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Around the Verse - Cockpits: Enhancing the Experience - Star Citizen Videos - MMORPG.com

SystemSystem Member UncommonPosts: 12,599
edited October 2017 in Videos Discussion

imageAround the Verse - Cockpits: Enhancing the Experience - Star Citizen Videos - MMORPG.com

Sandi Gardiner and Chris Roberts are back for the latest edition of the Star Citizen: Around the verse video diary series. In this latest video, the pair discuss the recent 3.0 testing of Evocati and the discovery of new bugs that are "must fix" before releasing it into the wild.

Read the full story here


Comments

  • WizardryWizardry Member LegendaryPosts: 19,332

    I just went back and fast forward to the main purpose and watched.One dude made me laugh at least, "we don't want fire to come out of a fire extinguisher...unless it is made in the UK..lol".

    Overall,i got a better feel for some of the ongoing,long lasting effects that will be in game play .."i think" and not just in the PVE game play "SQ42".Example interior effects from damage is a nice touch.The problem there is ,i doubt the player will be leaving their cockpit to put out those fires but we will see.Then all the talk about making sure animations look right when doing things in the cockpit.

    They are spending a lot of time on small detail,is it a good trade off compared to more content and time spent,hmm not sure.I do support small detail effort a lot but i also look at the entire product,if SQ42 only has 20-40 hours of game play,i would rather have more content than small subtle details.

    My opinion on the "enhancing experience"?What they are doing with the animations is very minimal to enhancing the experience,i bet many players won't even notice what is going on in the animations,which is mostly just hands being attached to various components to make it look realistic as well player to seat animations.I also saw one dude talk about spending at least 3 weeks on this,so likely into 4-6 weeks.I do not think a competent team needs 6 weeks to work on a few cockpit animations.Even the fire in the cockpit is VERY simple to pull off unless you are adding in destructive properties "i doubt it",and even then ,that would just be a simple timer trigger.

    The turnoff in the video,that last guy was doing some serious Chris Robert's ass kissing,his last statement....It has always been Chris Robert's goal to have high quality standards...lmao,yeah we get it,your ass kissing.
    Octagon7711

    Never forget 3 mile Island and never trust a government official or company spokesman.

  • VoidfarerVoidfarer Member UncommonPosts: 183
    Ziiiiip
    JamesGoblin
  • JakdstripperJakdstripper Member RarePosts: 2,410
    as a person that doesn't have English as my first language i find the word "cockpit" and "country" (sounds like cunt-tree) quite hilarious.

    it should be an insult.... you're a cockpit!
  • bwwianakievbwwianakiev Member UncommonPosts: 119

    Torval said:

    I really hope the controls are casual friendly. I'm not a hardcore sim guy, I'm an RPG guy, and the biggest thing that puts me off Elite Dangerous are the controls especially for docking, etc. The cockpit looks cool though.



    Yes, they are casual friendly. They are looking for fun>sim. Dual Joysticks is awesome in this game :)
  • SirAgravaineSirAgravaine Member RarePosts: 520

    Wizardry said:



    I just went back and fast forward to the main purpose and watched.One dude made me laugh at least, "we don't want fire to come out of a fire extinguisher...unless it is made in the UK..lol".



    Overall,i got a better feel for some of the ongoing,long lasting effects that will be in game play .."i think" and not just in the PVE game play "SQ42".Example interior effects from damage is a nice touch.The problem there is ,i doubt the player will be leaving their cockpit to put out those fires but we will see.Then all the talk about making sure animations look right when doing things in the cockpit.



    They are spending a lot of time on small detail,is it a good trade off compared to more content and time spent,hmm not sure.I do support small detail effort a lot but i also look at the entire product,if SQ42 only has 20-40 hours of game play,i would rather have more content than small subtle details.



    My opinion on the "enhancing experience"?What they are doing with the animations is very minimal to enhancing the experience,i bet many players won't even notice what is going on in the animations,which is mostly just hands being attached to various components to make it look realistic as well player to seat animations.I also saw one dude talk about spending at least 3 weeks on this,so likely into 4-6 weeks.I do not think a competent team needs 6 weeks to work on a few cockpit animations.Even the fire in the cockpit is VERY simple to pull off unless you are adding in destructive properties "i doubt it",and even then ,that would just be a simple timer trigger.



    The turnoff in the video,that last guy was doing some serious Chris Robert's ass kissing,his last statement....It has always been Chris Robert's goal to have high quality standards...lmao,yeah we get it,your ass kissing.



    Another point to make about the animations: they will get very repetitive, as all animations do, after a few hours of playing. I think it is more important to make dynamic animation systems than these high-detail animation sequences that repeat themselves. Also, the duration of the animation will eventually start to wear on us, and become annoying.
    XarkoConstantineMerusOctagon7711
  • Octagon7711Octagon7711 Member LegendaryPosts: 9,004




    Torval said:


    I really hope the controls are casual friendly. I'm not a hardcore sim guy, I'm an RPG guy, and the biggest thing that puts me off Elite Dangerous are the controls especially for docking, etc. The cockpit looks cool though.






    Yes, they are casual friendly. They are looking for fun>sim. Dual Joysticks is awesome in this game :)



    As long as they stop moving them around every major patch.

    "We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa      "We don't see things as they are, we see them as we are."  SR Covey

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