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Vapourware Scam Citizen - Only people with too much money can become StarCitizens! WOULD YOU LIKE TO KNOW MORE?

Blaine

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Strongholds = big part of the kind of RPGs they're in. FPS mechanics = not a big part of the Wing Commander series. Case closed.

Uh-huh. Never mind that decades' worth of cRPGs were made with nary a stronghold to be found, and that they're in fact a recent phenomenon popularized largely by MMOs. Never mind that the only strongholds present in any of the IE games were a few small additional dialog trees, a few lines of code, and little else—less than a single side quest's worth, along with the illusion that you "owned" a property. Nevermind that the logic behind boarding actions in a game about crewed starships is sound, with plenty of precedent. Never mind that Star Citizen is a Wing Commander successor, not part of the Wing Commander series. Nevermind the technical limitations over a decade ago that made boarding actions prohibitive or impossible to implement.

Never mind that four modders with no budget can create serviceable and playable FPS mechanics and level designs for time-limited game design contests, and that larger indie projects on which six months are spent by a handful of people contain far more features than Star Citizen would ever need for its FPS mechanics.

FPS mechanics are like making a whole new game, they'll compromise the entire design, and if they're not as good or as comprehensive as Half-Life 3, the world will end. Case closed!

I've never said this game will be a horrific piece of shit. I've said that a bunch of stuff is extremely worrisome, and that you are way too optimistic given the circumstances.

We make a good pair, because you are way too Henny Penny given the circumstances.
 

bertram_tung

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I think Blaine has been pretty realistic actually. Perhaps a bit optimistic, but I think it's within reason. He's just constantly put on the defensive because there's been so many dumb fucks not bothering to do research and/or trolling the thread because it's so easy to get Blaine to jump off-sides.

First Person Mechanics have been planned since the game was a concept on Chris Robert's drawing board, over 2 years ago. This is not a last minute added feature. Also, it doesn't have to be a fully fleshed out robust FPS system (Although I wouldn't be surprised if it is) for it to be fun. It's just a nice feature to have when you want to board someone's ship. A short shootout that will probably last a couple minutes at most. Also could be seen as a desperate last attempt to put a bullet in the pirate's head who decided to fuck with the wrong smuggler/trader. The fact that they are going with a semi-perma-death system should make it tense and exciting.

The planetside fps stuff is not as interesting to me however, but I don't think it would really take much extra development resources considering all the mechanics will already be in place from the boarding side of things. Now if they tie it into taking over space stations, that could be pretty cool.
 
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Drakron

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The fact that they are going with a semi-perma-death system should make it tense and exciting.

No, they arent.

They are just forcing people to go over character generation AGAIN after they die because "realism", its just busywork and offers nothing except annoying people with it ... and of course selling extended lives on the Cash Shop.

I know what the system appears to be, I do question its use ... he can go about IMMERSHIUM all he wants but fact is, day 1 we get the usual crowd of crackheads with stupid names so this just bogs down to "annoying mechanic to annoy players" as its completely meaningless.
 

Drakron

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Heh heh... Nothing like H&H permadeath where you can lose thousands of hours of tedious grinding to a few minutes of unplanned PVP.

Well thats the thing isnt, we know he is not going to do it so why the hell forcing people into character generation every x "deaths" for so called realism? there is no realism ... its just a half-baked solution that ignores the obvious ... there is no penalty to dying outside normal penalties (loss of equipment) so whats the God damn point? immersion is bullshit because we all know they arent going to enforce roleplaying and not even names outside the usual possible copywrite violations, there is simply NO EXCUSE to force people into character gen just because IMMERSHIUM and no, dont give me crap about this, you people know how online games are and how people act in chat and Star Citizen will be no different.

There is no excuse for this, you might as well put another goal of "realistic fluid physics" for when your character pees himself because he havent gone to the bathroom, without any penalty for it.
 

bertram_tung

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Well thats the thing isnt, we know he is not going to do it so why the hell forcing people into character generation every x "deaths" for so called realism? there is no realism ... its just a half-baked solution that ignores the obvious ... there is no penalty to dying outside normal penalties (loss of equipment) so whats the God damn point? immersion is bullshit because we all know they arent going to enforce roleplaying and not even names outside the usual possible copywrite violations, there is simply NO EXCUSE to force people into character gen just because IMMERSHIUM and no, dont give me crap about this, you people know how online games are and how people act in chat and Star Citizen will be no different.

There is no excuse for this, you might as well put another goal of "realistic fluid physics" for when your character pees himself because he havent gone to the bathroom, without any penalty for it.

There are obviously ramifications to dying that give the system credibility more than just "immersion". Among other things, losing and having to rebuild reputation with factions when you die will be a significant consequence. Your argument is baseless. Stop trying so hard to be edgy.
 
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Blaine

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$19,000,000 scammed and we still haven't seen the next stretch goal... better be up by the end of the day.

Hopefully it's something Grunker et al. can start a shitstorm over. It's practically a Codex tradition at this point. :troll:
 

Drakron

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There are obviously ramifications to dying that give the system credibility more than just "immersion".

You are mistaking things because they made it unnecessary obtuse.

If you "die" you either "die" because you run out of lives and character generator or you dont and just get injured as in "wake up on the hospital" kinda death.

I am not talking about death as "killed", meaning iyu always get that that is the loss of equipment and cargo, what I am talking about is that after a arbitrary number of "killed" you character dies but there is no additional penalty for that, you just get character gen and "inherit" your previous character stuff, minus the stuff he lost when he got killed of applied as I recall they are even talking about death of old age.

And no, I am not ... its a retard system that have zero impact because it add nothing outside annoying players, they never mentioned there are extra penalties for "dying dying", its simply character gen again.

Among other things, losing and having to rebuild reputation with factions when you die will be a significant consequence.

Oh? Can I have your crystal ball because unless you show me were reputation have a consequence and its hard to build ... oh wait, in fact you just shown me how a STUPID IDEA it is because there is reputation correct? lets assume griefers get negative rep by being the little shits they are ... now with rep everyone would hate then outside griefer faction meaning they would be contained to lawless space but since they can wipe it, they can just grief, grief, wipe, grief, grief, grief ...

Your argument is baseless.

You provided nothing but a extra point to show why this is a bad idea, you shown nothing on how my argument is baseless because they said nothing about factions or how it affect the players, in fact I serious doubt they going to put a wipe on something that is based on grinding.

Stop trying so hard to be edgy.

A bit aggressive arent you?

Let me put this way ... this is the Codex, automatic this game is shit until its proven non-shit.

Hopefully it's something Grunker et al. can start a shitstorm over. It's practically a Codex tradition at this point.

I hope its some stupid shit that makes you rage about it, we dont want you to feel left out.
 

bertram_tung

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You conveniently ignored the reputation system as a consequence to death because it better suited your argument that in game death is totally meaningless. Now you act like you already knew about it and are downplaying it.

As you know, the death system is not meant to be super-hardcore-lose-everything and have to start over. Nobody wants that and nobody said that's what it would be. It's just meant to add enough weight to your actions so that you might think twice before boarding or getting into a dangerous situation. Getting reputation hits is a good way to go about it. Raising insurance rates is another good way, and this has been discussed as a possible consequence as well. These are relatively minor inconveniences, but they are inconveniences. Then there is the obvious stuff of losing your ship/stuff if you fail to keep it insured. That's a big inconvenience.

Don't shift the goalposts to the griefer argument now. All MMOs have griefers. This one will too. What's your point? That people will be able to shake off bad reputation too easily by purposefully dying? All they have to do is make negative reputation harder to lose than positive reputation. Or make it so that if enough of your next of kin end up on the wrong side of the law, your negative reputation is lowered less and less for each new next kin. It's really not that difficult to fine tune something like this. That's what beta testing is for.

This is game isn't even in alpha yet, and we seen an unprecedented amount of transparency so early in the development. Of course it's easy to try and find holes and problems this early in the process. If your argument ultimately boils down to the fact that they haven't tested or thought everything completely through yet, then no shit.
 
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Drakron

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You conveniently ignored the reputation system as a consequence to death because it better suited your argument that in game death is totally meaningless. Now you act like you already knew about it and are downplaying it.

No, I just forgot about it ... in fact I have no memory about anything it and I can only find forum posts that are highly speculative (and stupid, Jesus some people are pretty much asking for the fucking Trinity) so I am not ignoring it, I dont even know if there is one and assuming there is one, what it will actually DO.

As you know, the death system is not meant to be super-hardcore-lose-everything and have to start over.

Yes, those older systems are pretty much abandoned now.

Nobody wants that and nobody said that's what it would be.

I am pretty sure some would, there are always people asking for it ...

It's just meant to add enough weight to your actions so that you might think twice before boarding or getting into a dangerous situation.

To start, I already said what it does ... "dead for real" only happens after you lose all your "lives" and if that is true you are just penalizing the player from playing the game, in a MMO you die ... you die a lot, it can be you done something stupid, it can be you had bad luck and in some cases you have to die anyway (some TSW quests can only be solved with the player being dead), I say this a lot that in a MMO death is a occupational hazard.


Getting reputation hits is a good way to go about it. Raising insurance rates is another good way, and this has been discussed as a possible consequence as well. These are relatively minor inconveniences, but they are inconveniences.

Oh you are pulling things out of you ass because nothing have been said and believe me, insurance will NOT be raised because after the shitstorm about pledge ships ...

Don't shift the goalposts to the griefer argument now. All MMOs have griefers. This one will too. What's your point?

My point is you DONT create a system that enable griefing, you make one that contains it otherwise what you get is nothing but griefing.

That people will be able to shake off bad reputation too easily by purposefully dying? All they have to do is make negative reputation harder to lose than positive reputation.

Again, you have no idea how reputation works and no, that solves nothing ... a griefer will continue until character slot cannot be salvaged and so will start anew ... griefers dont CARE about the game, they care about YOU PLAYING THE GAME, their entire purpose is to prevent you to do so.

Also still a penalty to people that WERE GRIEFED ...after that its a 2 way street and the victims are more subject to penalties that the grifer with a wipe because the giefer doesnt CARE about rep, only were it affects its ability to grief people.

Or make it so that if enough of your next of kin end up on the wrong side of the law, your negative reputation is lowered less and less for each new next kin. It's really not that difficult to fine tune something like this. That's what beta testing is for.

In short, a overall boated system for "realism" ... doesnt work.

This is game isn't even in alpha yet, and we seen an unprecedented amount of transparency so early in the development. Of course it's easy to try and find holes and problems this early in the process. If your argument ultimately boils down to the fact that they haven't tested or thought everything completely through yet, then no shit.

I dont like that system, its a inconvenience for the sake of "realism" ... penalties already are planned to when you "lose" so this is a extra penalty for losing x times to be annoyed into character generation and possible loss of advancement "just because" we must have realism.

Something that exists for its own sake is never good.
 

Blaine

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Absolutely unbelievable that people are pre-scared 15 months in advance about "griefing." In my view, there's no such thing as "griefing" to begin with—only carebears and whining.

If you want to fly solo and have your hand held by the game mechanics, then good riddance. That's what single-player and user-hosted multiplayer are for.
 

Gurkog

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It would be awesome if there were bounties placed on griefers pirates, with added alerts as to their general whereabouts at all times. "Joe was last seen near outpost 2C-45 Delta! Engage him with extreme prejudice."
 

tuluse

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I really hope this game is good, and I'm good enough at it to grief people.
 

Blaine

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It would be awesome if there were bounties placed on griefers pirates, with added alerts as to their general whereabouts at all times. "Joe was last seen near outpost 2C-45 Delta! Engage him with extreme prejudice."

That's been planned for ages. There will be bounties placed on pirates (both by NPC governments and players) as well as some method of tracking them down. You don't immediately win when/if you find said pirate, though, and indeed I expect bounty hunting to be one of the most dangerous but also rewarding careers.

Thus far CR hasn't seemed to budge as a result of pressure from tens of thousands of whining pre-cowards, and combat is still free-for-all with NPC police response/reputation/bounty consequences in the more civilized regions of space. About the most they're doing is trying to curtail "suicide ganking," which is understandable.
 

Gurkog

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The bounties should be more than enough to encourage keeping the rate of piracy under control. if I had a decent connection, that is what I would be doing in the game.
 

Mortmal

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The bounties should be more than enough to encourage keeping the rate of piracy under control. if I had a decent connection, that is what I would be doing in the game.
Get on your shitty low cost ship, ask a friend to shoot it, ask him to share the bounty with you, profit!
 

Gurkog

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How is that going to work anyway. It seems that dying once is a small price to pay for many crimes one could commit...

Who ever said the bounty would end after a single death? I could see the number times the bounty can be rewarded based on the pirate's level of infamy.:cool:
 

Mortmal

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Then ask your friend to kill you multiples times, till its not profitable anymore, people are always helpfull for this.I cant see a bounty hunting system working except from roleplaying and good will . There's no info about it on the site either , dirty and gritty gameplay mechanisms like this are rarely explained.
 

Blaine

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Yeah, I was gonna say—bounties don't work in EVE Online for exactly that reason. For starters, your friend (or your alt, for that matter) can simply blow you up and collect the winnings, which you then keep or split. CIG are aware of this and will no doubt be trying to curtail it somehow, but I remain skeptical. Monitoring what happens to the bounty payout (e.g. some reward credits end up in the victim's own wallet) will only go so far.

More importantly though, pirates and nullsec outlaws tend to be hard targets. If he's hanging out in a pirate system wherein the NPCs themselves hostile to you, with a bunch of friends to back him up, what are you gonna do? Don't get me wrong, I'd love to see viable bounty hunting and entire squads devoted to it, but the mechanics must be handled with great care to make it happen. On the other side of the coin, if bounty hunting is skewed too much toward bounty hunters somehow, that will also be bad news.
 

Drakron

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There's no info about it on the site either , dirty and gritty gameplay mechanisms like this are rarely explained.

Because they still just ideas, not really something they pegged down with no actual implementation anywhere since its not even at Alpha.

We can question a lot of this stuff because of this, its something they "want to do" but havent come around to actually do it and its likely still "up in the air" to actual details, let alone basic implementation ... there will also be Alpha and Beta testing after that so stuff can change and even dropped if it doesnt work or causes more troubles then good, unlike some that take this basic notions as "scriptures" and conduct care bear hunts for ye that speak again what is EVE-with-a-Joystick.

Edit: 21 Million goal is ...

Salvaging Career.
(No, not Christ Roberts movie producing one ... I hope)

I suppose nobody mentioned this because they also released some new concept art of a female explorer avatar along with that information.
 
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tuluse

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If the bounties are a percentage of the stuff destroyed, does that fix the idea of scamming the system right there? I mean if you're only getting half back for destroying your own shit, you're not going to do it, right?



Oh. Wait. Lifetime insurance.
 

Blaine

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Bounties won't work that way. NPC governments and players will place flat-rate bounties on outlaws. There may be more to the system than that—for example, bonuses for destroying or capturing the person's body rather than just their ship (or in addition to it), and perhaps even bonuses for destroying a more expensive ship—but the bulk of the payout won't be based on how much stuff you blew up.

And it's not "lifetime insurance" at issue; it's "all insurance." Insurance that costs a fee for works exactly the same way as lifetime insurance, other than said fee being waived in the case of LTI. Hull insurance, upgrade insurance, and cargo insurance are handled separately, and there is no LTI for upgrade or cargo insurance. It may be that people who've accumulated bounties will be denied upgrade and/or cargo insurance, but we'll just have to wait and see.

Insurance is available to everyone, and there's really no way around it. Either ships must be quick and easy to earn, in which case destroying them merely inconveniences the victim; or they're expensive and time-consuming to earn, but the loss is mitigated by something like insurance. Either way, you end up with a temporary setback. If ships are both expensive and time-consuming to acquire and are a total loss to their owners when destroyed, then the game would be functionally unplayable, and beset by extreme turtling (risk-averse behavior) and everyone using only the cheapest ships and upgrades at all times.

It would also be ludicrous to suggest that mean ol' pirates should have to suffer total ship loss, whereas everyone else doesn't. The very ships they'll prey upon will be insured, and in some cases so will the cargo and upgrades. It's a game, and outlaws will enrich the experience, not detract from it.
 

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