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Juke and Jam

kiwifarms.net
I have such a love hate relationship with RDR2. I really like the story, I like how it's presented. I like the actual gunplay and horse riding.

But god damnit it's a struggle to play that game when picking up basic items requires so much waiting for animations to trigger and finish. And when it bugs out because of over complications or tight spaces? Tight spaces in general sucks with the Rage Engine controls. And then when you accidently shoot or punch or grab or do whatever to someone because every button has to work overtime to do different things? ugh.
At this point I'm convinced that Rockstar is utterly incapable of making competent controls. GTA V brought the word "fiddly" to a whole new level and although I haven't played RDR2 myself, from the videos I've seen that title is somehow even worse.
 

Radical Cadre

kiwifarms.net
Had you made a few wise investments ten years ago you'd be well on your way to being an actual star citizen by the time this game comes out.
I mined four or five bitcoins back in the day. But I forgot the password.

Easy come, easy go I guess.

Called the jannies out on their bullshit in a very public fashion and they did not like it one bit.
Fucking jannies, man. They should all be lined up and shot in the back of the head.

I wouldn't want my game presented in any way like that Techlinked video. It makes the game look like a shitshow because it is. But I do notice that the SC haters act completely deranged when anyone says anything at all positive about the game. No one is allowed to like anything about it ever.
I actually had quite a lot of fun in their old servers doing the satellite capture missions. It usually worked without bugs and going from station to satellite in my ship, ejecting and doing a spacewalk, orienting myself and going up through the satellite to reprogram it and then make my escape was really fun and harrowing. Sometimes you'd get caught and raped, sometimes nothing would happen at all. It was fucking great.
 

RX-78NT-1 Alex Gundam

The Autist who unironically studied Klingon
kiwifarms.net
I got to the part where they complain about how it fades to black to get into ships in ED and how lame it was and had to stop.

This is my biggest issue with gaming today. Prioritizing animations over gameplay is why games are taking 5 to 10 years to produce and end up being cumbersome, un entertaining shit. I play games to play the game, not to look at it. Or in SC's case, not play it.
The issue is the fade to black isn't being done for practicality it's done for lazyness. I don't see the issue with a quick second or more animation of getting into a spaceship in a game that is supposed to be really immersive. That's before we get into Odyssey just not having ship interiors at all. Which is a huge dealbreaker. These aren't quick and arcadey games. They're space sims. People want to take their time and get immersed.
 

Radical Cadre

kiwifarms.net
The issue is the fade to black isn't being done for practicality it's done for lazyness. I don't see the issue with a quick second or more animation of getting into a spaceship in a game that is supposed to be really immersive. That's before we get into Odyssey just not having ship interiors at all. Which is a huge dealbreaker. These aren't quick and arcadey games. They're space sims. People want to take their time and get immersed.
I like the longer animations when they're being done for things where it adds to the game. Jumping into a ship is definitely one of those things. Especially in tense situations you should think back to any movie you've ever seen. The bad guy is coming for the hero and the hero jumps into a car and has to start it. But there's always that lag time of getting the key, putting the key in, shifting into gear and driving off. There's an inherent moment of vulnerability where the hero is literally just sitting there exposed. And that's if everything goes according to plan.

Powering up the ship's engines and plotting your course under fire builds tension and there's no reason to make that a instantaneous thing. Allowing events to breathe and take time may remove some convenience, but as the previous poster said this isn't about convenience. It is about the simulation. When and where you can include simulation-style events that enhance tension and atmosphere, you should. Now maybe you can streamline some menu stuff and add quick commands for actions. Or maybe not. If everyone is bound by a simulation-style of gameplay, everyone is theoretically working with the same advantages and disadvantages. Suddenly you're not reloading your gun in an eighth of a second, which will slow combat down and make things more realistic as the battle takes on an ebb and a flow with those moments becoming more exploitable.

Loading your ship's cargo hold manually or with robots but still doing so in real time is going to make the process that much more valuable to those players that simply want to buy their goods from a seller and not actually go through the shipping process themselves. You could offer a quick menu to let people plop stuff into their holds, but then that cheapens the experience for the people that want to play the role of a shipper/trader. And quite literally I would add; by including the slow-paced process you will increase the profits that those players doing the work make because the combat-oriented people that don't want to load boxes while they chill to a podcast are going to appreciate the supply line that brought them their items that much more.

It is little things like that which ripple outwards and create a more believable in-game universe. And I think that is what people want with this game. And to RSI's credit, they have generally gone for that type of design and their demos do showcase such things. The problem is that they're not finishing their fucking game and where the hell is 1.0? What the fuck guys?
 

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