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Truga
May 4, 2014
Lipstick Apathy

Tijuana Bibliophile posted:

why is there no dedicated ramming vessel

i'd name mine the SS Curnbucket

what would you name yours?

One of the shield variants described is "ramming shields" which are super powerful at the front. It's obviously not in the game yet :v:

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Bait and Swatch
Sep 5, 2012

Join me, Comrades
In the Star Citizen D&D thread

Tijuana Bibliophile posted:

why is there no dedicated ramming vessel

i'd name mine the SS Curnbucket

what would you name yours?

Ss funhole obviously

Beet Wagon
Oct 19, 2015





kikkelivelho posted:

The issue with the Retaliator (and with other multicrew ships to a degree) is that you need 6 guys to fully crew it. Now, would you rather have:

a) a single retaliator with 6 guys

b) 3 gladiators and 3 superhornets

There isn't really a good reason to man the Retaliator turrets. Crewing one is highly ineffective when you can just bring an additional ship along. In a game where instances have player limits every little bit counts.

You could argue that those turrets are going to be manned by NPCs, but if the assumption is that they will mostly be controlled by AI, why not just make them unmanned/remote controlled in the first place? Many of the ship interiors are hosed because you need tunnels and access ports to every loving turret.

Well, I think the ideal answer is to not just count on a fully crewed Retaliator to defend itself, much in the same way that fully-crewed B-17s still had fighter escorts. That's kind of the point I'm getting at. Anybody who just assumed they could slam 5 NPCs into the turrets of their space bomber and jet off across the universe is kind of dumb IMO (no offense).

I don't know what the difference is in the number of bombs/retaliator to the number of bombs/gladiator, but assuming the retaliator can hold more/bigger bombs, you'd be better off with 1 or 2 retaliators chock full of NPCs and the rest of your guys in superhornets, right?

kikkelivelho
Aug 27, 2015

Thor-Stryker posted:

VR will always be a higher competitive edge in gaming because at its base it is a monitor, but even with the basic ability to use your head to look around means players in FPSes will either have a tactical advantage by being able to look one way without moving their gun, or they'll be able to apply a second later of fine-motor control to their shots if the crosshair is bound to head movement.

It's just a matter of having developer support, unit costs can remain sky-high because competitive spergs will always want that edge in a game, and e-sports will definitely change if VR headsets are made legal.

You can't really play FPSes with VR. Even slow shooters like Arma are too twitchy to be comfortable. You would need a new game built for VR from the start. A game that would be considerably slower than current competitive shooters.

Beet Wagon posted:

Well, I think the ideal answer is to not just count on a fully crewed Retaliator to defend itself, much in the same way that fully-crewed B-17s still had fighter escorts. That's kind of the point I'm getting at. Anybody who just assumed they could slam 5 NPCs into the turrets of their space bomber and jet off across the universe is kind of dumb IMO (no offense).

I don't know what the difference is in the number of bombs/retaliator to the number of bombs/gladiator, but assuming the retaliator can hold more/bigger bombs, you'd be better off with 1 or 2 retaliators chock full of NPCs and the rest of your guys in superhornets, right?

I don't have a single buck on this game and I don't own any ships so I ultimately don't care how good any ship really is. The Retaliator is simply a perfect example of why croberts obsession with manned turrets is bad. I can't see a situation where putting an actual player into one of the turrets was a useful thing to do. IMO the turrets should be AI controlled with a remote control option available at the bridge.

kikkelivelho fucked around with this message at 17:13 on Dec 9, 2015

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

Dapper Dan posted:

I cannot imagine the gigantic fallout from something like that happening. That would be the worst (in terms of entertainment, best) case scenario. To just blow through 100 million and then file for bankruptcy without finishing a single thing or something that is complete garbage would be pretty bad. I imagine November bought them a lot more time and I have no doubts they are planning to introduce more poo poo to entice these idiots to spend money.

But still, that possibility is always there. I still think Squadron 42 will come out in some form, even if CRoberts relegates it to basically a Tell-Tale game, more of an interactive movie than a game.

For whatever reason CIG hates providing us with financial information, but Frontier Games is much more open and has about the same number of employees. In 2015 Frontier employed around 260 people while spending $17 million in salaries and $12 million in overhead, taxes, and other expenses. So that's $29 million per year or a little over $2.4 million per month. We know how many dedicated staff CIG has. Although that's not an entirely accurate indication of staffing levels.

Either way I did the basic math using CIG's staffing numbers and Frontier's current burn rate per person, and the most conservative estimate I can get for CIG's costs alone have them burning through a total of $41.2 million at this point. That assumes staff magically appear in steps at the beginning of the month CIG said they were there (so 8 people in January 2013, 20 people in February 2013) and that the per person cost to run a business does not increase as the number of people decreases. That also does not include the cost of contracting, special events (PAX, hall rentals, etc), or whatever they paid AAA actors to dress in gimp suits. Given that in 2014 there were twice as many "developers" as "dedicated staff" I suspect the total spent is far higher.

Truga
May 4, 2014
Lipstick Apathy

kikkelivelho posted:

You can't really play FPSes with VR. Even slow shooters like Arma are too twitchy to be comfortable. You would need a new game built for VR from the start. A game that would be considerably slower than current competitive shooters.

Where'd you get that idea?

ZenMaster
Jan 24, 2006

I Saved PC Gaming

kikkelivelho posted:

The issue with the Retaliator (and with other multicrew ships to a degree) is that you need 6 guys to fully crew it. Now, would you rather have:

a) a single retaliator with 6 guys

b) 3 gladiators and 3 superhornets

There isn't really a good reason to man the Retaliator turrets. Crewing one is highly ineffective when you can just bring an additional ship along. In a game where instances have player limits every little bit counts.

You could argue that those turrets are going to be manned by NPCs, but if the assumption is that they will mostly be controlled by AI, why not just make them unmanned/remote controlled in the first place? Many of the ship interiors are hosed because you need tunnels and access ports to every loving turret.

I have been saying this (as others) for a while. Multi crew ships are the dumbest idea. NPCs have always been used for those jobs because no one in their right mind would want to sit and do a mini game while someone else gets to pilot (99% of the 'fun' of this game). Get in a turret and hope to get a shot off, or just grab your own ship to escort? Yeah, I'd like to escort, tia.

Instead of a turret that has to be manned, why can't a computer 'man' it? What stops technology from adding a huge Gauss rifle to the top of your ship that tracks other ships and fires when you tell it too? WHY??!?!?

ZenMaster fucked around with this message at 17:15 on Dec 9, 2015

Tijuana Bibliophile
Dec 30, 2008

Scratchmo

quote:

The Drake Stake is made out of scraps and parts of spaceship wreckade, diverse fabrics and even small meteors. It's tremendous mass and oversized engines is offset by the absence of any defensive mechanics, lackluster steering and a life-support system that is dimensioned to support a single pilot for at most twenty-four hours. While it does not have a cargo hold and its cabin is welded shut before takeoff, the Stake is nonetheless a popular vessel due to its ubiquity and very low cost. Officially marketed as a space-tourist vessel for single trips beyond the atmosphere, its more prevalent use has given it its well-earned nickname of the "Carebear Shaft".

Beet Wagon
Oct 19, 2015





kikkelivelho posted:

I don't have a single buck on this game and I don't own any ships so I ultimately don't care how good any ship really is. The Retaliator is simply a perfect example of why croberts obsession with manned turrets is bad. I can't see a situation where putting an actual player into one of the turrets was a useful thing to do. IMO the turrets should be AI controlled with a remote control option available at the bridge.

I mean you're not going to get an argument from me on that one. I think the inclusion of manned turrets is a pretty dumb thing meant to cater to the 5% of players who will find it fun for a while. But I don't know that the Retaliator is super broken as much as people had/have stupid expectations for it.

Truga
May 4, 2014
Lipstick Apathy
Manned turrets are a great way of making sure large ships are poo poo without escort.

kikkelivelho
Aug 27, 2015

Truga posted:

Where'd you get that idea?

Is this not the case? I was under the impression that FPS moment (fast movement, strafing, quick 180 turns) makes most people really loving sick when using VR. Oculus and Sony have time and time again stated that you can't just convert a game to VR, the game needs to be designed for it from the very start. If I'm wrong I'd like to see some sources.

Truga posted:

Manned turrets are a great way of making sure large ships are poo poo without escort.

In croberts' fever dreams you can just fill all those guns with NPCs so this isn't actually the case.

kikkelivelho fucked around with this message at 17:21 on Dec 9, 2015

Tippis
Mar 21, 2008

It's yet another day in the wasteland.

kikkelivelho posted:

The issue with the Retaliator (and with other multicrew ships to a degree) is that you need 6 guys to fully crew it. Now, would you rather have:

a) a single retaliator with 6 guys

b) 3 gladiators and 3 superhornets

There isn't really a good reason to man the Retaliator turrets. Crewing one is highly ineffective when you can just bring an additional ship along. In a game where instances have player limits every little bit counts.

You could argue that those turrets are going to be manned by NPCs, but if the assumption is that they will mostly be controlled by AI, why not just make them unmanned/remote controlled in the first place? Many of the ship interiors are hosed because you need tunnels and access ports to every loving turret.

Ah, it's the Planetside Terran Republic problem all over again. You'd think that someone trying to save PC gaming, especially in the MMO arena, would take the time to study PC gaming, and especially the MMO arena, to see what kind of flaws need to be fixed in order for it to be saved…

MeLKoR
Dec 23, 2004

by FactsAreUseless

quote:

[–]FrozenIcemanColonel 0 pontos 14 minutes ago
Also here are the forums rules that he quoted as well
https://forums.robertsspaceindustries.com/discussion/86002/forum-rules-moderator-responsibilities-updated
Possible rule violations that OP is dancing around.
1, 3, and 11
Regardless how you look at it though, the original guys are griefing, sure there are no downside for the pilots that are shot down, but there are no downsides for the ones doing the shooting either. There are no in system police going to shoot them up, there is no affiliation hit locking them out of known space.
By Op's own admission (and the audio of their team mates talking) they did it for the Lol's, this is most definitely not in the spirit of the test the game until it breaks aspect of the PTU.
This is not Eve, Eve is about trading goods with a side quest of harvesting N00b tears. The game is being designed for a more casual demographic.

Get these loving fun havers out of my game.

Beet Wagon
Oct 19, 2015





MeLKoR posted:

Get these loving fun havers out of my game.

eonwe
Aug 11, 2008



Lipstick Apathy

Beer4TheBeerGod posted:

For whatever reason CIG hates providing us with financial information, but Frontier Games is much more open and has about the same number of employees. In 2015 Frontier employed around 260 people while spending $17 million in salaries and $12 million in overhead, taxes, and other expenses. So that's $29 million per year or a little over $2.4 million per month. We know how many dedicated staff CIG has. Although that's not an entirely accurate indication of staffing levels.

Either way I did the basic math using CIG's staffing numbers and Frontier's current burn rate per person, and the most conservative estimate I can get for CIG's costs alone have them burning through a total of $41.2 million at this point. That assumes staff magically appear in steps at the beginning of the month CIG said they were there (so 8 people in January 2013, 20 people in February 2013) and that the per person cost to run a business does not increase as the number of people decreases. That also does not include the cost of contracting, special events (PAX, hall rentals, etc), or whatever they paid AAA actors to dress in gimp suits. Given that in 2014 there were twice as many "developers" as "dedicated staff" I suspect the total spent is far higher.

lmao they are so hosed

BMan
Oct 31, 2015

KNIIIIIIFE
EEEEEYYYYE
ATTAAAACK


I'm the manned turret on a spaceship even though automated turrets already exist in real life.

Truga
May 4, 2014
Lipstick Apathy

kikkelivelho posted:

Is this not the case? I was under the impression that FPS moment (fast movement, strafing, quick 180 turns) makes most people really loving sick when using VR. Oculus and Sony have time and time again stated that you can't just convert a game to VR, the game needs to be designed for it from the very start. If I'm wrong I'd like to see some sources.

That's not what you said earlier. Yes. VR takes time to make it work right, because you need to have the backend to handle all the head movements. Lack of those things makes people sick.

But no, FPS games work just fine in VR. In fact, they're much easier to play in VR, because aiming with your head is much more intuitive than aiming with your mouse, and your head is already really loving good at aiming, better than a mouse unless you're a veteran FPS player.

sorla78
Oct 11, 2012

EAT THE PAIN AWAY!
While I understand everyone's holding out for SC's ultimate demise, I still do hope that it does mature to a releasable state. The amount of tears to be shed in unfair space sim dogfighting that is clearly fought with malicious intent to assault anyone's space sims safe space would certainly be most delicious. The reaction of those peasants certainly explains why so many emotional comments have been made about people crying from watching promotional videos of SC. loving cult of snowflakes.

Beet Wagon
Oct 19, 2015





There's no way 90% of the turrets in this game won't be automated in some way - either through NPCs or by being slaved to the pilot's radar in some way.

If some people want to crawl into a turret in their buddy's zeppelin then fine, it's no skin off my rear end, but there's no way the AI in charge of turrets isn't going to be at least competent. The playerbase would lose their goddamn minds.

Of course, that requires there to be a game.

Truga
May 4, 2014
Lipstick Apathy
https://www.reddit.com/r/starcitizen/comments/3w2u1g/someone_remind_me_why_maul218_is_a_moderator_on/cxswpt9

quote:

It's a difference in opinion on whose fun should be more important. To a lot of people getting jumped like the connie in the video isn't fun, especially if they're trying to test other things. In other words, the video was showing a 'no fun allowed zone' for someone else.

I don't mind PvP, but ridiculing someone or treating them like they are inferior because they have other things in mind than being constantly jumped by people who are attacking for no other reason than their own amusement, often with the intent of causing distress and 'un-fun' situations for the target, is pretty divisive. It's telling anyone who doesn't play an exact way that they can take their ball and go home, regardless of whether they paid to have fun, too.

The moderated post in this completely contextless situation is attacking every person in the playerbase who doesn't want to play their way. It is treating everyone who disagrees with them as a child. It is an openly hostile assault against anyone who disagrees with what the video showed.

:ironicat:

sorla78
Oct 11, 2012

EAT THE PAIN AWAY!

Hear Hear

Cao Ni Ma
May 25, 2010



Beer4TheBeerGod posted:

For whatever reason CIG hates providing us with financial information, but Frontier Games is much more open and has about the same number of employees. In 2015 Frontier employed around 260 people while spending $17 million in salaries and $12 million in overhead, taxes, and other expenses. So that's $29 million per year or a little over $2.4 million per month. We know how many dedicated staff CIG has. Although that's not an entirely accurate indication of staffing levels.

Either way I did the basic math using CIG's staffing numbers and Frontier's current burn rate per person, and the most conservative estimate I can get for CIG's costs alone have them burning through a total of $41.2 million at this point. That assumes staff magically appear in steps at the beginning of the month CIG said they were there (so 8 people in January 2013, 20 people in February 2013) and that the per person cost to run a business does not increase as the number of people decreases. That also does not include the cost of contracting, special events (PAX, hall rentals, etc), or whatever they paid AAA actors to dress in gimp suits. Given that in 2014 there were twice as many "developers" as "dedicated staff" I suspect the total spent is far higher.

I'm guessing CIGs overhead is also way higher than Frontiers. What a loving shitshow.

Hav
Dec 11, 2009

Fun Shoe

Truga posted:

That's not what you said earlier. Yes. VR takes time to make it work right, because you need to have the backend to handle all the head movements. Lack of those things makes people sick.

Huh? Motion sickness mostly comes from movements not matching visual input. You don't cure motion sickness with code.

Truga posted:

But no, FPS games work just fine in VR. In fact, they're much easier to play in VR, because aiming with your head is much more intuitive than aiming with your mouse, and your head is already really loving good at aiming, better than a mouse unless you're a veteran FPS player.

Okay, which VR games are you playing where you're aiming with your head?

I use head-tracking all the time for sims, including arma 3, and it's not nearly as useful as you might think, requiring that the 'look' and the 'aim' are separate. Even the lookdown system on the KA-50 usually prompts a pause in tracking.

Also, forgot to thank you for letting me know that the 'suit' was a 'class action'. That makes it even funnier.

Hav fucked around with this message at 17:47 on Dec 9, 2015

Truga
May 4, 2014
Lipstick Apathy

Hav posted:

Okay, which VR games are you playing where you're aiming with your head?

Team Fortress 2. I'm super rusty with a mouse because I haven't been playing much FPS at all these days, and I can honestly hit poo poo way better in VR with my head than on a monitor with my mouse.

Hav posted:

I use head-tracking all the time for sims, including arma 3, and it's not nearly as useful as you might think, requiring that the 'look' and the 'aim' are separate. Even the lookdown system on the KA-50 usually prompts a pause in tracking.

Head tracking is not VR. You'll understand it when you see it.

kikkelivelho
Aug 27, 2015

Truga posted:

That's not what you said earlier. Yes. VR takes time to make it work right, because you need to have the backend to handle all the head movements. Lack of those things makes people sick.

But no, FPS games work just fine in VR. In fact, they're much easier to play in VR, because aiming with your head is much more intuitive than aiming with your mouse, and your head is already really loving good at aiming, better than a mouse unless you're a veteran FPS player.

This isn't really the thread for this but anyway

I didn't mean that FPS would never be possible on VR, simply that current ones such as counter-strike or CoD won't really work on it. Here's some VR FPS game examples:

https://www.youtube.com/watch?v=2IKpHgh8of4
https://www.youtube.com/watch?v=SeeglXQ65GI

Mechanically they are completely different from the FPSes we currently play. They are slower and quite static in terms of movement. I'd be interested to see what a competitive VR FPS looks like.

Beet Wagon posted:

There's no way 90% of the turrets in this game won't be automated in some way - either through NPCs or by being slaved to the pilot's radar in some way.

If some people want to crawl into a turret in their buddy's zeppelin then fine, it's no skin off my rear end, but there's no way the AI in charge of turrets isn't going to be at least competent. The playerbase would lose their goddamn minds.

Of course, that requires there to be a game.

The fact that you need an access point to every loving turret takes so much space from some of the ships. The Retaliator would have at least 2 additional rooms if you didn't need to physically get to all those turrets.

Dapper Dan
Dec 16, 2004
Probation
Can't post for 3 years!

Beer4TheBeerGod posted:

For whatever reason CIG hates providing us with financial information, but Frontier Games is much more open and has about the same number of employees. In 2015 Frontier employed around 260 people while spending $17 million in salaries and $12 million in overhead, taxes, and other expenses. So that's $29 million per year or a little over $2.4 million per month. We know how many dedicated staff CIG has. Although that's not an entirely accurate indication of staffing levels.

Either way I did the basic math using CIG's staffing numbers and Frontier's current burn rate per person, and the most conservative estimate I can get for CIG's costs alone have them burning through a total of $41.2 million at this point. That assumes staff magically appear in steps at the beginning of the month CIG said they were there (so 8 people in January 2013, 20 people in February 2013) and that the per person cost to run a business does not increase as the number of people decreases. That also does not include the cost of contracting, special events (PAX, hall rentals, etc), or whatever they paid AAA actors to dress in gimp suits. Given that in 2014 there were twice as many "developers" as "dedicated staff" I suspect the total spent is far higher.

Yeah, I imagine it is. My guess would be that the majority of the money is spent at this point, but they might have lines of credit, loans and poo poo like that, which makes things all the more nebulous. That being said, I don't think they have anywhere near enough money to complete the game as promised and I imagine the majority of money remaining is going into Squadron 42, since that is probably the part Roberts cares the most about. Obviously some effort is going into 2.0, but I think its just bug fixing at this point, not adding any new content.

Fractal Wave
Feb 7, 2009

quote:

[–]FrozenIcemanColonel 0 pontos 14 minutes ago
Also here are the forums rules that he quoted as well
https://forums.robertsspaceindustri...ilities-updated
Possible rule violations that OP is dancing around.
1, 3, and 11
Regardless how you look at it though, the original guys are griefing, sure there are no downside for the pilots that are shot down, but there are no downsides for the ones doing the shooting either. There are no in system police going to shoot them up, there is no affiliation hit locking them out of known space.
By Op's own admission (and the audio of their team mates talking) they did it for the Lol's, this is most definitely not in the spirit of the test the game until it breaks aspect of the PTU.
This is not Eve, Eve is about trading goods with a side quest of harvesting N00b tears. The game is being designed for a more casual demographic.

The best part is that if they are referring to this video still (https://www.youtube.com/watch?v=PPNCgX2FYnM) the victim doesn't seem to be nearly as upset about the incident as all these idiots

quote:

Daedalus29 6 days ago
OMG that was me! I Knew nothing about that, just trying to connect to a game for like 3 hours and finally fly it! Well, I was alone, no chance against a organised group. But next time buddies, I will bring my squad! Fear my thirst of revenge! The bad thing is that my character clipped and died all over again after that.

Nicholas
Mar 7, 2001

Were those not fine days, when we drank of clear honey, and spoke in calm tones of our love for the stuff?

Amarcarts posted:

+10 Awful points for the first person who can Photoshop a Constellation Fleshlight

this is from back in october

http://forums.somethingawful.com/showthread.php?threadid=3744337&pagenumber=584&perpage=40#post451643119

Beet Wagon
Oct 19, 2015





kikkelivelho posted:

The fact that you need an access point to every loving turret takes so much space from some of the ships. The Retaliator would have at least 2 additional rooms if you didn't need to physically get to all those turrets.

Yeah I mean you're not wrong, but the Retaliator could also have two additional rooms if it wasn't laid out by an insane person. Is "turrets take up space" really a big problem? I mean I don't know, I haven't played it, but I'm not sure I see how it breaks the ship as a whole.

Bait and Swatch
Sep 5, 2012

Join me, Comrades
In the Star Citizen D&D thread
https://www.reddit.com/r/starcitizen/comments/3w2u1g/someone_remind_me_why_maul218_is_a_moderator_on/cxswpt9

a wee little babby posted:

You should be, we are in Alpha and pre-Alpha of the game. When there are no punishments or deterrents for being a dick, especially in a "safe" zone.
Now if they put together a video of this is how they would be a dick in game, add it to the issue council and say "hey RSI this is how we are pirating, can you keep this in mind to build a counter for it for in system police", that would be acceptable. I don't mean don't let them do it, just make there be a punishment for doing so, but what they are doing is exploiting a partially built system.

"RSI, People are triggering me by attacking spaceships in your space game with their space friends, please build Ina counter to this, Tia"

Madcosby
Mar 4, 2003

by FactsAreUseless

In which Star Citizens discover that paying for a game before it has a design document may have consequences

Madcosby
Mar 4, 2003

by FactsAreUseless
Just slide the PVP slider to Elite Dangerous mode

Truga
May 4, 2014
Lipstick Apathy

kikkelivelho posted:

Mechanically they are completely different from the FPSes we currently play. They are slower and quite static in terms of movement. I'd be interested to see what a competitive VR FPS looks like.

Oh I'm certain VR won't go well for some, maybe even most people in classic FPS gameplay, but for me personally, it works just fine. I don't get sick, and aiming with the head is just so intuitive.

Chalks
Sep 30, 2009

Madcosby posted:

Just slide the PVP slider to Elite Dangerous mode

Set phasers to space trucking

lollontee
Nov 4, 2014
Probation
Can't post for 10 years!
What's the latest on the lawsuit?

Truga
May 4, 2014
Lipstick Apathy
Lawsuit incoming in two :woof:s

MeLKoR
Dec 23, 2004

by FactsAreUseless

Friendly Tumour posted:

What's the latest on the lawsuit?

Two weeks.

bird with big dick
Oct 21, 2015

Bait and Swatch posted:

Ss funhole obviously

This is a good name.

Matlock Birthmark
Sep 24, 2005

I wanted this to happen!!
Soiled Meat

quote:

This is not Eve, Eve is about trading goods with a side quest of harvesting N00b tears. The game is being designed for a more casual demographic.

MeLKoR posted:

Get these loving fun havers out of my game.

I don't understand how you can without irony utter the claim that this game is meant for a more casual demographic, while also paying hundreds of dollars per spaceship jpg.

Adbot
ADBOT LOVES YOU

D_Smart
May 11, 2010

by FactsAreUseless
College Slice
Remember when I said Star Citizen visual fidelity couldn't sustain such a large planned game? You're gonna love this.

2.0.0-304132-PTU patch (more crashes) just released has lowered texture resolution & sampling for various assets. And so it begins.

I can't wait to see how exactly they get around the performance issue of more than one ship like Connie on screen at any given time.

https://www.reddit.com/r/starcitizen/comments/3w1hgz/official_patch_notes_for_alpha_200j/?sort=new

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