I've also been playing this, even though it's well out of what I normally play. I'd describe it as being closer to an ARPG than a MOBA, and for both better and for worse, it feels like a roguelike version of mid-seasonal gameplay in ARPGs. Couple of buttons on relatively short cooldowns backed up by buildcrafting meant to make those buttons utterly broken with lots of good opportunities available. There's okay variance between runs. Buildcrafting is super flexible in general, you can move all of your ability upgrades around to other abilities at any time with no cost, you can even give almost everything to friends in co-op.
Not all is good. The game was review-bombed at launch due to the metaprogression and cooldown changes from the demo, and honestly, that was probably correct. The balancing work and the per-character XP requirements ruined some of the fun that the demo had. The worst was hotfixed within a day, even adding a compensation system for demo players, and progress is like 3X faster now, but it still feels like it's too slow and not fluid enough. I sorta settled on having a "main" in a genre that's more fun if you swap between characters to keep things fresh. The devs will probably find a solution sooner than later.
There's some other problems like the performance absolutely tanking in lategame regardless of what you're playing on (my trusty RX 580 performs about as well as my friend's RTX 4080, and that's a pretty universal complaint), there's some multiplayer bugs like a boss attack that only the host can survive, some questionable balancing here and there, one of the 8 characters feels unfinished (Shell), but overall it's been pretty good, fills a pretty unique role and the problems don't really detract from what I'm getting out of it.
I have no clue why it says MOBA gameplay because it is nothing like a MOBA unless there are multiple definitions on that term. The only thing is that you have 4 (5) skills?
Played the demo for like 8 hours which was enough for getting all my 5 chars to level 10 or more which feel enough to put on whatever in the skilltree.
Agree with the slow progress however but I don’t mind too much. I have a lot of fun with the game.
Will probably have an actual galactic empire before this game releases. Assuming they never does release because I’m not convinced that the guy isn’t totally in on the idea that it’s a scam.
You can probably get away with it if you write it in a confusing enough fashion; but you need to make it really confusing - to the point even CPU architecture experts could miss it unless they pay very close attention; and remember that the claims - which are the only part of the patent that has any legal meaning - may be limited by law to a single sentence each, but there is no limit on how cumbersome each sentence is; additionally, semicolons are not sentence terminators; this means that this entire comment I just wrote is technically a only one sentence.
Nah, you just need to get a friendly judge to tell whoever decides to dispute your patent that they’re wrong and your patent is totally valid and innovative
Un-sarcastic answer, it’s actually in a really good spot. The backend changes they put in over the past year have boosted the per-server player counts like crazy, they churned through most of their ship backlog, and they’ve been running a bunch of story events. Performance is way up, especially for client fps in high-population areas (15 fps this time last year if you were in a crowd, 35+ now).
PCG has been super negative on SC for years. Sometimes very justifiably, but many times not.
Disagree. It is still a buggy mess. Many missing features that they promised. Lots of missing basic features of MMOs like no guild chat, no in game guild rosters, elevators and doors still don’t consistently work, they struggle to connect the game loops, game loops don’t consistently work, etc, etc.
I haven’t had any elevator issues in a while, though I know some people have with the freight elevators. Guild chat isn’t something I care about, since every guild/clan/alliance I’ve been a part of has always used mumble/TS/discord.
It’s not really that buggy now, and I don’t know what you mean by “game loops don’t consistently work”?
People who aren’t having issues don’t go online to post about it. Since we know the daily player count hovers around 29,000, those hundreds of complaints can still be a very small portion of players, who are experiencing issues.
Edit: Off my phone, so I can type more easily.
The other side to this is that differences between patches can be huge, so reports of a bug that everyone is having could be irrelevant a week later when the new patch drops, but unless you’re checking every post’s date and patch number, you could falsely conclude the bug is still present, or view those bugs as cumulative with bugs that are in the current patch.
The 4.3.x patches are some of the most stable, bug-free patches I’ve played. If you’re insistent on finding faults with anything, you can, and lord knows there are plenty of things to find fault with in SC, but bringing up issues like the ‘deadly’ elevators and doors from last year or older, is an unserious criticism.
you’re being pointlessly aggressive about something that is subjective and which obviously cannot progress from the fundamental disagreement you have here, please chill out a bit
Both comments are right. It is still a buggy, minimal alpha, but i would say in the last year or two it has become a somewhat enjoyable game rather than a tech demo you’d check a release every once in a while.
Development has consistently been a shitshow, but there really is nothing else like it.
“The team is heads down,” Huckaby said. “We drew a line in the sand when we said 2026. I don’t know if we’re going to make it, I just know that we’re going to do every single thing possible to make it. And part of that is not taking time for the distraction of CitizenCon.”
That means they already know they are not going to make it. Otherwise why say this more than one year before?
You are a kind soul. Your grand grand grand kids (assuming you have them) will be very greatful for your sacrifice (when they get their hands on the production alpha release candidate 2 build).
I got enough enjoyment out of it for what little I spent a lifetime ago. I go see whats new every couple years, which is usually quite a lot. The game is still a disaster, but it’s a strangely interesting disaster.
I love the game’s potential, I will regularly log in just to walk around stations or planets or hang out in my ship and enjoy the aesthetic. I like to fiddle with things and see what’s new. I love the sense of scale and freedom, just knowing at any time you can get up out of your pilot’s seat and open your cargo hatch and yeet yourself out the back just makes me giddy.
All that said, I grow weary of the endless fuckery and delays and just uninstalled for the dozenth time to let the thing cook longer. The graphics, for all their beauty, require more power than my PC can put out so the frame-rates are almost unplayable in many areas. Quests and missions are still a complete dice-roll if they’re going to work or break at any moment. NPC’s in the ground missions are either dumber than rocks or clip through walls and you can never find them. The map/navigation system on your wrist computer is so janky that I dread having to use it, and that’s after several major overhauls.
Server meshing is an amazing technology, but you have to have all your servers working, so there is always at least one area of the solar system that just plain doesn’t work. Stations that don’t answer your landing hail, quest locations that don’t work, lagged out doors and ship systems.
The universe truly feels more vast than any other game, ever, because you feel like a tiny human in a huge expanse. Too bad that’s about it most of the time, there’s no sense of permanence, no bases you can build, no personalization you can do to your own apartment, no storage locker in your own room like every other game ever made, everything including accessing your personal gear has to be done through kiosks in lobbies. The lack of personal items and survival components other than eating and drinking once in a while leave a good 80% of every station or base useless.
Sure you can buy a few cheap ass toys to put in your cockpit, but since most likely your game will crash and you will have to file a claim on your ship, you will hardly want to do this more than once.
Ship interiors feel real, it’s highly convincing. It’s just too bad that they’re mostly useless. Other than moving cargo around a cargo hold, there’s very little else you can do on a ship.
And you know what… I would be okay with all of these shortcomings IF THE GAME HAD GOOD CONTROLS. Seriously, look at a game like SCUM, it’s a survival PvP MMO where the gameplay is so detailed you need to manage your protein levels to build muscle and you have to poop regularly, you can even die of a heart-attack. You can load your magazines with several types of bullets and it will fire them in order. You can adjust how deep of a crouch you’re in and you can craft a vast array of useful items to survive and fight.
And it does it all smoothly. Sure it takes getting used to, but it’s never tedious. You never fall through the floor. You never have to fiddle with a door panel, you don’t have to make sure you point your cursor to just the exact position to open a hatch, you can actually trust the line-of-sight from a hostile mech so you can avoid it.
And that’s a game that’s far, far from perfect but they make a better gameplay experience than Star Citizen which has made exponentially more money from its players.
I will still keep trying it out from time to time, but I really, really hope some new game comes along and takes all the best lessons from SC and makes a more polished game experience that keeps the scale and detail and freedom but gives you things to do.
(No, I know about No Man’s Sky, it’s like a muppet/minecraft version of a space sim and too silly and unrealistic, totally different experience.)
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Aktywne