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T-ESI

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#1 T-ESI
Member since 2003 • 89 Posts

..ok...maybe a tiny bit of click/bait..but not by much.

Meena Rayann, actress that starred in a few episodes of Game oF Thrones is featured in this Elite Dangerous short film.

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T-ESI

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#2  Edited By T-ESI
Member since 2003 • 89 Posts

A very eloquent video:

Mod Edit - Link Removed. Please post in the YT/Twitch forum if you'd like to start a new thread.

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#3 T-ESI
Member since 2003 • 89 Posts

With all these new ships, I think FD needs to specialize them. The whole modularity mechanic makes ships only important in how much cargo they carry and how well you can arm them.

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#4 T-ESI
Member since 2003 • 89 Posts

FYI.

This is the current state of the game. And if Ben's between the lines comment on keeping aim+flight, a mouse space shooter mode in the game, this is what we'll be having;

Loading Video...

And this:

Thread Link

With all those Mouse vs Joystick talk, i saw a lot of questions like "what will happen if someone uses a pad or a tablet". So since i have an old Bamboo pen tablet i decided to try this out. After couple of attempts and adjusting the sensitivity i managed to record this video. Flying with the device is highly uncomfortable, may be because i am not used to use it that way) Also the pen lacks some buttons the mouse have and if i touch the pad with the pen tip the group "one" starts firing. Nevertheless those guys in the video were officially killed by a pen!)

Loading Video...

The tablet:

Thats Star Citizen with aim+flight, Freelancer, easy mode, a space arcade game, not a space sim.

That needs to change. But CIG doesn't want to offend the mass casual gamers that will switch to COD if they don't get their instant kill gratification in a short timely fashion. If this continues, this will become the Best Damn Farce Ever.

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#5 T-ESI
Member since 2003 • 89 Posts

@Byshop:

@Byshop said:

The addition of detailed mouse control doesn't detract from any of the other elements they've added into the game so it does not make it any less a sim. You can still play with a throttle, stick, pedals, cockpit, whatever. The only difference is the owning that hardware doesn't necessarily make you any better, which is the way it should be.

-Byshop

Then this is where we disagree.

If CIG had stated from the beginning that they wanted to make this kind of a game with mouse flight+mouse aim, many including myself would have contributed much less if at all. Because the addition and such implementation of controls and control scheme is what turns the game from 'space sim' to 'arcade' just like Freelancer, albeit a very pretty looking, with some physics and such. A complete and utter waste IMO as CIG could have simply gotten these same gameplay results without all that work in the physics and other modeling, interior included, which at this point might as well turn it into a 3rd person view space shooter game.

Hardware owning: Currently the MOUSE is the OP hardware. So having a mouse DOES give you an unfair advantage. In the so called Best Damn Space Sim Ever, a mouse is artificially made OP via arcade shooter controls! That makes absolutely no sense.

And Ben's statement just solidifies it. This arcade Freelancer mouse aim+mouse flight has been in SC since early patch 0.9, has been here ever since, and there are no plans to change any of that according to Ben.

Balance: there will never be any if this control scheme persists. Again, this is like Gamepad vs Mouse for FPS. There is no parity. Because with manual aim+flight SC is just a highly detailed (graphics, physics and all) arcade space shooter! COD in space! If there was an opportunity for balance we would have already seen it. Its not rocket science. Other real space sims have done it, Elite dangerous has done it (even from an early build!).

If CIG had stuck with traditional vjoy for mouse, it would have worked fine. Why? Because it HAS always worked before. I know, I also played with a mouse when I couldn't with a joystick or gamepad.

Simply put, CIG made a money grab from the casual masses and turned the Best Damn Space Sim Ever into the Best Damn Space ShooterEver.

CIG willingly failed in their promise and Ben's statement is proof that what we have now, a space shooter, is here to stay.

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#6 T-ESI
Member since 2003 • 89 Posts

@Byshop:

@Byshop said:

@T-ESI said:

The problem is that star Citizen isn't living up to the original hype and won't. @Kjranu is 100% right. Unlike their promise to bring the old space sims back, they did a 180 and went for the mass casual mouse crowd and did/are going to make a mouse arcade game, a 1st person Freelancer with great visuals, fidelity and other detail.

They are doing what Warthunder apparently did. Cater to the lowest common denominator for the money. No quality in the core gameplay.

Even a proponent of Star Citizen and someone who spent a considerable time playing the game, eventually called Star Citizen crap after spending a few weeks with Elite Dangerous.

No one in their right mind creates mouse centered flight controls for flight/space sims -- unless for ulterior motives.

What Cloud Imperium Games did is like creating a mouse follow driving mode for Gran Turismo. If Polyphony Digital one day did something like that...well...I think it would be the end of the world or something really bad along those lines.

CIG is doing what they never promised to do or become -- which is something like EA, a company that is only out to make a buck, quality and gameplay be damned!

So you apparently haven't played either Elite or SC, correct? I have a couple points:

1) Elite Dangerous also features mouse control as an option, just like Star Citizen.

2) It's not "mouse centric" control and it's not like Freelancer. Freelancer forced you to use mouse/KB control and offered no other option, which was unlike every other space sim that came before it and that's why it got slammed and rightfully so. This was actually mentioned in the first post that you linked to.

3) Not giving either Elite or Star Citizen the option of playing via Mouse/KB would be very stupid of either company. These games feature online/competitive play, and if mouse/KB players were put at a severe disadvantage against joystick/throttle players that would piss most players off.

4) Both Star Citizen and Elite feature collections of control schemes for KB/Mouse, Gamepad, and several of the more popular joystick and HOTAS setups. I play with a HOTAS setup -and- a head tracking unit. These are things that are natively supported by both games because they both are sims.

-Byshop

incorrect. I played all the Wing Commanders, Privateer, Starlancer, Freespace 2, X3, I have and do play Elite Dangerous (since Beta) and Star Citizen (or as much as I could stand to) -- as Star Citizen IMO 'plays' NOTHING like the aforementioned. Its much much worse. Its a high fidelity Freelancer.

1). Yes it does. All the games I just mentioned do. But unlike Star Citizen, they are focused on flight. star Citizen is focused on 'aim', like an FPS, like Freelancer, like COD in space. No amount of maneuvering or joystick play will put you on par because even the average players that use a mouse with gimbal weapons will shoot you down like in a shooting gallery.

2) yes it is. And I said it in my first post that the only main difference between Star Citizen and Freelancer is that Freelancer forced you to only use a mouse. But a mouse is far superior to a joystick in this 'space sim'. And with multiplayer online play with perma-death, would you really want to choose to use a control method that is likley to get you killed?

3) No one is saying that. You might be reading something thats not even there.

4) Elite Dangerous is flight centered and bases controls on the joystick with virtual joystick for the mouse and AI controlled gimbals -> perfect parity or as near as possible.

Star Citizen uses mouse centric controls of aim+shoot like Freelancer and an FPS in space. And we all know how analog (gamepad/joystick) and digital (mouse) controls get along in FPS (complete segregation because there can be no parity). Very simplistic, non-immersive, mouse centered controls and gameplay.

If I can find it again, there is a video and a post that illustrate just how deep and complex Star Citizen's mouse control scheme is.

In one video, you see a guy playing Star Citizen Vanduul swarm, with one hand on the mouse, feet on the desk, other hand he just uses to scratch himself or whatever --makes it to wave 10 or so

Another post on RSI forum someone took that further by engineering his tablet to substitute for the mouse. He made kills in a pvp match. Also an accompanying video. I'll see if I can find that tomorrow.

Either way, a number of backers wanting new age space sim gameplay like it was originally pitched, like it was back in the Wing Commander and Freespace days...will be disappointed by Star Citizen as my original post with Ben Lesnicks quote states between the lines, that Star Citizen is just like Freelancer except with joystick support with the ability to fly via mouse centric controls "look ahead mode".

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#7 T-ESI
Member since 2003 • 89 Posts

The problem is that star Citizen isn't living up to the original hype and won't. @Kjranu is 100% right. Unlike their promise to bring the old space sims back, they did a 180 and went for the mass casual mouse crowd and did/are going to make a mouse arcade game, a 1st person Freelancer with great visuals, fidelity and other detail.

They are doing what Warthunder apparently did. Cater to the lowest common denominator for the money. No quality in the core gameplay.

Even a proponent of Star Citizen and someone who spent a considerable time playing the game, eventually called Star Citizen crap after spending a few weeks with Elite Dangerous.

No one in their right mind creates mouse centered flight controls for flight/space sims -- unless for ulterior motives.

What Cloud Imperium Games did is like creating a mouse follow driving mode for Gran Turismo. If Polyphony Digital one day did something like that...well...I think it would be the end of the world or something really bad along those lines.

CIG is doing what they never promised to do or become -- which is something like EA, a company that is only out to make a buck, quality and gameplay be damned!

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#8 T-ESI
Member since 2003 • 89 Posts

Star Citizen confirmed to fail in its main goal...in becoming the BDSSE (Best Damn Space Sim Ever)

or a space "sim" at all for that matter

Heated debates on controller balance and above all, the mouse un-sim like Freelancer follow the cursor mode of fly and shoot is here to stay:

(http://tinyurl.com/psjqrxh)

CIG Ben Lenick:

Control schemes in Arena Commander are like the old joke about the weather in Texas: if you don’t like it, wait five minutes. Balancing flight control options is a big deal. It’s something we’ve been working on in pretty much every iteration of Arena Commander, and something you’ll continue to see us doing through launch (and likely well beyond launch.) The design objective remains keeping space combat in Star Citizen skill based. If anyone is telling you what we have today is the finished game, that it’s something we’re 100% happy with and that we aren’t doing anything else… then they’re trolling you. We’re going to try everything we can think of to make the control scheme work the way we want, and hopefully you’ve seen that already… what you need to understand is that sometimes these changes are going to work beautifully and sometimes they’re going to break things in new, unintended ways. We’re talking about solving a puzzle at this point, not finishing a race.

I’m a little confused about all the Freelancer references. The great debate that tore the space sim community apart in 2000 was the fact that Freelancer didn’t let you use the joystick AT ALL. You moved your ship around as though it were a cursor and the guns fired for you in the direction you wanted. When the question came up early in the campaign, the answer was obvious: that’s not what we’re going for. We envisioned Star Citizen giving you back full joystick control, as in Wing Commander… and we’ve been working towards that ever since. That doesn’t mean taking mouse control out (plenty of people played Wing Commander with the mouse) and it doesn’t mean removing gimbaled weapons (which have been in the spec since we launched.) But it does mean balancing those things so they don’t have a universal upper hand, which is what we’re working on now. (And no, it’s not ever going to be as simple as pressing the BE MORE LIKE WING COMMANDER button :) Star Citizen’s flight engine and end vision are both several orders of magnitude more complex than anything Wing Commander ever had to deal with.)

I’ll see about scheduling some more ‘balance talk’ updates with the folks who are making this happen (I should stress, I'm no coder)… but the whole story is that the goal remains unchanged and the implementation work continues. (These posts are always a little hard to figure, since it's essentially everyone insisting that we do the thing we want to do in the first place and then being upset that it's still a work in progress.)

Star Citizen will differ from Freelancer in the respect that unlike Freelancer, it will offer joystick control to move and fly around with as though with a mouse. Still very much sounding like an 'arcadey' un-sim like Freelancer game.

Could this be a complete 180 degrees on what was pitched?

http://tinyurl.com/qeve35h