FearTheCow
Supreme [H]ardness
- Joined
- May 2, 2006
- Messages
- 6,682
Wasn't 4.0 released 3 or 4 years ago? Or was that when they said they were going to release it? They say so much it's hard to keep up.4.0.
"The future"
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Wasn't 4.0 released 3 or 4 years ago? Or was that when they said they were going to release it? They say so much it's hard to keep up.4.0.
"The future"
Chris Roberts doing NFTs before NFTs were cool!It seems like star citizen has become a game about buying and selling pictures of ships. People buy ships to later sell said ships to buy other ships, and the circle of whalery continues....
Do you have a link to the torpedo bug in the issue council website?
I have a vanguard too and never ever encountered that issue.
So please share the links to the issues you have as I want to see how many are experiencing it
Also 30k crashes doesn't lose your ship and its cargo anymorehttps://robertsspaceindustries.com/...citizen-alpha-3-15-0n-ptu-7835451-patch-notes
- Missiles can hit the players ship when they are fired whilst the ship is moving forward
Finally acknowledged and on the known issues list.
Also broke half the missions- something went wrong there with most of the space combat missions. 3.15.1 already in PTU3.15 has really improved stability, and getting in and out of New Babbage is easy now. Now if I could just learn to fly...
Umm the 3.15.1 patch is not because 3.15 is broken (it's one of the most stable less buggy patch in the last 2 years) it's because of IAEOk. So far thoughts with 3.15:
1. Bounties are fucked. Like, good luck - the targets don't flag as a mission target on spawn (if they don't accidentally spawn in an asteroid), so you can't complete them. If you SOMEHOW get past VLRT/LRT levels, the higher ones seem to be more reliable, but on 80% of servers or so, they're not working.
2. Trade works, except scrap. Don't buy scrap. It gets stuck on your ship. FOREVER.
3. HUD disappears. Randomly. Don't swap helmets with a looted one.
4. Ships sometimes explode. Randomly.
5. Elevators in GrimHEX and a couple of other places let you on - but never, ever, let you off. Suicide. Lose your stuff.
6. 3.15.1 PTU already - which tells you something about the quality of this release.
It's not quite unplayable - trading works, and the bunker missions mostly work (don't put on a looted helmet!), but the rest is pretty darned broke.
Well that's reassuring !Umm the 3.15.1 patch is not because 3.15 is broken (it's one of the most stable less buggy patch in the last 2 years) it's because of IAE
Uh huh.Umm the 3.15.1 patch is not because 3.15 is broken (it's one of the most stable less buggy patch in the last 2 years) it's because of IAE
Uh huh.
Lucky bastard. My org has switched 100% to mining. Nothing else works. We’ve got two trade ships loaded with scrap we can’t sell. Several fighters busted from bugs. Bounties don’t work for any of us (I tanked an Aurora VLRT for 15 minutes before giving up), and we just figured out that if you expend your last missile from any given set, you have to rebuy them. It won’t reload at a station now.Believe it or not, hes right. 3.15 has been the best patch for me since 3.2 or so in terms of out the gate quality and functions, CTDs, etc
Ive been lucky to not have issues with bounties, as thats most of what I do when Im relaxing. I am well aware of the issues affecting many people, just thankful I dont count myself as one
Well said.Believe it or not, hes right. 3.15 has been the best patch for me since 3.2 or so in terms of out the gate quality and functions, CTDs, etc
Ive been lucky to not have issues with bounties, as thats most of what I do when Im relaxing. I am well aware of the issues affecting many people, just thankful I dont count myself as one
Haha did you try server switch?Lucky bastard. My org has switched 100% to mining. Nothing else works. We’ve got two trade ships loaded with scrap we can’t sell. Several fighters busted from bugs. Bounties don’t work for any of us (I tanked an Aurora VLRT for 15 minutes before giving up), and we just figured out that if you expend your last missile from any given set, you have to rebuy them. It won’t reload at a station now.
The game itself is stable, sure. But almost nothing works . I’m literally flying a 325 around scanning rocks for a small fleet of Moles. Nothing else to do; we all can’t stand the current FPS gameplay. The one last herc we have is hauling ore, as are the two car racks. Can’t use them for anything else.
Oh, and the damned MFDs are still broken, which really sucks since they took target info out of the HUD.
5 servers, three systems, three days.Haha did you try server switch?
No doubt there is a lot of bugs and it will continue to be like this until the game Is feature complete.
Once features completed I think it's going to take 2 years minimum to fix the issues
Just gonna claim the ships when they run out. I tend to use very specific ones (warden,325,arrow) for space, and others (cutty, etc) for mixed. So no worries about inventory.I fly toward the final marker at SCM out of habit, since theres been many times it takes a while for the enemy to spawn on bounties. No matter the ship, youll rarely arrive before it spawns in going SCM.
You CAN reload missiles...... but you have to find a way to get them transported from where you purchase to where you want to reload from. Missiles are physical, and are stored in the local storage of wherever you bought them until you move them. I dont know how to move them, or if you can at the moment, as I havent really tried to figure it out yet.
Sums up the past 9 years.insane...
It’s a free fly week. It’s a free rental.Jeez, you have to "rent" a ship to try a beta of a possible game.
Oh I 'doubt' it'll ever "release."https://www.yahoo.com/finance/news/2021-star-citizen-raised-400-000000410.html
It Is 2021. Star Citizen Has Raised $400,000,000, And Is Still Not Out.
Oh I 'doubt' it'll ever "release."
It'll be some rolling thing at best - perpetual beta. Worst case they finally collapse and we pray that the game is dumped online. And yes, I'm clearly a current supporter - because it's entertaining - but I don't think it'll ~finish~.
I'm so glad we have people like you around to mansplain how economies, game development, and MMOs work. I'd be so lost otherwise.Star Citizen itself is a MMO (some use the title "live service", but it is closer to a traditional MMO with requisite massive scope player bases, economies, and the like) , so in that way it won't be "finished". It will continue to be updated etc... but I think they're going to have to pick a "1.0 Launch" target that will mean a major change to the gameplay and monetization structure. Thankfully due to open development roadmaps and the like, the qualifications for a 1.0 launch are well known and attempts to skirt around them would be noticed. When this point arrives (and I do figure it will be quite some time as we need both technical improvements and game systems refined and added; they are trying to build something never before seen given the content and immersion after all), it will mean an end to the ability to outright purchase packages, ships, and (most) cosmetics for real money. The idea has been that they are doing this to continue to fund the dev effort prior to launch, but the game's economy depends on a single in-game currency (no "premium real money vs basic in-game earned" stuff) and can't have people basically buying ships that "pop into existence" without respect for the game economy . From capital ships down to a sidearm or dashboard toy, each item in the game is part of an economic system of manufacture between raw materials being found and extracted, processed, refined, built into component parts, aggregated into finished products, and finally shipped for sale. Thus, if pirates take over a key shipping lane and create delays it can mean less stock available for new ship purchases or longer wait time for claiming insurance replacement, wheeras if a refining and smelting station blows up the amount of usable metals will go down, raising the price and lowering the availability etc. With a system like this, they can't simply have someone drop some amount of real cash and pull another ship out of midair, lest it undermine the entire economy with serious market manipulation. Likewise, the 1.0 launch is when certain parameters like in-game insurance contracts start to count down - those that picked up new ships during the IAE sale with a 10 year insurance contract for instance won't have it start counting down until launch.
There are a lot of reasons they need to keep the game moving forward and not simply in perpetual testing. While like most MMOs it won't be "finished", it will reach a point of official launch and from there go through refinement and expansion .
This is where I wonder. I totally agree that it'll have a stream of updates forever, but why give up the money train? I'm not complaining - mind you - just pointing out that as a monetization technique, macro-transactions is apparently bringing in "@%#!@%-you" levels of cash, so why change it? If you keep it in "beta" forever, you can keep building new things, selling them for cash, and giggling all the way to the bank. Any decent company manager would see that profit line and strongly hesitate to ever give it up - especially since (devils advocate here) that would let you keep doing MAJOR updates (engines/etc) without worrying about revenue streams.Star Citizen itself is a MMO (some use the title "live service", but it is closer to a traditional MMO with requisite massive scope player bases, economies, and the like) , so in that way it won't be "finished". It will continue to be updated etc... but I think they're going to have to pick a "1.0 Launch" target that will mean a major change to the gameplay and monetization structure.
Would they? Some folks are WAY too far down either side of the fence on this one (I doubt the release, but I play regularly, and still buy pledges - I'm in the middle). I suspect a whole group would shrug and buy the next mega-kraken.Thankfully due to open development roadmaps and the like, the qualifications for a 1.0 launch are well known and attempts to skirt around them would be noticed.
That was the plan... but as the old saying goes, "the plans of mice and men gang oft..." and so on.When this point arrives (and I do figure it will be quite some time as we need both technical improvements and game systems refined and added; they are trying to build something never before seen given the content and immersion after all), it will mean an end to the ability to outright purchase packages, ships, and (most) cosmetics for real money.
I'm fiddling through a few ways to make this work, if they wanted to - long delays on LTI insurance returns, etc. There are ~ways~ you could make it work if you really wanted to - things that try to balance it (and economic sinks - paying for hanger space for all "owned" ships, etc)... it's possible, but will they do it? No idea. I could SEE it though.The idea has been that they are doing this to continue to fund the dev effort prior to launch, but the game's economy depends on a single in-game currency (no "premium real money vs basic in-game earned" stuff) and can't have people basically buying ships that "pop into existence" without respect for the game economy .
Yep. Agreed. BUT... they could. And given the money flow, damned if I wouldn't be tempted were I the investors behind the program (not Chris - I actually believe him on this one, but he's not the initial money source).From capital ships down to a sidearm or dashboard toy, each item in the game is part of an economic system of manufacture between raw materials being found and extracted, processed, refined, built into component parts, aggregated into finished products, and finally shipped for sale. Thus, if pirates take over a key shipping lane and create delays it can mean less stock available for new ship purchases or longer wait time for claiming insurance replacement, wheeras if a refining and smelting station blows up the amount of usable metals will go down, raising the price and lowering the availability etc. With a system like this, they can't simply have someone drop some amount of real cash and pull another ship out of midair, lest it undermine the entire economy with serious market manipulation. Likewise, the 1.0 launch is when certain parameters like in-game insurance contracts start to count down - those that picked up new ships during the IAE sale with a 10 year insurance contract for instance won't have it start counting down until launch.
There are a lot of reasons they need to keep the game moving forward and not simply in perpetual testing. While like most MMOs it won't be "finished", it will reach a point of official launch and from there go through refinement and expansion .
It's pretty obvious that in this context, "being out", "finished" or "released" means v1.0 rather than "no more updates of any kind ever".Star Citizen itself is a MMO (some use the title "live service", but it is closer to a traditional MMO with requisite massive scope player bases, economies, and the like) , so in that way it won't be "finished". It will continue to be updated etc... but I think they're going to have to pick a "1.0 Launch" target that will mean a major change to the gameplay and monetization structure. Thankfully due to open development roadmaps and the like, the qualifications for a 1.0 launch are well known and attempts to skirt around them would be noticed. When this point arrives (and I do figure it will be quite some time as we need both technical improvements and game systems refined and added; they are trying to build something never before seen given the content and immersion after all), it will mean an end to the ability to outright purchase packages, ships, and (most) cosmetics for real money. The idea has been that they are doing this to continue to fund the dev effort prior to launch, but the game's economy depends on a single in-game currency (no "premium real money vs basic in-game earned" stuff) and can't have people basically buying ships that "pop into existence" without respect for the game economy . From capital ships down to a sidearm or dashboard toy, each item in the game is part of an economic system of manufacture between raw materials being found and extracted, processed, refined, built into component parts, aggregated into finished products, and finally shipped for sale. Thus, if pirates take over a key shipping lane and create delays it can mean less stock available for new ship purchases or longer wait time for claiming insurance replacement, wheeras if a refining and smelting station blows up the amount of usable metals will go down, raising the price and lowering the availability etc. With a system like this, they can't simply have someone drop some amount of real cash and pull another ship out of midair, lest it undermine the entire economy with serious market manipulation. Likewise, the 1.0 launch is when certain parameters like in-game insurance contracts start to count down - those that picked up new ships during the IAE sale with a 10 year insurance contract for instance won't have it start counting down until launch.
There are a lot of reasons they need to keep the game moving forward and not simply in perpetual testing. While like most MMOs it won't be "finished", it will reach a point of official launch and from there go through refinement and expansion .
It's so deep in effective pay-to-play / pay-to-win already that they can't unfurl it easily. It's going to be interesting to see if and how they attempt to tackle it. Right now I don't see a viable and balanced path forward for CIG.One other thing - given that I'm not 100% sold they'll ever stop releasing real money stuff, I'm also not sure that'd be a good ~idea~. Right now, the economy is FUCKED - my org, with 14 people, has 3 Idris, 2 Pioneer, 2 Kraken (soon to be a third), 3 Polaris, 2 Perseus, 5 Moles, god knows how many light and medium fighters, a dozen prospectors, and literally scads of various cargo ships/etc. When the game releases - sure, we'll pop with 20k in cash or whatever, but ALSO the ability to literally shit money within a few hours - It's about 200k to equip a mole, and it prints cash. Orgs like mine - or the second org I'm part of (50 people with gods only know what ships) are going to rapidly unbalance the game for newbies with the base packages.
Cash is a way to compete - since they've been using it as a way to compete since the beginning. With out that, how do new groups get started, OTHER than allying with big orgs that are fully equipped? That means drawn up battle lines - think Eve 15 years in - but at the BEGINNING of the game, vs, well, later on. You can't easily buy your way up to winning in Eve or WoW, but you sure as heck can in SC. So how does a new player; someone who's young now, but a serious gamer when it finally releases, going to compete on their own? Sure - I can't man a perseus solo, but I can a Connie, or a Warden, or an Ion - but I've got all those to pick from. Newbies have a Nomad or Aurora...
I'm honestly debating if this is a GOOD thing overall - it terrifies me - but ... given how unbalanced we're going to ~start~ already, it might be required?
effectively -
1. Game is currently unbalanced in favor of whales or whaleorgs.
2. Newbies without whale capabilities or whale friends are f@$%@
3. Cash purchases at least gives them the ability to compete if they wanted to - to form new orgs/etc at the get go? Maybe? This is the part I'm fiddling through.
Just wait until the bots take overthe obscene cost of the pay for ships always guaranteed this game will be an insane and unfun grind for anyone that didn't pop down insane levels of cash.
I’m wondering if pledges will have to be claimed and take time to unwind in the game? Eg- a timer and on day 1 everyone has just their starters till 5 days in then tier 2 ships drop, etcIt's so deep in effective pay-to-play / pay-to-win already that they can't unfurl it easily. It's going to be interesting to see if and how they attempt to tackle it. Right now I don't see a viable and balanced path forward for CIG.
This is where I wonder. I totally agree that it'll have a stream of updates forever, but why give up the money train? I'm not complaining - mind you - just pointing out that as a monetization technique, macro-transactions is apparently bringing in "@%#!@%-you" levels of cash, so why change it? If you keep it in "beta" forever, you can keep building new things, selling them for cash, and giggling all the way to the bank. Any decent company manager would see that profit line and strongly hesitate to ever give it up - especially since (devils advocate here) that would let you keep doing MAJOR updates (engines/etc) without worrying about revenue streams.
Would they? Some folks are WAY too far down either side of the fence on this one (I doubt the release, but I play regularly, and still buy pledges - I'm in the middle). I suspect a whole group would shrug and buy the next mega-kraken.
That was the plan... but as the old saying goes, "the plans of mice and men gang oft..." and so on.
I'm fiddling through a few ways to make this work, if they wanted to - long delays on LTI insurance returns, etc. There are ~ways~ you could make it work if you really wanted to - things that try to balance it (and economic sinks - paying for hanger space for all "owned" ships, etc)... it's possible, but will they do it? No idea. I could SEE it though.
Yep. Agreed. BUT... they could. And given the money flow, damned if I wouldn't be tempted were I the investors behind the program (not Chris - I actually believe him on this one, but he's not the initial money source).
It's pretty obvious that in this context, "being out", "finished" or "released" means v1.0 rather than "no more updates of any kind ever".
And there's certainly no sign that v1.0 is going to appear any time soon. God only knows how much more cash they will have milked from the userbase by then (if it ever happens) - assuming, of course, that you believe the official CIG figures in the first place.