More Steam
Citizen Annihilation
The Birth of Quantum Gaming
The Project Game In Your Garage
The Greatest Screenshot Ever
The Sum of All Genres
The Incredible Star Citizen


The Incredible Star Citizen

The not-so-long-awaited Dune: Awakening [ > ] is releasing tomorrow, and I just... can't muster the enthusiasm to try it. If that planet—because the game is basically a planet—was coming to Star Citizen, I'd be peeing my pants over it, but since it isn't, I just... don't care. Isn't that strange? Put it in SC, and I am all over it. Put it outside SC, and I don't give a damn. Why does it work this way? Because I live in SC's verse, you see, while I don't—and really can't, even if I wanted to, since it's so small—live in whatever the Dune team is making.

And what they're making is a sci-fi planet with 3 vehicles (or is it 4 now?) and no spaceships. Is their planet even in space, since I can't interact with space or even see it? "Trust us, bro, it's there", the programmers say. Meanwhile in the last mission of the 1992 2D RTS Dune II: The Building of a Dynasty the goddamn EMPEROR arrives FROM ACROSS THE GALAXY to attack you and ruin your day. That 2- or 3-floppy-disk game took the concept of planets, galaxies and science-fiction far more seriously than these programmer clowns do 30+ years later. That's why I can't bring myself to take their game seriously.

Don't get me wrong, compared to previous survival-builders/FP4Xes, Awakening seems to stack up pretty well, from everything they've shown. And btw, whether the game is FP4X or survival-building depends on whether or not you can conquer territory. If you can, it's FP4X, if you can't, it's survival-building. But I couldn't tell you which of the two Awakening is, because I can't bring myself to even look into it. I just don't care.

Even the mere IDEA of playing the new Dune produces mental groans in me. Like, they expect me to learn a new UI? A whole-new UI just for a new planet? It's one thing picking up a new fighting or shooting game with a stick and three buttons, where you basically don't need to learn anything because there's nothing to learn. But survival-builders have the most complex mechanics and UIs in all of real-time gaming, so learning a new one is entire hours if not days of training, all the while I STILL haven't learned all of Star Citizen's mechanics and keybinds after nearly three years of playing it! Just the other day I learned how scanning works, and focus shooting mode, for example. I learn basic functionality all the time in Star Citizen, and that's without counting the NEW functionality that's added several times a year. And you want me to set all this aside in order to learn A BRAND-NEW FROM THE GROUND UP MECHANICAL SYSTEM AND USER INTERFACE JUST FOR A SINGLE NEW PLANET WHICH DOESN'T EVEN HAVE SPACE AROUND IT AND THREE OR FOUR MISERABLE NEW VEHICLES WHEN STAR CITIZEN HAS THREE FUCKING HUNDRED??

Let's not even get into how inferior Awakening's 3 or 4 vehicles are compared to Star Citizen's. Or its clothes and gear, etc. Everything is far lower fidelity- and functionality-wise. Even its crafting and building—the centerpoint of the game—seem far inferior to what's coming to Star Citizen later this year. In detail some parts might be superior, but overall there's no comparison: Star Citizen will send you ACROSS THE STARS IN SPACESHIPS to gather the materials needed to build up parts of your infrastructure. You'll be mining asteroids and liquefying gas giants while the Awakening players are doing what? Shoveling dirt in a desert? And as for Dune's worms, they'll be in Star Citizen within a couple of weeks, and with rain and lightning to boot:

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My friend recoil isn't one for lengthy treatises on gaming or anything else, but when he opens his mouth to offer an opinion on the state of the industry, he very often nails it. So when, a year or two ago, we were looking at a game announcement touting some new feature, he said "I'll just wait until it comes to Star Citizen". Damn right that's how it works now! He nailed it! So what will happen is that Chris Roberts will play Awakening with a notepad next to him, and write down all the features that he likes. Then he'll give that to his producers, and they'll set the teams under them to putting them in the verse. And eventually we'll have all of them available to us, and perfectly compatible with our hundreds of vehicles and items of clothing and gear, and with the exact same UI we've spent years learning, and that'll be the end of that. And Dune: Awakening will end up being a mere prototype and tech and feature demo for Chris Roberts to evaluate and take from it what he wants, just like the entire rest of the real-time game industry now is for him (and the turn-based one for me). That's what it means to be a metaverse director.

Ultimately I don't even have the TIME to play Dune: Awakening. Chris Roberts and his producers will make the time because that is their job. THEY are not playing THEIR game, they're merely making it, but I AM playing it, and it takes a hell of a lot of time! Merely in the short-term I need to organize assaults on the Hathor mining/orbital laser platforms for loot and also to get the laser working and follow that route to Wikelo's rewards; prepare for the upcoming sandworm missions in Pyro; train for the Contested Zones so we can gather military- and stealth-grade ship components and also access the Executive Hangars; figure out the Idris layout so that I don't spend ten minutes running around it in circles like an idiot every time I need to find the bathroom; train up the 2-3 new recruits to work well with the rest of us; write the fleet-assembly and command protocols and make sure the Commanders understand them; update our existing specs and add a couple of new ones; get more dark market contacts as a source of rare components, weapons and gear; spend more time running missions and just exploring the newer locations like Distribution Centers, Asteroid Bases, and basically all of Pyro... and that's just off the top of my head: I have an actual notes document with pages and pages of tasks of varying urgency! My list of things to do in the verse rivals my real-life list, and that's BEFORE base-building and territory capture have been put in the game! And you want me to put all that on hold—and for how long? for months?—so I can learn a brand-new UI in order to control 4 vehicles in a desert?

Gimme a break. Dune: Awakening is just a poor man's Star Citizen, and my friends and I aren't poor: we've put 60,000 dollars in the game so far, and nearly three years of our (gaming) lives. We aren't gonna put all that on hold so we can invest in a game that will be dead within months of release. Because you just know its programmers will abandon it after a couple of half-assed DLCs. Whoever switches over to Awakening will spend the next couple of years begging its programmers to add something—anything—to it while they watch Star Citizen's 1,300 staff add update after update after update to it, and all of it fully compatible with every vehicle and piece of gear they've bought since 2012. Moreover, everything I achieve in Star Citizen I'll be able to leverage into further achievements in it in the future, but anything achieved in Dune: Awakening will stay locked in its desert forever. Which sounds like a complete waste of time to me, in comparison.

Again, don't get me wrong: Dune: Awakening could very well turn out to be the best survival-building/FP4X ever, and if it had come out a few years ago I'd have spent months playing the fuck out of it with anyone who would join me. But it's not the 2010s anymore—the decade of the survival-builders/FP4Xes—it's the 2020s—the decade of the metaverses—and these games are so deep that they demand the player's full attention to a degree no real-time game ever has, making everything else look lame and simplistic in comparison. In the end, Star Citizen has managed to make survival-builders and FP4Xes seem shallow. And that's a truly incredible achievement.


To be continued...
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