How CitizenCon Could Finally Define The Game Star Citizen Is Going To Be | Star Citizen 1.0

preview_player
Показать описание
Star Citizen has left players confused with what to expect from it long term. This CitizenCon is a chance for CIG to set the record straight, and set expectations going forward. Here's why I think this is important, and what CitizenCon could answer for us.

Start a Star Citizen account with 5000 extra credits in your pocket with the link or the referral code below.

Relevant Links:

ToC:
00:00 The Direction & Goal of Star Citizen
01:03 You Aren't Playing Star Citizen
04:50 What is Star Citizen 1.0?
10:50 What Do You Think?

Socials:

Music by Artlist

Tobii Eye Tracker 5

#starcitizen #citizencon #spacetomato
Рекомендации по теме
Комментарии
Автор

A good way to not get disappointed is to not have any expectations to begin with. I've been following the game since day 1 and so much has changed since. Just embrace it

chno.
Автор

I love how just from the 'vibe' of the first few seconds you can immediately tell its a Space Tomato video even without a word being said yet :D

lynx
Автор

This video is an heirloom tomato. There are a lot of talented people devoting their time to covering the marvelous hot mess that is SC development, but Space Tomato is able to distill things & ask exactly the right questions.

geofffleming
Автор

I get the feeling there will be more videos about what CitizenCon will probably be, than videos about what CitizenCon actually is.

aitvaras
Автор

Press F for doubt.

Edit; good video i like your approach and balance in reporting.

sirbonobo
Автор

So far i rarely got disappointed by SC's development, mainly because I'm very patient and taking every release target window with a big grain of salt without getting angry.

Phoenixstorm
Автор

The first two and a half minutes of this video is one of the most concise condemnations of Star Citizen I've ever heard and all of it is objectively true.

CMDRaudaxius
Автор

Yeah I totally agree with everything you said. 8 years ago I told everyone not to expect anything until at least the next 5 years. Boy do I feel silly :) Now I have no expectations regarding a release date but I do still have wishes, hopes and dreams for the finished product. Sometimes it's a daily thing for me I log in and see how it's going try out a gameplay loop and see where it takes me. Sometimes I'm blown away and sometimes I am frustrated. Sometimes I get an idea, like tonight I realised one of the things we really need on ships are landing lights, (hear me out) not so people can see us coming but so that we can find an ideal spot to land in 3rd person mode, IN THE DARK!!! I've lost count of how many times I have landed with half my ship hanging off a tree, or a rock, or a mountain-side, or a powerline, etc, . etc. A small but oh so needed feature as the lights on most ships are pretty much useless for surveying potential landing sites.

This game is unprecidented. I've realised that from the start but it has only recently been a realisation of mine that it is so much more regarding it's complexity and innovative tech. It can be a great game too but when that happens is anybodies guess....given an infinite amount of programmers and an infinite amount of time who knows what can happen eh?

glorfindel
Автор

If after 10+ years all you have to show for is a tech demo ... your project is in trouble

RappelKarton
Автор

Stil more enjoyable to play than most games available.

quadrapodacone
Автор

I hope they talk about hiring NPC's because it looks like I wont be able fly my Carrack solo soon. I can't be running around fixing components and flying around at the same time.

Crashdog
Автор

I think you're analysis is missing one key component; emergent gameplay. While the scripted missions thus far are extremely limited in scope, the things we do as we interact with each other in-game is unmatched by any other game. Anyone playing this game long enough has a few stories to tell of how something exciting/thrilling/unexpected happened to them that they will never forget. And the fact that so many people are still here after so many years makes it hard for me to accept the idea that this isn't a game and just a mere tech-demo. From my perspective, it doesn't matter what the final definition of Star Citizen is because I've been enjoying the journey.

merclord
Автор

I think the turning point was the onboarding of Rich Tyrer. Chris, at some point, probably realized that he alone can't do it. Rich seems way more focused on creating a cohesive game instead of just nice looking scenes. To use a movie comparison: Chris is Tarantino and Rich Scorsese.

Karackal
Автор

I want to see Planet Tech v5 show off some jungle biomes and tropical beaches, so I can take my 400i to exotic locations. Other than that, I hope server meshing turns out to be everything they planned, and that we can start seeing actual MMO gameplay features like the economy and it's respective mission spawning, and most of all the Virtual AI npc system so that the world is actually alive and interruptable. I think those two things, alongside another star system or two, would make Star Citizen suitable for 1.0 release.

sirrebelpaulc
Автор

Thank you for doing what you do ST. As a Wing Commander and 11-year Imperator subscriber, I have been told on multiple occasions that I should be committed. Jokes aside, I am (in reality) committed to doing what I can to help this game cross the finish line in style.

Admittedly the game's current state all but requires users to be more play testers than players, which is unfortunate for me because free time is not something I possess a lot of atm. So not being able to pick up where I left off (as well as having to recreate my avatar every time I log in just to re-engage my friends list) is one of the two reasons why I have not played the game as much as I would like ... a point you touched on starting at 1:25 of this video.

The second reason why I have not played the game as much as I would like stems from having to continually reassign controller keybinds after major update resets. My gaming rig/cockpit consists of K&M + HOTAS + wheel & pedals + gamepad. As a result I do this through XML coding; while using the game's Advanced Controls Customization to import & export, as well as to visually QA my work. I keep active custom profile backups available just in case, but even that isn't the cure as the file settings are subject to not only to being reset back to a default state - but also to being remapped as well.

But ya, once there is actual persistence in Star Citizen I will be fully immersing myself in it ... and what's left of our Org will actively re-engage it as well.

Cheers!

caderatliff
Автор

What I expect for 1.0:
- overarching mini story lines for important missions in the verse, in the spirit of P.I. wanted, provided by Mission givers that are alive and talk to you and give you some sense of involvement in the work you do. Just look at side missions from the horizon series of game, and you know what i mean. That, but in the persistent universe.
- different voices and voice lines for each ATC controllers on space stations so it's not all the same voice. They should have their own personality and sound alive and welcoming you in their own unique way.
- huge quality of life update to interface stuff. Inventories, interactions with our tools and weapons should feel crisp and streamline and not jitter and give up and bug out like they do now. Especially inventories should get more complex multiselect and drag & drop features. Now this is limited to move all, and you can't even determine where you move it to, because the interface isn't flexible enough to give you that option. And I feel that the interaction system we have now is somehow layered on top of the touch display interface we have "in game". Sometimes, you have to press F plus to interact with the displays (even if it's only one button). In my 400i, I need to press F + interact with the button outside to lower the ramp, but inside the ship, pressing f is enough to open doors. The way we interact with some touch buttons vs hardware buttons is sometimes very confusing. This has to be streamlined for 1.0
- missions ranging from being a space taxi to full emergency rescue of stranded NPC's in caves, or assisting them in bunker missions, complete with the ability to rescue incapped NPC's, use medical rescue drones and healing gameplay. This will help people get the hang on these tasks without duping real players, while also grow as a character and form some basic skills in the matter. It could help putting the final piece of bounty hunting together, too. We saw that you can cuff and subdue npc's in last citizencon. I hope these features will be able to add the "apprehension" gameplay to bounty hunting missions.
- missions that teach the intricacies of star citizen, engineering gameplay and cargo. Imagine that you have to go to a ship which life support system is off, and you need to turn it on again. Each gameplay feature they invent can be made into a mission objective so that players can learn and find out about them. Repair, replace and resupply gameplay should be something they could integrate in these missions.
- Modularity of ships like the kraken privateer or apollo medical ship.
- The dynamic economy they promised with star sim
- A significant increase in wardrobe variety both for masculine and feminine dress styles. I'm waiting to wear more high fashion styles, not only casual and street smarts. If they could bring the collection up to cyberpunk quantity and diversity. That would be great.
- a way to own a habidtat without having to do base building. (i hope now they started this feature, they won't skip over the ability for us to just simply rent a hab in the landing zones. Habs where we could return to to place our stuff as we desire).
-

CosmicD
Автор

I want them to clarify and confirm what features are going to be in 1.0 and what features are not. I need to know, are we going to have AI crew with 1.0? That is a major one for me. Passenger missions? A real and meaningful crime system? Player issued contracts for trading or bounties? Tier 1 versions of all of the tier zero implementations we currently have? There are many more, all equally valid depending on who you ask.

It would also be nice to know if they plan on having the ship backlog completed or close to complete, and if so what ships do they plan on having in and which ones do they plan to keep benched. I doubt well hear that though.

For me at least, the lack of AI crew at 1.0 launch is game breaking for a game that is built on the reliance of having crew in order for your ship to even function. There must be a method in place for solo or small group players to still be able to enjoy larger ships even if its at a reduced effectiveness. There are allot of backers who put allot of money into this game because they were sold the idea of having AI crew to facilitate them running the larger ships if they didn't have a reliable pool of friends or org mates to pull from.

leoncantwelliii
Автор

Only thing I really want clarified is how important is insurance on paid ships, after 6 months, 10 years etc could I really lose my ship forever? or will it simply be a UEC charge to reclaim my ship?

Other than that I really haven't got any questions and happy to go with the flow but it would be nice to have that answered after all this time.

CitizenGVN
Автор

Saying that CIG has not been building a game until now, is like saying that you don't start building a house until the foundation is set. You don't have a house without the foundation. We don't have Star Citizen without the tech.

Captain_Alkami
Автор

"How this year's citcon can finally define the game" - CIG in 2016, also 2017, 2018, 2019, 2020, 2021, 2022, 2023, 2024.

SolarWindsRider