I saw there was a thread from a few days ago to kind of dump on the game, so I should just preemptively clarify what kind of discussion I’m NOT looking for:
• Discussion about what you think is a reasonable cost to develop the two titles
• Discussion in the way of “I played 8 years ago but quit because…”
• scam talk, belligerence, sarcasm etc.
I realize the game is an emotional lightning rod for some, but I’d ask you refrain from that in this particular instance. Please, thank you.
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I’m more interested in discussion from people who play and appreciate the game currently, and some of the good experiences you’ve had, things you’re excited for etc.
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For myself, I’ve played SC for years through the good and bad, and I’ve been most excited about the persistence and salvage stuff finally coming online (despite the painful rollout of 3.18). 3.19.1 seems much more stable despite the early hiccups and I’ve finally had a chance to test some of the things I was curious about.
One of the things I’ve been trying to do is get back on the same shard consistently and really test how well the world persistence holds up. A really cool experience I had was stumbling across a bunch of long abandoned player ships scattered around one of the outposts. One was tipped over with its door open so I climbed inside and poked around for loot.
The really cool part is I connected to that same shard literally days later (after even a 30k server crash), went back to that spot and the ship was still there where I’d flipped it back over, in the same condition. I needed a new gun for my own ship so I used the tractor beam to detach it from one of the turrets and upgrade my own.
I’ve been creating random little stashes and dropping items in remote places and then visiting again later and it’s all just still exactly where it was. The interesting part is per-shard the world persistence layer seems much more reliable than the actual player inventories right now, lol. I’ve found random flares that I dropped in the middle of the desert.
I think once we get the ability to queue for our previous session shard people are going to really start to understand why PES is so huge.
Having a great time with myself and a few friends that I’ve drafted. We launched a Mirai Fury from the cargo bay of a Constellation Taurus and it was a blast.
Also found this new community in these post reddit days:
I dropped $90 wayyyyy back in the day and still have my login. I install it again every once in a while to see how things are progressing. Can’t believe how slow the gameplay progress is but I will say the work they’ve done on the engine is really cool. But like… That’s not why I backed the game. I’m not mad about the game, I’ve had my fun testing it out over the years and I like the idea of what it could be, I just don’t expect it to be finished anymore.
I imagine it’s more of a watched-pot kind of situation than it will never finish. Starfield reserved its trademark way back in 2013, but you don’tget the sense that people think it took iverly long.
Open development definitely skews people’s perspective on how long development of these big titles takes.
Yeah I’m not saying it’ll never happen, I’m just not hyped for it getting finished like I was in the past.
I got my founders towel in my hanger and a sweet leather interior general purpose spaceship, I’ll be ready whenever it does decide to launch.
So in this sense, no I did not actually played star citizen, but as initial backer I wonder if I should even try it? Since you played for years, could you mind sharing the following things? (so I can see to get some entertainment out of my backing dollars. )
- how much real world currency affects the gameplay? From early backing new release your ship can break needs maintenance and insurance, how’s the currently implemented in game?
- what’s the game structured like? is it more quest driven with some story? Or really open ended MMO community driven(more EVE like)? If it’s something else please give a description.
- what’s the fun part when playing the game?
- how resource intensive the game is, computer spec and storage?
- is it always online or you can play offline? Does it have subscription based stuff?
• how much real world currency affects the gameplay? From early backing new release your ship can break needs maintenance and insurance, how’s the currently implemented in game?
In my experience not that much, the minimum you’d pay to get permanent access to Star Citizen is $50 or so, depending on the starter ship you choose. After that, basically everything can be earned in-game and you get access to the verse.
Having a medium sized ship does help with in-game money earning depending on what you’re doing to earn money. People can get quite wealthy just running bounties with a small fighter, or mining with the smaller mining ships. But even then, if you are in an org, make a few friends, or even if you just ask to borrow a ship in global chat people will happily lend you one. Ships and the utility they provide are very easy to come by. (Edit: you can also rent ships with in-game currency)
Once you build up some knowledge, earning money in-game doesn’t become a giant barrier. The ships you earn in-game typically persist for a few patch cycles (depending on the features being released, some of which require database wipes) I would not say SC is Pay to Win, at most there’s some convenience of having at least once medium-ish ship that’s attributed to your account.
• what’s the game structured like? is it more quest driven with some story? Or really open ended MMO community driven(more EVE like)? If it’s something else please give a description.
So there are still two games in development; Star Citizen and Squadron 42. S42 is a single player campaign that they’re developing more or less behind closed doors, SC is an open-ended MMO sandbox that is playable at the moment.
SC currently is divided into ~100-player shards/servers. You log on, connect to the verse and it drops you into one of those shards. As it is now, every session it tries to assign you to your previous shard, but if its full it just bumps you into a different one. In the near-term they want to allow you to wait to reconnect to that server if its full, so you can keep revisiting the same one.
The long-term goal is still to create one (or more likely a handful) of very large regional shards. A major milestone for that was reached this year, in that they began implementing some of the long-promised persistence features. I could talk at length about that but this is getting long, so if you want more detail just ask.
• what’s the fun part when playing the game?
This will depend on who you ask. There are missions to run (FPS bunkers, derelicts, delivery/item recovery, missing persons, bounties etc.) you can also go do things like mine, salvage, haul cargo, bounty hunt criminal players, or become a pirate and take other people’s cargo. There are in-world race tracks you can go to, players have created some cool racing orgs with player-run events and stuff. There are also some recurring official events, some pve, some pvp (some buggy, some less so)
One of the most fun experiences I personally had was one of the in-game events, Xenothreat. Basically you have to go with other players and fight off waves of enemy npc ships, protect transport cargo ships, and recover cargo from the destroyed transports. You do it all at the same time and you kind of have a choice to go to the destroyed ships, unload the cargo to your own and deliver it, or you can fly to protect those people against incoming fighters.
There are also purely PVP events that recur, like Jumptown, where you basically go and fight over a drug lab on a moon that just spawns free drugs while the event is active. Orgs will come and lock it down on some servers, while others a solo can just slip in unnoticed and skim some loot.
It’s very cool when it works, and kind of gives you a sense of what the game is aiming to become.
There are also two “modules” Star Marine (FPS round-based PVP) and Arena Commander (Racing, dogfighting, wave defense etc.). These are outside the MMO universe, and are sort of mini-games. They’ve been neglected for a while, but they just announced recently they are releasing a lot of improvements for them (better UI, matchmaking, new maps etc.)
To put it in a nutshell, the most fun for me comes out of player paths converging while doing stuff in the world, you hear people talk about “emergent gameplay” and that is what Star Citizen is aiming to create, a big sandbox with stuff to push people together and make stories out of it.
• how resource intensive the game is, computer spec and storage?
Spec/performance seems to vary. I have a fairly beefy system (RTX 2080 S, Ryzen 9 3900, lots of cheap Chinese RAM) and the client-side stuff generally runs pretty good for me, but it can vary from patch to patch but has progressively gotten better over the last few years. If you do install it, installing it on an SSD will give you the biggest benefit. Game size currently sits at around 90Gb.
The game is still in very active development though, so I think they optimize it to the point that its playable without spending too much time trying to optimize stuff that is being iterated upon.
This would be the part where I need to stress that Star Citizen can be really rough sometimes. Imagine a bucket of water that is being filled, the water is always churning a little and occasionally if some big feature comes along it gets dropped in and causes a lot of waves and chaos for a bit before things smooth back down. That’s what playing SC is currently like. The bucket is not full of water yet, it’s never fully calm and polished, and you need to be ok with some choppy turbulence sometimes, but the bucket continues to always fill.
I love the game and I can talk about it forever, but this above section is really important for anyone to understand, my explanations here are not to hype the game as perfect, it’s a struggle. Let it be known that I am a masochist who is interested by and enjoys the struggle. If you are interested in the game, I always tell people to wait for a free-fly event, they do them a few times a year.
• is it always online or you can play offline? Does it have subscription based stuff?
No subscription is needed. There is a voluntary subscription that gives you perks, like a monthly skin or item, access to a “ship of the month” in-game, access to early concept art and work in progress of features or locations, access to early test versions coming down the pipe to Live etc. None of it is anything necessary for the game itself.
Real World Money: Not much. It will dictate what ship & game package you start with. You can buy ships, some gear, and paints for your ship. Other ships and gear you can get in game with in-game currency or looting. You can ebay in-game credits, but that doesn’t affect the game too much because they wipe periodically.
Game Structure: There is no real progression beyond acquiring additional ships and gear. It has missions, but they are mostly pretty rudimentary game loops. Box delivery missions, bounty missions, assassination missions, salvage missions, missions to clear underground bunkers, illegal drug delivery missions, etc. With some mission types, you build up rep which gives you access to higher paying missions. The missions are built around earning credits to afford ships in-game. You can also do game loops that don’t have missions like cargo hauling or mining. It is sandbox, and EVE-like, but no where near the depth of play EVE has.
The Fun: Flying the ships. The ability to switch up gears and go in another direction, like any other sandbox. Grouping up with friends to tackle things at scale.
Computer specs: Anything remotely current is going to run the game decent as can be. It is highly unoptimized. They haven’t done the performance polishes other games do because of so much stuff on their backlog. But I’m running a 5800xed cpu and a 6750xt gpu, and can run the game ~80fps on average. Your performance experience is going to be dictated by the game’s back end servers. Sometimes they forget to feed the hamsters.
This game is always online. You can play the Persistent Universe (PU), which is the Sandbox MMO portion of the game. The single player game is still in development, and they keep that one close to the vest.
I was an original backer and I’ve dabbled on occasion but I’m waiting for more of a tutorial and better technical stability.
Yeah, they did release a little bit better of an in-game noob tutorial, with some better hints and “Press this, go do this, get on the tram here to go get your ship” etc. but it’s still far from being an easy learning curve. But they are aware and working towards it, which is encouraging.
Played it back when Arena Commander (?) was first launched and was top ten on the leaderboard for a couple of months. Stuck with it on and off for a couple of years. I have like $250 into it maybe - my ships are a freelancer MIS and like two other basic ships.
I got tired of it when they stopped actually pushing wide releases and just decided to pick some random influencera or whatever as a much smaller testing community. Testing releases actually kept me engaged with it, and I made lots of bug reports and was on the forums a lot as well. I just lost interest when that all went away (and was kind of pissed I didn’t get asked to participate tbh). Maybe I’ll revisit it again at some point
I’m not sure what you’re referring to with the testing releases, Evocati is maybe “exclusive” in the sense that the people who do that early of testing may as well be doing free QA, but the PTU waves are still fairly accessible if you want to help test early releases. But maybe I misunderstand what you’re referring to.
I’ve seen some very proficient keyboard and mouse players still. I played with KBM for a long time, there are still some advantages in terms of reticle accuracy. You’re referring to the “ESP” thing to aim assist? Personally I turn it off, but I’d be interested to hear your take on it.
I paid $15 or something like that in the first wave of the Kickstarter. The most recent time I tried to play was within the past few years, maybe last year. I remember I found it frustrating because I had no idea what to do so I ran around trying to find my ship, I think I rode on a subway kind of thing to a big empty spaceport. I never actually made it into space before I gave up and uninstalled it again because it was so boring and frustrating.
I play it occasionally. I generally have runs of good times and then runs of bad times, 30ks, random explosions/deaths. I would say I have gotten enough fun out of the starter pack that it is worth it. I probably wouldn’t pledge if I could go back in time, but I do enjoy the Vulture, so I hope they go back and make salvage profitable again, so you can make good money on something besides just bounty hunting, since most other stuff isn’t that profitable on a aUEC/time ratio. Things have been wonky for the past bit after Invictus, so I’m waiting for the next update to roll up to the live PU.
Regarding profitability, my understanding is that they shift that kind of thing around to incentivize people to test a given feature. Sometimes it will be bounty hunting, mining, salvage etc. But in the end the balance will come back around.
It can definitely be frustrating if you like a given thing though. I know people really liked salvage because it was sort of a chill way to do something without involving yourself in combat. Perhaps with the new salvage missions there will be better opportunity for cash.
It’s a lot like Diablo is for me. There’s a ton of fun to be had, but the gameplay is rather repetitive and limited, so it’s best to pick up for a bit, drop it, and come back later. With Diablo, I play for a few weeks every season or so, with Star citizen, I play for a few weeks every few patch cycles.
I don’t think that’s such a bad thing anymore though. I think it’s weird how people have started to accept Games as a Live Service sort of deal to mean “We play this and only this!” “There has to be hundreds of hours of content or I’m wasting my money!”. That sort of thing used to just be confined to MMOs, but I see it cropping up all the time with all sorts of other games. (again like Diablo lol)
I’m happy that I can still get enjoyment out of it occasionally, time-to-time. There’s plenty of other games to sink my teeth into, and it’s fun to rotate to keep the options fresh!
But on Star Citizen itself, the last few times I’ve played it has been relatively consistent, and the persistent stuff is great when it works as intended! It definitely adds a lot to the universe. I’m interested to see some new systems and planets and reasons to explore, places to set up outposts, and I’d probably stick around for much longer at that point. It’s got enough bones there now to really facilitate a lot of great gameplay, it’s just gotta flesh it out now.
I come back and mess around with it once a year or so. I’m an Original Backer so it’s become kind of an annual tradition at this point. Also I have one of those red AMD ships which I think are kind of rare or something?
The only reason I don’t play currently is due to my PCs CPU being about 9 years old. About to do a rebuild in the next few months.
I enjoyed it when I did play, for me it was more about discovery. I had a few PvP battles which were fun, not that iwas any good. Flying around in a group was great, especially when they implemented linked quantum jumps
Yes, honestly flying and racing is one of my favorite activities. The Defender especially just flies so nice in atmosphere, not too squirrely but really fast.
Good luck with your rebuild. Consider yourself lucky that you missed the pain of 3.18. “Dumpster fire” would be putting it lightly.
hey, so racing was probably my favorite thing to do back when I originally bought the game (late 2015)
what is available in the racing gameplay now? is it still checkpoint based with leaderboards or can you actually race against other people at the same time?
In the PU they added a bunch of racetracks on moons (some of which used to be popular ad hoc player tracks, which was cool) they added a little go-kart style in door track, a stop warch to your ship hud for self-timing, there are also time trial missions in the PU you can do at the race tracks.
The time trials are pretty basic – it gives you some hologram gates to get through and times your lap, but they’ve mentioned adding betting on races too, so I’m sure those mechanics will expand. The community response in general has been positive for racing, so I think they’re leaning into it a bit.
As for the Arena Commander racing module, there is a bunch of content and changes coming with 3.20 (next patch). They did a two part Inside Star Citizen video on it if you want the specifics.
XGR is a racing org and the the ones who popularized the locations that got turned into real tracks (ex. Snake Pit), so I would check them on youtube too if you want to get an idea of what people are doing. They do race videos that are hilariously polished and well-comnented, it’s like watch a Red Bull event or something, lol.
thanks for the info!
I’m gonna update my client right now to take a look!
(just hope performance has improved since the last time I logged in)
This thread scratched the itch to reinstall it. I see it’s 3.19 now. Has the dumpster fire been put out?
Nvm, I’m dumb and missed where you wrote that it looks like the bugs have smoothed out. I’ll give it a shot!
3.19.1! It’s been much better so far (fingers crossed). With the freefly over, no major events going on and this stability patch out it might be good timing to get back in.
Honestly, the game does work on a Steam Deck, though with some caveats due to the low amount of RAM - ILW was low single-digit FPS due to it.
I wouldn’t consider it a good experience, but more than performant enough to join up with friends to be a turret gunner or gunboat pilot.
I was gonna say I hypothetically play Star Citizen but you said no sarcasm so let’s pretend I never mentioned it.
I have it installed and very infrequently play, more to check in on progress. It is most definitely a really cool engine and there is a fair bit to explore, but it takes a looong time to load up and get to the point when you are in space since on start up you have to commute from an apartment to the space port. Basically every time I start it up I spend an hour or 2 playing and just explore a different but similar spaceport or space station…
Yeah, this is part of why the arrival of persistence is good in my mind. It means we’ll soon not be as tethered to stations and ports. They have improved bedlogging in ships, you can now land on a planet surface and come back with your ship landing gear correctly deployed and stuff. I’ve been experimenting with living out of my ship, stocking it with goods, trying to do patch repairs when I take damage etc.
I’ve talked in other communities how I personally would like to one day see them do away with bed logging, or at least make it possible to log off in place similar to a game like DayZ. Maybe with some benefit to using a bed still, but as you ssy one of the most daunting parts of picking up the game is traversing the ports repeatedly. I think persisting your character location would go a long way towards making play sessions feel less precarious and fragile.
At the very least, hopefully we can one day setup our own home spawn/field hospital.
I’ve played and am a Concierge level supporter. And one who’s waiting for the nascent /m/agazine to kickstart itself to life (among a few others filled with tumbleweeds and sadness :( )
I love the game. I find it highly immersive. And oddly calming - I’m a trader and running the shipping routes with the sound of quantum quietly thrumming in my ears is soothing in a way that listening to the ocean is. That being said I’m not playing atm but that’s mostly because trading has been bad for a while and I’m waiting for improvements. I’m waiting for the Railen (I feel like that’s going to be my primary ship once it launches) and I’m waiting for Pyro - because I feel like with a new system we’ll have more trading outposts and that should hopefully help balance out things.
Also what I’m very keen to see is the introduction of NPCs on ships. I’ve been toying with the thought for a while but it will drastically change the balance of the verse once any and all ships can hire on NPCs to man previously abandoned Turrets.
What will be really interesting, at least to me, will be the Connie. Dangerous enough on her own, if you can hire three NPCs (one per turret and one for the snub) she’ll be an incredible pocket-carrier/force multiplier in a “relatively” small package.
lol, so yeah. That’s what I’m interested in. But I really want to get my hands on the Railen. The interior picture of it is literally my work laptop background.
Yeah, Pyro is the next big hill I think that’s going to unlock a lot of stuff, both for testing and for fun and balance. It will likely necessitate some form of the first kind of server meshing, even if it’s a small scale of just being able to pass seamlessly from one system to the next.
The progress on Pyro looks really great from what they’ve shown, and definitely has a different feel from Stanton. While it’s slower than something like NMS, I appreciate the balance that SC has been trying to strike between procedural generation and hand-crafted/controlled elements. I’d personally much rather fewer detailed systems than a million systems that all kind of start to feel the same.
Thanks for the detailed reply. What specs are your computer? Have you tried the face/eye tracking tech that is currently available for the game?
8700k/3080tI/64gigs of RAM. lol, I need to upgrade my processor but she’s solid enough to handle the game even with my G9.
I’ve /thought/ about the eye tracking stuff but haven’t looked into it yet. Given that I consider the G9 basically on the edge of VR (my monitor wraps around my head vs wrapping around my eyes) that may be something to look into. Also I’ve thought about getting at throttle. I use an ergo setup? Logi MX ergo - which I oddly really love for spaceship control vs a “normal” mouse, but I’ve really been on the edge of getting a throttle just for that last little bit of control. Especially if you’re making Cargo drops over and over again and landing on moons all the time.
But yeah…I haven’t quite pulled the trigger on the eye stuff but that’s mostly because I’m currently not in SC atm (waiting for a couple things to come online for my gameplay loop and have other “toys” to buy on the backend [-.- and a CC to get down after the toys I buy -,-])
The big thing, if you’re trying to get into SC though, is the RAM. You /need/ at least 32. 16 is technically playable but upping to 32 (SC runs on my laptop too which has 32RAM) makes a huge difference. That and having it installed on an SSD.
I played Star Citizen on my shitty gaming laptop I bought from a seedy bazaar while deployed overseas back in 2016: 6Gb RAM, 2.8Ghz quad core, nvidia 1060m, and the game on all low settings played at 12-25 fps in Orison station. I wish I could afford a setup like yours one day.
Every so often I reinstall it and play it for a little bit, but the biggest problem is my system just struggles to run it. I enjoy it but with the performance being so poor I can’t invest my time in it.
I bought the Mustang Alpha and Avenger Titan pledges last year and played for quite a bit. Ran around naked in the cold of New Babbage. Passed out and woke up in Brentworth. Suited up and did some mining with my multitool. Flew the ships. Did some fetch quests. Fired a gun or two. Blew up the ships (multiple times). Had a blast.
I really think it will take years at this point to get it to where they want it to be, but in the meantime I enjoyed how the players treated it seriously, and not seriously at the same time, if that makes sense.
BTW, there’s a pretty active community on !starcitizen@lemmy.ml.