How has that grouping gameplay fared over the development period, is there less or more of it? What are the benefits of grouping because that will decide if anyone actually groups? Finally you do realise that once the game launches the clamour to be able to fly a "Death Star" solo will begin, because everything MUST be solo super casual?
It is a laudable aim, but as a grouping fan all we every see is the diminishing of any benefits to grouping and the reducing of the number of times you need or even can group. That has been the direction of travel in MMOs since MMO history began, how does SC think it can stand against that tide?
Grouping up has always been benefitial, this falls on a very core logic as well: You can run into PvP.
And when you consider that it becomes a logical risk vs reward thing, if you play together, you increase your odds, that being everyone in their own ship partying and traveling together, or crewing a bigger ship.
A large cargo run solo would be an easy loss as you'd be flying a space brick, now have a friend on a fighter ship with you escort and be it you engaged by AI, or other players, things get much easier on you. The game is actively pushing for a much larger MP density which can only make this matter more and more.
The need for grouping and guilds ends up when there is more competitive content, and when doing so benefits your risks vs rewards, which is what happened in games with a sort open world PvP setting. Now pure PvE tends to be cater a lot to solo play, which is not what SC is doing attm.
This has to be very carefully balanced, as you say that five man ship should be able to take on more than five solo craft. But if that five man ship can outpace those five one man craft there could be overpowering issues.
For this to work I would expect to see a lot of trials for different levels of power/speed/ability to repair on the fly (if they have that) etc. They really need to nail that down before the game hits beta which should be about fine tuning.
When it comes to proper multi-crew ships, you ain't gonna solo them properly. And you can already see with this engineering update that even more so once this is implemented. Just put a big multi-crew ship and you solo... you can get boarded, fires can happen inside mid-combat, who gonna crew the turrets, etc...
The main thing to understand I think is that the point is not to obtain the biggest ships in the game, that doesn't mean it's better or that it will make you more efficient. That will only be the case if you are playing as a group, or with an org/guild, which then will make use of the potential of the biggest multi-crew driven ships.
AI crew is something talked before, but I'm not seeing an AI crew ever match a player crew, especially when PvP is involved I think that just makes you an easier target.
How has that grouping gameplay fared over the development period, is there less or more of it? What are the benefits of grouping because that will decide if anyone actually groups? Finally you do realise that once the game launches the clamour to be able to fly a "Death Star" solo will begin, because everything MUST be solo super casual?
It is a laudable aim, but as a grouping fan all we every see is the diminishing of any benefits to grouping and the reducing of the number of times you need or even can group. That has been the direction of travel in MMOs since MMO history began, how does SC think it can stand against that tide?
Grouping up has always been benefitial, this falls on a very core logic as well: You can run into PvP.
And when you consider that it becomes a logical risk vs reward thing, if you play together, you increase your odds, that being everyone in their own ship partying and traveling together, or crewing a bigger ship.
A large cargo run solo would be an easy loss as you'd be flying a space brick, now have a friend on a fighter ship with you escort and be it you engaged by AI, or other players, things get much easier on you. The game is actively pushing for a much larger MP density which can only make this matter more and more.
The need for grouping and guilds ends up when there is more competitive content, and when doing so benefits your risks vs rewards, which is what happened in games with a sort open world PvP setting. Now pure PvE tends to be cater a lot to solo play, which is not what SC is doing attm.
Reddit is far more brutal than anything the posters here manage and I was looking at some videos when I was directed to this subreddit which shocked me because it had a lot of evidence of how little progress has really been made. I suppose I am like many others who are not at all invested in this game simply unaware or uninterested about this game. However their progress is pitiful if you look at this.
improved combat AI (just not working until server muishing)
cargo elevator (might work sometimes. On the right station. If noone else is using it and you only call one item)
Salvaging (beam go brrr)
medical gameplay (buy our new ship to respawn)
Seeing the volume of pissed off backers over the latest patch and the significant drop in new players, I think anything shy of fixing all bugs and releasing a seamless Pyro will be the nail in the coffin that'll ensure CIG doesn't have much fuel in the tank left
So the pissed off backers is not an imagination.
With all the money they have and developers why are they failing to deliver?
500 players on a server is their accomplishment. As one guy pointed out WoW had 500 in Orgrimmar in 2005.
When it comes to proper multi-crew ships, you ain't gonna solo them properly. And you can already see with this engineering update that even more so once this is implemented. Just put a big multi-crew ship and you solo... you can get boarded, fires can happen inside mid-combat, who gonna crew the turrets, etc...
The main thing to understand I think is that the point is not to obtain the biggest ships in the game, that doesn't mean it's better or that it will make you more efficient. That will only be the case if you are playing as a group, or with an org/guild, which then will make use of the potential of the biggest multi-crew driven ships.
AI crew is something talked before, but I'm not seeing an AI crew ever match a player crew, especially when PvP is involved I think that just makes you an easier target.
This is informative, but it does not sound as if any in depth testing has been made or by now you would be able to say things like: A five man ship can beat 5/6/7 solo no problem etc. It seems there is no power benefit to grouping so five solo guys have the upper hand.
I see you said "The main thing to understand I think is that the point is not to obtain the biggest ships in the game", well in that case what is the point of having them?
Comments
Grouping up has always been benefitial, this falls on a very core logic as well: You can run into PvP.
And when you consider that it becomes a logical risk vs reward thing, if you play together, you increase your odds, that being everyone in their own ship partying and traveling together, or crewing a bigger ship.
A large cargo run solo would be an easy loss as you'd be flying a space brick, now have a friend on a fighter ship with you escort and be it you engaged by AI, or other players, things get much easier on you. The game is actively pushing for a much larger MP density which can only make this matter more and more.
The need for grouping and guilds ends up when there is more competitive content, and when doing so benefits your risks vs rewards, which is what happened in games with a sort open world PvP setting. Now pure PvE tends to be cater a lot to solo play, which is not what SC is doing attm.
The main thing to understand I think is that the point is not to obtain the biggest ships in the game, that doesn't mean it's better or that it will make you more efficient. That will only be the case if you are playing as a group, or with an org/guild, which then will make use of the potential of the biggest multi-crew driven ships.
AI crew is something talked before, but I'm not seeing an AI crew ever match a player crew, especially when PvP is involved I think that just makes you an easier target.
https://www.reddit.com/r/starcitizen_refunds/comments/1f5o83w/will_star_citizen_crumble_after_40/
fauna (1 animal, nonresponsive)
grenades (do not use, don´t work)
improved combat AI (just not working until server muishing)
cargo elevator (might work sometimes. On the right station. If noone else is using it and you only call one item)
Salvaging (beam go brrr)
medical gameplay (buy our new ship to respawn)
Seeing the volume of pissed off backers over the latest patch and the significant drop in new players, I think anything shy of fixing all bugs and releasing a seamless Pyro will be the nail in the coffin that'll ensure CIG doesn't have much fuel in the tank left
So the pissed off backers is not an imagination.
With all the money they have and developers why are they failing to deliver?
500 players on a server is their accomplishment. As one guy pointed out WoW had 500 in Orgrimmar in 2005.
I see you said "The main thing to understand I think is that the point is not to obtain the biggest ships in the game", well in that case what is the point of having them?