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#91 BrownPatrick

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Posted 16 March 2013 - 09:35 PM

View PostEon Lilu, on 16 March 2013 - 09:30 PM, said:

2 things I just found out about this game that may put me off playing it. Looks like it will be 1st person view (kokpit) only combat, no third person in combat, also it will have in game credits for real life cash like the gems in gw2. :( Has put me off bothering to play this when it comes out now. Seems like all games are headed down this new buy everything you want with RL cash route....

And what is the problem with gems?
Bought some just for re-custumization.

#92 Heart Collector

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Posted 16 March 2013 - 10:35 PM

View PostEon Lilu, on 16 March 2013 - 09:30 PM, said:

2 things I just found out about this game that may put me off playing it. Looks like it will be 1st person view (kokpit) only combat, no third person in combat, also it will have in game credits for real life cash like the gems in gw2. :( Has put me off bothering to play this when it comes out now. Seems like all games are headed down this new buy everything you want with RL cash route....

I'm thrilled about the first thing TBH, I loved Freelancer as you know but I've seriously missed the good old days of wing Commander and Privateer when I used to see my c ockpit get all messed up :D Joystick combat just won't work that well with third person I think.

As for the second, I remember CR had stated that he was looking at GW2s financial model from the very beginning so no surprise there. TBH it has not bothered me in GW2, I never used it and enjoyed myself just fine in the game, but yeah I can understand people not liking it. I much prefer this to a sub model though - p2p would have put a damper on my enthusiasm.

#93 FoxBat

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Posted 17 March 2013 - 04:58 AM

View PostHeart Collector, on 16 March 2013 - 10:35 PM, said:

BH it has not bothered me in GW2, I never used it and enjoyed myself just fine in the game, but yeah I can understand people not liking it.

Well it helps in GW2 that the truly expensive stuff is usually cosmetic, and even the moderately expensive stuff is relatively minor stat differences. Maybe he's talked in other videos but not clear how far money will take you in this game.

#94 Stargate

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Posted 17 March 2013 - 02:14 PM

Well we all got things that we like/dislike. The thing that makes me disinterested is the annoying talk about skill based and design around casual players though the death system is absolutely not casual. Permanent death if you die many times is pretty hardcore.

Interesting philosopy of gaming. This design seems more like an arcade game to me know like you knows those shooters where you got a number of lives and sooner or later die permanently, This game seems to much sandbox(I have never liked Elder Scrolls games) and casual item/hardcore death arcade style for me.

Full PvP world though in some areas it is suicide being offensive with NPC guards etc. You know a pirate in this game can actually loot something from a killed player. I can imagine many PvP hardcore players will love this game you can actually kill players permanently and loot. On top of that they support lists of friends and enemies in chat etc. This is absolutely NOT a world focused on PvE or a friendly one community server lol.

I played WOW on a PvE server with voluntary PvP Battlegrounds and Age of Conan in a full PvP world. After those experiences I prefer voluntary PvP. This game will be full PvP world and on top of that permanent death if you die many times and a casual loot system.

If this would be free to try maybe I would do that but currently this is not on my buy list. However the developer videos have been fun to watch and maybe I will keep an eye on this game and see how development goes. I think it is a premature to finally judge this game and release is likely about year 2015

Edited by Stargate, 17 March 2013 - 02:51 PM.


#95 The Comfy Chair

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Posted 17 March 2013 - 07:27 PM

View PostStargate, on 17 March 2013 - 02:14 PM, said:

Well we all got things that we like/dislike. The thing that makes me disinterested is the annoying talk about skill based and design around casual players though the death system is absolutely not casual. Permanent death if you die many times is pretty hardcore.

Interesting philosopy of gaming. This design seems more like an arcade game to me know like you knows those shooters where you got a number of lives and sooner or later die permanently, This game seems to much sandbox(I have never liked Elder Scrolls games) and casual item/hardcore death arcade style for me.

Full PvP world though in some areas it is suicide being offensive with NPC guards etc. You know a pirate in this game can actually loot something from a killed player. I can imagine many PvP hardcore players will love this game you can actually kill players permanently and loot. On top of that they support lists of friends and enemies in chat etc. This is absolutely NOT a world focused on PvE or a friendly one community server lol.

I played WOW on a PvE server with voluntary PvP Battlegrounds and Age of Conan in a full PvP world. After those experiences I prefer voluntary PvP. This game will be full PvP world and on top of that permanent death if you die many times and a casual loot system.

If this would be free to try maybe I would do that but currently this is not on my buy list. However the developer videos have been fun to watch and maybe I will keep an eye on this game and see how development goes. I think it is a premature to finally judge this game and release is likely about year 2015

Well it seems to me like it's basically going to be EVE online in terms of the open world: brutal, but the player factions keep the peace (or cause all out war) :P

You could always just play the single player or stay in the 'core' systems if you want to feel safer.

This is definitely not a newbie 'teehee i want to play around with my ship' game in the open galaxy though. It was never advertised as such :) They don't want to make it overly complex to play (like EVE), but it wont be a 'casual' game by a long stretch in terms of the skills required.

Edited by The Comfy Chair, 17 March 2013 - 07:28 PM.

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#96 Stargate

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Posted 17 March 2013 - 08:26 PM

View PostThe Comfy Chair, on 17 March 2013 - 07:27 PM, said:

Well it seems to me like it's basically going to be EVE online in terms of the open world: brutal, but the player factions keep the peace (or cause all out war)

You could always just play the single player or stay in the 'core' systems if you want to feel safer.

This is definitely not a newbie 'teehee i want to play around with my ship' game in the open galaxy though. It was never advertised as such :) They don't want to make it overly complex to play (like EVE), but it wont be a 'casual' game by a long stretch in terms of the skills required.

Yes from skill required this game might be hardcore. However skill does not make a game for me hardcore and majority in this topic does not consider skill as hardcore:
http://www.guildwars...re/page__st__60

View PostStargate, on 12 July 2012 - 06:42 AM, said:

I voted time makes what is hardcore player.

When I took driving license we had a test to measure reaction time. A normal has reaction time between 0.5-1.5 second and I did have
0.5 seconds. Also in martial arts back in the days reaction time was useful for defence. Anyway if talk about gaming
Unreal Tournament 2004 is really fast paced Action FPS in there I slaughtered 3 of my friend sometimes in 1 vs 3 situations.
The skill does not make me hardcore. I don't think that.

I think voting "How serious they are about the game" is hardcore also. I created an Avatar in Unreal Tournament games that looked like Terminator and used that nickname. Anyway I felt like a cool Terminator when slaughtering players.

However I have never completely lost it so I believe I am in the game: If you mentatly believe you are in the game ok then I admit you are hardcore and even a bit insane. I meant this example:
Prelude first Part of PvP combat with 2 Guilds who hate each other and big stakes(betting):


In this episode Felicia Day looses it and believes she is in the game. Yeah that  is extreme hardcore:


You may laugh, but sadly in history there are people who have become insane while playing, but of course they are a very small minority.

Anyway I think I can manage. However I know many players likes PvE and do not like PvP. For those players who dislikes PvP this game is not so good.

As I see it is very hard to be neutral. Of course it can be faction based but generally you can be
A) Merchcant, miner, trader etc i.e not focus on combat except PvE and try to hire NPC and PC players to protect when travelling.
B. Guardian good and loyal to factions ...and protect Merchants etc.
C. Mercenary and a bit shady and sell to highest bidder you services... but this might result in Pirate career.
D.Pirate(Evil) and if you are a pirate you are a stonecold killer this is not a friendly thieves guild that do mild pick pockets and thats it. If you are outlaw it will in time result in even more outlaw deeds until the Factions will try to kill you on sight.

It is a bit unknown, but if you die permanently then your next character can inherit some things from the died character but not everything. Exactly how it will be is still subject to changes.

I am really not interested in the Merchant career. So what will I become if I play this game? Good :angel: or evil :devil: (pirate merciless PvP killer)? I have not decided yet.

Edited by Stargate, 17 March 2013 - 08:32 PM.


#97 Heart Collector

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Posted 17 March 2013 - 09:17 PM

View PostStargate, on 17 March 2013 - 02:14 PM, said:

Well we all got things that we like/dislike. The thing that makes me disinterested is the annoying talk about skill based and design around casual players though the death system is absolutely not casual. Permanent death if you die many times is pretty hardcore.

Interesting philosopy of gaming. This design seems more like an arcade game to me know like you knows those shooters where you got a number of lives and sooner or later die permanently, This game seems to much sandbox(I have never liked Elder Scrolls games) and casual item/hardcore death arcade style for me.

Full PvP world though in some areas it is suicide being offensive with NPC guards etc. You know a pirate in this game can actually loot something from a killed player. I can imagine many PvP hardcore players will love this game you can actually kill players permanently and loot. On top of that they support lists of friends and enemies in chat etc. This is absolutely NOT a world focused on PvE or a friendly one community server lol.

I played WOW on a PvE server with voluntary PvP Battlegrounds and Age of Conan in a full PvP world. After those experiences I prefer voluntary PvP. This game will be full PvP world and on top of that permanent death if you die many times and a casual loot system.

If this would be free to try maybe I would do that but currently this is not on my buy list. However the developer videos have been fun to watch and maybe I will keep an eye on this game and see how development goes. I think it is a premature to finally judge this game and release is likely about year 2015

What you say about death is not entirely true. Your character may die but your belongings, ships and all, pass to your "heir". You lose some faction rep and probably some money but as long as your ship(s) is insured you won't lose it. In this sort of game your ship is your character just as much as your avatar :)

If you don't care for the sandbox element, you could always play Squadron 42 only. It will be a full blown campaign with opt-in co-op Demon souls style (fully soloable though if you so desire) and hopefully it will be big enough. Also, they will be implementing story elements in the Star Citizen open world as well so I think you will be able to have a more guided experience too.

Bear in mind, the game is going to be niche. It will not appeal to many people - but I think you may like it if you try it. But it's still far, far too early to judge of course.

As far as PvP is concerned I think they said they'd implement a slider of sorts to determine how often you'll run into other players (or at least hostile players). Also, I doubt it's like WoW where a level 10 has no chance against a lvl 70 for example. A skilled player with a worse ship will take down an average player with a better ship. And if worse comes to worse, you can just run. I doubt one-shotting will be possible. And besides, they will be supporting private servers so  people who don't want to PvP can simply play on their own private server I guess. I imagine this game to be a mix between Diablo 3 and MMO style when it comes to multiplayer.

#98 Stargate

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Posted 19 March 2013 - 04:40 PM

View PostHeart Collector, on 17 March 2013 - 09:17 PM, said:

If you don't care for the sandbox element, you could always play Squadron 42 only. It will be a full blown campaign with opt-in co-op Demon souls style (fully soloable though if you so desire) and hopefully it will be big enough. Also, they will be implementing story elements in the Star Citizen open world as well so I think you will be able to have a more guided experience too.

Bear in mind, the game is going to be niche. It will not appeal to many people - but I think you may like it if you try it. But it's still far, far too early to judge of course.

As far as PvP is concerned I think they said they'd implement a slider of sorts to determine how often you'll run into other players (or at least hostile players). Also, I doubt it's like WoW where a level 10 has no chance against a lvl 70 for ex
You get me wrong, I don't want to play a single player game or on some private player driven server(bad experiences from player driven servers in Neverwinter Nights 1). I want to play a MMO. I still dislike sandbox model so yes a more or less linear story campaign is fine with me. It has not to be one straight linear but no annoying confusion like in some Elder Scrolls games.

Hmm that slider that you can restrict how much PvP is there a link to that information? They could divide servers among PvP and PvE but that slider sounds odd since main idea for a realistic world is that merchant need to buy some protection and not use some slider.

Edited by Stargate, 19 March 2013 - 04:42 PM.


#99 Heart Collector

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Posted 19 March 2013 - 08:45 PM

View PostStargate, on 19 March 2013 - 04:40 PM, said:

You get me wrong, I don't want to play a single player game or on some private player driven server(bad experiences from player driven servers in Neverwinter Nights 1). I want to play a MMO. I still dislike sandbox model so yes a more or less linear story campaign is fine with me. It has not to be one straight linear but no annoying confusion like in some Elder Scrolls games.

Hmm that slider that you can restrict how much PvP is there a link to that information? They could divide servers among PvP and PvE but that slider sounds odd since main idea for a realistic world is that merchant need to buy some protection and not use some slider.

We don't know enough about the game yet but let me describe how I've understood it will be based off of what they've said so far, and how CR's previous games were:

In the game you are trying to gain citizen status if you don't want to go pirate. Squadron 42 will be one of the ways you gain this status. It's the "Wing Commander" style portion of the game, with branching missions but logically the same conclusion - you become a citizen. I think they mentioned some differences in the end but I think the citizen status is a given. If you like, you can completely ignore this campaign and jump right into the multiplayer portion, gaining citizenship in other ways.

Now if I recall correctly in one of the wingmans Hangar episodes they'd mentioned that they will be implementing small stories within the world - probably the equivalent of chain quests, oe maybe like some of the mission chains in Privateer 2. They said they want to be doing small mini-updates every 4-6 weeks so if all goes as I hope there will be frequently adding more.

This is more sandbox than themepark, but not to the extent of EVE. You really should try out Privateer 1 and 2 as well as Freelancer to get a better idea of what to expect - maybe watch a couple of "lets play" videos or something! I'd say that the closest thing to describe these games is a guided sandbox, or maybe a very open-ended themepark... they have elements from both types of game, with more guidance and restrictions than a true sandbox but completely open worlds and goals.

Now as far as the PvP slider is concerned... I'm afraid I don't know where to begin. I have a memory of CR mentioning it but I really don't remember where... Maybe it was just an idea of his rather than concrete fact, I'm afraid I can't confirm this my friend, sorry.

Bear in mind that this will be a quasi-MMO really. Meaning that whilst the game will be evolving constantly and you will always be playing alongside and/or against others (assuming you're not in Squadron 42), the nature of space demands that the world be segmented into "mini instances" - I assume each star system will be one, or maybe they'll further cut it down and it will go by nav point - and I think that a sort of matchmaking tool will decide what player you will encounter based on some variables like location, security level etc. And we will be able to meet other people down on the planets too! Oh, and they mentioned in the latest wingmans hangar that they are considering chat channels to be system-wide.

All this info is what I've garnered from the game so far. Things are always subject to change and I could be very wrong, but I don't think it's unreasonable to expect something vastly different to Privateer and Freelancer - after all, the game is being made for those of us who loved titles like them :D

Edited by Heart Collector, 19 March 2013 - 08:51 PM.


#100 Treble

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Posted 20 March 2013 - 07:15 PM

The multiplayer game being divided into sectors makes the most sense. A galaxy is entirely too big to fit into one huge map. Even Sci-Fi movies divide areas into sectors, and there are almost always areas that people skip using jump drives and whatnot, because they have no real significance in terms of resources or strategic position. EVE is instanced in this way too.

#101 Stargate

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Posted 22 March 2013 - 03:42 PM

View PostHeart Collector, on 19 March 2013 - 08:45 PM, said:

We don't know enough about the game yet but let me describe how I've understood it will be based off of what they've said so far, and how CR's previous games were:

In the game you are trying to gain citizen status if you don't want to go pirate. Squadron 42 will be one of the ways you gain this status. It's the "Wing Commander" style portion of the game, with branching missions but logically the same conclusion - you become a citizen. I think they mentioned some differences in the end but I think the citizen status is a given. If you like, you can completely ignore this campaign and jump right into the multiplayer portion, gaining citizenship in other ways.

Now if I recall correctly in one of the wingmans Hangar episodes they'd mentioned that they will be implementing small stories within the world - probably the equivalent of chain quests, oe maybe like some of the mission chains in Privateer 2. They said they want to be doing small mini-updates every 4-6 weeks so if all goes as I hope there will be frequently adding more.

This is more sandbox than themepark, but not to the extent of EVE. You really should try out Privateer 1 and 2 as well as Freelancer to get a better idea of what to expect - maybe watch a couple of "lets play" videos or something! I'd say that the closest thing to describe these games is a guided sandbox, or maybe a very open-ended themepark... they have elements from both types of game, with more guidance and restrictions than a true sandbox but completely open worlds and goals.

Now as far as the PvP slider is concerned... I'm afraid I don't know where to begin. I have a memory of CR mentioning it but I really don't remember where... Maybe it was just an idea of his rather than concrete fact, I'm afraid I can't confirm this my friend, sorry.

Bear in mind that this will be a quasi-MMO really. Meaning that whilst the game will be evolving constantly and you will always be playing alongside and/or against others (assuming you're not in Squadron 42), the nature of space demands that the world be segmented into "mini instances" - I assume each star system will be one, or maybe they'll further cut it down and it will go by nav point - and I think that a sort of matchmaking tool will decide what player you will encounter based on some variables like location, security level etc. And we will be able to meet other people down on the planets too! Oh, and they mentioned in the latest wingmans hangar that they are considering chat channels to be system-wide.

All this info is what I've garnered from the game so far. Things are always subject to change and I could be very wrong, but I don't think it's unreasonable to expect something vastly different to Privateer and Freelancer - after all, the game is being made for those of us who loved titles like them :D
Yeah what we like might differ though. I like story and linear(with some twists) campaign and of course PvP fighting in space can be fun.

I have always been against explore games though. I know from seeing videos that you can explore/find new places but I could not care less about that. Say for example that somebody tells hey we have found a new interesting exotic world or there is a challanging area with hostile Aliens but with great mining rewards those could interest me. However I have never cared a thing about the mentality lets explore the space yawn.

However I do like many things you describe of the game my friend... I only meant I want a good main story that I play and not only that a alive campaign that continues example Kilrathi War or something like that. This game development is so odd though. I honestly believe they promise to much and what becomes reality remains to be seen.

Edited by Stargate, 22 March 2013 - 03:43 PM.


#102 Heart Collector

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Posted 22 March 2013 - 08:03 PM

View PostStargate, on 22 March 2013 - 03:42 PM, said:

Yeah what we like might differ though. I like story and linear(with some twists) campaign and of course PvP fighting in space can be fun.

I have always been against explore games though. I know from seeing videos that you can explore/find new places but I could not care less about that. Say for example that somebody tells hey we have found a new interesting exotic world or there is a challanging area with hostile Aliens but with great mining rewards those could interest me. However I have never cared a thing about the mentality lets explore the space yawn.

However I do like many things you describe of the game my friend... I only meant I want a good main story that I play and not only that a alive campaign that continues example Kilrathi War or something like that. This game development is so odd though. I honestly believe they promise to much and what becomes reality remains to be seen.

If we take Privateer 1 and 2 as examples, there wasn't anything really off the beaten path so exploration was restricted to visiting systems for the first time.

Freelancer on the other hand had a LOT of "hidden" areas. You would find jump holes leading to pirate systems, derelict spaceships with cargo and unique weapons, and even two hidden Nomad systems with rather... interesting inhabitants (Eon Lilu knows what I mean) ;) However you could stick to the usual paths and still get plenty out of the game. In fact the best ship in the game (IMO) was a civilian Eagle very heavy fighter that could be found on an out of the way but not hidden spaceport - unlike the pirate very heavies which needed a rep grind, discovering the jump holes, traversing very hazardous areas and systems with no trade lanes to guide you. I personally loved that but it's not for everyone of course.

Urk, rambled again... I just can't help it when talking about these games :D Point is, exploration will be very rewarding, but not mandatory.

Thing is, I don't know how much story there will be outside Squadron 42. I guess that the most we'll get is, as aforementioned, certain quest chains - you can look up the cinematic missions in Privateer 2 as an example.

I really hope they manage to make good on their promises. But it does seem like a very tall order... And the disappointment and anger should they fail will mark the end of many careers, one of them being CRs. If they do pull it off, it's going to be my dream game come true!

#103 Heart Collector

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Posted 26 March 2013 - 10:26 PM

Since Eon has lost interest in the game (I think? Correct me if I'm wrong buddy :)), I'll post the Wingman's Hangar episodes when I get the chance as long as I'm on this website. Here's the new one!

Edited by Heart Collector, 26 March 2013 - 10:27 PM.


#104 Eon Lilu

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Posted 27 March 2013 - 12:31 AM

Edited and redacted!!

Edited by Eon Lilu, 05 May 2013 - 12:13 PM.


#105 Leyana

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Posted 27 March 2013 - 03:00 AM

I kinda thought that first thing would happen the moment they said: "We are implementing something like Guild Wars 2's business model".

No 3rd person will be a pain but not that bad if they let you have a wider field of vision/let you look around the *pit easily.

Though I hope that the penalties for being killed in PvP are very very minimal.

#106 Heart Collector

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Posted 27 March 2013 - 06:31 AM

View PostEon Lilu, on 27 March 2013 - 12:31 AM, said:

Im in contact with CIG via email about my concerns with star citizen and it pretty much confirmed what I was worried about, you will be able to buy in game currency with your credit cards....

Also no 3rd person view in combat, only cokpit.

My anticipation for this game just dropped by like 75%...

Well, they need to pay the server bills somehow! :lol: It will really depend on what's in the cash shop really. Given CRs track record I don't think he'd allow anything that would compromise the integrity or gameplay of the game. But of course, we won't know until they actually release info on that. In all my time in GW2 I found the cash shop quite unnecessary and unobtrusive - with the exception of the character slots - but that's just me. We all have different tastes.

As for the kokpit, well, as I did mention joystick controls don't really seem to be suited for Freelancer style combat. This game will be more like Wing Commander and Privateer in its combat style I believe with fully modeled and functioning kokpits, something I and many others have sorely missed. I wouldn't be against the option of course but I simply don't see it working too well.

Also... Maybe the larger ships will use different controls. I should dust off my 3D skills and make a forum feedback question video!

But you know what? I did miss first person joystick combat a lot when I played Freelancer (I found playing in first person in Freelancer to be less effective compared to the default 3rd person) and did feel annoyance just like you do now, but I eventually got used to it and enjoyed the game. If you can get past the cash shop issue (which we'll only know later) give it a shot ;) And of course there's always the alpha and beta builds to look forward to for a taste if you're a founder.

#107 Stargate

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Posted 27 March 2013 - 09:25 PM

View PostEon Lilu, on 27 March 2013 - 12:31 AM, said:

Im in contact with CIG via email about my concerns with star citizen and it pretty much confirmed what I was worried about, you will be able to buy in game currency with your credit cards....

Also no 3rd person view in combat, only cokpit.

My anticipation for this game just dropped by like 75%...
My anticipation for this game has dropped 15%, but it has NOTHING to do with those reasons you mentioned. Lol I have paid more then 500 euro for WOW gaming.

I am a bit neutral to third person view. It would be nice to have as an alternative additional view option, but it is not a must to have for me.

View PostLeyana, on 27 March 2013 - 03:00 AM, said:

I kinda thought that first thing would happen the moment they said: "We are implementing something like Guild Wars 2's business model".

No 3rd person will be a pain but not that bad if they let you have a wider field of vision/let you look around the *pit easily.

Though I hope that the penalties for being killed in PvP are very very minimal.
I think Arenanet is pretty unique with its cosmetic cashshop philosophy. I could not care less about cosmetic shit and I agree with my friend Heart Collector that character slots are likely the best thing to buy from a 99 % cosmetic cash shop.

That you can buy in game money and power items in a none sub MMO is natural for me. Nothing special or gamebreaking about that and It only becomes annoying if a game offers better power items through cashshop that is impossible to earn through playing.

I can agree with wish for not hardore death penalty in PvP. I think Guild Wars 2 embraces ultra casual death penalty since it has no tanks and healers and thus becomes respawn festival. What is better trinity or respawn festival :surprised: ? Oranges vs apples and it is subjective taste :angel: .

Heart Collector keep up with posting fun Wingman videos. Thank you :) .

Edited by Stargate, 27 March 2013 - 09:47 PM.


#108 Heart Collector

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Posted 27 March 2013 - 10:52 PM

View PostStargate, on 27 March 2013 - 09:25 PM, said:

That you can buy in game money and power items in a none sub MMO is natural for me. Nothing special or gamebreaking about that and It only becomes annoying if a game offers better power items through cashshop that is impossible to earn through playing.

True, although it does sort of cheapen the experience for people who earned the item with playtime... I personally don't care how people get their upgrades, but I do feel that some recognition should be in line for people who earn items through play rather than buy them with real cash. For example, if you had a Super Awesome Epic Neutron Gun of Super Awesome Epicnesss equipped, there could be a "subtitle" of sorts that says how the weapon was acquired, e.g. "Looted off the burning ship of space pirate Roberts", or "purchased".

View PostStargate, on 27 March 2013 - 09:25 PM, said:

Heart Collector keep up with posting fun Wingman videos. Thank you :) .

I will! And I have another nice serving of juicy, tasty info:

Engineering

Holy... Crap... That... Sounds... Just... Awesome... :eek:

#109 Heart Collector

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Posted 02 April 2013 - 01:34 PM

NEW STUFF!

Firstly, Wingman's Hangar Ep. 14 - more of a recap than anything due to Eric being away, but with a special, erm, guest.

And also some juicy info off of Massively.com regarding the economy, crafting, the PvP slider and more.

Enjoy :)

#110 Heart Collector

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Posted 06 April 2013 - 08:04 AM

I'm pretty sure I'm the only person left on the forum who's still keenly interested in the game :( but on the off-chance that some of you are still following this, here you go, Wingman's Hangar Ep 15!

Edited by Heart Collector, 06 April 2013 - 08:05 AM.


#111 Eon Lilu

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Posted 06 April 2013 - 08:18 AM

View PostHeart Collector, on 06 April 2013 - 08:04 AM, said:

I'm pretty sure I'm the only person left on the forum who's still keenly interested in the game :( but on the off-chance that some of you are still following this, here you go, Wingman's Hangar Ep 15!


Im still going to playing and following it, just not sure I liked the whole buy your way through a game to your goals, like GW2 does, kinda worried same thing will happen in SC.

I guess I have just re-adjusted my expectations for SC based on the business model they plan on using I personally don't agree with. They have not fully done anything yet so anything can change from now and onwards, I really hope they reconsider the whole buy in game credits with RL cash thing.

At 8.50 on video, character in engine animations look super awesome, they used a real life female model to map and graph all those animations into the engine to make it as realistic a possible.

Edited by Eon Lilu, 06 April 2013 - 08:34 AM.


#112 Heart Collector

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Posted 06 April 2013 - 12:51 PM

View PostEon Lilu, on 06 April 2013 - 08:18 AM, said:

Im still going to playing and following it, just not sure I liked the whole buy your way through a game to your goals, like GW2 does, kinda worried same thing will happen in SC.

I guess I have just re-adjusted my expectations for SC based on the business model they plan on using I personally don't agree with. They have not fully done anything yet so anything can change from now and onwards, I really hope they reconsider the whole buy in game credits with RL cash thing.

At 8.50 on video, character in engine animations look super awesome, they used a real life female model to map and graph all those animations into the engine to make it as realistic a possible.

Cool, I hadn't seen you in the thread for a while so I thought you were through :) I'll be relieving you of posting WH as long as I'm on these forums so just kick back and enjoy!

Yeah I was surprised at how good the animation looked, considering it's a space sim first and foremost. And just compare it to the early footage we got when the game was announced...

To be honest I'm a bit concerned about the validity of the forum feedback segment. Eric just exuberantly says "Of course we'll have X and Y features!!!" - and these asked about features are piling up a lot. And he completely missed the mark with the player housing question. I think the person who asked about it meant actual character housing, not ship housing :P

#113 Stargate

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Posted 06 April 2013 - 06:59 PM

View PostHeart Collector, on 06 April 2013 - 12:51 PM, said:

To be honest I'm a bit concerned about the validity of the forum feedback segment. Eric just exuberantly says "Of course we'll have X and Y features!!!" - and these asked about features are piling up a lot. And he completely missed the mark with the player housing question. I think the person who asked about it meant actual character housing, not ship housing :P
I am happy that you begin to be realist about this. There is realistically not a big chance that they will do even 95% of the promises made. Nothing new about that example MMO Age of Conan did not deliver what was promised at the release.

They recruit so much talent(like Crysis developers) so it is without doubt technically going to be good at least if they remember to fix bugs etc.

That said game philosophy is what bugs me really! All this talk about skill based BLAH BLAH....enough of it.  Hardcore like slavery? Lol it is NOT hardcore to me if they can not show nude slaves!

Anyway I still have hopes for this game. If there are two fairly skilled players who will win? The one with better equipment should win 9/10 cases in that situation. As it should be. Maybe this pay to win is a blessing. They will realize that it can not become to skill based lol.

Edited by Stargate, 06 April 2013 - 07:30 PM.


#114 Eon Lilu

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Posted 06 April 2013 - 08:50 PM

View PostStargate, on 06 April 2013 - 06:59 PM, said:

I am happy that you begin to be realist about this. There is realistically not a big chance that they will do even 95% of the promises made. Nothing new about that example MMO Age of Conan did not deliver what was promised at the release.

They recruit so much talent(like Crysis developers) so it is without doubt technically going to be good at least if they remember to fix bugs etc.

That said game philosophy is what bugs me really! All this talk about skill based BLAH BLAH....enough of it.  Hardcore like slavery? Lol it is NOT hardcore to me if they can not show nude slaves!

Anyway I still have hopes for this game. If there are two fairly skilled players who will win? The one with better equipment should win 9/10 cases in that situation. As it should be. Maybe this pay to win is a blessing. They will realize that it can not become to skill based lol.

It will still be skill based but different setups will have different play styles, max vs max, player with better skill of dogfighting wins, now the setups could be different, one could have the best in exploration gear, another best in stealthy type gear, another could have the best speed gear, another could have the best in smuggling or trading modules, it all depends how you want play, if you choose to be a trader with no weapons with huge cargo space, then if you get caught your worm food, if you decide to sacrifice some cargo space for weapons, speed, some countermeasure, better armor etc, then you won't be worm food if you ever get caught.

It will have alot of factors involved if it turns out the way they describe it.

#115 Heart Collector

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Posted 07 April 2013 - 09:11 AM

View PostStargate, on 06 April 2013 - 06:59 PM, said:

I am happy that you begin to be realist about this. There is realistically not a big chance that they will do even 95% of the promises made. Nothing new about that example MMO Age of Conan did not deliver what was promised at the release.

They recruit so much talent(like Crysis developers) so it is without doubt technically going to be good at least if they remember to fix bugs etc.

That said game philosophy is what bugs me really! All this talk about skill based BLAH BLAH....enough of it.  Hardcore like slavery? Lol it is NOT hardcore to me if they can not show nude slaves!

Anyway I still have hopes for this game. If there are two fairly skilled players who will win? The one with better equipment should win 9/10 cases in that situation. As it should be. Maybe this pay to win is a blessing. They will realize that it can not become to skill based lol.

Well, on the plus side the dev team does seem to have full control of the project - which is rarely the case when big publishers are involved. And CRs track record is very good so I have little doubt that the game will be very good and hopefully have the best elements of Privateer and Freelancer. But there's just so much they want to do, it just sounds improbable that they'll manage to implement all the stuff they're saying... I'd rather keep my expectations firmly grounded than get disappointed.

As for skill vs equipment, well I think Eon is very close to the mark. Obviously people with great combat equipment will have an edge, but if they're outplayed they will lose - unless maybe they're up against a ship that specializes in something other than combat, e.g. exploration. However, if both you and me are outfitted for combat, I have better equipment but you are more skilled, you will beat me most of the time. You will have a smaller margin for error than me by virtue of taking more damage and dealing less, but you will still come out on top, though the fight would take a bit longer against me than against a similarly skilled player as me but with worse equipment.

Of course this is more about a 1 vs 1 dogfight scenario... I don't know how things would pan out vs larger ships. Logically a single fighter would get pasted by a huge capital ship, torpedoes or no. But that again would depend on how powerful torpedoes will be and if it's even possible to damage shielded cap ships.

Edited by Heart Collector, 07 April 2013 - 09:14 AM.


#116 Eon Lilu

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Posted 08 April 2013 - 11:41 PM



#117 Eon Lilu

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Posted 11 April 2013 - 11:00 AM



Some really good info on the dev process they are using and how they will be moving the game forward as well as why they are making the game this way.

Worth checking out all of it.

#118 Eon Lilu

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Posted 04 May 2013 - 07:17 PM

To sign up an account on the Star Citizen website follow this link.

http://www.robertssp...tizen/?rid=3591



To find me on that site or for referrer my username is TRON.

Loads of Star Citizen new info to sink your teeth into the past month or so they are really starting to crank up the amount of development information coming out and you can ask the dev's directly any questions on the forums, I have not really seen a more direct and tight nit community as well as such a direct input into the production of the game, they have already changed ideas from feedback of players.

Now is also a good time to pledge towards the game and help create it and be part of the project. They are doing a new comer type package with both squadron 42 ( single / co-op multiplayer online missions ) and Star Citizen Open persistent online universe, with beta access and exploration / merchantile ship with life time insurance on that ship. So that's the whole game and a ship to start you off with free insurance and beta access for only $45, plus that this game is crowd funded so you know it's going into helping create the game.

Today is the last day of the Aurora starter package sale and it ends at midnight PST.

This is the most successfully recorded crowd funded project and they originally asked for 2 million, they are soon to reach around 10 million dollars all supplied by players and crowd funding.

Advanced Starter Package ($45)
Includes Star Citizen and Squadron 42 with an Aurora LX, lifetime insurance and Alpha, Beta and RSI site access. Your last chance to get it all for a low price!

http://www.robertssp...urora-revealed/



Spider

What is now known as the galaxy’s junkyard came from humble beginnings.. The system was first charted roughly five centuries ago and almost immediately abandoned. It was initially listed as a Class C military restricted system, with plans to construct a listening post complex … but rapid advancements in scanning technology meant that large-scale orbital listening posts no longer needed to be built so far from the core worlds. The Navy abandoned the partially constructed habitat platform structure to the void … little realizing where it would lead.

Enter Spider, a sprawling world-sized mass of crippled starships, abandoned colonizers and ancient platforms, all held together with pleximetal and prayer. Spider’s origin story is more the realm of myth than recorded history. Clan legends claim its creation was overseen by a unified pirate alliance which constructed the planetoid together. Tens of thousands of pirates and smugglers worked alongside one another, lashing together old habitat modules, destroyers, carriers and colony ships to form a living, breathing city … of sorts. Modern anthropologists consider this story unlikely, pointing out that pirate organizations have never been able to work together for very long.

Spider remains the only commonly ‘known’ pirate facility. The UEE is as aware as any citizen is, but is unwilling or unable to expend the treasure to destroy the facility. Many speculate that Spider plays an important role in keeping piracy organized … and that it is not in the government’s best interest to scatter the various clans to the winds.

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300i screenshots within the game engine.

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Terra

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Space Suit information

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  • Class I – basic protection; essentially a plastic bag. Think a Tyvek suit. Class 1 suits protect against vacuum during a hull breach but they can’t be worn for EVAs.
  • Class II – This is the “standard” suit for non-military pilots. Keeps you safe in the ♥♥♥♥pit and is maneuverable enough in combat. Has limited EVA capabilities, although to do anything effective in zero G you need attachments that will slow it down.
  • Class III – Heavier civilian suit. A little slower and less maneuverable than the class II, but has increased armor. You’ll have a harder time moving around in boarding, but you can take more hits.
  • Class IV – Military suit, as seen in the Squadron 42 trailer. This suit is armored to protect against ♥♥♥♥pit damage, has various self-repair features, advanced tactical display, etc. Roughly as effective in EVA as the Class II is in a boarding operation.
  • Class V – Advanced Military Suit. This is a much more expensive and rarer class of suit. Think the difference between a standard fighter pilot suit and the ones worn by an SR-71 crew.
  • Class VI – Marine armor. Too bulky to wear in a ♥♥♥♥pit, but much  more effective in boarding operations. A pilot wearing a Class III suit might fly a cargo load of his friends in Class VI suits to attack a freighter.
  • Class VII – Heavy Marine Armor. This is a heavy weapons suit with mech upgrade for carrying heavy weapons.
  • Class VIII –Full blown EVA suit, similar to a modern space suit with an MMU.
  • Class IX – Full blown mech suit. Somewhere between a space suit and the power loader from Alien. These repair the outsides of large ships, move heavy objects in hangars, etc.
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Edited by Eon Lilu, 04 May 2013 - 07:25 PM.


#119 Lord Bazaah

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Posted 07 May 2013 - 12:01 PM

Thanks for compiling this Eon.




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