The reason why player numbers keep dropping is because the vast majority of players who backed this game wanted an open universe Cosmic Elder scrolls that emphasized sweeping narrative experiences and game systems that allowed you to play COOP or Solo to carve your own career/path/life with NPC crew at your command. Instead we’re getting Tarkov in space where every gameloop ends in pew pew with 40 minute prep. Star Citizen’s game loops are so cumbersome that it takes commitment to even play the game where you have to budget ATLEAST 3 hours to get even basic stuff done. Also the fact that some random basement dweller could delete hours of your progress in mere seconds will be a deal breaker for the overwhelming majority of backers and would be players. TLDR: CIG INTRODUCE PVE SERVERS OR STAR CITIZEN WILL FAIL
I bought into this game 8 years ago at a fairly huge investment. I got over the bugs. I put the game down, finished college, starting working in my field, met my partner, got married, bought a house, had a kid, sold a house, bought another house, had another kid, had another kid in that 8 years. I picked up the game last month. I put the game down after 2 days. I got over the bugs
"Hey bro you want to go on this really cool mission I found?" "Yeah sure" "OK give me a minute to loadout the ship" ...(2 hours later)..."Well I get dinner maybe we'll get this done tomorrow" "Yeah ok"...(next day)..."Ok we got everything ready to go" (ship takes off then gets rammed by NPC military spacecraft and players get sent to prison for ramming) *Good times...Lets try next year"
To be fair, I don't have that bad an issue either tbh. But then again, I can always spot the tell-tale signs of what will blow my ship up. I guess I'm better at spotting bugs, so that helps.
@@yuriibondar3757 i've been a backer since 2013 and this is literally my experience almost every time I try to play with friends. Maybe not NPC ships ramming me, but bullshit like that where whatever you do takes 2 hours and you end up blowing up for no reason ruining the session.
You can call your ship like you used to if you do not go straight to your hangar to skip the elevator wait time which is a plus IMO. I like the idea of freight elevators in hangars but not anywhere else. The inventory kiosks should have just been able to open the old inventory system on your character. Also they really need to fix server performance and get server meshing working before we get this update otherwise it will most definitely be a step backwards.
Genuine question but have they fixed the rubber band running / desync between players or is it properly smooth fps now between 2 players or more. That's the biggest issue for me, can have all the features in the world but If i cant see where my mate is without him sliding around it just detracts so much from immersion.
I’ve probably played for two months combined over the last two years and, I think I’ve grown tired of the game before it’s actually released. Not because of the bugs or the missing features, but the things that I did love about the game I don’t really enjoy anymore
@@VonJay imo its not meant to be your main game. I hop on here and there to check out new updates and thats about it. The game's core gameplay is quite boring and i find myself more sight seeing ingame that doing stuff. We're decades from a finished game considering its over 10 years to get where we're at. I assume its gonna take another 30-50 years for it to be finished. Hopefully my kid will enjoy my fleet when that time comes
@@holy8782 there's a difference between realistic gameplay systems and detrimental gameplay systems, this update seems to drift more into the detrimental category.
@@coldshock5181 The problem is this has been the plan forever. People just don’t always look into stuff they are backing. I myself have been very excited for this side of things. Honestly for me it will be faster and easier to set up everything once for when I want to play. Set up 30 boxes with kits for a patch and I’m good to grab a box and go…. When it works of course. But when it does without issue it will indeed be faster in the long run in this sense. However I do think the drawer thing will be a little more optimized in the future.
@@holy8782 Because top speed limits in space, constant hovering without affecting the ground beneath you, bullets and lasers petering out, and missiles that are worse than real life is definitely 'realistic'
This type of stuff is among the biggest reasons I don't ever feel drawn to play the game anymore. Instead I just follow the progress on youtube. They continually add things I couldn't care less about that feel like nonstop busywork filler for the player, and then they tout it like it's some huge breakthrough. It seriously would not shock me if they came up with a game mechanic where you have to go sit on a pot and take a dump for 5 minutes every few hours. Like, it seriously wouldn't shock me. I want an expansive, detailed universe in which to have adventures. Instead it's like living in public housing but on Jupiter. Want me to play? Get that server experience worked out so that FPS is truly fun finally, and as you fix the server issues, add NPC agency and density using some kind of integrated AI tech. Surely AI is at the point where it could bring these NPCs to life and let us hire NPC crew to help man our ships, and even become friends/ allies. And add star systems. I don't want to eat bananas or shop for stuffed animals or move my clothes around between ships constantly. Sorry.
I think the problem is, the code it was built on is trash and unfixable. But it’s so far in they can’t rebuild it. Im not going to lie. Just like Ark Survival Evolved, it will get better but it will ALWAYS be a little janky. And that’s ok if it’s more fun than it is broken. But that’s not really the case right now.
It's actually a database performance stop-gap identical to the two-layer ship system for the ASOP terminals. It's a precursor for the influx of players they're likely gong to get with 4.0.
@@Billy-bc8pk No this makes no sense, there is no reason you cannot equip straight from this menu. If this was a performance issue, what takes time will be listing everything of your inventary not taking it out or equiping it. What takes most time in a database is to query large amount of data ie your full inventory. Getting a small subset of this afterward shouldn't be an issue at all, since you already have everything listed.
@@Silverhawk-u2f You don't equip from this menu because you can't see your character when the menu is open -- when you move itrems into the drawer it splits the entry nodes into the "drawer" graph, and treats the drawer like a separate loot box away from the local inventory database. So yes, it lessens the load because now the only thing you can do with the local inventory is split items in the drawer, as opposed to directly interacting with items like we did with the pre-3.24 local database.
It's insane they dont even consider making a cargo app for such "update". It would be the most basic thing we would do in real life, call the cargo vendor, drop it with tractor beam, call the vendor, complete the mission. or just add the cargo panel in cargo ships, i mean its in the name.
.....That's why they are releasing a single player side of the game called SQ42. What we are doing in the PTU is pretty much bug fixing. Whole issue with doing open pre/alpha testing is it's tedious. (main reason companies never do it, well not to this scope) Was a part of a few of them back in the day and boy was it ever a chore. (At least with Star Citizen they managed to make it pretty enjoyable)
People who say these things overlook that both finding bugs and fixing them take work and time - as do giving valid feedback and responding to feedback - that NEEDS to be spread out.
This implementation should have contained the suit lockers at least to simplify equipping armor. And also some improvements of the helmet as it is a cumbersome piece to manage. Some other containers in ships kitchen to store food and drinks conveniently without risk of them disappearing or vibrating would have also been very practical.
they want to make the game to realistic, on a scale like sc will be, its only for some people fun, lots of people dont like this as it becomes a job to play SC example EVE online, EVE is a second life if you are not careful, many people play games to "relax" from their daily lives, i think they dont want to make it a a job for them to play SC lol i like it though but with limits as just ike in real life, things get boring after doing it few times.
I play Star citizen on and off every big-ish patch, I jump in and end up playing for 10 to 20 hours before I bounce off of it (either do to encountering game breaking bugs, or just running out of things to do). And in the times where I am playing the game, I almost always dread the first login prep session, where I spend upwards of an hour just outfitting my character and my ship, and going through a billion menus, having to travel to physical locations in the game world to do everything (sure online shopping is something we can easily do from any cell phone at any time in the real world, but it's more "realistic" to make me sit on a subway for 5 minutes and then walk up and down 12 flights of stairs to find the guy who sells the gun I want for my spaceship). When I look at that, and then I look at elite dangerous, or I can go from hopping into a spaceport and have a fully kitted out ship for whatever the heck I want to do with it in like less than 10 minutes. It really keeps me from logging into the game. Which sucks, because I absolutely adore Star citizens flight model, I really really love the FPS gameplay, And it is just an all-around more interesting universe to run around in. But the friction of having to manually do all of these minor busy work tasks, that again in real life I don't even need to do because of advancements and cell phone technology get extremely grating extremely quickly. I would love for CIGs to an experiment where they have one server that is the full hardcore sim, and then one server that lets us menu through some of this stuff instead of having to run around and do it physically in game, just to see which one ends up being more popular with the players lol
i agree and we play games to have fun and not to feel like we waste our time going through all those menus and run up and down stairs. we are spending/wasted enough time as is without the inventory change
And that's why I'll go back to Elite and I haven't played SC for more than a year now. Looks like the days are over where SC fanboys shit on Elite, suddenly it has become a reference I often see in comments now. Finally. Vote with your wallet.
sc will see the end soon i think if it continues like this, dont forget another thing tons of companies all over the world, big and small, are closing their doors, CIG is not immune to the economic state of the world, in fact they are very very vulnerable to this as they depend on ship sales etc, they are big lots of employees which they need to maintain development, if they have to fire more employees and or close an office, things will go even slower, which makes things come out even slower, more bugs, and like this less ship sales and people stop playing and not spending anymore money.
As per usual: It needs shit tons of iteration. Shame though that they implement those odd gameplay choices like the closet thing or don't think stuff through like the big SCU containers only being available in outta space.
Every update confirms my belief that Squadron 42 may still come out a good game because it looks more focused, but SC has been a lost cause since the third week of the kickstarter.
We freely hover in space without sparing a moment’s thought for orbital mechanics, hit a speed limit in space for some reason and fight with guns at ridiculously close engagement distances because missiles are apparently less advanced than actual real life missiles, but we can’t allow any suspension of disbelief when it comes to swapping ships or equipping our gear? These are chores and time-wasting tedium that take up development time only to distract players from the cool gameplay they came for. Dear CIG, if I wanted to experience realistic inventory management I would simply need to tidy up my apartment!!!
As far as the speed limit goes you will only be able to reach a speed that is equal to the speed of the thrust coming out of the thrusters but yea I feel you still
@@zillamill Please explain. I was uncertain so I decided to look it up. I couldn’t find any information suggesting that exhaust velocity determined the maximum velocity to which a rocket engine could accelerate a spacecraft. Based on my own informal understanding of the physics, it shouldn’t. Assume the spacecraft’s velocity is equal to the exhaust velocity of its engine. The fuel it is carrying therefore has momentum, travelling at that same velocity. Burning it, and exhausting it at exhaust velocity (relative to the vehicle) will now reduce its absolute velocity and therefore momentum to 0. Due to the conservation of momentum, this change in momentum should be gained by the vehicle. The exhausted fuel should therefore still impart an impulse on the vehicle, allowing it to accelerate above the exhaust velocity of the engine. That’s my thinking. Where’s my mistake in your opinion? There’s also a simple, if very unscientific rebuttal: the exhaust velocity of the space shuttle’s engines is 4.4 km/s. The International Space Station, to which it regularly flew, orbits at a speed of 7.7 km/s. If what you said were true, it would’ve been impossible for the space shuttle to reach that speed. Tbf this is entering the realm of orbital mechanics rather than simple linear velocity, so is my understanding mistaken somehow?
The inventory kiosk was a huge fail. All they had to do was: Remove local inventory from your inventory, Then when you click on a kiosk your inventory opens but now you can see the local inventory. PROBLEM SOLVED! No need for the cargo elevator UI
I look forward to them doing the cubicle gameplay. Sit at a desk, do TPS reports while your boss asks you to work weekends. You get off of work mentally drained, drive home in your beat up car. You get home to have your wife nagging at you and spoiled, ungrateful kids annoying you. After 30 years of doing this in game, you'll get a watch and sent to an old folks home by your kids, who never call and only visit once a year for your pity birthday. You spend your remaining years swallowing pills and trying to not defecate yourself. The end, GG.
There's an old SNL Skit. ruclips.net/video/BONhk-hbiXk/видео.html Lets say "You" in this case is "Someone who wants Battlefield FPS" "This is not FOR YOU! EVERYTHING'S FOR YOU! This ONE THING'S FOR HIM!" Him being a well meaning autistic person who likes trucking sims and trains and PvP gives them anxiety.
Well for boys makes more sense than this draw thing. Just have the kiosk open local inventory. The spent heaps of time building the local inventory ui and then replaced it with enshitification yet again.
all this dumbass waiting would be half as bad if they let us use the pool table or arcade and get food out of the vending machines or even just play darts or some SC unique card game or anything to kill time with. this game has more waiting than most games but none of the others small game elements that would help pass the time. and all that waiting for what? to fly a ship through space soup. fuck that.
My brother and I often "joke" with eachother that every time CIG decides to put out a tier zero implementation of a new system, it ends of being the worst possible working version of said system that we can imagine. We throw out different concepts that we think they might use that would just make the system god awful, or loop holes they might unintentionally add thar we know players would exploit. Every time we do this, we are horrified at just how close our "worst case scenarios" end up being to the product we end up getting on live. This patch cycle has been no different....
It is, people just seem to forget it unfortunately 😕 This is exactly what they’ve said they would do and I guess so many new people are coming in (or who didn’t follow development close enough) who didn’t know what they were buying into
@@Coda-Ch. Exactly! To many coming on from other games, expecting it to work like other games. Not understanding what the original design was. And the whiners are very loud. As usual. They gonna get louder when we gotta use the shloo/shoilet for showers and possibly daily relief. Imagine what would happen if we have to request our holding tanks to be pumped out, at POI's.
Same here, this was never a game made with mass appeal in mind, both in terms of the hardware you need to run it and the minutiae and consequentiality of the gameplay itself. It is made for a niche that I fall under and that's why I bought a package. Pretty funny to see all these comments that they're taking the fun out of the game by making it too tedious, when the game was never made for them in the first place. All of these tedious features like this and death of a spaceman were planned a long time ago. I doubt a lot of these people commenting that even own the game either.
This is just the most fundamental iteration. They don't have AI yet like you are saying to help or to add flavor to what's happening, they don't have any kind of revenue stream or need for this on a global or universal scale. So there's no pirating, or competition, or ebb and flow. there's just random stuff going on. It hasn't been tied together yet.
'Sim everything approach to Star Citizen' - Master Modes? - Magic tractor beams that can lift infinite weight? - Lack of real physics & planetary movement? - Impractical magic inventory system? - I'm sure the list goes on..
Honestly from playing Foxhole, I understand their going with it but the impact is definitely not the same. In Foxhole, it's definitely as tedious as Star Citizen when it comes to loading or logistics. For instance if you want to bring stuff via train somewhere, that'll take like 10 to 15 minutes just to get it loaded up or items can take hours to produce. But to me, it's the impact you feel after doing such a task. In Foxhole, you know that your action was in fact meaningful as it could possibly bring a shift to the frontline. You helped influence the flow of the game. However in SC, you're just kind of filling your pockets by a small amount which you will have to do hundreds more times. Both feel sluggish in experience but the feeling you get after is way different, it feels like less accomplishment.
I think they need an ATC but for the cargo elevator so you can just radio in that the elevator is full so you don't have to get out of your ship if you're using a ship tractor beam. I would be okay with the item drawers if you could create custom kits which are groups of armor, weapons, ammo you can one click and then one click equip. It's an iterative process so hopefully they will improve soon.
Yes, a mobi app for the cargo elevator would be great. Annd set of equipement would also reduce the friction. They have also urgently to develop the suit lockers. And other lockers like the uniteractle aid kits in ships to be replaced by medgun lockers or medpens lockers. If this would be permanent in ships, players would be very happy to fill all the lcokers.
They've talked about doing this for a long time. It's now here and the reason people dont like it is because they've grown so used to the inventory access anywhere, even with in armistice of a station/city. They said they planned to physicalize the inventory. Just wait till you have to physically fuel up your ship and reload missiles and ammo. They've already said we'll be carrying spare batteries for power, ammo for guns and other supplies in our cargo holds.
Long ship calling? Call it forst then as its coming up, organise your gear and your cargo, the ship will be up and rwady by the time your ready to load up.
@@caiooca5793 Or ust use the old ASOP terminal so you don't have to wait? I don't get the complaint about the ship calling when the old way is still there. Kind of a pointless complaint.
@@Billy-bc8pk I'm not complaining, I'm just giving ideas for things to do while you wait to: enter the server; get the metro; call the ship; leave atmosphere; quantum travel; wait for the elevator; restart the game after a crash; release of Citizencon.
@@Billy-bc8pk this to be honest. Before you have take the elevator, go to the asop and call a difference ship. Them take the elevator back to the hangar. This is better than every way to the old system. As for calling the wrong ship. Get good I guess? I don't remember the last time this happened to me.
Something went very wrong, somewhere around about 3.0. This game only needed mobiGlas-driven 2954 SPAWN TECHNOLOGY ON UEE LANDING PADS and that would have been EVERYTHING YOU NEEDed to make Star Citizen a GAME. I said this (a lot) in 2018, on Spectrum & SubRreddit. Now, you want it, right?
I started when the hangar modules were still in the game but didn't have any flair to put in them. Once I got the hangar flair they removed the hangar modules. GG.
I think another problem is that the a portion of the SC community constantly haps on wanting SC to be more realistic, even for extreme stuff. And I think the best philosophy of what SC should pursue is what GabeN mentioned about game design, the focus for SC should not necessarily be realism but reinforcement. I feel that a lot of people in the SC community are constantly looking forward for the next thing to be the 'big' changer in star citizen, usually in features. But are focused on the idealised version of it would be rather than being realistic and also considering the challenges it faces when comparing it with other games. Already mentioned in the past in other about engineering and multi crew probably not being as big for most people as we are lead to believe, and even now menial tasks are so boring and time consuming, and I don't see that changing honestly. We should be able to have space amazon where we can order our armor or weapons and have it delivered to our location, but a lot of the 'realism' is honestly making the experience more clunky as a whole, this includes the cargo loading, I think in the long term, I can see more players just paying to have their ships loaded.
It's a sim so I'm told an this is part of it %90 of the complaints will be from people wanting an arcade game . . An pvp players who only want to kill people. If the detail was you had to deconstruct your weapons an push gun oil up an down the barrel or having to Blu the metal an or load each bullet 1 at a time before a shot out nobody would say a fk word .
Contract Terminals at locations (for hand offloaders) offering open contracts from where you are would help, as would a Mobi app for haulers who prefer the flying. A mobi app for remote, local cargo elevator UI access would also help those tractoring from the ship.
@@DillonMarsh-uo9jl Maybe. Some of it sounds like SC as Intended might not actually be his kind of game regardless. He complained about a lot of shit that's kinda necessary for the game to work as intended. Like, yes, people less interested in cargo gameplay are gonna haul less. How is that a flaw? CIG is supposed to make everything shallow to focus on the LESS interested people?
Yeah, I like the new inventory UI for the freight elevators, but not so much for personal inventory. What I had expected, and would actually prefer, is if they had left the old inventory UI in place, but just tie access to the local inventory to using the bank kiosks, just the same as if you were opening a loot crate. That is, you use the kiosk terminal, and it would open the full paperdoll view and let you equip things directly. The new UI is pretty, but I think the drawer is going to confuse new players, and get old real quick for experienced players.
It's a downgrade. * In the item banks, the search UI drop-downs cover the inventory and are hard to clear. The filters API in the old inventory worked very well, but this is just poorly thought out and difficult to use. * "Magical" ship inventories are gone (something that was useful), but you can still buy items straight into your backpack. Wait! Did those items ... teleport? Wasn't that ... magical? Isn't that inconsistent? * I have a ship with extensive interior spaces that show armor closets, storage bags on the wall, and under-bed cabinets. None of them work, and I have no ship inventory to make up for it. Yet, CIG and the community say, "Buy a box." Nice.
The inventory kiosk looks like the most annoying feature to me. I would be ok with inventory kiosks if I could move items directly between inventory and character, but this current system looks ridiculously tedious. I want to be able to get out of my hab and into the action faster with fewer tedious steps,
Great balanced summary of the current state! You also give good suggestions. While technically impressive there should always be a person in the team that has veto power and their role is to question whether it's (1) fun for players and (2) makes for engaging gameplay. If it isn't then revise until it is. When you listen to the team they designed the kiosk from a freight elevator perspective: they didn't want players to have to use the freight elevator to use their inventory. What they should have done is design it from a player perspective: only a tiny amount of players enjoy the drawers because they like tedious stuff. Most other players will just run naked or in a jump suit as they can't be bothered dealing with the kiosk. To improve: still have the kiosk but allow it to build template like the ship vehicle manager. If you die you respawn with the latest template. This will also help to change to other armor or clothes when visiting cities or meeting with your org and it solves the long standing issue of players losing their pledge store bought armors. It's the same for the personal hangars: I have a XL and it's just cumbersome. The first thing I do is select a planet I hardly visit (Area18) then move my ships to a Seraphim, EH or PT and never visit the personal hangar again. I can't even be bothered to move anything around because it's just too tedious More positive note: try to make a Cutty Red dropship (bring the med bed in for the RP experience and put six drake seats in the back of the ship). It looks probably the best of all ships!
SC community in a nutshell. "This patch will change everything and be amazing!" *patch* "This patch ruins everything!" What an obnoxious and indecisive community. CIG and its community deserve each other. 😂
hahah the forced large hangar is really so stupid. I love how the whales are punished with even more tedium just because they purchased expensive big ships
And you can in fact spawn vehicles in your personal hanger. He completely disregards this fact, as well as the fact that he only has that massive hanger because he owns massive ships. The size of the personal hanger corresponds with the largest owned ship. I've already seen other RUclipsrs praising the personal hangers for the fact that we finally have a use for the Mule and PTV/STV, as using these vehicles makes the whole process alot easier.
I bought a high-end PC a decade ago in anticipation for this game. That computer is long gone, and so is my hype. Now, I just watch RUclips updates about Star Citizen any time it comes up in my feed. I don't have the urge to play this game anymore.
In the long run when the other systems are in place, this will be great, as long as the "auto load" features can be used for personal items. until then, being FORCED to do it has been a drag, especially with bugs etc.
I really like LevelCaps coverage of Star Citizen. Especially since the mainstream sites aren't really covering it (and I totally get why). Ive never played it. But have been watching from a distance for a long time. Most videos on RUclips either gush about it, or dismiss it outright. LevelCap gets the balance just right. They cover it, and talk about it in a balanced way. The good and the bad.
Here’s a thought I’m sure nobody at CIG has had with regard to 3.24. Copy/ paste some rooms onto the side of the main personal hangar to function as a home space. Give us some rooms we can decorate and enjoy.
I like the new gear terminal system. The reason it is like this because it is a stop gap until they physicalize the wearables. You can buy cargo containers from landing zone shops like dumpers depot
1st what do you like about it ? 2nd don't you agree it would be better to be able to equip your items straight from that menu ? This would be better in everyway possible without any downsides IMO
I mean that’s what happens when the devs ask if you want a FULLY IMMERSIVE space sim. And as a logistics person in SC this is quite nice and will even give new players a intro into making money and learn quite a few mechanics to help them out
The more updates I see Star Citizen get, the more I just can't see how this becomes viable in the long run, going down this "realism/simulation" design leading to hours of tedium that no regular person will want to even attempt to play. At this point, they are getting close to $1 billion spent within the next couple of years, yet they seem to be wanting to push more and more to a smaller and smaller audience. All I can see is that, with how much has been put into this with over 1000 employees, it has to try to move towards a more mass market appeal with any hope of making this stick around after "1.0.". There only hope is if they are the first to package and ship the a dynamic server meshing solution to other studios and make SC funded by that in my opinion
I like the new inventory changes and think they are good and very reminiscent of other MMO’s. It is basically a “bank” that are present in MMO’s. However, the fact you can’t equip items directly from it is something I wish they would allow. The extra step is unnecessary. Ship&cargo elevator are great too but wish some of the systems can be accessed from your mobilglass or from within your ship. That would save you some running back and forth. Naturally they will iterate on it. like they always say: “bring it to the point of realism, then bring it back to the point of fun.” Or something close to those lines.😂
we dont need everthing to be a time sink, the hanger and cargo elevator needs to be sped up, we are going to spend ALOT of time in the game without that as a time sink regardless
Poor children these days can't deal with what MMO used to be instead of instant gratification participation trophy solo everything games. I wonder how much crying there would be if Everquest, Star Wars Galaxies, or even vanilla WoW was released today. "What? I have to WALK through the entire world??" "WHAT? I can't solo level at all??" "Where are the quest markers? How can I do anything without UI holding my hand by telling me where to go and what to do??" "Killing a boss doesn't automatically give me a BiS upgrade???" And the absolute WORST: "I have to make friends and think to play this game? No way..."
In the future, we've apparently lost the ability to create wooden pallets and plastic wrap. One of the modern world's greatest advancements which allowed for a vast increase in what could be transported easily and conveniently. It's obviously an ancient technology lost to the star gods. And don't even get me started talking about shipping containers with a standardized volume, high capacity and standardized locking and loading mechanisms. Clearly, only the most advanced worlds of the cosmos could have such a thing. Nothing else could come close. Certainly, the construction of a hyperdrive pales in comparison. You know your game might have a conceptual UI problem when a modern Amazon warehouse has better applications of automation and storage management than your deep space stations.
I have been waiting for this change for the longest time. The "Magic Inventory" is absolutely imersion breaking and game breaking in the long term. Once save zones are replaced with policing forces noone should be able to conjure a rocket launcher and 5000 Missiles out of nowhere.
Why would you have to drop off mission cargo in your own hangar?? Why don't they build some platforms, delivery hubs around cities where you go and unload? Make it more realistic.
Wow, looks like super low cost air line business is possible in Stanton system, please CIG, worker faster, give us real amazing passenger transporting game play. I mean to fly Genesis Starliner.
as for the ship delivery terminal I think they should just grid it with images of the ships and their names in 3d hologram text over bottom corner of the their selective square using their cards system with any timers being at the top right of the square and maybe make it shades of blue like the mobi the yellow black high contrast kinda hurts my eyes
The personal inventory system is not exactly new, its pretty much what death stranding did. I don't think the personal inventory will be a big issue, takes up just a few minutes at best it seems? The ship cargo loading and unloading absolutely requires some work. A very quick fix would be to have a cargo loaded ship be sent down the elevator and have a reasonable time before it can be called back (a indicator of the time taken to load or unload the cargo). In the mean time the player can take out another ship and fly off, or check out the station, resupply on personal gear, return to their hub to log out, etc.
They should, instead of drawer just use mannequine and be able to fit it and then it should change player char as desired. That would also help to save loadouts
We knew these changes were coming from over a year ago. Theyve gone into detail about what was coming and barely anyone said anything against it. In terms of how simulation Star Citizen is becoming, well, that was always the point. Its supposed to a sim. Which means all the tedium and labour. It won't be for everyone.
in real life Amazon workers don't buy their own truck, fill their own truck, buy fuel for their truck, deliver items, defend from hostiles, need to use boxes to put things into their pocket. It's not SIM stuff it's busywork, irl you do one of those things, other people work with you to make life easier, don't forget robotics and so on, why has the internet/calling disappeared when it comes to spawning stuff in.
@@Cozmox874 It's not simulating real life. It's simulating life in sci-fi space. And, over here in Australia it's not uncommon to have the truck driver load/unload their trucks as well as drive them. And before you say anything, Chris Roberts certainly is Australian.
@@Cozmox874 You are freelance in SC. And I can guarantee that freelance workers in real life have to do the same. You don't want to do the unloading/loading? Bring along someone who can help. That's what they do in real life freelance freight
@@Cozmox874 Final point: This is merely the first implementation of personal hangers in-game. There will be at least a few more changes and additions as more are released. This isn't the final build for personal hangers, so don't act like it is.
I started fussing years ago about continued added "time sink" gameplay instead of fun and meaningful gameplay...it seems they've doubled down on hoops, red tape, speed bumps, Ect.... basically it feels like they are always building new systems to slow players down instead of building a great game
Star Citizen, the Game where everything is a placeholder for a placeholder. Star Citizen, the game where you can buy over 230 Vehicles for real money, but 99% of the Galaxy is still missing. Over 10 Years in development, you´d think RSI would start finishing the Game and fix bugs. But why, when you can add tons of new features that are barely functioning placeholders aswell?
Will this updated inventory system finally bring back the ability to re-obtain your pledged space suits. Or do you still have to melt, re-purchase. And then fly to starting world to collect your space suit each time you lose it to server lag and space jank?
In addition to having a buggy to get across the large hangar, we'll need NPC ground crew to assist with moving things like the buggy to where you actually need them.
This might be new for new backers but: the type of physicalized (and therefore immersive) inventory was pretty much planned from early beginnings. So I don’t get the outrage. Is it really so hard to grasp that 99% of the time the gear will be distributed aboard ships, personal hangars and homesteads. It's ok to not like this, min-max-efficiency players manage to destroy any good role playing game so if this type of player stays away… good. This game has a seamless mousewheel walking speed function (and not only shift for sprinting) is for roleplaying reasons. Because game is and will be about immersion.
The need to get the servers stable. None of this matters till you can play reliably on a functional server. Not one that is limping along with huge waits for a door to open and so on.
"A bit cumbersome." - The kindest thing said on the internet today. As a long time player I absolutely hate this new system and dread having to use it in live. They really lost their way on this one and ran with a phenaomenally bad design.
Sometimes simpler is better. Star Citizen is starting to feel like an over-engineered mess with less focus on fun gameplay and more on how do we make this as realistic as possible. On top of that, the game is still an unstable mess where half of the in-game mechanics don't work properly.
Great video LevelCap, I share many of your concerns. The drawer thing is a bit silly. I can only assume they plan to get rid of the global access entirely and just have the drawer. But that would be even worst in my opinion. I don't think CIG have thought this through, sometimes you need to keep a 'game' system in place for the sanity of the players actions.
I think they should really focus on making sure ships don't randomly sink into the hangar before requiring ships to transfer cargo between places. Pretty sure the persistent hangars will feel a lot more persistent when you don't have random risks of falling through them or tearing into the ether with your ship at random.
Hey, LevelCap. Do you have any idea why my gamer tag is showing under your mission brief in the top left? Did you sneak into my hanger to pull ships? lol
I hope this is a key step needed for base building or something. But I doubt it. Star Citizen has been doing a ton of "look at how pretty the water is!" or clouds, or whatever, instead of key game features. The most basic of MMO systems, aren't in, and don't seem to be getting worked on. What is getting worked on is designing more incomplete ships. You know the backlog, as it is now, is something like 15 years?
For me the inventory-system only makes sense if there is a global system behind it (for the small items at least) the current state is just in the way of having fun playing the game...
The main issue of 3.24 is that because it is in fact 3.23.2, it lacks a lot of feature that every update contains. No new ship or vehicle, no new location, no new gameplay except cargo mission (but is it a new gameplay as cargo hauling was already existing ?). They should at least have incorporated some features of 4.0 that was supposed to arrive in place of this update like new hair/face, space cows, ...
I won't be jumping back in until they have a game which is actually worth spending time on. Until they realise that not everything is shiney visuals. Until the systems actually function as they advertise. Until then not a single cent more is going into SC
I definitely thought there would be some sort of hover dolly or wagon or something that I could put all of the crates on to more easily transport them into the elevator.
I don't understand the people complaining... This isn't supposed to be a "do everything as quick as possible" game. This is supposed to be as close to a space simulation as possible. If you don't like slow gameplay why the hell are you playing this? I mean travelling to another planet takes minutes of just travel time itself ffs... Unfortunately, not everything is always convenient and quick when you're trying to make a simulator. There's a reason this game is so popular and it's specifically because CIG takes the time to make all of these simulation details.
thats the biggest problem with this game. its not a space sim atleast in terms of the mechanics.i had more fun playing flight of nova and that game is worth the measly amount it sells for I think i got it on discount
I am in the middle. The personal inventory should just be the terminal as the physicalise "i" button: you go to the terminal, use it and you are in the inventory screen as before. For the hangar (and later habs): i think that if you can properly organise stuff in cargoboxes and place them in the hangar (without boxes and contents get deleted after every patch) its a good start. But actual lockers and racks are the way to go. Just like your typical base in any survival game, you have your different "crates" to store stuff. But thats the plan anyways as i think CIG said already.
Seing the complexity of transfering item in our own ships, there shoudl be a service in item banks to transfer items to another location and to transfer objects also from those locations. This exists for ships, why not for items or even cargo.
Give us Cargo Container purchasing on planetary landing zones and also from the hangar with pricing options or renting pricing like actual container transportation in real life. Let us Spawn at Space stations with personal hangars in phase 2 please
Mostly when CIg make huge changes its mostly always for the worst.. Example the best inventory system were when we had acces to all of our stuff anywhere at anytime with our magic mobi glass inventory... since then all they have done is downgrade the inventory system.
Prioritize nothing. Finish nothing. Add everything.
Correction: Add something. Promise everything.
Add time sinks. Hire more marketing. Ignore problems.
Make money, ditch when it runs dry, shut down the servers.
The reason why player numbers keep dropping is because the vast majority of players who backed this game wanted an open universe Cosmic Elder scrolls that emphasized sweeping narrative experiences and game systems that allowed you to play COOP or Solo to carve your own career/path/life with NPC crew at your command.
Instead we’re getting Tarkov in space where every gameloop ends in pew pew with 40 minute prep. Star Citizen’s game loops are so cumbersome that it takes commitment to even play the game where you have to budget ATLEAST 3 hours to get even basic stuff done.
Also the fact that some random basement dweller could delete hours of your progress in mere seconds will be a deal breaker for the overwhelming majority of backers and would be players.
TLDR:
CIG INTRODUCE PVE SERVERS OR STAR CITIZEN WILL FAIL
@@gorganhorn6872 definitely should be able to PVE only
I bought into this game 8 years ago at a fairly huge investment. I got over the bugs.
I put the game down, finished college, starting working in my field, met my partner, got married, bought a house, had a kid, sold a house, bought another house, had another kid, had another kid in that 8 years.
I picked up the game last month.
I put the game down after 2 days.
I got over the bugs
If it isn't fun after the 2nd kid, it might be fun after the 2nd grandkid.
Are you being sarcastic or not?😅😅😅
"Hey bro you want to go on this really cool mission I found?" "Yeah sure" "OK give me a minute to loadout the ship" ...(2 hours later)..."Well I get dinner maybe we'll get this done tomorrow" "Yeah ok"...(next day)..."Ok we got everything ready to go" (ship takes off then gets rammed by NPC military spacecraft and players get sent to prison for ramming) *Good times...Lets try next year"
I don't get where you guys get these scenarios. I played the game quite a bit and that never happened to me - with the NPC ships ramming me
@@yuriibondar3757 You are right, SC ships do not need a NPC ship to explode randomly.
@@yuriibondar3757 This never happened to me, therefore it never happened to anyone.
To be fair, I don't have that bad an issue either tbh.
But then again, I can always spot the tell-tale signs of what will blow my ship up. I guess I'm better at spotting bugs, so that helps.
@@yuriibondar3757 i've been a backer since 2013 and this is literally my experience almost every time I try to play with friends. Maybe not NPC ships ramming me, but bullshit like that where whatever you do takes 2 hours and you end up blowing up for no reason ruining the session.
You can call your ship like you used to if you do not go straight to your hangar to skip the elevator wait time which is a plus IMO. I like the idea of freight elevators in hangars but not anywhere else. The inventory kiosks should have just been able to open the old inventory system on your character. Also they really need to fix server performance and get server meshing working before we get this update otherwise it will most definitely be a step backwards.
Genuine question but have they fixed the rubber band running / desync between players or is it properly smooth fps now between 2 players or more. That's the biggest issue for me, can have all the features in the world but If i cant see where my mate is without him sliding around it just detracts so much from immersion.
I’ve said it before, I’ll say it again: we’re gonna hit the technological singularity before we get Star Citizen.
I’ve probably played for two months combined over the last two years and, I think I’ve grown tired of the game before it’s actually released. Not because of the bugs or the missing features, but the things that I did love about the game I don’t really enjoy anymore
@@VonJay imo its not meant to be your main game. I hop on here and there to check out new updates and thats about it. The game's core gameplay is quite boring and i find myself more sight seeing ingame that doing stuff. We're decades from a finished game considering its over 10 years to get where we're at. I assume its gonna take another 30-50 years for it to be finished. Hopefully my kid will enjoy my fleet when that time comes
@@Astelch That is not comforting in the slightest.
@@VonJaysame
@@holy8782yea, just the harsh truth
Making this game even more of a pain in the ass to play is the wrong direction for CIG.
Well, that's the cost of making everything realistic I guess.
@@holy8782 there's a difference between realistic gameplay systems and detrimental gameplay systems, this update seems to drift more into the detrimental category.
@@holy8782They should be aiming for a balance
@@coldshock5181 The problem is this has been the plan forever. People just don’t always look into stuff they are backing. I myself have been very excited for this side of things. Honestly for me it will be faster and easier to set up everything once for when I want to play. Set up 30 boxes with kits for a patch and I’m good to grab a box and go….
When it works of course. But when it does without issue it will indeed be faster in the long run in this sense.
However I do think the drawer thing will be a little more optimized in the future.
@@holy8782 Because top speed limits in space, constant hovering without affecting the ground beneath you, bullets and lasers petering out, and missiles that are worse than real life is definitely 'realistic'
This type of stuff is among the biggest reasons I don't ever feel drawn to play the game anymore. Instead I just follow the progress on youtube. They continually add things I couldn't care less about that feel like nonstop busywork filler for the player, and then they tout it like it's some huge breakthrough. It seriously would not shock me if they came up with a game mechanic where you have to go sit on a pot and take a dump for 5 minutes every few hours. Like, it seriously wouldn't shock me. I want an expansive, detailed universe in which to have adventures. Instead it's like living in public housing but on Jupiter.
Want me to play? Get that server experience worked out so that FPS is truly fun finally, and as you fix the server issues, add NPC agency and density using some kind of integrated AI tech. Surely AI is at the point where it could bring these NPCs to life and let us hire NPC crew to help man our ships, and even become friends/ allies. And add star systems. I don't want to eat bananas or shop for stuffed animals or move my clothes around between ships constantly. Sorry.
I think the problem is, the code it was built on is trash and unfixable. But it’s so far in they can’t rebuild it. Im not going to lie. Just like Ark Survival Evolved, it will get better but it will ALWAYS be a little janky. And that’s ok if it’s more fun than it is broken. But that’s not really the case right now.
"being a combat guy and seeing the first non-combat update drop in years"
@@CallMeTeach2 Forgive me. I have no idea what this means.
Hey, you know people have been crazy for NPC crews, they'll sure have to eat and take a dump. The players of the SIMS would love it.
CR has always wanted the game to have you physically shopping for items at a counter etc.
just let us press F in front of the terminal to have access to the local inventory. we don't need the item drawer.
It's actually a database performance stop-gap identical to the two-layer ship system for the ASOP terminals. It's a precursor for the influx of players they're likely gong to get with 4.0.
Or press F for paying respect.🫡
@@Billy-bc8pk No this makes no sense, there is no reason you cannot equip straight from this menu. If this was a performance issue, what takes time will be listing everything of your inventary not taking it out or equiping it. What takes most time in a database is to query large amount of data ie your full inventory. Getting a small subset of this afterward shouldn't be an issue at all, since you already have everything listed.
@@Silverhawk-u2f You don't equip from this menu because you can't see your character when the menu is open -- when you move itrems into the drawer it splits the entry nodes into the "drawer" graph, and treats the drawer like a separate loot box away from the local inventory database. So yes, it lessens the load because now the only thing you can do with the local inventory is split items in the drawer, as opposed to directly interacting with items like we did with the pre-3.24 local database.
@@Billy-bc8pk I'd like some source for this info
It's insane they dont even consider making a cargo app for such "update". It would be the most basic thing we would do in real life, call the cargo vendor, drop it with tractor beam, call the vendor, complete the mission. or just add the cargo panel in cargo ships, i mean its in the name.
My biggest problem with CIG is they have no regard for a players time and decreasing value for a players money. Fun is decreasing for me.
When I got a job I realized how much fucking time this game wastes and when I got my wife I just dropped it entirely go play a stable more fun game.
@@guynamedmaggi5520when I got my wife he says 😂
.....That's why they are releasing a single player side of the game called SQ42. What we are doing in the PTU is pretty much bug fixing. Whole issue with doing open pre/alpha testing is it's tedious.
(main reason companies never do it, well not to this scope) Was a part of a few of them back in the day and boy was it ever a chore.
(At least with Star Citizen they managed to make it pretty enjoyable)
It seems like the implementation of a lot of this should wait until there’s station NPCs to move cargo for you.
People who say these things overlook that both finding bugs and fixing them take work and time - as do giving valid feedback and responding to feedback - that NEEDS to be spread out.
Or until the servers are stable enough to move cargo with a tractor beam 95% of the time
This implementation should have contained the suit lockers at least to simplify equipping armor. And also some improvements of the helmet as it is a cumbersome piece to manage. Some other containers in ships kitchen to store food and drinks conveniently without risk of them disappearing or vibrating would have also been very practical.
@@sebc8938 agreed. And I would bet CIG devs agree too...
You can auto load cargo currently (ships need to be stored atm) but not for cargo missions from what I understood
Every major update with Star Citizen is a downgrade until they fix it.
That’s what I have been saying. I don’t care what they add until the game is smooth and playable
@@Jonusbiker I've been sticking to No Man's Sky recently.
Every time
lol so true. But that's the magic of it.
They never fix it... it just keeps changing, again.
They are really doing their best to wring the fun out of it, aren't they?
They've wasted half a year on this system.
"an entire year so far" -Homer Simpson
Lot more than a year.
they want to make the game to realistic, on a scale like sc will be, its only for some people fun, lots of people dont like this as it becomes a job to play SC example EVE online, EVE is a second life if you are not careful, many people play games to "relax" from their daily lives, i think they dont want to make it a a job for them to play SC lol i like it though but with limits as just ike in real life, things get boring after doing it few times.
I play Star citizen on and off every big-ish patch, I jump in and end up playing for 10 to 20 hours before I bounce off of it (either do to encountering game breaking bugs, or just running out of things to do). And in the times where I am playing the game, I almost always dread the first login prep session, where I spend upwards of an hour just outfitting my character and my ship, and going through a billion menus, having to travel to physical locations in the game world to do everything (sure online shopping is something we can easily do from any cell phone at any time in the real world, but it's more "realistic" to make me sit on a subway for 5 minutes and then walk up and down 12 flights of stairs to find the guy who sells the gun I want for my spaceship). When I look at that, and then I look at elite dangerous, or I can go from hopping into a spaceport and have a fully kitted out ship for whatever the heck I want to do with it in like less than 10 minutes. It really keeps me from logging into the game. Which sucks, because I absolutely adore Star citizens flight model, I really really love the FPS gameplay, And it is just an all-around more interesting universe to run around in. But the friction of having to manually do all of these minor busy work tasks, that again in real life I don't even need to do because of advancements and cell phone technology get extremely grating extremely quickly. I would love for CIGs to an experiment where they have one server that is the full hardcore sim, and then one server that lets us menu through some of this stuff instead of having to run around and do it physically in game, just to see which one ends up being more popular with the players lol
You're speaking facts my friend. I completely agree with you on every point you made and I made the same experiences as you did.
i agree and we play games to have fun and not to feel like we waste our time going through all those menus and run up and down stairs. we are spending/wasted enough time as is without the inventory change
And that's why I'll go back to Elite and I haven't played SC for more than a year now. Looks like the days are over where SC fanboys shit on Elite, suddenly it has become a reference I often see in comments now. Finally. Vote with your wallet.
sc will see the end soon i think if it continues like this, dont forget another thing tons of companies all over the world, big and small, are closing their doors, CIG is not immune to the economic state of the world, in fact they are very very vulnerable to this as they depend on ship sales etc, they are big lots of employees which they need to maintain development, if they have to fire more employees and or close an office, things will go even slower, which makes things come out even slower, more bugs, and like this less ship sales and people stop playing and not spending anymore money.
Hate to break this to you but, have you looked at the flight model lately?
As per usual: It needs shit tons of iteration. Shame though that they implement those odd gameplay choices like the closet thing or don't think stuff through like the big SCU containers only being available in outta space.
What, you guys don't like how Chris Roberts used resources for something stupid like eating and drinking???!! CIG leadership is a joke...
Every update confirms my belief that Squadron 42 may still come out a good game because it looks more focused, but SC has been a lost cause since the third week of the kickstarter.
If you mean CIG making the non play aspects of the game more time consuming and cumbersome…. Yes it is a downgrade.
We freely hover in space without sparing a moment’s thought for orbital mechanics, hit a speed limit in space for some reason and fight with guns at ridiculously close engagement distances because missiles are apparently less advanced than actual real life missiles, but we can’t allow any suspension of disbelief when it comes to swapping ships or equipping our gear? These are chores and time-wasting tedium that take up development time only to distract players from the cool gameplay they came for.
Dear CIG, if I wanted to experience realistic inventory management I would simply need to tidy up my apartment!!!
As far as the speed limit goes you will only be able to reach a speed that is equal to the speed of the thrust coming out of the thrusters but yea I feel you still
@@zillamill I don’t think that’s how rocket engines work?
@flixelgato1288 it's how physics works tho. The power that your propulsion provides can only get you up to a certain speed
@@zillamill Please explain. I was uncertain so I decided to look it up. I couldn’t find any information suggesting that exhaust velocity determined the maximum velocity to which a rocket engine could accelerate a spacecraft. Based on my own informal understanding of the physics, it shouldn’t.
Assume the spacecraft’s velocity is equal to the exhaust velocity of its engine. The fuel it is carrying therefore has momentum, travelling at that same velocity. Burning it, and exhausting it at exhaust velocity (relative to the vehicle) will now reduce its absolute velocity and therefore momentum to 0. Due to the conservation of momentum, this change in momentum should be gained by the vehicle. The exhausted fuel should therefore still impart an impulse on the vehicle, allowing it to accelerate above the exhaust velocity of the engine. That’s my thinking. Where’s my mistake in your opinion?
There’s also a simple, if very unscientific rebuttal: the exhaust velocity of the space shuttle’s engines is 4.4 km/s. The International Space Station, to which it regularly flew, orbits at a speed of 7.7 km/s. If what you said were true, it would’ve been impossible for the space shuttle to reach that speed. Tbf this is entering the realm of orbital mechanics rather than simple linear velocity, so is my understanding mistaken somehow?
The inventory kiosk was a huge fail. All they had to do was: Remove local inventory from your inventory, Then when you click on a kiosk your inventory opens but now you can see the local inventory. PROBLEM SOLVED! No need for the cargo elevator UI
It's for database optimisation purposes. Something they mentioned during ISC.
"The wheel" is always better than CIG's take on "the wheel."
I look forward to them doing the cubicle gameplay. Sit at a desk, do TPS reports while your boss asks you to work weekends.
You get off of work mentally drained, drive home in your beat up car. You get home to have your wife nagging at you and spoiled, ungrateful kids annoying you.
After 30 years of doing this in game, you'll get a watch and sent to an old folks home by your kids, who never call and only visit once a year for your pity birthday. You spend your remaining years swallowing pills and trying to not defecate yourself. The end, GG.
There's an old SNL Skit. ruclips.net/video/BONhk-hbiXk/видео.html
Lets say "You" in this case is "Someone who wants Battlefield FPS"
"This is not FOR YOU! EVERYTHING'S FOR YOU! This ONE THING'S FOR HIM!"
Him being a well meaning autistic person who likes trucking sims and trains and PvP gives them anxiety.
Well for boys makes more sense than this draw thing.
Just have the kiosk open local inventory.
The spent heaps of time building the local inventory ui and then replaced it with enshitification yet again.
all this dumbass waiting would be half as bad if they let us use the pool table or arcade and get food out of the vending machines or even just play darts or some SC unique card game or anything to kill time with.
this game has more waiting than most games but none of the others small game elements that would help pass the time.
and all that waiting for what? to fly a ship through space soup. fuck that.
12 years for them to add the Resident Evil magic chest.
Twelve years and 800 million dollars later 😂.
what is RE magic chest? SC lootboxes?
@@rayfighter I think this guy never played either SC or RE.
@@seveneternal7988 I never played RE, I would die bored.
My brother and I often "joke" with eachother that every time CIG decides to put out a tier zero implementation of a new system, it ends of being the worst possible working version of said system that we can imagine. We throw out different concepts that we think they might use that would just make the system god awful, or loop holes they might unintentionally add thar we know players would exploit. Every time we do this, we are horrified at just how close our "worst case scenarios" end up being to the product we end up getting on live. This patch cycle has been no different....
i thought more physical/tactile interactions over quick convenient elite dangerous style menus was part of the whole deal with SC?
It is, people just seem to forget it unfortunately 😕
This is exactly what they’ve said they would do and I guess so many new people are coming in (or who didn’t follow development close enough) who didn’t know what they were buying into
YES! Its what I signed up for in 2013. I hate menus and skill trees.
Its why I never played ED.
@@Coda-Ch. Exactly! To many coming on from other games, expecting it to work like other games. Not understanding what the original design was.
And the whiners are very loud. As usual.
They gonna get louder when we gotta use the shloo/shoilet for showers and possibly daily relief. Imagine what would happen if we have to request our holding tanks to be pumped out, at POI's.
Same here, this was never a game made with mass appeal in mind, both in terms of the hardware you need to run it and the minutiae and consequentiality of the gameplay itself. It is made for a niche that I fall under and that's why I bought a package. Pretty funny to see all these comments that they're taking the fun out of the game by making it too tedious, when the game was never made for them in the first place. All of these tedious features like this and death of a spaceman were planned a long time ago. I doubt a lot of these people commenting that even own the game either.
This is just the most fundamental iteration. They don't have AI yet like you are saying to help or to add flavor to what's happening, they don't have any kind of revenue stream or need for this on a global or universal scale. So there's no pirating, or competition, or ebb and flow. there's just random stuff going on. It hasn't been tied together yet.
'Sim everything approach to Star Citizen'
- Master Modes?
- Magic tractor beams that can lift infinite weight?
- Lack of real physics & planetary movement?
- Impractical magic inventory system?
- I'm sure the list goes on..
$720 million raised. At this point theyr just milking people dry
Honestly from playing Foxhole, I understand their going with it but the impact is definitely not the same. In Foxhole, it's definitely as tedious as Star Citizen when it comes to loading or logistics. For instance if you want to bring stuff via train somewhere, that'll take like 10 to 15 minutes just to get it loaded up or items can take hours to produce. But to me, it's the impact you feel after doing such a task. In Foxhole, you know that your action was in fact meaningful as it could possibly bring a shift to the frontline. You helped influence the flow of the game. However in SC, you're just kind of filling your pockets by a small amount which you will have to do hundreds more times. Both feel sluggish in experience but the feeling you get after is way different, it feels like less accomplishment.
Yes but SC is not yet in the place to have narrative. And your stuff still can be wipped by a server reset.
I think they need an ATC but for the cargo elevator so you can just radio in that the elevator is full so you don't have to get out of your ship if you're using a ship tractor beam. I would be okay with the item drawers if you could create custom kits which are groups of armor, weapons, ammo you can one click and then one click equip. It's an iterative process so hopefully they will improve soon.
Yes, a mobi app for the cargo elevator would be great. Annd set of equipement would also reduce the friction. They have also urgently to develop the suit lockers. And other lockers like the uniteractle aid kits in ships to be replaced by medgun lockers or medpens lockers. If this would be permanent in ships, players would be very happy to fill all the lcokers.
They've talked about doing this for a long time. It's now here and the reason people dont like it is because they've grown so used to the inventory access anywhere, even with in armistice of a station/city. They said they planned to physicalize the inventory. Just wait till you have to physically fuel up your ship and reload missiles and ammo. They've already said we'll be carrying spare batteries for power, ammo for guns and other supplies in our cargo holds.
Long ship calling? Call it forst then as its coming up, organise your gear and your cargo, the ship will be up and rwady by the time your ready to load up.
He can also go make taxes, then come back.
@@caiooca5793 Or ust use the old ASOP terminal so you don't have to wait? I don't get the complaint about the ship calling when the old way is still there. Kind of a pointless complaint.
@@Billy-bc8pk I'm not complaining, I'm just giving ideas for things to do while you wait to: enter the server; get the metro; call the ship; leave atmosphere; quantum travel; wait for the elevator; restart the game after a crash; release of Citizencon.
@@Billy-bc8pk this to be honest.
Before you have take the elevator, go to the asop and call a difference ship. Them take the elevator back to the hangar.
This is better than every way to the old system.
As for calling the wrong ship.
Get good I guess? I don't remember the last time this happened to me.
What's the opposite of QOL?
Something went very wrong, somewhere around about 3.0. This game only needed mobiGlas-driven 2954 SPAWN TECHNOLOGY ON UEE LANDING PADS and that would have been EVERYTHING YOU NEEDed to make Star Citizen a GAME. I said this (a lot) in 2018, on Spectrum & SubRreddit. Now, you want it, right?
You got me with the fishtank nostalgia
I started when the hangar modules were still in the game but didn't have any flair to put in them.
Once I got the hangar flair they removed the hangar modules. GG.
I think another problem is that the a portion of the SC community constantly haps on wanting SC to be more realistic, even for extreme stuff. And I think the best philosophy of what SC should pursue is what GabeN mentioned about game design, the focus for SC should not necessarily be realism but reinforcement. I feel that a lot of people in the SC community are constantly looking forward for the next thing to be the 'big' changer in star citizen, usually in features. But are focused on the idealised version of it would be rather than being realistic and also considering the challenges it faces when comparing it with other games. Already mentioned in the past in other about engineering and multi crew probably not being as big for most people as we are lead to believe, and even now menial tasks are so boring and time consuming, and I don't see that changing honestly. We should be able to have space amazon where we can order our armor or weapons and have it delivered to our location, but a lot of the 'realism' is honestly making the experience more clunky as a whole, this includes the cargo loading, I think in the long term, I can see more players just paying to have their ships loaded.
What I really hate is that you cant bedlog out of some beds anymore or even get stuck in one
It's a sim so I'm told an this is part of it %90 of the complaints will be from people wanting an arcade game . . An pvp players who only want to kill people. If the detail was you had to deconstruct your weapons an push gun oil up an down the barrel or having to Blu the metal an or load each bullet 1 at a time before a shot out nobody would say a fk word .
No dude, this Is bullshit, "sim" doesn't mean waste a shit ton of my time with trivial shit, NOBODY will like this
@@dalium4085the person is right. Want everything done instantly? Star Citizen is not the game for you
@@AdnanAhmedStar Citizen isn't a game. It's a tec demo that people test.
@@SuperMontstait’s a train wreck of a tech demo
@@AdnanAhmed What about Master modes then?
Contract Terminals at locations (for hand offloaders) offering open contracts from where you are would help, as would a Mobi app for haulers who prefer the flying.
A mobi app for remote, local cargo elevator UI access would also help those tractoring from the ship.
This video is good feedback for the test phase that is in.
@@DillonMarsh-uo9jl Maybe. Some of it sounds like SC as Intended might not actually be his kind of game regardless. He complained about a lot of shit that's kinda necessary for the game to work as intended. Like, yes, people less interested in cargo gameplay are gonna haul less. How is that a flaw? CIG is supposed to make everything shallow to focus on the LESS interested people?
@LucidStrike I was really just trying to say it's not a released game to the people that only like to complain lol
Yeah, I like the new inventory UI for the freight elevators, but not so much for personal inventory. What I had expected, and would actually prefer, is if they had left the old inventory UI in place, but just tie access to the local inventory to using the bank kiosks, just the same as if you were opening a loot crate. That is, you use the kiosk terminal, and it would open the full paperdoll view and let you equip things directly. The new UI is pretty, but I think the drawer is going to confuse new players, and get old real quick for experienced players.
It's a downgrade.
* In the item banks, the search UI drop-downs cover the inventory and are hard to clear. The filters API in the old inventory worked very well, but this is just poorly thought out and difficult to use.
* "Magical" ship inventories are gone (something that was useful), but you can still buy items straight into your backpack. Wait! Did those items ... teleport? Wasn't that ... magical? Isn't that inconsistent?
* I have a ship with extensive interior spaces that show armor closets, storage bags on the wall, and under-bed cabinets. None of them work, and I have no ship inventory to make up for it. Yet, CIG and the community say, "Buy a box." Nice.
Weird that it’s so realistic they make you handle each box individually but yet ships don’t seem to feel gravity?
The inventory kiosk looks like the most annoying feature to me. I would be ok with inventory kiosks if I could move items directly between inventory and character, but this current system looks ridiculously tedious.
I want to be able to get out of my hab and into the action faster with fewer tedious steps,
They want to physicalize everything, but this isn't a VR game. They need to stop. Just make normal freaking interfaces.
Great balanced summary of the current state! You also give good suggestions. While technically impressive there should always be a person in the team that has veto power and their role is to question whether it's (1) fun for players and (2) makes for engaging gameplay. If it isn't then revise until it is.
When you listen to the team they designed the kiosk from a freight elevator perspective: they didn't want players to have to use the freight elevator to use their inventory. What they should have done is design it from a player perspective: only a tiny amount of players enjoy the drawers because they like tedious stuff. Most other players will just run naked or in a jump suit as they can't be bothered dealing with the kiosk. To improve: still have the kiosk but allow it to build template like the ship vehicle manager. If you die you respawn with the latest template. This will also help to change to other armor or clothes when visiting cities or meeting with your org and it solves the long standing issue of players losing their pledge store bought armors.
It's the same for the personal hangars: I have a XL and it's just cumbersome. The first thing I do is select a planet I hardly visit (Area18) then move my ships to a Seraphim, EH or PT and never visit the personal hangar again. I can't even be bothered to move anything around because it's just too tedious
More positive note: try to make a Cutty Red dropship (bring the med bed in for the RP experience and put six drake seats in the back of the ship). It looks probably the best of all ships!
SC community in a nutshell.
"This patch will change everything and be amazing!"
*patch*
"This patch ruins everything!"
What an obnoxious and indecisive community. CIG and its community deserve each other. 😂
Lol are they wrong? You must work for CIG.
hahah the forced large hangar is really so stupid. I love how the whales are punished with even more tedium just because they purchased expensive big ships
You mean a single ship it is based on ship size not the amount you own, so I spent $265 and have an extra large using a ccu chain.
Who has a large ship but no ground vehicles at all?
@@LucidStrikeyea I think it’s actually a good thing for small ground vehicles makes em useful
And you can in fact spawn vehicles in your personal hanger. He completely disregards this fact, as well as the fact that he only has that massive hanger because he owns massive ships. The size of the personal hanger corresponds with the largest owned ship. I've already seen other RUclipsrs praising the personal hangers for the fact that we finally have a use for the Mule and PTV/STV, as using these vehicles makes the whole process alot easier.
Well, the large hangars got 2 cargo elevators and space to park more than five fighter sized ships outside the platform.
Breadcrumbs after Breadcrumbs. We need combined arms gameplay to justify all the ships and land craft we purchase!
I bought a high-end PC a decade ago in anticipation for this game. That computer is long gone, and so is my hype. Now, I just watch RUclips updates about Star Citizen any time it comes up in my feed. I don't have the urge to play this game anymore.
You can buy the containers in planetary stores. Maybe not all sizes, but I was able to buy a 1 SCU container at dumpers depot.
In the long run when the other systems are in place, this will be great, as long as the "auto load" features can be used for personal items. until then, being FORCED to do it has been a drag, especially with bugs etc.
I really like LevelCaps coverage of Star Citizen. Especially since the mainstream sites aren't really covering it (and I totally get why). Ive never played it. But have been watching from a distance for a long time. Most videos on RUclips either gush about it, or dismiss it outright. LevelCap gets the balance just right. They cover it, and talk about it in a balanced way. The good and the bad.
Star Citizen has to be the most inconvenient game ever made.
Here’s a thought I’m sure nobody at CIG has had with regard to 3.24. Copy/ paste some rooms onto the side of the main personal hangar to function as a home space. Give us some rooms we can decorate and enjoy.
They are already working on Homesteads. Nobody will want to live in the garage once they can build a house next to a lake.
I like the new gear terminal system. The reason it is like this because it is a stop gap until they physicalize the wearables.
You can buy cargo containers from landing zone shops like dumpers depot
1st what do you like about it ? 2nd don't you agree it would be better to be able to equip your items straight from that menu ?
This would be better in everyway possible without any downsides IMO
Lol , I remember heading that cargo container around years ago lol. It's gonna be great looting pvp areas with only your tractor beam out. Lol
@@Silverhawk-u2f no, Star Citizen is a sim first. Magical inventories you can access out of the blue is not part of the design.
@@AdnanAhmed this is not put of the blue this is throught the item kiosk that already exists
I mean that’s what happens when the devs ask if you want a FULLY IMMERSIVE space sim. And as a logistics person in SC this is quite nice and will even give new players a intro into making money and learn quite a few mechanics to help them out
The more updates I see Star Citizen get, the more I just can't see how this becomes viable in the long run, going down this "realism/simulation" design leading to hours of tedium that no regular person will want to even attempt to play. At this point, they are getting close to $1 billion spent within the next couple of years, yet they seem to be wanting to push more and more to a smaller and smaller audience. All I can see is that, with how much has been put into this with over 1000 employees, it has to try to move towards a more mass market appeal with any hope of making this stick around after "1.0.".
There only hope is if they are the first to package and ship the a dynamic server meshing solution to other studios and make SC funded by that in my opinion
I like the new inventory changes and think they are good and very reminiscent of other MMO’s. It is basically a “bank” that are present in MMO’s. However, the fact you can’t equip items directly from it is something I wish they would allow. The extra step is unnecessary.
Ship&cargo elevator are great too but wish some of the systems can be accessed from your mobilglass or from within your ship. That would save you some running back and forth.
Naturally they will iterate on it. like they always say: “bring it to the point of realism, then bring it back to the point of fun.” Or something close to those lines.😂
we dont need everthing to be a time sink, the hanger and cargo elevator needs to be sped up, we are going to spend ALOT of time in the game without that as a time sink regardless
Poor children these days can't deal with what MMO used to be instead of instant gratification participation trophy solo everything games. I wonder how much crying there would be if Everquest, Star Wars Galaxies, or even vanilla WoW was released today.
"What? I have to WALK through the entire world??"
"WHAT? I can't solo level at all??"
"Where are the quest markers? How can I do anything without UI holding my hand by telling me where to go and what to do??"
"Killing a boss doesn't automatically give me a BiS upgrade???"
And the absolute WORST: "I have to make friends and think to play this game? No way..."
In the future, we've apparently lost the ability to create wooden pallets and plastic wrap. One of the modern world's greatest advancements which allowed for a vast increase in what could be transported easily and conveniently. It's obviously an ancient technology lost to the star gods.
And don't even get me started talking about shipping containers with a standardized volume, high capacity and standardized locking and loading mechanisms. Clearly, only the most advanced worlds of the cosmos could have such a thing. Nothing else could come close. Certainly, the construction of a hyperdrive pales in comparison.
You know your game might have a conceptual UI problem when a modern Amazon warehouse has better applications of automation and storage management than your deep space stations.
I have been waiting for this change for the longest time. The "Magic Inventory" is absolutely imersion breaking and game breaking in the long term. Once save zones are replaced with policing forces noone should be able to conjure a rocket launcher and 5000 Missiles out of nowhere.
Why would you have to drop off mission cargo in your own hangar?? Why don't they build some platforms, delivery hubs around cities where you go and unload? Make it more realistic.
Wow, looks like super low cost air line business is possible in Stanton system, please CIG, worker faster, give us real amazing passenger transporting game play. I mean to fly Genesis Starliner.
By the time this game reaches a "finished" state, other new games will already be leaps and bounds more advanced
Is Star Citizen's Next Update a Downgrade? The previous update already was a downgrade. Master Modes turned this game to shit
you can buy scu boxes at the planets
as for the ship delivery terminal I think they should just grid it with images of the ships and their names in 3d hologram text over bottom corner of the their selective square using their cards system with any timers being at the top right of the square and maybe make it shades of blue like the mobi the yellow black high contrast kinda hurts my eyes
The personal inventory system is not exactly new, its pretty much what death stranding did. I don't think the personal inventory will be a big issue, takes up just a few minutes at best it seems? The ship cargo loading and unloading absolutely requires some work. A very quick fix would be to have a cargo loaded ship be sent down the elevator and have a reasonable time before it can be called back (a indicator of the time taken to load or unload the cargo). In the mean time the player can take out another ship and fly off, or check out the station, resupply on personal gear, return to their hub to log out, etc.
A question @LevelCapGaming how many ships do you have?
They should, instead of drawer just use mannequine and be able to fit it and then it should change player char as desired. That would also help to save loadouts
We knew these changes were coming from over a year ago. Theyve gone into detail about what was coming and barely anyone said anything against it.
In terms of how simulation Star Citizen is becoming, well, that was always the point. Its supposed to a sim. Which means all the tedium and labour. It won't be for everyone.
in real life Amazon workers don't buy their own truck, fill their own truck, buy fuel for their truck, deliver items, defend from hostiles, need to use boxes to put things into their pocket.
It's not SIM stuff it's busywork, irl you do one of those things, other people work with you to make life easier, don't forget robotics and so on, why has the internet/calling disappeared when it comes to spawning stuff in.
@@Cozmox874 It's not simulating real life. It's simulating life in sci-fi space. And, over here in Australia it's not uncommon to have the truck driver load/unload their trucks as well as drive them. And before you say anything, Chris Roberts certainly is Australian.
@@Cozmox874 You are freelance in SC. And I can guarantee that freelance workers in real life have to do the same. You don't want to do the unloading/loading? Bring along someone who can help. That's what they do in real life freelance freight
@@Cozmox874 Final point: This is merely the first implementation of personal hangers in-game. There will be at least a few more changes and additions as more are released. This isn't the final build for personal hangers, so don't act like it is.
I started fussing years ago about continued added "time sink" gameplay instead of fun and meaningful gameplay...it seems they've doubled down on hoops, red tape, speed bumps, Ect.... basically it feels like they are always building new systems to slow players down instead of building a great game
Star Citizen, the Game where everything is a placeholder for a placeholder.
Star Citizen, the game where you can buy over 230 Vehicles for real money, but 99% of the Galaxy is still missing.
Over 10 Years in development, you´d think RSI would start finishing the Game and fix bugs.
But why, when you can add tons of new features that are barely functioning placeholders aswell?
Will this updated inventory system finally bring back the ability to re-obtain your pledged space suits. Or do you still have to melt, re-purchase. And then fly to starting world to collect your space suit each time you lose it to server lag and space jank?
In addition to having a buggy to get across the large hangar, we'll need NPC ground crew to assist with moving things like the buggy to where you actually need them.
This might be new for new backers but: the type of physicalized (and therefore immersive) inventory was pretty much planned from early beginnings.
So I don’t get the outrage. Is it really so hard to grasp that 99% of the time the gear will be distributed aboard ships, personal hangars and homesteads.
It's ok to not like this, min-max-efficiency players manage to destroy any good role playing game so if this type of player stays away… good.
This game has a seamless mousewheel walking speed function (and not only shift for sprinting) is for roleplaying reasons. Because game is and will be about immersion.
The need to get the servers stable. None of this matters till you can play reliably on a functional server. Not one that is limping along with huge waits for a door to open and so on.
"A bit cumbersome."
- The kindest thing said on the internet today.
As a long time player I absolutely hate this new system and dread having to use it in live. They really lost their way on this one and ran with a phenaomenally bad design.
Sometimes simpler is better. Star Citizen is starting to feel like an over-engineered mess with less focus on fun gameplay and more on how do we make this as realistic as possible. On top of that, the game is still an unstable mess where half of the in-game mechanics don't work properly.
Great video LevelCap, I share many of your concerns. The drawer thing is a bit silly. I can only assume they plan to get rid of the global access entirely and just have the drawer. But that would be even worst in my opinion. I don't think CIG have thought this through, sometimes you need to keep a 'game' system in place for the sanity of the players actions.
I think they should really focus on making sure ships don't randomly sink into the hangar before requiring ships to transfer cargo between places. Pretty sure the persistent hangars will feel a lot more persistent when you don't have random risks of falling through them or tearing into the ether with your ship at random.
Hey, LevelCap. Do you have any idea why my gamer tag is showing under your mission brief in the top left? Did you sneak into my hanger to pull ships? lol
I think the sim everything approach is right the gameplay is the sim I like having to actually do all the busy work and not have everything automated.
I hope this is a key step needed for base building or something.
But I doubt it. Star Citizen has been doing a ton of "look at how pretty the water is!" or clouds, or whatever, instead of key game features. The most basic of MMO systems, aren't in, and don't seem to be getting worked on. What is getting worked on is designing more incomplete ships.
You know the backlog, as it is now, is something like 15 years?
Every update to SC is a step further away from what everyone wants. Exploration, crafting, homesteads/building a house. and good FPS.
For me the inventory-system only makes sense if there is a global system behind it (for the small items at least) the current state is just in the way of having fun playing the game...
The main issue of 3.24 is that because it is in fact 3.23.2, it lacks a lot of feature that every update contains. No new ship or vehicle, no new location, no new gameplay except cargo mission (but is it a new gameplay as cargo hauling was already existing ?). They should at least have incorporated some features of 4.0 that was supposed to arrive in place of this update like new hair/face, space cows, ...
I won't be jumping back in until they have a game which is actually worth spending time on. Until they realise that not everything is shiney visuals. Until the systems actually function as they advertise. Until then not a single cent more is going into SC
I definitely thought there would be some sort of hover dolly or wagon or something that I could put all of the crates on to more easily transport them into the elevator.
I don't understand the people complaining... This isn't supposed to be a "do everything as quick as possible" game. This is supposed to be as close to a space simulation as possible. If you don't like slow gameplay why the hell are you playing this? I mean travelling to another planet takes minutes of just travel time itself ffs... Unfortunately, not everything is always convenient and quick when you're trying to make a simulator. There's a reason this game is so popular and it's specifically because CIG takes the time to make all of these simulation details.
thats the biggest problem with this game. its not a space sim atleast in terms of the mechanics.i had more fun playing flight of nova and that game is worth the measly amount it sells for I think i got it on discount
I am in the middle. The personal inventory should just be the terminal as the physicalise "i" button: you go to the terminal, use it and you are in the inventory screen as before.
For the hangar (and later habs): i think that if you can properly organise stuff in cargoboxes and place them in the hangar (without boxes and contents get deleted after every patch) its a good start. But actual lockers and racks are the way to go. Just like your typical base in any survival game, you have your different "crates" to store stuff. But thats the plan anyways as i think CIG said already.
this is not something they should be focusednon imo. cleaning up the glitches, servers, and server meshing is so much more important.
Seing the complexity of transfering item in our own ships, there shoudl be a service in item banks to transfer items to another location and to transfer objects also from those locations. This exists for ships, why not for items or even cargo.
In terms of fun, it is a downgrade. CIG is adding more and more time sinks, making short, fruitful play sessions after work impossible.
Give us Cargo Container purchasing on planetary landing zones and also from the hangar with pricing options or renting pricing like actual container transportation in real life. Let us Spawn at Space stations with personal hangars in phase 2 please
This is gameplay I really don’t mind : IF THEY STOP RESETTING EVERYTHING
Mostly when CIg make huge changes its mostly always for the worst.. Example the best inventory system were when we had acces to all of our stuff anywhere at anytime with our magic mobi glass inventory... since then all they have done is downgrade the inventory system.