I strongly disagree with the premise that there’s a “wrong” way to play retro games. Don’t gatekeep. Imagine if people told you not to listen to Pink Floyd unless it’s on vinyl. It would be lost media.
That said, CRTs present images fundamentally differently than LCD displays, and a lot of developers took advantage of those idiosyncrasies. There are scanlines everywhere. CRT phosphors aren’t square, and appear smaller when darker. Bright pixels can “bleed” into nearby pixels, particularly when using composite signals.
Before LCDs, many (not all) pixel artists used this to their advantage, basically harnessing the imperfections of analog TV to provide equivalents to anti-aliasing, bloom, extra color depth, and even transparency. Some particularly famous examples came from Sega Genesis games. This video goes into good depth on the whys and hows, and there are some solid examples of the outcomes here.
I’ve attached examples below (hopefully they upload). If you like the raw pixel art, then no harm done. Enjoy! But if you like the way CRTs interpreted and filtered those signals, you owe it to yourself to look up some shaders for your favorite emulator.
I strongly disagree with the premise that there’s a “wrong” way to play retro games.
I understand your sentiment here and you are right too. What I think is, that the wording on this title here is misunderstood. Emulating (old) games without Shaders is not faithful or accurate in the looks. It looks “vastly” different and thus means it looks “wrong”. I interpret the “wrong” in the title as “not faithful”, instead as “bad”, like this: You’re Probably Emulating Retro Games Not Faithful (you need CRT Shaders for the oldschool look)
I pretty much just assume “Free To Play” games are full of microtransactions, is that wrong?
E: to be clear, I don’t think microtransactions are an inherently bad thing. In fact, if people want to make games where other people with more money front the costs of development, I’m all about it.
What I hate is being reminded every 5 minutes that it has garbage skins that I can pay IRL money for.
Yes, there are good games that are just totally free. I’ve enjoyed the hell out of both ΔV: Rings of Saturn and South Scrimshaw lately. Both offer things you can purchase, but you get the full experience without them.
I thought I heard once that the demo is just the full version, but you can just also buy it to support the devs? That might be outdated or just wrong information though.
Also there are several really good open source games which are obviously microtransaction free. OpenTTD from this list is an example and Osu!lazer and SuperTuxKart also come to mind
I have like 1000 hours in Warframe and only spent like 20$ on it. Even that wasn’t really necessarily. You can farm shit and easily make enough of the in game money for what you need selling it to other players.
True, but there is nothing wrong with that really unless it’s a multiplayer game where you get unfair advantages. It’s hard to expect a f2p game to not have micro transactions.
I honestly thought of Mario first but yeah, Tetris, Mario, pacman and maybe space invaders would be instantly recognisable to everyone. If I was to show my non gamer dad a picture of Niko, CJ or Trevor/Michael/Franklin then he would have no idea who they were. Where as the other games he absolutely would recognise the characters or the names.
From my research, while I could see that being the case, “Secure Boot” is classified by the Free Software Foundation and the GNU Project as Tivoization, and GPL-3 was made to fix that. That’s how I saw it, at least.
Not everyone can sit down and read for very long, some people want something to listen to while they do other things, some people learn better in audio format, and some people just like watching videos. It’s fine if it is not your jam, but that is no reason to denigrate someone choosing to watch a video instead of reading an article.
I had an argument shortly after the great migration. Someone had posted a video essay on something gaming related and the person I responded to was adamant that a video couldn’t be an essay. It was a two hour deep dive into the topic, with graphs/journalistic photos/news video snippets, and the video info section had a citation list longer than your arm.
This person couldn’t understand that just because the creator had decided to present their essay in video format, didn’t mean it wasn’t an essay. All they had to say basically boiled down to:
only stupid people watch a video this long when you could read the equivalent amount of information in less than half the time.
Yeah it can only get so good before Windows starts to show its ugly face. Steam Deck works so well because it runs games within it's own compositor with absolutely no bloat or distractions.
Yeah I’ve played some games on GamePass on my Deck via MS Edge and xcloud. It works pretty well for anything where input lag isn’t a factor, like turn-based games.
I tried Rocket League and Forza just for shits and giggles, and while it’s not unplayable, it’s also not responsive enough to be enjoyable
Having Anti-Cheat of any kind outside of the game is laziness or lack of resources.
I believe just have physical limitations of the character or objects and verify the movement every once in a while to make sure that their movement is not super human (ie, aim bots).
It takes more work and resources to do what they’re doing. They already do server side anti cheat. And realistically, this is more effective than not doing it, though it definitely still gets defeated anyway. I would say the things that it asks of the customer are not worth the trade even if they were 100% effective, but they are more effective.
The best thing is back when Battlefield was Battlefield, it would self-regulate because most people played on self-hosted servers, so cheaters and bad actors were taken care of swiftly. But now they want their own control to put shitty bots and SBMM in the game, so here we are.
This whole game is a case of the devs making bad decisions and then instead of changing them decisions, they apply the quickest bandaid fixes they can.
Overall scope was set by EA, they wanted a more mainstream shooter to compete with the likes of Call of Duty, so they could jump into the seasonal content/battle pass grind. But the devs made all these little individual decisions that add up.
The issue with “just analyze the players” is that it is VERY expensive computationally. And it causes issues with non-official servers as it drastically increases the cost of a dedicated server and makes a listen server nigh unusable.
To be clear: I do not think the kernel level anti-cheats are a consumer friendly solution. But it takes a special kind of arrogance to insist you know better than decades worth of research and work in trying to stop hacking.
Yeah I mean its not like Valve has been using a combination of server side and client side game file only validation to do AC for Counter Strike for 20 years or anything.
Yep yep yep, the whole industry uses Kernel AC, other than the devs of the longest running comoetetive FPS genre ever, yep yep yep!
Valve is also barely a blip in the market when it comes to this, funny enough.
Valve’s data can be more or less officially pulled and steamdb lists them as having 1 million concurrents in whatever the default window is (looks like this month). Call of Duty claims to be closer to 70 million but most conservative estimates agree they are at least in the low 10s of millions of “active players” rather than anyone who just popped in to check their dailies to see if they wanted to do them.
Personally? I think the vast majority of games (including Battlefield…) would be perfectly fine with VAC and I like VAC. But there are reasons that the studios that make more money than some small nations on their games (as opposed to their storefront, which is what VAC actually is based on) literally pay for more invasive solutions.
Which is actually the other point worth remembering. Punkbuster and EAC and rolling their own costs money. Whereas VAC is “free” with Steam (and possibly elsewhere but that gets murky). Many of the mega games are associated with their own proprietary launchers but plenty of midtier games that ONLY care about Steam still feel the need to pay for EAC or whatever.
And… there is a reason beyond “We want to spend money to hurt our users”.
Okay. Apparently EAC is free if you sell your game on Epic but… ain’t fucking nobody considering EGS their be all end all platform. Even frigging Epic sued the hell out of Apple to get into the app store for crying out loud (not quite the same but roll with me).
I mean yeah, thats why I said longest lived, not ‘most popular’.
But I am glad you agree that… VAC is reasonable, and works pretty darn well.
But this leads into Part 2…
Why does VAC work pretty darn well?
Beyond the technicals of the methods of AC…
Because if you fuckup bad enough, your entire Steam Library can be deleted.
Steam is a platform.
Every single other major company that is trying to force Kernel AC on the PC market is acting as if they do, or should just also be the de facto platform, as they are on consoles.
Yep, cheat on Xbox or PS and your account can get banned there too… but a PC is more than a gaming console, has a lot more private stuff on it than one, typically.
Valve are PC natives so they never pushed for Kernel AC.
They just allow, and now warn you about Kernel AC from other mega publishers on their platform, and these other game publishers.
Their whole thing is that they want you to use their platform instead of Steam. They’ve pretty much all done it at this point, at least tried… Ubisoft, Rockstar, MSFT/GFWL, ActBlizz (now technically MSFT but w/e), etc etc etc
And they want to force Kernel AC down your throat on your PC as well as consoles… because it gives them more data, which they can use themselves, and sell to data brokers.
… Anyway, the funniest part?
EAC and BattleEye have offered full support to game devs to get their AC working on linux via Proton… for 3 to 4 years now.
It comes with their licensing agreements.
But management almost never cares to tell development to actually use this support thst they are already paying for!
… Because they get lots of money from MSFT, and MSFT hates Linux.
Also, if you go on areweanticheatyet … you can see that almost every single AC system of any kind, in the last 10 years… has at least one game that showcases it working on Linux.
This means that it is provably, entirely possible to get nearly all AC systems working on Linux, as some game dev team has done this.
Its just that most game dev teams, under most management… are not directed to.
There is no real technical reason why AC cannot be made to work in a satisfactory way on Linux.
At best, it is dev/management laziness/nonprioritization, at worst, it is publishers not wanting to upset MSFT, or still pursuing their idea of what should be normalized in terms of a gaming distribution platform, and the backend business side of profiting from dataharvesting.
Yep yep yep, the devs of the FPS game with endemic cheating so horrible the competitive scene had to introduce their own matchmaking system with kernel AC.
So, again, Kernel level AC can be, and routinely is defeated, all the time.
This is easy to verify with a simple websearch and maybe 30 minutes of time, I don’t want to directly link to where you can purchase working cheats/hacks/methods that can defeat Kernel AC, because I do not want such things to proliferate.
But you appear to be claiming the competetive scene for CS has introduced a Kernel level AC.
I cannot find this, this does not appear to be true, but I could be wrong, could you please source this claim?
I cannot find a competetive CS community or league or tournament that has… somehow rolled their own custom version of CS, overlayed with some other AC, on top of VAC.
Frankly, I don’t see how this would be possible without somehow forking CS, and then either stripping out or modifying VAC… as … two AC systems working at the same time are nearly 100% guaranteed to fight each other, and class the actions of the other AC… as cheats and hacks.
Its essentially analagous to how, 15 to 20 years ago, if you had McAfee and Norton and whatever other realtime, always active, system level anti virus software running, simultaneously… they would fight eachother, treat the other AV system as a virus, as malware.
…
All I can find is CS communities discussing the problem broadly, mixed with a lot of speculation that a recent VAC overhaul now does include Kernel AC… despite there being no actual evidence for this, beyond the collective bias and fallacious logic that if an AC becomes more effective, the only possible explanation is that it must be because of Kernel access.
What Valve actually did, was hook up AI to greatly enhance its serverside cheat detection capabilities and accuracy… one of the rare actually good use cases of AI as it relates to cybersec.
It seems to have improved their, again, server side heuristic detection abilities… without needing Kernel level access.
…
So yeah, please source your claim.
Unlike my easily verifiable ‘claim’ that I do not wsnt to cite for cybersec reasons, your claim should not have that problem at all.
So yep, again, Kernel level AC, routinely defeated, all the time, with such regularity that it is a viable business model.
Almost like Kernel AC doesn’t do what people seem to think it does, it isn’t a panacea, and the tradeoff is that you lose all your computer security… for nothing, really.
I did not say that kernel level anti cheats makes cheating impossible. The improvement in the experience is not nothing. You would not understand unless you played both for yourself.
Kernel anti-cheat does absolutely nothing to prevent aimbots/triggerbots, as most are run using 2 separate machines, anyway. The first machine runs the game in a totally clean and legitimate environment, but sends its video output (either using standard streaming tools like OBS or by using special hardware) to the 2nd machine. The 2nd machine runs the cheat and processes the video to detect where to aim and/or when to shoot, and sends mouse input back to the 1st machine.
Colorbots are extremely efficient and can be run on just a raspberry pi.
Human reaction time is ~200-250ms, while the cheat will be introducing easily less than 10ms of latency.
I’ve never used cheats in a video game because I don’t see the point and it would spoil the fun of playing, but as a software developer, it is interesting to learn about how they work and are implemented
Wall hacks could be defeated by the server only reporting the positional information about enemy players to game clients when it detects that the client player’s camera should be able to see some part of the other player’s silhouette. This is possible, albeit computationally expensive, but the main functional issue is latency. Nobody wants enemies magically popping into view when their view changes quickly because their ping was more than 6ms lol
Same household only? Why can’t they just allow a certain number of people in your “family” use it? I have no kids, but I’d like to allow my siblings or in-laws use my games. They live in different cities.
I really doubt they’ve got an IP lock in place; just set up a Family and invite your siblings and in-laws.
Edit: tried it with a buddy, and it is in fact IP locked; he was unable to join until I set up a VPN for him to connect through. After initial setup, you don’t need the same IP address.
They do point out that they will be monitoring how it’s used, and could adjust things later.
Sounds like corporate-speak for “if people abuse this, we’ll lock it down harder.”
Even if people are using it to share with actual family around the country, they may get caught up in future updates that remove that feature. Also note that any publisher can opt out of the sharing. If EA or Ubi or some other big company doesn’t like the lack of limits, they may be able to force Valve’s hand in changing the policy.
The idea is wonderful, but there are a ton sof ways this could end up worse than the old system.
This is technical but you could set up a wireguard vpn server and let your friends connect to your computer. Then you all look like you are sitting in your home network from the steam servers point of view.
Or just install Tailscale which makes it even easier and is free for like 3 computers.
Your friends will have a bit of lag though since all their connections have to go through your computer to the steam network. But I believe it may not be noticeable.
Or just install Tailscale which makes it even easier and is free for like 3 computers.
Free for 100 devices! You can legit install it on every device virtual and physical device in your home and maybe run out of devices for the free plan. Right now I use it to secure the connection between my VPS proxy and my Minecraft server, as duct tape fixing some network fuckery, and as my primary means of connecting to services inside and outside of my LAN
Oh yeah I fully expect it at some point in the future. Right now their business model appears to be “get the nerds hooked on using it on their personal stuff to see how awesome it is to then sell enterprise licenses” and they’re in the “establish growth” phase so I think there’s a few years before enshitification begins.
There is a competitor called Netbird that does similar and is fully open source and self-hostable. I haven’t tried it yet but it looks good on (virtual) paper
By my memory of what I read headscale is a reverse engineered backend using the official tailscale client, so more opportunities for breakage or the weird issues that come from a reverse engineered server with a stock closed source client. I also could be horribly misinformed and/or misremembering
I think it was initially 5 before they upped it to 100. They said they initially assumed they’d have tons of people using the subnet routing to share more than the limited number of devices, but found that wasn’t the case so they upped the free accounts
Because the point of this is to force friends and adult family members to purchase extra copies of games. Do yall actually think Valve is giving away free game access?
To those who are saying it’s not IP locked: people on reddit are all saying that the newer sign-ups are locked but they didn’t clear older sharing from early beta.
You can likely use it from different physical locations. But just know that I’m order to set it up, you have to login with your account on their computer at some point to enable the family sharing feature. So unless you go there qnd do it, or remote into their computer to do it, or give them your password, you can’t use that feature. Some level of trust in each other is required.
That is not how the new families work. The new on all you need to do is sent an invite and they'll be able to join the family. No need to log in their computers or authorise anything, just a simple invite.
It actually is how it worked in the beta at least. I’ve been using it for several months with my friends and the invite wouldn’t work unless I had logged into steam on their pc previously.
That is certainly not the case, either something unexpected happened or either of you didn't have the families beta on. I have never logged in someone else's PC and neither have someone logged on mine, I always use Steam on beta and I was able to send family invites to my friends, however only the ones in my region (country) were able to join.
I had the exact opposite experience! I went through a lengthy process of signing up for and activating the weird nonstandard eID that most places don’t accept over the normal one I already have and use for everything, the only one they supported, only to be told I can’t use it without manually contacting the company, have them invalidate my activation and then go into some office to get manually re-activated.
As with everything in the EU, eId needs to be implemented separately by 27 member states and some states do it better than others. I am just lucky to live in a state that does e-government quite well all things considered.
Sure, but this is the thing that really annoys me: my state has really good eID, it just doesn’t work with the EU stuff. It works with literally every other government service, most companies, often as physical ID, for payments, etc etc
Yeah it was very easy actually. Though fair warning to people who are sensitive to flashing lights: after logging in with DigiD (Netherlands) my screen went full strobe mode. Looked like multiple pages loading in quick succession with different background colours before finally landing on the success screen.
I think so. It’s got an interesting story, and finding all the evidence to catch the perp is pretty fun too imo. It definitely plays up the “noire” of it all, with the pulpy detective cases and interrogations.
So, I had a look at it… It feels like a Blooper reel made for the game… The Toy Story one I believe started off with them using bloopers from the VA sessions.
But nonetheless, to have such content requires the game itself being fully finished before the deadline. This is the basic requirement we lack currently, so such stuff will only add to the stress of the devs.
I booted it up yesterday. Flew around at 10 FPS and gawked at some pretty locations. Bought armor and weapons for my allotted alpha money and crashed.
Booted it back up today, all gone. FPS was better. Took an elevator and got stuck in an ether-world. Respawned. Had to wait 10 real-time minutes for my ship to be “delivered” to the station it should’ve already been at. Flew to a lagrange point just to see the volumetric gas clouds. Couldn’t find any stations. RTB, quit, uninstalled.
I’m going to be brutally honest; if they do not start designing their ship cockpits with at least input from a real pilot then I’m gonna start being upset about it. You can’t see anything! Huge canopies in fighter cockpits, can’t see shid. I would accept this if they had implemented synthetic vision so you could just x-ray through the ship hull, but you can’t, and I’ve never heard them talk about it so I assume it’s not on the table. A lot of the ship HUDs are also dense with useless information, blocking more of my view.
Waiting 10 whole minutes to get your ship back is the devs not respecting the player’s time.
I know why they do it though, they want people to buy more ships so that they have one ready while the original is in a cool down period. This is also a similar tactic used by shitty mobile phone games.
The only time you have to wait for the ship is if it’s destroyed or lost. If you fly it to the station or landing zone and stow it, the delivery is immediate.
And you can buy and rent ships in-game, using in-game money. This is about preventing you from instantly jumping back in the same ship repeatedly which could have huge implications for PvP, for instance.
The point still stands though. Arbitrary time restrictions like this make it more difficult to enjoy the game because you don’t get to fly the cool spaceships anymore, now you’re stuck on land or in a station somewhere until the timer expires.
Exactly. One could spend at least 10 mins just getting provisions like food liquids and gear by walking/running across the station and trams. Plenty to do with how spaced out (no pun intended) the facilities are. Maybe they should put ship insurance kiosks near the apts so that by the time you get to the space port you’d have to wait a minimum amount of time.
They really just haven’t implemented the insurance kiosks yet. I do think they should take a lesson from real life and let those claims happen remotely.
I’m happy that the Citizen Con update included S42 being feature complete. I hope they will start moving some resources back to SC with that.
What people often forget is that SC has been a minor focus for a couple of years while they finish up Squadron.
They do mention exactly this. Once S42 drops we will start to see a flood of quality of life improvements in SC. This is one of the reasons my main fighter is the Aegis Gladius.
Yeah there is plenty more to come they just need to finish up S42 and get that on a slow burn to deal with the inevitable bugs, and reallocate resources to the verse.
Been out of the game for about a year now and a lot has changed and it seems like there are nearing completion on some of the major framework. I think with the reallocation and framework mostly complete we’ll finally get some real content.
Those are excellent points if the game wasn’t a broken mess where your ship will blow up on the pad for no reason. It’s a tech demo, they even say as much, so I don’t understand why you have to insist that it’s a real game that people totally play for realsies. There are like 14 people who play the current iteration seriously, everyone else are just trying to keep up to date on the status of SC.
I would be a much bigger fan of SC if I didn’t have to grind for days to experience half of what this tech demo wants to demo me. Are we alpha testers or are we suckers? Also the game ate my money, anyway.
The time restriction will make sense when there is a game to play, not while it’s a tech demo.
There are like 14 people who play the current iteration seriously, everyone else are just trying to keep up to date on the status of SC.
At this point you are just flailing.
If you actually had any clue about SC or had bothered to Google it, you’d know DAU numbers (50,000 average daily players across all regions, in 2022), and you’d never have made such an inane claim.
And no, CIG does not call it a tech demo, they call it an alpha, the 2 of which are not remotely similar.
I’d like to meet those 50000 average daily players, because they sure aren’t on any of the server I play on.
I’m glad you’re having fun. This is not a reasonable response to criticism of your favorite space toy simulator. I have invested money into this, too. I also want it to thrive. I hope you have a lovely day.
I can count the number of times I've been put into an empty server on one hand. The game has a pretty dedicated playerbase.
That said, I completely agree with the notion that time restrictions don't really make sense right now. The game is far too buggy in it's current state to really make the insurance claim times make sense and the developers seem a little out of touch on that. They have actually tried to increase the wait time several times to massive outcry from the community. I really think they would be better served cutting the grind down a little bit while they iron out the game.
I can’t discount that the state of my network is somehow responsible for putting me in near-empty servers (it’s complicated), but your second paragraph is exactly spot on.
Disagree. The intention is for SC to be a space sim sandbox, so I’m surprised they’re only making you wait 10m.
When you take your car into the shop and have to wait a few hours for it to be repaired, you don’t think “the solution they want me to go with is to buy a second car for this moment”, right? But that’s the argument you’re making here. If this is the lens you see all games through, then it’s impossible for anyone to make a game that’s just literally normal life.
Conversely, I could argue that mobile games are built around instant dopamine rushes. Any 10m wait is explicitly accompanied with an option to pay the wait away immediately. Afaik, that’s not an option here, if you’re a new player, you have to wait that 10m no matter what. Correct me if I’m wrong. But that’s not a very good job at capitalizing on the wait time.
What value do timegates add to video games? How does the user experience improve or degrade if the wait is, say five minutes? One minute? None? Is the point of the simulation to wait for everything? What’s the difference between acceleration humans can’t survive and wait times? What’s the line we can’t cross to suspend disbelief?
I personally think it’s all made up so making me twiddle my thumbs for 10m is fucking stupid. If I wanted a waiting simulator I’d play “kickstarting Star Citizen” or a less punishing game like Desert Bus.
Like it or not it does have an effect, which is to raise the stakes. If everything is instant gratification there are less lows, but also less highs. You may prefer games that are less punishing, and that’s fine, most people do. It does have an impact on the experience that creates value for people who like a more punishing experience, though. It doesn’t create that value in the moment you’re waiting, it creates it when you’re debating whether a risk is worth it somewhere else in the game. If there was no punishment for a mistake, there’s no reason to debate the risks, and that removes the high of taking a risk and having it pay off.
Time is the one thing we all suffer through equally.
It doesn’t matter if you’re a whale gamer with 100 ships or a normal person with 1 or 2.
Those 10 minutes pass the same for us all. And it’s that consequence upon death that gives real weight, meaning and purpose to your choices.
It’s what’s meant to keep you from going, “hurr durr guns go brrrr” and shooting everyone you see on sight like a neanderthal.
The only thing I don’t agree with is the current durations given the state of the game.
Often your ship explodes through no fault of your own. They should incrementally increase wait times as the game stabilizes more on my opinion.
But in a game where death is not permanent like real life time is one of the few things that weighs on us all the same.
And yes, ofc owning more ships b/c you’re wealthier than other players does give you an advantage over other players, doesn’t invalidate my point.
If anything that’s making it more realistic, and some day 200 years from now when they implement “Death of a Spaceman” there will be harsher penalties to death that you can’t whale your way out of, forcing you to prize your life and take action accordingly.
It’s not meant to appeal to everyone. Nothing is meant to appeal to everyone.
If you don’t like it, that’s fine, don’t play, no one is forcing you.
If you disagree with the game mechanics, that’s fine, don’t play. No one is forcing you.
If the devs need to do x, y, and z to appease you as an individual or you’re going to quit, that’s fine, don’t play. No one is forcing you.
In spite of your short attention span, these are good questions. The point of a proper simulation isn’t to be fun, and game that wants to be fun is usually not a perfect simulation. A game that wants to be a fun simulation has to find the middle ground. I’ve heard it referred to as “the good suck”: It sucks to have to wait for something in a game to happen, but it contributes to a larger, sometimes desired feeling of immersion. But yeah, there’s always a line where the suck outweighs the fun.
In the case of SC, if the game literally makes you sit and do nothing for 10m, that’s one thing. But my guess is it doesn’t. My guess is you can do other things in the meantime. So it’s basically like any game: you can’t just do anything you want at any time, otherwise it’s not a game, it’s a skinner box.
In the case of SC, if the game literally makes you sit and do nothing for 10m, that’s one thing. But my guess is it doesn’t. My guess is you can do other things in the meantime
What do you mean by ‘guess’? Have you not played it?
Well, if taming dinos in ARK was instantaneous, it would massively change the game, and turn it into nothing but a constant stream of t-rex (or other large predator monster) battles. Those 1-hour countdowns are a time-gate for balance.
If reloading in CS:GO was instantaneous, there would be no tactical decision around when you do it, or danger presented by it happening at an inopportune time. Those 3-second reloads are a time-gate for balance.
There are tons of time-gated mechanics across all sorts of games. You just don’t like this one.
How does the user experience improve or degrade if the wait is [less]?
Well, it means that other players may have to contend with them too-quickly returning to a fight as though nothing happened, which would be pretty crappy if you just got finished killing them. It would mean that if you fly across the solar system in a ship with a very fast Quantum Drive, you could potentially just summon your large, slow ship at your destination, effectively obviating the difference in travel time.
What’s the difference between acceleration humans can’t survive and wait times? What’s the line we can’t cross to suspend disbelief?
It’s not about realism, it’s about game balance. Your ships are something you need to take care of. Dying is and will have major consequences (loss of items, for instance). Do you think that Eve’s manufacturing timers are about realism, or that they are disrespectful to the players? Should a tiny shuttle take the same amount of time to build as a Titan (the largest ship class in the game)?
TTK is obviously substantially longer than an FPS, so instead of the 15 seconds you need for an objective mode there, you need something more substantial for battles to fundamentally work.
This isn’t a good argument, though. You replied to somebody stating the intention with a description of a game that’s in alpha.
Generally, they want everybody to have a good time, but that’s not realistic right now. Star Citizen isn’t being marketed as a fully functional game is being marketed as an alpha where people can see features that are being worked on.
Getting mad about one thing working as intended because something else isn’t right now just sounds like your expectations aren’t aligned with reality.
Yeah but they have a useful instrument panel. The panels in SC are not particularly useful except for combat. There’s 3 separate graphs that display your power usage in the Cutlass, not counting the HUD.
I’m not trying to be snarky, but landing in hangars or on pads in SC requires third person mode. You have no tools to check your clearance except experience. I have no issue landing F-35s in VTOL VR without autopilot assistance, or flying IFR/VFR in MSFS, but in SC I feel like I’m piloting a brick through a tank-commanders vision slits. Even dedicated fighters place the pilot so low in the cockpit that the entire bottom half of the screen is just interior and MFDs. Real fighter pilots can look down at a decent angle, because visual is essential in dogfighting which is the only kind of fighting this game has.
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