kalnaren
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There's a problem with the new cockpit gamma in the Adder specifically (doesn't effect any other ship). Makes the Adder's cockpit look like it's filled with smoke and can completely block everything out the windows, so all you see is a very smokey cockpit and black windows. My problem is I'm off exploring... in my Adder. My nearest ship is over 1,500 ly away. I haven't seen a station in over a month. So I don't really have the option to go swap it with my cobra or something.
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The last patch made E:D unplayable for me. The PG galaxy is.. ok. It's cool being able to travel anywhere in the galaxy, but loading up Space Engine makes me realize just how uninteresting ED's galaxy is. I'm really hoping FD improves it A LOT over the next few months.
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Look at what the developers have said they're doing, look at what they've actually shown and released, and make your own judgements. 90% of the "information" you'll hear about the game outside of the SC community is ridiculously uninformed. It's actually quite sad considering just how open and transparent CIG is.
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Wasaga Beach, Ontario. Location of a battle in the war of 1812 between the USS Niagara, USS Tigress, and USS Scorpion against the HMS Nancy, the last British ship on the Upper Lakes. Spent waaay too much time growing up at Nancy Island.
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I don't get why this thread title is "one or the other". Can't I have all types of ships? Looking forward to SC. If people actually manage to separate their preconceived notions about the game, actually look at what they've said they're going to do, and look at how they've said they're accomplishing it, technologically the game really isn't that far out. The only single component they're going for that's never been done is the local overlayed physics grids, and they've already demonstrated that working. Pretty much everything else is just evolutionary developments on previous methods and technologies. The only other novel thing is combining all the components into a single game. But because it hasn't been done before tons of people seem to think it's impossible. Too bad nobody told CIG that was the case.. because they're well on their way to doing it. Any time I ask people to explain why they think it's impossible the answers pretty much just amount to "Just look at what they're promising! It's never been done before!" as if that means it can't be done. Numerous times I've been told by people that they'll never accomplish some functionality or another that they've had in the game since the first release of the dogfight module. At PAX Chris Roberts said there isn't anything left that they're not sure about how to do. The game is expected to take a while to develop. The average development time for a AAA game is 4 years. SC hasn't even been in full production for two (most of 2013 was spent ramping up the studios.. remember that CIG is a brand new studio that started with 5 people in 2012. There's now over 300 working on the project). 2014 was the first full year of production. And as it sits now they're actually ahead of where they thought they were going to be 4 months ago. Assuming their new schedule holds we're going to be seeing some components in Q2 of this year that we weren't suppose to be seeing until Q4, and some things by Q4 we weren't going to have until Q1 2016. To put it bluntly anyone who claims this project isn't making progress or doesn't have anything to show is willfully ignorant. As for stretch goals.. with one or two exceptions all of them since around 43 million IIRC have been fairly basic things (like some object, hangar flair, or some other little thing). And the two that aren't have been contracted out to separate studios. So again, claims of feature creep are just ignorant. I'm actually rather amazed at the amount of negativity toward Star Citizen from the gaming population in general. Chris Roberts has done something PC gamers have been yelling about for years (big project that listens to gamers, cuts out publisher interference, and pushes the technical envelope) and has gotten a ridiculous and completely disproportionate amount of negativity for it. It doesn't help that there's very little mainstream game media attention that focuses on anything but the $$$. The game is still early alpha and I think a lot of people forget just what that means. Too many AAA games using the "BETA!" tag for nothing more than early access (I remember one of the Battlefield games -3 I think- had 'BETA access' for 2 or 3 weeks before release.. at that point you can guarantee the release version is already delivered to the companies cutting the DVDs). It's expected to be buggy, unbalanced, and have a multitude of severe problems. CIG isn't perfect. They've made some mistakes.. some sad in a funny way (like letting artists design ships that operating in a real physics engine, then wondering why they perform all wonky) and some downright aggravating (like their mouseflight issues). I'm not a fan of their current monetization system, but again, twice CIG has asked the community whether or not to stop funding, and twice the community voted to continue it. Being the first AAA game developed purely through crowd funding, I don't think it's reasonable to expect them to do everything perfectly all the time. They're going to make some mistakes (LTI was one of them, and they admitted as much). But CIG is by FAR the most open and transparent game studio ever to do a project of this size. And even the most popular and active indie studios still don't come close to CIG's level of community involvement. Anyway, just my $0.02
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Ramming - why so serious?
kalnaren replied to MATANZA's topic in Patch Feedback and General discussions
I haven't been playing this game that long and I don't want to sound like an arrogant d**k, but I kind of agree with this. I can count on one hand the number of times an opponent has successfully rammed me. One was a well timed and executed ram where the guy managed to get two of us. Props to him. A lot more have tried, but they usually fail. Only once have I been sunk by ramming. I dunno. Maybe I've just been lucky enough to not be in games that are ful of ram-happy players. I don't pretend to be that great (I'm not) and I've definitely made my fair share of mistakes (and still make them), but situational awareness goes a long way. If you're not thinking about where your nearby opponent's ships are going to be in 2-3 minutes you're not thinking far enough ahead. Likewise one needs to pay attention to their teammates positions, and use them as cover as well. Ramming looks less appetizing if doing so means one has to survive three broadsides on the way in. Again, the current game doesn't really encourage that kind of thinking though. The focus is on 'cause damage' and nothing else. When it actually becomes important for players to disengage I don't think you'll see as many people so eager to close to spitting distance. -
Ramming - why so serious?
kalnaren replied to MATANZA's topic in Patch Feedback and General discussions
To be fair, those are all special circumstances of which none exist in the time period Naval Action takes place. -
Ramming - why so serious?
kalnaren replied to MATANZA's topic in Patch Feedback and General discussions
Ramming in the 17th and 18th centuries was rare among fleet vessels (though some harbour defense boats may still have had rams). Ramming in NA is rampant because there's a single, sole objective: Sink the enemy ships, and no consequences for having your ship sunk. The singular objective encourages this type of behaviour. The more traditional goal was to force the enemy ship to strike its colours and take it as a prize. As such causing extensive waterline damage wasn't desirable if it could be avoided. Not to mention the potential damage to your own ship. Right now in NA, we play a battle, and that's it. In real life a ship still had to make it back to port with whatever damage it had with only basic repairs.. potentially in harsh weather (several of the ships captured at Trafalgar -including the Santisima Trinidad- were lost in the subsequent storm). Not to mention the kind of morale it would take for a crew to ram a ship significantly larger than their own, which is something else that isn't modeled in NA. When this game goes into open world and players actually stand to lose something, and assuming they have to make it back to port after a battle, I think you'll see ramming drop off. A few games I've been in there have been some well executed rams. It actually takes some skill to ram two ships at once and damage both of them. I haven't played any Trafalgar battles yet, but from my observations in the smaller battles people spend far too much time on the gun deck and not enough time looking at all the ships around them. I've had way more damage from accidental collisions with friendlies in a tightly packed formation than I have from enemies trying to ram me. Avoiding enemies in most ships isn't that much of a chore.. you just have to think ahead. Sometimes it's unavoidable but a chunk of people seem to be playing this game like a twitch FPS. -
If you keep having problems, do the voice recognition training again. Several times if need be. I had to do it 6-7 times before it started working really well for me (80-90% accuracy rate). Also make sure you have a really good mic, preferably one where you can reduce ambient noise. I've found my speakers interfere with mine sometimes. Not an issue if you use a headset obviously.
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