• 2 Posts
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Joined 4 months ago
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Cake day: August 5th, 2024

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  • Games are a software project, nothing more, nothing less.

    Idiots like jared try to deny this and come up with tactics trial and error as normal part of the development process.

    If you develop software with trial and error, you are already on a wood way (germans used to say). If you need to summon the “games are special” vibe you dont care about software engineering the slightest and your output will be pure shit on many occasions.


  • First you MUST change you point of view: Star Citizen is a non quality environment.

    This means, that developers can push any shit untested to LIVE. This results in stuff not working because its untested and it contains many bugs.

    If you cannot accept this, I advise you not to play on .0 patches because the shit is unbearable.

    Next thing: because they dont care about quality, you should expect, that only the new stuff has a slight chance of working (mainly because they fix their shit when it arrives at .1 - if these lazy bastards have enough time to provide .1 - just look at 3.23.2 …)

    If you follow the development of SC, you might get aware that they have begun to tackle the end game stuff, like meshing and all the other stuff they need to have if they want a MMO. Problem here is, that this stuff is complicated and with their normal effort putting out shit and let players determine if it works, there is only a slow speed possible. Also with constantly putting out untested shit, you might want to work on many things at the same time to get SOMETHING done after the years.

    You see: as stuff gets more complicated, they cannot develop stuff for multiple years like they did in the past, they shit it out as soon as it compiles and use the players to find all the stuff that is not working. This does not create much fun in the “playable alpha” I can tell you (recently clowns like jared try to shape the reality into “LIVE” is also a test environment because “its alpha, bro” and their “pay to test” attitude has pissed off many players from PTU. You can foresee that this will get worse in the future).

    And there are CIG specialities. For example their MMO designers believe that they are the king of the hills and dont need to look at proven stuff that worked in other MMOs. So these utter idiots brought us stuff like negative reputation, forced solo play because as group you share everything, a mission board that seeks its peer in term of utter shit design and utter shit implementation (negative reputation can lock you out of stuff, they love that players have to wait (because missions are first come, first serve - in an MMO. This already works LIKE SHIT with 100 player shards - I refuse to imagine what these utter designer idiots will do on larger shards). The smell of incompetence hits you quite hard when it comes to MMO design.

    So basically you need to have patience. CIG gets stuffed money into their back with no ending in sight. This removes a major constraint that software projects have (time is money - you need to produce something worthwhile with the time (money) you have - in the real world). Because money is no constraint, time is also not. Why produce quality stuff if you have endless money and you can shit out untested stuff to LIVE and then “its alpha, bro” ?

    If you compare CIG to real world software projects, you will fail because real software projects dont have endless money. Take for example the quality of CIG backend stuff. Where in the world you can construct backend services that silently fail and failing is on a rate like 50% - 100% ? The quality CIG produces is so low that you cannot compare it with real live stuff, where participants are expecting quality for the money they gave.

    If SC would be a “chef” competition, CIG would shit on the plate and describe it as “its alpha, bro”.


  • Hmm, looking at the current issue (hauling missions auto fail because you dont get any objects to deliver) and the idiot design of negative reputation, I think I will have to wait until hauling missions gets fixed. I thank god that the idiots, that create the backend stuff at CIG have no say in real live and their utter garbage is only within a game.











  • I still hope, they implement the game economy in a meaningful way:

    • no insurance in lawless systems (you may get some other kind of insurance like stealing a ship and hand it in to insurance to keep their pool to increase the chance to get your ship back when lost in lawless system). If you get a ship from insurance, it was stolen and using it in any place that is run by a to lawful faction will have a risk of getting exposed. Normal insurance only works in lawful systems - which all consequences (meaning: with criminal reputation in a lawful system, you cannot use insurance)
    • shooting down smugglers that bring in wares will have devasting effects (instantly increases prices of NPC to bother to bring in wares, that wont exist otherwise while greately reduce the number of NPC that are willing to do so. The effect scales with the smuggler reputation the attacked smuggler has)
    • the UTTER AND TOTAL idiots that want to place special and rare rewards into a zone that has no economic output, will get finally booted from the design process and as thus cannot do more harm. OTHERWISE let these idiots explain, how these rewards are created in a zone, that has no economic output and lacks of literally everything
    • lawless zone means smuggling. Shooting down a smuggler will get you instantly hated by EVERY faction in that system on permanent basis, meaning the same thing as in stanton when get criminal reputation: you need to leave because there is no place you can show up beside player run facitlies (which will not exist for quite a few years). There should be a reputation that tracks the amount of smuggled wares into the lawless zone, so you can detect the negative consequences of attacking a smuggler.
    • data running from lawless zones should be quite lucrative
    • smuggling into lawless zones should be extremely lucrative
    • there should be special reputations, to make your past visible (like: number of shootdown medics, number of attacked service ships (starfarers, vulcan, SRV and the like) and so on. This is permant and bound to the current avatar. At the same time, make service beacons have conditions like “shootdown medics == 0” to remove these assholes from beacons. Also make it possible like “shootdown medics > 1” = reward * 100 so you can offer services as medic to assholes but let them pay. If you raise one of these counters above 10 there is a slight chance, that this negative reputation is partly inherited by your heir, starting the game with a massive disadvantage.


  • Pyro looked good indeed but looking at the time they spent into creating it, it is no wonder.

    It is a pity that all these devs dont have a clue how to create something without using PVP for everything.

    So they are bound to a success of pyro - given the shitty start in terms of security / social state, it will be a bumpy ride. First thing they will learn, that people will just leave pyro because its not worth the hassle. Their two faction system will not solve the problem, that you just get shoot down everywhere without any negative effects (especially in space).


  • What happens if a large part of players ignore pyro because they dont like ongoing slaugther that the devs can only imagine as endless fun? (just look at the general consensus when the pyro test drive was over). There is no solution to that and dont will be (unless they are willing to make pyro like stanton, cannot see that. Even in stanton their crime system is not working - be a mass murderer and then log off. Next login you to will be perfect citizen again - made by idiots and it will cause the game is only played by idiots - this is a major issue).

    From my POV they need learn thru the hard way, that if you dont listen you still can learn by pain. So the dev time for pyro is just wasted but if this is the only way to make idiots learn, then be it.

    And when the next new system gets created in the next 5 years, you better design it in a way so that it appeals a large part of the player base.

    PS: Nyx is nearly empty and the only LZ is Delamar. After all this shit talk about “cargo based” missions, we need a rich system can be the source and the target of long distance hauling. Dont see quanta comming, there is absolute silence so I think it got the icache treatment (silently killed).



  • it will be interesting to see, if they really start FF with shit patch 3.23 and its general instability. 3.24 does not look like its ready yet (and the bar was really low with 3.23 - never seen such a bad patch beside 3.18).

    The brutality they use to push their marketing events is rare to be seen. I still wonder, how this will affect the player base, constantly pushing out events to drive sales when the game works as shitty as 3.23 should make even the most hard core boot licker to think about stuff.

    Hopefully 3.24 is better than 3.23 - that it still remains on PTU is a little spark of hope.


  • Its hard to discuss their current ideas of hauling missions (or the current event balancing) - not because it is new and surely will see changes because of what is not new: the team behind it.

    The team that thinks that 8000 aUEC is enough for moving > 100 scu around. As long as these i-specialists exist, no fancy name like EVR will cover the shit they produce. These i-specialists are responsible that all the mission based trading / hauling is such a shit show.

    Either the other missions having too much reward or the i-specialists must give in and forget the idea, that player will like investing hours of game play for a reward that is only barely above the costs you have.



  • transient jump point should not persist on time but on usage. Each usage of a transient jump should increase the chance to vanish (should start at a low value and then increase with every use). This way 2 things will happen:

    • if you keep it hidden, you can maximize the use
    • you cannot plan exactly as each use has the chance to remove it

    This also makes the position of a transient jump point extremely valuable (because it not removed by time), especially if you can “scan” the crash possibility and this is part of the jump point data (which would lead to very valuable data (low possibility) to low value (high possibility)


  • To be honest: I dont care about dates anymore. They show what they have and and the whole fire stuff looks like something we could see the next patch. Their fear that it will break the game if this would implemented everywhere does show it is working somehow and they are not sure, how good it is (if rest stops could be burning down, this would be rather annoying to say the least).

    So I dont really care if we see this in the current year or in the next :)