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Aramoro posted:CCP change the the dynamics of the economy but not the fundamentals. The whole Jita thing is a detail of how the players have reacted to the mechanics of the economy. The mechanics are fundamentally fine, where they break it is in things like balance issues, making certain ships better than other causing a peak demand in a specific factions materials. The POS fuel/ice changes, and the repeat overhauls of PI interaction pissed of lots of people in my time. Not to forget the salvage super nerf, making most things sub t4 not worth the time. But, you're right. End of the day, they've not hosed with what is a player driven economy, just changed some of the values and results. e; catte
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# ? Jan 29, 2018 18:50 |
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# ? Apr 20, 2024 05:58 |
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XK posted:I'd think, if they really wanted to do it, you could have the CIG servers host generic hangar instances. Then, whoever's hangar it's supposed to be, the details could be blasted over to that instance from wherever the hangar details are stored. Personally, I think this kind of environment/feature is really important in an open-world, persistent MMO. Having a "base" where you can go hang out in between missions, and admire your own accomplishments via in-game collectible items is really attractive imo. So, I'll tell you what originally hooked me with the Star Citizen pitch. It may sound trite, but remember, I'm the type of gamer that has ~1000 hours in DayZ Standalone. It was this: Collecting relics. That's it. Flying around the galaxy searching for ancient relics and building a kind of museum. This is a Chris Roberts pitch btw, I didn't shitizen that one out of my overactive imagination. Of course, there has to be a ton of supporting gameplay that's fun to make the collecting process interesting, but that's the fundamental gameplay hook that got me. IMO, most open world games fall apart at the "end game." The fun is gearing up. Once you get there though, the hook evaporates and you have to "make your own fun" which just isn't compelling design. I'll demonstrate this by pitching my open-world game idea: - Post-apocalypse - Massively multiplayer - 3d open-world environment - FPS-style player character Wake up in your survival wank shelter. It's been 3 years since <event> and you've finally run out of food and supplies. Now you have to strike out in a mostly deserted and destroyed post-apocalyptic North-American landscape. So basically The Road. There are no zombies, but there are roving bands of NPC survivors, most of them hostile. Also, there are other players. So early-game play is a lot like Neo-Scavenger. Loot for survival. Either stand and fight or run/hide. At some point early on, you stumble upon an abandoned camp and find a radio, but it doesn't work. Ding new mission: get this radio working. This unlocks the crafting system, which will be very, arguably aspbergery, deep. There are scraps, materials, and parts everywhere in the world, and over time, you obtain crafting knowledge and can build better and more complex things from these basic elements. You can also find new more complex materials once you learn about them. As an example, you can craft a basic lead-acid battery from these components (I'm leaving out details for the sake of brevity): 1. polymer --craft--> battery casing 2. lead --craft--> lead sheets 3. sulfuric acid 4. water 5. copper 6. heat source As you collect or learn* more recipes, you can make a lithium-ion battery from: 1. polymer --craft--> battery casing 2. lithium metal 3. lithium oxide 4. copper * there's an "ingenuity" system which lets you "invent" or "discover" new recipes over time the more you craft. This solves the DayZ problem where there's hardly any loot in the world and most of it is useless. You're never going to find an AR-15 in an outhouse. You have to craft almost everything beyond the basics, and there are parts all over the place. So you get a slow-steady dopamine reward from constantly finding stuff you can potentially use, instead of big huge scores followed by hours and hours of nothing. Now lets flash-forward. You're geared up, have good food and water source(s). What now? Go run to the beach and kill bambis? Well, remember that radio? Once you get it working, and find/craft a power source, you can tune in to a broadcast signal. The broadcast is a pre-recorded message from some group called "The Preservation Trust." Their mission is pretty simple: To preserve relics, knowledge, and heirlooms of our lost society. They give coordinates to their headquarters. Any "relic" items you find in the world can be turned in to the PT for rewards. So suddenly, places like libraries, government buildings, museums, fancy mansions, etc become "hotspots" where you can find relics. This will promote player interactions. So you can decide which relics to "turn in" and which to keep as your own private collection. Where might you "keep" these relics? Well, your base. To keep from copy/pasting my entire design document(s), you can build shelters and upgrade them over time. One key element here is no raiding. You claim land but your base is invisible and invulnerable. You can invite friendlies in, but nobody except you can interact with the base in any way. I love Rust, but I'll just end up making a clone if there's raiding. There's just no way around the very narrow gameplay loop that results. Again, I like that kind of game, but I'm not making that kind of game. It really pigeon-holes the entire player experience, with game-breaking, negative griefing/exploit impact if it's not near-perfect (See: Conan Exiles), and a very toxic experience even if it is (See: Rust). I have tons of pages of design around this game and this isn't even the tip of the iceberg. But I typed all of this just to show how I personally go about "planning" games, based on being a part of game development and learning from my betters. To start, I write out the first principles. The gameplay hooks, the look, the feel, and most importantly the experience I want to deliver. Next, I just dump all my ideas down and have a look. I then begin grouping them into features, thinking about which ones will work, where the synergies are, which need to be changed, and which should be removed entirely. I talk with others about them, ask them to poke holes in it. All of these features are designed to shape the gameplay, and provide the most fun, engaging experience possible. I wouldn't have crafting unless there was a prevailing design reason for it. It must yield a gameplay experience that fits the game's governing dynamic. If a feature or set of ideas seem cool, but just aren't "coming together" in a way I can logically organize, succinctly explain, and fit into a cohesive experience, I delete them outright. If it's meant to be it'll come back around later. The point is, I'm just some schmuck on the internet who worked in the biz ages ago, and now just farts around with games for fun. When I look at CIG, it's obvious they aren't doing this basic level of thought about what their game is, what the player is supposed to do, and what the experience is supposed to be. They haven't considered all the ways it will fall apart in the player's hands. It's a hodge-podge clusterfuck of space buzzwords hastily sprayed like cat urine from the mental excretory orifice of a sub-normal idiot straight into a bottomless thought-toilet, never to be seen again.
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# ? Jan 29, 2018 18:51 |
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MilesK posted:I recently stole a couple of ping pong balls for my cat to play soccer with. Is there any way I can mocap this? Best way I have found is watch it and remember it. If you can, tape ping pong balls to yourself while doing it.
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# ? Jan 29, 2018 18:51 |
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Loxbourne posted:But Eve doesn't have whales who purchased their doomships directly from the company itself. It has resources and so on, and the PLEX system, but nobody buys a Titan directly from CCP. If a player's ship is destroyed he cannot demand a refund of all the hours he spent grinding for the cash and resources to build it. Titans are a very strange case, mainly because the infrastructure required to build on requires alliance level resources, making them something you either need to be connected to a production line to (ie military) or you can afford to pay cash for one (and have the pilot) (ie national). An _individual player_ is unlikely to ever have the resources to pay for one, unless it's cash -> plex, or the slightly more exotic route of T3 complex running up to a carrier, and not annoying anyone bigger than yourself. You make an important distinction though. CCP itself isn't part of the commercial chain outside of money laundering and providing the sandbox. SC basically collects money up front and for everything you can achieve in game. peter gabriel posted:Best way I have found is watch it and remember it. Or illuminate things with a bright white light and paint the balls silver, then threshold to bright white and use that as a rotoscope. Throw in some electrostatically charged balloons and I think we have a party. Hav fucked around with this message at 18:54 on Jan 29, 2018 |
# ? Jan 29, 2018 18:52 |
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Toops posted:Personally, I think this kind of environment/feature is really important in an open-world, persistent MMO. Having a "base" where you can go hang out in between missions, and admire your own accomplishments via in-game collectible items is really attractive imo. In this scenario, the hangar is an actual location in the universe, which is a whole other thing on top of the current hangar implementation. While it would be neat, I won't be holding my breath.
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# ? Jan 29, 2018 18:58 |
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Hav posted:Titans are a very strange case, mainly because the infrastructure required to build on requires alliance level resources, making them something you either need to be connected to a production line to (ie military) or you can afford to pay cash for one (and have the pilot) (ie national). An _individual player_ is unlikely to ever have the resources to pay for one, unless it's cash -> plex, or the slightly more exotic route of T3 complex running up to a carrier, and not annoying anyone bigger than yourself. This doesn't really hold true anymore. Super costs have plummeted to such an extreme, that affording one is almost trivial. I've laughed at how steeply the prices have fallen from carriers all the way up to titans.
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# ? Jan 29, 2018 19:00 |
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Someone tell the idiots they're mocapping air currents by releasing ping pong balls attached to the strings of party balloons. This has to be the largest collection of simpletons ever.
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# ? Jan 29, 2018 19:01 |
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RubberJohnny posted:https://robertsspaceindustries.com/comm-link/transmission/14927-Welcome-To-ArcCorp-Star-Citizen-12-Released Another damning observation showing that they've been lying about the progress of features, and the 2018 roadmap is more lies. Network Bind Culling was in their schedule in June 2017 and I've a quote from Chris Roberts saying it was in production in 2016. All in my post history. But it's in the 2018 roadmap as 1/10 tasks done and to be completed by the end of March. So they completed 1/10 tasks since 2016 but the other 9/10s will be completed in 2 months. And now we can see they've lied about the subsumption progress too.
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# ? Jan 29, 2018 19:01 |
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XK posted:In this scenario, the hangar is an actual location in the universe, which is a whole other thing on top of the current hangar implementation. Imagine that though. Imagine telling backers definitively that your hangar will never exist in the persistent universe.
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# ? Jan 29, 2018 19:01 |
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D_Smart posted:It's all pure arrogance and hubris. Those have been the guiding principles of this poo poo-show for as long as anyone can recall. And as been proven time and time again, it's going to continue being their undoing. please release the amd letter, that is all I humbly ask - to the public - in its glory. soon not 2 weeks soon. If you ever gets your hands on it.
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# ? Jan 29, 2018 19:03 |
Mr Fronts posted:
So not only will there be no ship stealing, but now that's pretty much the end of any real salvaging that their big shiny Reclaimer chariot can do either. Imagine being that retard that thought it was a good idea to buy THAT digital turd now. BAHAHAHAHAHAAHAAAA!
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# ? Jan 29, 2018 19:03 |
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# ? Jan 29, 2018 19:04 |
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DapperDon posted:So not only will there be no ship stealing, but now that's pretty much the end of any real salvaging that their big shiny Reclaimer chariot can do either. Imagine being that retard that thought it was a good idea to buy THAT digital turd now. BAHAHAHAHAHAAHAAAA! I'm glad that logging out in space is a viable defense again. I was worried for a bit there.
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# ? Jan 29, 2018 19:04 |
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Toops posted:Imagine that though. Imagine telling backers definitively that your hangar will never exist in the persistent universe. Isnt that like kinda a founding premise? like the pirates too? holy motherfucking poo poo in a bucket. Like wasnt that the point of a lot of this poo poo to have and collect all the ships etc? and to show em off? edit: How are people going to see my giant epeen without my hangar and my ships! I am destroyed now! Arrrg. intardnation fucked around with this message at 19:12 on Jan 29, 2018 |
# ? Jan 29, 2018 19:05 |
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Beet Wagon posted:I made literally all of that up. The image is from an article about why you should cover your sous vide setup with ping pong balls. loving lol at this Amazing
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# ? Jan 29, 2018 19:05 |
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SomethingJones posted:Another damning observation showing that they've been lying about the progress of features, and the 2018 roadmap is more lies. lol there's no subsumption. There's a couple of dumb animation triggers that are just intelligent enough to make an NPC walk forever into a loving bench. Chris was sperging about how they licensed Kytherea (lol kytheria.io 's website still has a Star Citizen section from like 2015), but they've never used it beyond maybe a bullshot mockup of NPC's in a test level walking past each other, all devised to sell more ships. That poo poo is nowhere to be seen.
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# ? Jan 29, 2018 19:06 |
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kw0134 posted:Annoying effort legal post incoming! Decent post, many props to you
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# ? Jan 29, 2018 19:06 |
One of the things that really good open world games do is give players a feeling of "ownership" of certain places, in my opinion. The level of actual player control can be negligible (WoW players can't change the way Orgrimmar is laid out, for example) but there has to be a reason to go there. When WoW did their "garrisons" thing one of the biggest complaints was that in your little base you were cut off from the rest of the world and it was essentially like playing a single player game. Not only is "having friends come visit my hangar" critical for immersion but if they can't get it working in a limited way it has dire implications for the whole base-building aspect of the game.
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# ? Jan 29, 2018 19:06 |
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intardnation posted:please release the amd letter, that is all I humbly ask - to the public - in its glory. soon not 2 weeks soon. If you ever gets your hands on it. I have it here: "Dear CIG After years of making graphics cards that run hot, have wonky crossfire support, have completely random success rates with Eyefinity and drivers so bad they trash people's PCs we have concluded that somehow we are now only the second most clown shoe wearing, mouth breathing company involved in games. Thank you"
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# ? Jan 29, 2018 19:08 |
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Wait is there an actual lawsuit happening right now? And CGI is going all clownshoes with it?
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# ? Jan 29, 2018 19:09 |
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Did I miss something that happened on the 26th?
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# ? Jan 29, 2018 19:09 |
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Colostomy Bag posted:Did I miss something that happened on the 26th?
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# ? Jan 29, 2018 19:11 |
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Hobold posted:This doesn't really hold true anymore. Super costs have plummeted to such an extreme, that affording one is almost trivial. I've laughed at how steeply the prices have fallen from carriers all the way up to titans. Well, the problem there was that officer-fits weren't being culled at the same rate as they were being produced. I did wonder when I start seeing fleets consisting of 200 hundred swinging dicks. Eve's other problem is that there's literally no way to finesse the overwhelming force, but that's where it gets brutally real. What's the base cost of a Nyx these days? Asking for a friend, I won Eve years ago and have no intention of losing again. Arbitrary Coin posted:Wait is there an actual lawsuit happening right now? And CGI is going all clownshoes with it? Crytek is suing CiG for pinkie swearing to use their stuff and contribute anything back to crytek, then reneging on the promise, building two games, using their copyright and being all round bad eggs despite Crytek asking nicely. CiG said 'nu huh, we obviously meant two games when we originally signed a document for one game and we don't use their stuff anymore'. Crytek are pressing for a Jury trial, and Goons are stockpiling lube for the rub-fest to follow the start of discovery. Hav fucked around with this message at 19:14 on Jan 29, 2018 |
# ? Jan 29, 2018 19:11 |
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Colostomy Bag posted:Did I miss something that happened on the 26th? Cliffords welfare cheque cleared
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# ? Jan 29, 2018 19:11 |
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peter gabriel posted:I have it here: that sounds like nvidia actually. but to be fair the triple support is fantastic. but gently caress do they melt gpus with drivers.
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# ? Jan 29, 2018 19:13 |
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Beet Wagon posted:from /r/pcgaming's sidebar. lol. drat that’s brutal. And on a subreddit still far more biased for than against the game still...
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# ? Jan 29, 2018 19:15 |
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bring back Matrox
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# ? Jan 29, 2018 19:15 |
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Toops posted:I have tons of pages of design around this game and this isn't even the tip of the iceberg. You could skip the game part and just do most of that in real life. Once you're at the point where you're building batteries out of polymer, making lead sheets, adding sulfuric acid, using it in a radio that you have to cobble together and manually tune frequencies, and building shelter by hand, you might as well just do it in the real world. The no raiding, your base is invisible and invulnerable, is the only part you can't have in reality. Is it security that you're actually seeking in your dreams?
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# ? Jan 29, 2018 19:15 |
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Crytek built a sizzle reel and basic demo to show that their engine was suited to the task, as part of their normal pre-sale. This is what engine people do all the time. Chris took that stuff on stage and waved his hands around and kickstarted the funding with it. This is all documented and that documentation is likely to become a part of space court - as it shows Crytek's involvement in getting the production off the ground. Derek talked about this in the open house stream and snippets of the documents were shown, but these loving morons were too busy talking poo poo about Derek in the chat that they missed all of it.
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# ? Jan 29, 2018 19:16 |
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Hav posted:Well, the problem there was that officer-fits weren't being culled at the same rate as they were being produced. I did wonder when I start seeing fleets consisting of 200 hundred swinging dicks. Eve's other problem is that there's literally no way to finesse the overwhelming force, but that's where it gets brutally real. I won eve myself a couple years back after the fall of Dek. Buddy is getting back into it, poor bastard. Go look at the recent blueball "fight" that happened over a keepstar. Insane numbers of titans sitting on the station with nothing to do. Titans down into the 50-60b isk range. Supercarriers are 15-20b isk. Dreads and Carriers are 1-3b isk.
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# ? Jan 29, 2018 19:17 |
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D_Smart posted:It's all pure arrogance and hubris. Those have been the guiding principles of this poo poo-show for as long as anyone can recall. And as been proven time and time again, it's going to continue being their undoing. even if they settle will there most likely be a crytek employee there for compliance reasons? if so how will that chafe Christophers rear end?
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# ? Jan 29, 2018 19:18 |
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Toops posted:Imagine that though. Imagine telling backers definitively that your hangar will never exist in the persistent universe. I'm just seeing a landscape with 500,000-1,000,000 non-descript warehouses all sat next to each other. Come visit my hangar, section J, division R, row Z, number 1265.
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# ? Jan 29, 2018 19:20 |
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WTFOsaurus isn't happy about the despawning ship changes: https://www.twitch.tv/videos/223387934?t=28m49s Random rants for a good 15 minutes. His org's planned playstyle has been wrecked entirely Will discuss it more in the RedActed podcast
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# ? Jan 29, 2018 19:22 |
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Truga posted:it wasn't ever even meant to be a pvp slider but an interaction slider. you set it to co-op, and you get grouped by other people who want to shoot at npcs, you set it to death and get shot by other players. Dreams That's when the dreams happen
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# ? Jan 29, 2018 19:22 |
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peter gabriel posted:bring back Matrox That was definitely an interesting time for graphic card stuff. Sad to say I had a Matrox Mystique. (Actually did somewhat of an ok job. The PowerVR chip did have potential)
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# ? Jan 29, 2018 19:23 |
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Toops posted:lol there's no subsumption. There's a couple of dumb animation triggers that are just intelligent enough to make an NPC walk forever into a loving bench. There seems to be a long history of them not getting AI working and I read speculation somewhere that it's another thing broken by the odd scaling problems in their broken engine. There was a dev working on subsumption (supposedly) a few months ago, I did a transcript. The dev previously working on it doesn't work there anymore. Just like docking - the guy working on that quit in 2016, Chris names him in a 10FTC and he left a few months later. You can see a pattern emerge
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# ? Jan 29, 2018 19:26 |
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Combat Theory posted:déjame, que yo no tengo la culpa de verte caer Whoa blast from the past. Thanks for bringing back those long gone memories. I remember this also being a hit in Germany.
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# ? Jan 29, 2018 19:29 |
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XK posted:You could skip the game part and just do most of that in real life. Respectfully disagree. I know that depth of gameplay isn't for everyone, but I find it compelling and fun, and there's a segment of gamers who enjoy that kind of minutiae. I played an early access game called Rokh, a Mars survival game. The crafting system is extremely deep, down to smelting, combining chemical elements to produce materials, then building solar panels out of them, different metals with different melting points, conductivities, tools with different hardness/density, etc. I loved it, spent hours crafting and experimenting. XK posted:The no raiding, your base is invisible and invulnerable, is the only part you can't have in reality. Is it security that you're actually seeking in your dreams? It's important to understand the impact of a game system on the overall gameplay. Base building is a huge time expenditure. If your base can be raided, the entire game will inevitably focus around securing your base and dealing with raiding. I don't want that in my game, that's not the experience I'm trying to build.
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# ? Jan 29, 2018 19:29 |
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Beet Wagon posted:One of the things that really good open world games do is give players a feeling of "ownership" of certain places, in my opinion. The level of actual player control can be negligible (WoW players can't change the way Orgrimmar is laid out, for example) but there has to be a reason to go there. When WoW did their "garrisons" thing one of the biggest complaints was that in your little base you were cut off from the rest of the world and it was essentially like playing a single player game. Ok everyone better get down to the ground floor my mom's calling me so I have to log out and I don't want to kill you all when the base vanishes.
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# ? Jan 29, 2018 19:29 |
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# ? Apr 20, 2024 05:58 |
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The moment on Saturday when WTFOsaurus found out about the piracy change: https://www.twitch.tv/videos/223042709?t=01h39m40s Nice meltdown
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# ? Jan 29, 2018 19:36 |