Star Citizen (Chris Roberts is back!) [Beta in ∞ years]
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Pixieking




Posts: 3452
Location: UK
PostPosted: Sun, 14th Jul 2013 13:25    Post subject:
psikobare wrote:


the point is that you need to pay in-game credit on a regular basis just to play the game (flying without insurance is a huge risk, especially in UEE systems if i remember),


So, you don't need to pay insurance to play the game, it's just you should.

That's what you just said, right?


Pixieking
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proekaan
VIP Member



Posts: 3650
Location: Finland
PostPosted: Sun, 14th Jul 2013 14:03    Post subject:
So...I would like to add a question since I haven't followed this AT ALL.

I love space sims as much as the next guy and would like to know how the sp part is implemented in the game?
Is it like story focused missions in a mmo world or a totally separate game?
I don't plan on playing the mp at all(since I suck and I hate ppl Very Happy )...


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psikobare




Posts: 764
Location: Cardiff
PostPosted: Sun, 14th Jul 2013 14:07    Post subject:
Pixieking wrote:
psikobare wrote:


the point is that you need to pay in-game credit on a regular basis just to play the game (flying without insurance is a huge risk, especially in UEE systems if i remember),


So, you don't need to pay insurance to play the game, it's just you should.

That's what you just said, right?


yes, but insurance is just one of the many expenses you have:
Quote:
insurance should be a relatively small part of your regular in game expenses which will also include paying landing fees, trade tariffs (if in a system with lots of infrastructure and law and order), fuel (if you don’t collect it yourself from a gas giant), buying cargo to trade, hiring help, making upgrades to your ship or even buying a whole new ship.

https://robertsspaceindustries.com/comm-link/transmission/12820-Insurance-FAQ-And-Update

again, if you play a lot, you should be able to afford these regular expenses with ingame credits, but not everyone will be able to generate a steady and/or sufficient income to do so
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Stige




Posts: 3545
Location: Finland
PostPosted: Sun, 14th Jul 2013 15:12    Post subject:
Werelds wrote:
WoW is probably the best failed PvP example, thanks for bringing that one up because I'm gonna have a field day with this. When it comes to 1v1, it has always been Class vs Class. In teams, that would be a good thing as it would force you to think about your setup and tactics, except that it has made it incredibly boring instead. Why? Because everyone wants the same kind of setups.

WoW has never been about player skills and all Blizzard have done with every patch (not my words, this is from a friend who actually did it professionally for a while) is fuck that up further with utterly retarded changes that suddenly render certain classes virtually useless and make others a must-have. Class (-setup in a team) matters more than gear, gear matters more than tactics, tactics matter more than skill. That's why WoW as an e-sport failed so miserably. It should have tactics and player skill at the top and they're not.


Who said anything about 1v1 balance lol, that is the most retarded idea ever, 3v3 is where it's at.
And if you think everyone plays the same setup, think again.

www.arena-tournament.com will prove you wrong any day, skill > gear (Except on retail where it's all about PVE gear always...).

Cata 3v3 Ladder = 8 different setups in top 10.
WotLK 3v3 Ladder = 7 different setups.
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bond1974




Posts: 70

PostPosted: Sun, 14th Jul 2013 15:50    Post subject:
Before this gets out of hand, please take your WoW PvP diskussion to the WoW thread. Highly doubt people who follow this thread cares about it.
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Werelds
Special Little Man



Posts: 15098
Location: 0100111001001100
PostPosted: Sun, 14th Jul 2013 16:32    Post subject:
psikobare wrote:
the point is that you need to pay in-game credit on a regular basis just to play the game (flying without insurance is a huge risk, especially in UEE systems if i remember), and the more you play (more and bigger ships, more and more expansive equipments that also needs insurance) the more you need to pay (with credits), which not everybody might have, hence the need to buy ingame credits, on a regular basis
disguised subscription

No, what you're describing there is people looking for instant gratification whilst at the same time looking to be "the best". So will the lazy buy credits? Yes. Will the "hardcore" competitive players buy credits? Yes. Will the average player who won't even be able to play much? No. Because they play the game to play the game. Look at MMORPGs like WoW, the people buying gold there are the ones that are min-maxing like crazy. The majority of players, the casual ones, do not give a fuck if it takes 1 week or 2 weeks to get something. The whole point is that they play exactly to get there, not to get there right now. They've said in one of the videos that there'll be plenty of missions to do that are without risk; they'll pay less obviously, but even if you're not into PvP, you don't HAVE to risk losing it all.

Don't get me wrong, you're right in that that's their plan to monetise the game, I just don't see any NEED to buy credits. Not going by what they've said so far anyway.


@ Stige: was gonna post more but:

Stige wrote:
www.arena-tournament.com

Bravo, private server with custom patches, that's absolutely representative Laughing

And I suggest you take another look at the setups there. Slight variations, but paladins are overrepresented, rogues are practically missing in WotLK, priests/mages/DKs are underrepresented and so on. Setups are far from arbitrary and there's 4-5 classes of which all the top setups are made in both ladders and even then there's a distinct pattern to which classes are combined. Which is my point; if skill mattered, you'd see infinite variation and rogues would definitely be there much more. Instead, 50+% of the available classes are practically missing.


@ bond1974: I don't see why not. The MP in this will have plenty of PvP, it's only natural to take a look at how it should *not* be done.
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Kaltern




Posts: 5859
Location: Lockerbie, Scotland
PostPosted: Sun, 14th Jul 2013 22:07    Post subject:
proekaan wrote:
So...I would like to add a question since I haven't followed this AT ALL.

I love space sims as much as the next guy and would like to know how the sp part is implemented in the game?
Is it like story focused missions in a mmo world or a totally separate game?
I don't plan on playing the mp at all(since I suck and I hate ppl Very Happy )...


There will be a complete SP campaign called Squadron 42 which you play the part of a fighter pilot with something like 27+ missions, and I believe that will be expanded during the life of the game.

Saying that tho, the vast majority of the game is MMO, and I would say to really get your moneys worth, you would be playing the game EVE style (without the spreadsheets), as you explore, mine, trade, pirate and defend players and in-game corps (I believe there are SP 'PvE' style missions too).

For more, you should probably check the site cos more and more info is being added almost daily.
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Stige




Posts: 3545
Location: Finland
PostPosted: Mon, 15th Jul 2013 06:02    Post subject:
Werelds wrote:

Bravo, private server with custom patches, that's absolutely representative Laughing


So clueless, please point at the custom patches that they have.

Arena-Tournament is only meant to be competitive arena, there is no PVE whatsoever in it.
It is like Blizzards Tournament Realm except 100 times better when there are no retarded PVE items.
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Breezer_




Posts: 10826
Location: Finland
PostPosted: Thu, 1st Aug 2013 22:09    Post subject:
Sweet jesus... This better be the best space sim ever created Very Happy

https://robertsspaceindustries.com/comm-link/transmission/13159-15-Million


Last edited by Breezer_ on Thu, 1st Aug 2013 22:54; edited 1 time in total
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MisterBear




Posts: 940

PostPosted: Thu, 1st Aug 2013 22:22    Post subject:
Holy shit 15mil, that has to be the most crowd funded thing ever in terms of money. Really hope they can live up to hype with this thing, because if this monster fails, then it will leave great impact on other crowdfunding projects.
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Mikey5449
Superdad



Posts: 3408

PostPosted: Thu, 1st Aug 2013 22:25    Post subject:
Goddammit!

Quote:
$17 million

Ship upgrade package for every pledger containing an engine modifier.
Additional flyable ship class: battlecruiser

I've already spent a fortune on this game Very Happy. GO FOR BROKE!! I WANT a battlecruiser!


couleur wrote:
Everything I don't understand is a mental disorder. Laughing

couleur wrote:
If the illegals are drowning its their fault for attempting to cross the river in the first place. Especially the children. /s

russ80 wrote:
Who cares about gameplay. It's one of the few next-gen looking titles out there so BRING IT ON.
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Thu, 1st Aug 2013 22:54    Post subject:
MisterBear wrote:
Holy shit 15mil, that has to be the most crowd funded thing ever in terms of money. Really hope they can live up to hype with this thing, because if this monster fails, then it will leave great impact on other crowdfunding projects.


That's the sad truth of it, any major failure of a crowdfunded campaign creates an enormous backlash against the whole enterprise, so the thought of something like *this* failing? Not a pleasant one. I have hope, for now, that everything pans out - because as far as I'm concerned, Chris Roberts could ship Freelancer 2.0 and I'd be happy as a pig in shit Very Happy

Quote:

Every backer will also get a free digital 42-page Upgrade Handbook manual with their game which goes through the process of customizing and overclocking ship systems!


Om nom! So Much Win
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Boneleech




Posts: 1439

PostPosted: Thu, 1st Aug 2013 22:57    Post subject:
And its gonna flop on release.
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4treyu




Posts: 23157

PostPosted: Thu, 1st Aug 2013 23:00    Post subject:
sabin1981 wrote:

Quote:

Every backer will also get a free digital 42-page Upgrade Handbook manual with their game which goes through the process of customizing and overclocking ship systems!


Om nom! So Much Win


So Much Win
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Thu, 1st Aug 2013 23:01    Post subject:
Boneleech wrote:
And its gonna flop on release.


You shut your whore mouth! Evil or Very Mad Crying or Very sad
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Mikey5449
Superdad



Posts: 3408

PostPosted: Thu, 1st Aug 2013 23:11    Post subject:
As long as they deliver what they've stated they intend to, or come really close to it (may need some fine tuning post launch for example), I see no issue why it should flop. They are showing progress at a decent rate as well, so far, so my hope is high for this.

Besides, Chris seems very dedicated to his craft and I'd like to think we can trust him delivering.

I'd be rather sad/disappointed if this failed. Then again, having another decent space sim to play would be just about good enough anyway. Like Sabin said, FL 2.0 would be awesome. It's sad that we've become that desperate hehe Smile.


couleur wrote:
Everything I don't understand is a mental disorder. Laughing

couleur wrote:
If the illegals are drowning its their fault for attempting to cross the river in the first place. Especially the children. /s

russ80 wrote:
Who cares about gameplay. It's one of the few next-gen looking titles out there so BRING IT ON.
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Kein
Banned



Posts: 6101

PostPosted: Mon, 5th Aug 2013 01:58    Post subject:
http://kotaku.com/chris-roberts-star-citizen-which-pulled-in-2-1-millio-1022823666

What for do you possibly need $15mil bucks? A personal island?
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Mon, 5th Aug 2013 02:02    Post subject:
Mikey5449 wrote:
Then again, having another decent space sim to play would be just about good enough anyway. Like Sabin said, FL 2.0 would be awesome. It's sad that we've become that desperate hehe Smile.


That's because Freelancer did so much right and not much wrong - and mods pretty much fixed everything else, such as adding Newtonian physics for that that wanted it. I'd give anything for a Freelancer 2 and as long as I can play SC offline or at least online but away from the griefing cunts that fester on the internet, then I'll be happy!

Kein wrote:
http://kotaku.com/chris-roberts-star-citizen-which-pulled-in-2-1-millio-1022823666

What for do you possibly need $15mil bucks? A personal island?


Making a game with the scope and depth of Star Citizen? The actual development budget is supposedly $21m, originally with "private investors" covering the rest after KS.. but now it seems Chris Roberts is planning on taking it fully crowdfunded.
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4treyu




Posts: 23157

PostPosted: Mon, 5th Aug 2013 02:09    Post subject:
sabin1981 wrote:

Kein wrote:
http://kotaku.com/chris-roberts-star-citizen-which-pulled-in-2-1-millio-1022823666

What for do you possibly need $15mil bucks? A personal island?


Making a game with the scope and depth of Star Citizen? The actual development budget is supposedly $21m, originally with "private investors" covering the rest after KS.. but now it seems Chris Roberts is planning on taking it fully crowdfunded.


Exactly. If the game doesn't deliver in the end, then we can start looking for that island on google maps and hiring the mercenaries. Until then, the more they collect the better Very Happy
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Ashok0




Posts: 1733
Location: Ohio
PostPosted: Mon, 5th Aug 2013 02:36    Post subject:
Man... I'm going to seriously never leave my office once Star Citizen, The Gallery: Six Elements, Project CARS, and Among the Sleep ship for my Rift.
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Kein
Banned



Posts: 6101

PostPosted: Mon, 5th Aug 2013 03:49    Post subject:
Quote:
office

Stop playing at work you lazy bum
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Cyb3r




Posts: 615
Location: USA
PostPosted: Mon, 5th Aug 2013 06:10    Post subject:
but playing at work is so much fun oh wait i work from home nevermind Razz
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xyzg




Posts: 1835

PostPosted: Wed, 7th Aug 2013 16:43    Post subject:
According to pc gamer mag UK.

"Early footage shows capital ships and fighters, the latter defending the former from a pirate raid as the bigger barge flies through the asteroid field. Roberts used this footage to describe Star Citizen's mission system:pilots will be able to learn the space-ropes as part of the singleplayer campaign following the story of Squadron 42, a volunteer unit in the United Empire of Earth's navy. The UEE is one of Star Citizen's six known civilisations, but Roberts says players won't need to enlist in their military to see the galaxy. Pilots can dodge the draft and blast off into the cosmos to seek their own fortunes.

There, They'll be able to wheel and deal on the dynamic trading market. Star Citizen's economy is based on supply and demand, and Roberts' system will kick out missions depending on the materials manufacturers require. Roberts provides the example of a munitions factory that puts a notice on the game's mission board, asking for three tonnes of metal alloys. If the pilot - human or AI - gets attacked en route and can't complete the mission, there will be a shortfall in missiles.

That shortfall will be felt by others in the universe. Star Citizen has a persistent multiplayer world, using instancing to reduce numbers in busy areas to curtail prohibitive server costs.
Players will also be able to run their own servers, complete with mods."

www.robertsspaceindustries.com
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bani789




Posts: 1436

PostPosted: Wed, 7th Aug 2013 17:58    Post subject:
I stopped following the progress all that much since I backed it, so I just migrated my account to the new website which looks cool. And now I'm hyped all over again Crying or Very sad

Is there a tentative date for the alpha? I wanna see how badly my PC struggles with this Laughing

I can't wait to take my Aurora out for a spin.
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dr-nix




Posts: 996
Location: Sweden
PostPosted: Wed, 7th Aug 2013 19:26    Post subject:
bani789: they will be releasing it in modules.

Hangar module - august 24th

Dogfighting module - around december 2013/january 2014

Social/Planetside module - around march/april 2014

SP alpha (Squadron 42) - August 2014

Persistent universe Beta - Late 2014

And they are aiming to release the game early 2015

Please note that these modules will be work in progress. They will use feedback from backers to help development. And test how stuff works. Like how many users you can have in one instance and so on.


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barash




Posts: 832
Location: Norway
PostPosted: Wed, 7th Aug 2013 19:43    Post subject:
So, I'll be buying my next PC in August 2014. Nice to know
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HIz




Posts: 2187
Location: Wrong_Timeline
PostPosted: Fri, 16th Aug 2013 21:42    Post subject:
Galactic Map and ship stats page

http://starcitizen.mojoworld.com/GalacticMap/

https://robertsspaceindustries.com/ship-specs


Yeah, well, that's just, like, your opinion, man. Reaction
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moosenoodles




Posts: 18411

PostPosted: Fri, 16th Aug 2013 22:00    Post subject:
rsi constellation

starting at $225

 Spoiler:
 
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proddan




Posts: 1066
Location: Gulf of Aden
PostPosted: Sat, 17th Aug 2013 00:18    Post subject:
Ok ok ok feel me in guys... So you need to donate $ to get a ship/game what ever? Once this "wapor ware" is released and I buy it at steam for like 50Euros I'll still suck because I only bought the " standard" package? And John Doe boughjt the Deluxe patina edition for 50 000 Euros


Last edited by proddan on Sat, 17th Aug 2013 00:21; edited 1 time in total
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Sat, 17th Aug 2013 00:19    Post subject:
No, you don't. Every ship and item and weapon in the game can be acquired IN the game via gameplay, the dollar prices for these items are just for people that want head starts without the work. You DO have to buy the game though, that's just normal, the rest is all acquired via gameplay if you want -- I think the only difference will be backer/preorder exclusive items such as ship/character skins and lifetime insurance.
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