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For this patch, and even carrying over somewhat from 2.6.3, I've seen some strong disillusionment from people that used to love playing SC. Although there were some minor issues, the fundamentals were solid and players were able to still have a great time in AC.
Since then, combat and AC problems have been not only neglected but actively made worse. Although I commend CIG for getting out 3.0.1 to address a handful of issues, it wasn't enough to overcome the huge problems with the flight model, ESP, EMPs, and other basic mechanics. And it really sucks that instead of hearing us out, CIG gives us flippant replies.
I imagine players not focused on combat may not care, but I would consider dropping 93% of your playerbase within a year a clear sign that combat needs significant work and attention from CIG. For a game with well over 1M backers, it's jaw-dropping to see that only 90 of them have played at least an hour in Squad Battle, the best example of what SC combat has to offer. And remember that 2.6.1's only additional was regional servers -- 3.0.0's massive changes surely caught the attention of more backers. This is a problem.
More importantly, work on AC is not counterproductive to the PU -- to dial in combat and flight, AC needs to be made more like the PU so that it can be used as an accurate testing ground.
Comments
Same in elite Arena CQC mode.
Even with a more fleshed out flight model, organizing 100,000$ prize money for a PVP tournament prize and giving it for free on steam it failed to generate interest and hardly anyone plays it.
It seems that space sim folks prefer to do their own thing in a sanbox setting not be put on a self constricted arena to measure e-peens.
I see racing as much popular in AC than just dogfighting.
Brenics ~ Just to point out I do believe Chris Roberts is going down as the man who cheated backers and took down crowdfunding for gaming.
In 2.6 AC was more of a priority so things were more balanced, 3.0 changes quite a bunch of stuff on the PU and AC got ignored, turns as that.
- EMP is hugely overpowered.
- Missiles became useless.
- Time-To-Kill is unreasonable.
Seems 3.1 is to improve on some core complaints, the HUD needed improvements and fixes, the IFCS balance and a needed pass on balance of combat in its entirety.
I have been playing the PU instead, the combat aspect of SC on AC annoys because with another balance pass in 3.1 likely will have to relearn/adapt again to updated flight/combat.
I feel the real problem is MOST of the player base simply got excited buying ships,more so than the actual game.So they thought ok i have these ships might as well play,then realized this type of game is not that good and stretched it to play even one hour.
I also eluded to the fact that Chris is imo NOT trying to release this game anymore because soon it is officially released,the cat's out and people will begin talking the negative aspect of his weak game design aka cash shop in space.
W/o getting into the whole shebam about not understanding proper game design,i'll just remin of one SIMPLE aspect that this game/Chris failed at....
The FUN for likely MOST gamer's is earning stuff in game,you see it in these 24/7 instance raiding and loot grinders,players just like that earning stuff idea.Well when you take the MOST sought after item in game "player ships" and just toss them in a cash shop,you have completely ruined the game and immersion,so Chris gets a big time failing grade on game design because he botched up the very core essence of ANY game.
Never forget 3 mile Island and never trust a government official or company spokesman.
They dont sell ships but put most cosmetics ship skins and apparel for their holo avatars behind a paywall...
You are mistaking this for Elite where buying ships is the progression. In Star Citizen you can do missions without being the pilot just by tagging along as passenger, co-pilot or stowaway. You can fly any ship without the need to spend money.
Development of avatar is a thing like in most mmorpg traditional sense.
Get credits to buy better gear and so on...