Peachcurl
Arcane
Tetris as implemented by CIG:
Actually it is one of reasons i like SC despite its bugs and shit. Because systemic approach to everything shines here. And there is plenty of stuff you can do without even owning a ship.As someone who has absolutely no idea how SC works, what do you do if you can't afford a starter ship? I thought it was like Elite where you've given a babby ship to start and go from there. Do you whore yourself out to a corp to do some ground-based stuff to scrounge up creds or what?
In the ancient texts of the Kickstarter days Chris said that he was considering either selling packages without ships or using that as a free to play demo of the game. No idea if that's happening anymore.Everyone should have at least one ship. The game packages come with one, and the ships on your store account can't be permanently lost or sold in game.67 000 Cr which is about half of starter ship
As someone who has absolutely no idea how SC works, what do you do if you can't afford a starter ship? I thought it was like Elite where you've given a babby ship to start and go from there. Do you whore yourself out to a corp to do some ground-based stuff to scrounge up creds or what?
It would be a pain in the ass to play without one because even for the on-foot missions, they require you to travel between locations. You could potentially crew up on another player's ship to earn cash. I've seen some people doing that to larp.
The thing with SC is, past all the arguments, aspersions, and so on, CIG still haven't turned off full loot PvP. I can still loot the whale's exclusive items. They are mine until the next wipe or until the items are retrieved from my corpse. This shouldn't be a big deal but this makes the whales furious with me and they make their opinions known in Spectrum chat. This alone provides me more fun than most fully released games. The only game that comes close is the recently released V Rising. Which is still reliant on the server host not being a Tranny Janny who does it for free and fucks with you.
I boot up SC and have fun just trolling the whales. Maybe that isn't intended game design but it's fun. I'm sorry to certain people that I'm having fun. But it is what it is.
This was far beyond our stated intention, and robbed the game of incentive to play and progress
We conducted some tests on internal servers and found that the program ran in just 10 minutes. Yet once we deployed the fix to live servers, we found it took far longer than anticipated, at nearly 12 hours
Simultaneously, this process exposed a variety of miscellaneous bugs in our current system that we have been plagued by in the past but didn’t know why they happened
we discovered a critical bug with our fix, that caused some players to have their in-game currency reset when logging
we will be granting a 1 million aUEC award to all accounts, regardless of play time or account age. We will be distributing this compensation early next week so as to not stress our wallet services this weekend
these issues will not be present in our new system that will roll out alongside Alpha 3.18, which has vastly upgraded services and a database scheme that is built for high data for both reads and writes
I've been playing for an hour or so and I think I've already had 30 or so bugs
I failed a mission, then it bugged out and registered I was in a restricted area, so the cops came and took me to jail, where I had to wait 15 minutes to play again.
Which is the shortest setence.
Now we have spent the last 45mins trying to unbug a box delivery
fun
Literally the dumbest shit anyone has ever said.
Your opinion doesn't trump the objective facts I posted. You are sucking hard on that copium pipe. What I said is the truth. It's a matter of scale when it comes to MMOs. Firing millions of projectiles a second from hundreds of players using standard ballistic models is intensive on the CPU just to do in the calculation alone. When you add in the synching of all of those objects to everyone in that area that can see it is where the lag happens.What you said was completely wrong. SC does calculate projectile trajectories, as do tons of other online games, and it does not bring games to a crawl due to being cpu intensive.
This even happens with hitscan weapons. Hell, it happens in standard RPG MMOs that use to hit chances and skill levels. It's just another type of calculation on the server.
h huh. What do you think, did they have to program gravity forces into Tetris to make the pieces fall?
Actually, they did. Which is why the pieces can only move downward with side and rotational movement. It's simplistic, but it's there. No physics means the objects aren't moving.
Generally in games, when people talk about physics they're talking about actual simulated physics like stuff having mass or stuff being able to bounce and slide around a room. There are no such physics in, for instance, WoW. When you jump in WoW, the game puts you on an invisible railway track, the arc of which is generated at the moment of your jump. If you use a movement ability while "falling", the game generates a new railway track to put you on. Or when you use the monk's roll ability, you're not actually moving forward due to the way the game is coded. It is placing down an invisible point in front of your character and your character is being towed to that point.
You just described physics. Bravo. All physics are in a game are railway tracks based upon trajectories that fit within the physics model. Animation is combined to get the full effect.
Wow that's impressive. I've seen some people say some dumb fucking shit on the internet, but you win. You worked for that dumbass tag bro.
Maybe you're just 'pretending' to be retarded, but i get the feeling that doesn't take much acting skill on your part.
Star Citizen is a scam and is fake though.
Oh yeah, I've seen smt about it! I have no clue why they just didn't let players keep the fucking money anyway, its not worth the backlash, as they will keep wiping the servers every now and then anyway...
Hey Perkel, another episode came out! Bring more popcorn my dude!
which is just a fancy word for hitscan but it bends. Most of these systems use a raycast and then calculate the ballistics using physics, those are precalculated because the projectile would be moving so fast that the game engine wouldn't be able to track it in real time. The tracer you end up seeing is actually just a fake projectile, the hit was done by a calculated ray. When the tracer reaches a certain part of the path its told "you hit a wall" or "you hit a guy so make blood go splurt" its not instant because it has a timed delay, that being represented by the position of the projectile on the path. No one minds because the projectile was moving so fast anyway that you probably don't notice it.all use ballistic trajectories and not hitscan.
Backers should prepare for the possibility that he might one day disappear with whatever amount of money he had left.
Backers should prepare for the possibility that he might one day disappear with whatever amount of money he had left.
Why? Backers keep giving them money. His getting his big fat salary, his brother is getting a big fat salary, his wife is getting a big fat salary, fuck my life, even his golden fish probably earns more than us combined, why would they vanish with whatever there is left, when they can just keep dragging this for decades and keep living on their luxurious lives just from roleplaying as game developers, if for whatever reason money stops, they can just sell it to some crazy ass company and give us “Sorry guys, we tried, but we are just humans!” sort of speech and move the fuck on.
Backers should prepare for the possibility that he might one day disappear with whatever amount of money he had left.
Why? Backers keep giving them money. His getting his big fat salary, his brother is getting a big fat salary, his wife is getting a big fat salary, fuck my life, even his golden fish probably earns more than us combined, why would they vanish with whatever there is left, when they can just keep dragging this for decades and keep living on their luxurious lives just from roleplaying as game developers, if for whatever reason money stops, they can just sell it to some crazy ass company and give us “Sorry guys, we tried, but we are just humans!” sort of speech and move the fuck on.
I've seen such behavior from similar cases outside video games. Everything seems fine, people are willing to continue supporting them, but they get nervous or for whatever reason they simply leave. I'm skeptical that they would be able to drag this on for decades.
I mean yeah, the computer isn't referencing an actual giant arena in space where actual projectiles are fired at actual spaceships. But if there's projectile delay, physics, and the location of the entity matters at the time the projectile should have collided with them, that ain't hitscan.which is just a fancy word for hitscan but it bends. Most of these systems use a raycast and then calculate the ballistics using physics, those are precalculated because the projectile would be moving so fast that the game engine wouldn't be able to track it in real time. The tracer you end up seeing is actually just a fake projectile, the hit was done by a calculated ray. When the tracer reaches a certain part of the path its told "you hit a wall" or "you hit a guy so make blood go splurt" its not instant because it has a timed delay, that being represented by the position of the projectile on the path. No one minds because the projectile was moving so fast anyway that you probably don't notice it.all use ballistic trajectories and not hitscan.
Now go into Unity and try to do this with a RigidBody, guess what you can't. The moment you move too fast the projectile phases through the colliders. So you make the colliders bigger, still doesn't work. This is because the object is moving so fast that its jumping from X = 0.0 to X = 10.0 and missing everything in between, its pretty much teleporting. The only way to get real precision is with a raycast and then just have the projectile simulate the path, its cheap to do and it works. This process has to be done with rays because you cannot get an AI to shoot straight without it. Physics engines are hard to predict so nearly always a raycast is used to get the heading right first and its much cheaper to have a fake projectile just move along a pre-calculated path. Most if not all AAA shooters do this now. It's surprisingly hard to get good floating point precision from game engines and do so on massive scales with good frame rate.
Just want to point out your evidence is somewhat flawed. Would be interesting to see how they're actually doing it though but given this game uses netcode I would think its definitely raycasts with fake projectiles.
Amusingly, in Star Citizen some of the most obviously non-hitscan weapons are "laser" guns where the laser is a particularly slow projectile with the most noticeable bullet drop.For example, mechwarrior online has hitscan weapons in the lasers. You cannot dodge them, I can only miss. However it also has ballistic weapons, I can fire my sniper rifle at you, and even if I was perfectly aimed at you, if you move away in the meantime before the bullet arrives, you don't get hit. Or, alternatively, I can aim somewhere, fire, then a player could walk into the bullet trajectory and get hit.
Ah, the true Star Citizen experience..."laser" guns where the laser is a particularly slow projectile with the most noticeable bullet drop