I made top 25 DKs at one point. In fact, I was the only DK in that top 25 that didn't have the best in slot weapon. I could have done better if I had the same gear as those in the top 25.
I totally get that. Some people on here have a lot more time on their hands to game than others. Sometimes I feel like I have a lot of time, but then I see that you beat Dragon Age less than a week after release, and I still havent had a change to log an hour into it yet (trying to finish my goal of Generation 10 in Titanfall, and preparing for Grand Prix: Denver for Magic the Gathering). You get to 1500 in Clicker Hero's (partly due to running a VM) and I am humbled in my gaming time.
I know every time I log into SC, Ill be so far behind half the fleet (is that the correct term for our guild?) that I wont be able to participate in some things that you are, but I will be further than others.
What I would like is to be able to log in at a designated time with the rest of you and contribute something significant.
That's why the organic situation works. The people we play with have zero issues going back and helping someone who is behind.
The "set designated time" mentality evolves into people putting themselves and their time above the group, without realizing that a person's enjoyment out of a game thrives when the group thrives.
I tried scheduling shit. You want to do some 10-man content? You book for 12.. having two people waste their evenings, or you book for 10 and wait an hour because Krisnatharok is stuck in traffic, wasting 9 other people's time.
The organic situation has people who are online asking if they want to go do something, and people join up. There are some people who absolutely want to go, and there are those who will go just to fill the numbers. Some of those people will voluntarily drop out if there are too many people, and it doesn't matter. Sometimes, a second group will form. It doesn't matter.
But if you want "set times" like a job, you'll find people as committed to the fun time as they are to their job. Gone right when their shift ends.
The original concept of SC wasn't to be like Eve. As we see more people take interest from Eve, we are seeing them push for the same mechanics in SC that is in Eve... which I'm personally not in favor of. If I wanted to play Eve.. I'd still be playing it.
Eve is spreadsheet based. Star Citizen is skill based.
Because of that fact alone, neither game will ever be the same. It's just impossible.
If you want to trade your way unhindered without ever meeting pirates then you'll be able to make yourself a private server and run whatever rule you want.
I just defined how numbers can easily trump skill. I also said that a certain amount of piracy is unavoidable and understandable. However, when piracy becomes that definition of play then that becomes a whole other issue.
In Eve's null sec, piracy is the definition of play. You simply can't do anything without multiple people. You can't go mine without people watching the gates. You can't move product without scouts and escorts. If you weren't part of one of the super alliances controlling the space you couldn't do much of anything without 4 or 5 people. It was miserable.
Again, I'm not saying it has to 100% roses and lollipops. But the cost of piracy should be seriously noticeable. Maybe that means UUE sweeps areas three times a day randomly and if you're flagged pirate you're toast. (I've read some of these suggestions from CR), maybe flagged pirates can't trade on the galaxy exchange and can only trade with other flagged players. Perhaps it takes a week to drop the pirate flag and the flag is earned after initiating fire on another player and causing damage.
Under those types of issues I can easily see where piracy simply becomes a cost of business and that's why I carry ship and cargo insurance.
Ignore everything that the 17 year old Francis told you.
It's a 4X space sim where you are free to roam the galaxy, explore, transport cargo, fight other players, be a pirate and loot, board and take over ships, etc.
Ignore everything Ekster said. This is an Action RPG game. You fight against the minions of hell as either a Warrior, Sorcerer or Rogue. As you plunge through the ancient church in Tristram, you find epic lootz and gold that you can use to purchase powerful spells, potions and items.
But if you want "set times" like a job, you'll find people as committed to the fun time as they are to their job. Gone right when their shift ends.
This is essentially what running a 2000 member alliance was. A job, I mean. Perhaps that's why the game was so satisfying when played on that level: the amount of energy involved in keeping 1000+ human beings spread all over the globe into a cohesive online group made the challenge addicting. But it was a phase of my life, one I could never have again on that scale.
Mandatory events for people like us are awful for the reason you mentioned. My time is precious to me but I don't pretend it is more precious than your time. Family and other responsibilities can make schedules unpredictable. Compulsory attendance puts people in an unfair situation: if they show up it might not be with the greatest enthusiasm. Bitterness can kill passion. If they don't show up they might feel guilt or stigma. Either way, it's shitty for morale and certainly doesn't promote fun.
I have no doubt some will play more passionately or rigorously than others, and some of us have lifestyles or jobs that are more compatible with irregular gaming hours, such as the self employed or those who work from home. But it should never be a group-wide enforced standard.
What we're aiming for is high level play when we do play. In EVE, there is some content only 1% of the playerbase will ever experience, because you need to be part of the 1% to access that content. In EVE, this is only possible by agglomerating huge numbers (thousands upon thousands) into alliances. In Star Citizen, its being reported instances will support up to 50 vs 50, so PRAXT will never have to grow into a thousand member organization to remain relevant within the PU. Assuming we recruit up to 150 good people that go through a rigorous recruitment process (such as forcing them to go through DSLR first to see if they're compatible), it would be enough to ensure we could easily field 50 ships if we needed to (such as defensive operations on our bases/carriers).
There is some gameplay we'll be forced to experience in groups anyway. For example, say PRAXT was incredibly lucky and started off in the PU with an Idris, a Javelin and a very respectable fleet of hornets, bombers and industrial ships. There is no way that those big capital ships will be useful without group play, so on that front, it will be natural that we will all converge. Unlike EVE where everyone will always be on its own ship, the 25 of us could probably all be in a javelin as we explore the stars for pirate bases to destroy. Cohesive play will come much more naturally in SC than it does in EVE or any MMO for that matter.
We know too little about how organizations will be able to shape or influence the persistent universe, so it's difficult to plan anything concrete right now.
Going back through this I forgot that CR said each player will have a "interaction" slider that allows them to custom set their willingness to expose themselves to PVP. I suppose this means that based on your slider setting will determine the instance you travel/play in.
I guess this means for fleet operations everyone should have the same slider settings...
Ignore everything that the 17 year old Francis told you.
It's a 4X space sim where you are free to roam the galaxy, explore, transport cargo, fight other players, be a pirate and loot, board and take over ships, etc.
You can do just fine playing by yourself then? I don't want to HAVE to play with others. Is there story at all or is it just all open world go where you want when you want with no idea what you should do or anything? Not that I want to go looking for 15 macguffins for Captain NPC who took a laser blast in the knee.
Perusing the Elite thread, too. That kinda looks interesting.
Yes, you can play by yourself. And there will be a single player campaign (Squadron 42).
You can also play by yourself or with a group just fine. There is also supposed to be an option to host your own world and mod it however you like if you do not want to play on the online and persistent world.
i'm more curious to see what the crew members will have to be doing to make the ships actually flyable, for example, what will I need to be working on in "engineering" to keep the ship flying.
i'm more curious to see what the crew members will have to be doing to make the ships actually flyable, for example, what will I need to be working on in "engineering" to keep the ship flying.
CR says large ships will have mannable turrets (like in Galactica), but also mannable stations that involve mini-games depending of the station.
It should require active input.
-Helm is obvious. -C&C will involve a holotable with a war map (like a battlefield commander map) where ships can be tagged and orders given -Engineering will be able to boost power to certain systems (or overclock some)
I am pretty sure CIG doesn't know the exact details themselves yet. Or maybe they do and they'll surprise us with a jump point release on it.
What I like about the system is that it will require communication. In EVE all you need is to pay attention to local chat to know if people are in your system. In Star Citizen, unless you are in a Hornet Tracker, or a multi-crew ship with a C&C module, you'll be relying on short-distance dradis only.
i'm more curious to see what the crew members will have to be doing to make the ships actually flyable, for example, what will I need to be working on in "engineering" to keep the ship flying.
Yea I'm with this too. What would 80 people be needing to do to keep a ship flying? Some sort of mini game or just like in Lost, you need to press a button every so long or the world ends.
That's a cool thought. I wonder how many of the activites that the Normandy crew went thru could be done in SC.
I.E. Travel around the galaxy, hunt down criminals, expose information conspiracies, kick genocidal-alien butt, play the lottery on local planets, investigate ancient relics, etc....
That's a cool thought. I wonder how many of the activites that the Normandy crew went thru could be done in SC.
I.E. Travel around the galaxy, hunt down criminals, expose information conspiracies, kick genocidal-alien butt, play the lottery on local planets, investigate ancient relics, etc....
Normandy had a cockpit, a map area, quarters for captain, a cargohold with a rover, a medbay... the carrack has all of these, and the shape is even similar. I love!
RSI created a new Concierge sub-forum which opens up to anyone who has pledged $1000 or more. Concierge has existed since 2013 in a form of VIP customer support and service. It used to be Sandi that took care of it, then it was Chelsea, and now it's Chelsea and Alexis. I assume as the ranks of eligible concierge backers grew, they thought a forum would be nice.
In any case, someone made a poll to determine pledge levels... some guy spent over 40k on this unreleased game. 40k is pocketchange to a millionaire, it's just such a huge number.