My last day in Star Citizen in the free fly event

My last day in Star Citizen in the free fly event

– How the open world space battle will actually look like?

I tried to google it, but could not find any info (maybe there is just I could not find it, in that case please link it here)

The reason why I ask it:
In first place SC grabbed my attention when it was announced since it used to be an open world never seen virtual universe.
Most of us have a vision due to the mentioned description as an epic adventure.
It’s always exciting when an adventure based on challenges, so the free aim space and inland fight system is really my taste. Actually I can not stand tab target games. I already played a few open world, free aim MMO games so I know well that no matter how complex the questing layer will be, how complex contents the world will hold, the fighting ground always will be a cardinal gaming space. If you explore you do it for a reason, the goal probably will have ingame value, so others will try to hunt you down. If you mine, salvage…whatever game content you will play out you always have to prepare for battle.
PK players will lurking around mineable asteroid field
PK players will looking for to board your exploration ship and stole the gathered data
PK players will looking for your salvaging ships cargo
They will try to loot your science ship’s gardens, laboratories…
Loot you if you will try to play out the merchant role
So basically every even act will be spiced with space combat.

If I walk around in the existing space stations I can imagine my upcoming adventures… If I enter the broken satellite to handle the daily mission I exactly smell the atmosphere of SC that I imagined when it grabbed my interest… But when I do “dogfights” the dimension that SC builded up with it’s unique and chiseled atmosphere crashes to parts in a second. There is one exception: when I turn into 3. person view and I do not use “select target” (T) so I do not see the ship computer or the aim compensation circles, the “select” circles around the ships that makes ship painting, real hiding using asteroids, objects makes a non existing content. In first person dogfight view we not just losing these above mentioned super fun contents, but it’s absolutely overwrites the extremely detailed and well done space environment and also ship visuals.

My last day in Star Citizen in the free fly event

In my opinion:
– real hiding mechanics
– matter of ship coloring
– snaking mechanics
all would be super fun and actually a have to in the world of SC known what it will offer and how it fulfill the visuals, the look of it.

Of course, it’s a space mmo, so would be funny to do not have radars BUT! Also would be funny to do not have technical solutions to disable radar signals : )
I can imagine just one radar: the 3D one at our frant monitor, but no target selection circles that light up true objects, no aim helper movement compensation signs, just the front radar that would lose the object if an asteroid covers it out and the pure crosshair. Of course under this system the hitbox of the missiles should be a bit bigger (not too much, but a little bit bigger) Dog fighting arenas still can exist for e-sport lovers as raceing. Yea, I mentioned e-sport, since it’s clear like sky for me, that at the moment we have 2 totally separated concept, 2 totally separated games:

– e-sport games as dogfight arenas and racing
– Star Citizen alpha an upcoming epic open world space adventure with inland and space actions

And I do not even wanna mentioning that dogfight arenas + racing is for joystick users since SC the open world MMO is for classic mouse+keyboard users.

I honestly hope that the dogfight space combat style will be somehow separated from SC the mmo (due to the mentioned above reasons) and it will hold the real atmosphere of Star Citizen and in the same time keeping the free aiming system.

Star Citizen Updated Vanduul Fighter Shown Off

Star Citizen Updated Vanduul Fighter Shown Off

Star Citizen’s artists have released a stunning trailer for an updated version of the Vanduul Scythe fighter.

The Vanduul is one of the alien races in Star Citizen. Standing at approximately seven foot tall they are slightly different to the average human but the Scythe will be adaptable for human flight. The Scythe was the first alien ship to be seen in Star Citizen making its debut back in the original Kickstarter video.

The ship has been made using the new Physically Based Rendering system with new details being added to the original model. The team has spent time recently expanding the look and feel of the Vanduul race and this has directly affected the new details.

Revealed on episode 56 of Wingman’s Hanger, a weekly update web-show, by Star Citizen’s Chief Visual Officer the new detailed Scythe certainly went down well with fans. Here is the sneak peak trailer of the Scyther!

Star Citizen : Free Fly! A Weekend Warrior’s Thoughts

Star Citizen : Free Fly! A Weekend Warrior's Thoughts

Hello all, so I recently joined up for the free fly. I’ve been itching to try Star Citizen since the Free Fly I missed back in July, when I’d only just started really researching the game. Since then I’ve been itching for another try.

Well, now having tried it, I’m going to try and keep the review as brief as I can. There’s a -ton- I want to talk about, but frankly it’s such an early Alpha that I only want to cover ideas and concepts rather than anything to do with performance or bugs.

-Generic missions. I got to try some of the standard leveling up/standard missions, namely repairing uplinks, defending Kareah, and probe quests. They’re acceptable for what they are, but as they are, they lack that feeling of “living, breathing universe” that SC is going for. One of Tessa’s missions for instance involves saving pilots under attack and finding distress beacons, but once you’ve finished them, that’s it, you get the reward and it’s over. If I had to make a major change to these generics, it would be to add a post-quest effect; one of the pilots you save during one of the missions says “thanks, I hope I can pay you back someday” – well, what if she did? If I ever get into another fighting mission further down the line, could I have a generic fighter show up and say “you helped me/my friend out earlier over in [x solar system], let me give you a hand.”

Star Citizen : Free Fly! A Weekend Warrior's Thoughts

-Group questing. One of the things I was noticing when doing uplink and probe missions is that, when more players showed up, more pirates showed up. However, only one person ever got the money from repairing an uplink, even though we all contributed. It’s kind of fun being able to 2-man these, but the second person needs a little credit! We all just fought off our share of pirates, we should all get a cut.

-Uplinks. They’re a nice little generic mission for newcomers to get some quick money off of, but they don’t feel like they fit in the “living, breathing universe” idea. For one, they break down all the time and for no reason; this is obviously because you need to give players something to do, but it is a little silly. I know it’s a minor thing, but I’d prefer if the quest said “pirates have implanted a jammer on our uplink; eliminate it”, and if the quest is left alone long enough, the quest evolves into “pirates have taken over our uplink and shut down our defenses in that area; eliminate the pirates and reactivate our uplink.” Same task, but higher difficulty and better rewards if an uplink is left alone for too long. It also makes more sense than ‘maintenance’. As well, active Uplinks should spawn security, making them difficult to travel to for real pirates; pirate players may want to shut them down so less security shows up?

Minor cases of taste, but in a game as ambitious as Star Citizen, I want to feel like the things I do to at least act like they have an impact.

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Star Citizen: Alpha 2.5 is LIVE!

Star Citizen: Alpha 2.5 is LIVE!

Roberts Space Industries is a spacecraft manufacturer within the persistent-world game “Star Citizen” and its companion single-player spaceflight sim, “Squadron 42.” RSI is also your portal for information, updates, and purchases of your very own spacecraft with which to trade, plunder, and protect the citizens of Star Citizen.

The original SQ42 trailer is massively dated compared to now. Look at the F7A, then look at the updated F7A mark2 that chris smith recently showed off it looks insanely different. Also look at the sneak peek of the new Bengal super carrier it will be bigger than the one in the SQ42 video and vastly improved on the inside to. Star citizen is what it looks like for real. Wait until you see the new SQ42 trailer which im betting will be at citizencon. It will annihilate the original one.

The best way to try it out is once you’re disconnected from the server .. Gonna try it out tonight with my i7/GTX980/16GbRam and share the results, because for me while playing online I only get around 20/30 FPS and even lower on the new GrimHex station –”

SC will not use traditional server methods, they will use digital cloud based servers, achieving far faster results in terms of latency / positional accuracy than conventional server hosting methods. That being said, currently im not sure if they are using standard hardware servers (-wouldn’t be surprised for pre release) or the cloud system in 2.5.

Google is “onboard” in assisting the development of the cloud servers, as far as i know these servers will actually be Google facility’s. The cloud system they aim to use in the final release is supposed to be “pioneering” for the MMO industry.

Changing graphical settings does essentially nothing to performance, so if the game would be “playable enough” you might as well set things to high. You’ll get a prettier game without losing much or any performance because something else (netcode) is munching your frames, not the visuals. Your PC can handle those.

Just check out the FPS in Arena Commander. Youtuber by the name of BoredGamer also has a guide on somewhat better performance but it did fuckall for me since my PC can handle the graphics ezpz even with inefficient settings. Might do more for you, so there’s that as suggestion.

Starcraft, the new battlefield for AI research –

Google’s Deepmind have announced that the next game they will try to conquer is Blizzard’s very own Starcraft II

Back in March 2016, we witnessed a landmark in AI technology and a glimpse of the future when Google’s flagship AI defeated one of the world’s best Go players Kim Se Dol.

At the time of the contest, it was thought artificial intelligence was more than 10 years away from competing with the very best of the ancient Chinese game of Go, a game much more difficult than AI’s previous triumph, Chess. However Deepmind, the department in charge of Google’s deep-learning research, defeated one of the game’s greatest players easily, taking a 4-1 victory over a multiple-time world champion.

Now, looking to the future, Deepmind have chosen the next arena in which the battle of man vs machine will be fought, and that is Starcraft II. An unprecedented challenge, Starcraft II presents a huge number of difficulties for the program, such as opponents hiding information and the real-time action of the game, but Deepmind aren’t deterred and are looking for you to help them achieve the colossal task of training a computer to defeat some of the world’s best Starcraft players.

Deepmind use a method called ‘deep learning’ to train their AI to learn strategy games, this involves showing the program hundreds of thousands of matches and telling it the result of each one, over time the program begins to understand which action will lead to a stronger position and which will lead to a weaker one. For games like chess or go it’s a relatively simple idea, the board is static and it’s easier to adjust your actions based on your opponent’s move. As starcraft is a dynamic game, with both players moving and planning in real time, it presents a new hurdle for Google’s Deepmind to overcome.

Research is planning to begin during the first quarter of 2017.

Want to help further this research?

Just play! Deep learning relies on having a huge number of high quality replays to constantly show the program what it should be doing, so the more you play, the more you contribute to supplying the Google AI with helpful material to study.

Blizzard have also announced an API that can be used for creating this kind of program, so hobbyists or researchers can use this to toy around with making their own Robotic Bonjwa.

For full details you can check out the article posted on Deepmind’s website announcing their plans to take on the best of the best at the world’s most difficult game.


Will AI find success in the world of SC2? Or is it too big of a challenge?

SC2 will bow to it’s AI overlords!

Thank you for voting!

AI can’t do anything to us!

Thank you for voting!

Star Citizen Alpha 2.0 Trailer Unveiled At The Game Awards

Star Citizen Alpha 2.0 Trailer Unveiled At The Game Awards

At The Game Awards ceremony in Los Angeles, Cloud Imperium has released the official launch trailer for Star Citizen Alpha 2.0.

Cloud Imperium’s CEO Chris Roberts and actor Mark Hamill, who is set to star as one of the characters of Star Citizen’s Squadron 42 singleplayer campaign, unveiled the official trailer for Star Citizen Alpha 2.0. They confirmed that all of the footage used in the trailer had been “captured in-game from live play sessions” a phenomenal feat when you see the quality that is on show.


This is What FPS Looks Like in Star Citizen

This is What FPS Looks Like in Star Citizen

I like to think there are two kinds of people, the engineers and mechanics who can build a race car. then there’s the race car drivers.  some developers just cant play the game they created as well.Whatever you say does not change the fact that this video does not show what the FPS looks like. There is no current video of the FPS available and it has been “delayed/canceled” for almost 2 years now. They promised it again for Gamescon, then CitizenCon and now no one knows any more since all these lies are just getting confusing even for the most hardcore cult members.

The reason many people still find CS in general entertaining is because even though the game offers the same thing it has done for 15 years, the base game is still interesting and has a huge skill cap, like many other competitive games. With your logic, Starcraft, Dota, League, and various other games would be dead and gone because they also offer the same content since their inception.

I like games with good guns like wolfenstein the new order. They have the most badass guns in any game. Star Citizen has one of the best graphics of any futuristic game. I think the guns from Star Citizen are just or almost as good as wolfenstein guns.

I’m thinking that because elite dangerous and star citizen are at opposite ends of the system, elite dangerous with no walking around or advanced flight systems like SC but with a big universe, SC with the basics done but with a small space to play in. So if they were put together it would be perfect. But in the real world things like that don’t work for the reasons you mentioned.


Star Citizen’s First-Person View Is Based On Birds

Star Citizen's First-Person View Is Based On Birds

Star Citizen’s first-person view isn’t like other games, where you’re essentially in control of a floating camera. That approach is tried and true, but not wholly realistic. In the preposterously ambitious space game, your view and your body are one-in-the-same, just like in a real human body. Problem: turns out, human bodies have a lot going on.

As we (and now, in a truly mammoth feature, Kotaku UK) have reported on multiple occasions, Star Citizen might be too ambitious for its own good. This could be read as an example of that, or it could be demonstrative of cool, game-changing stuff that comes out of a “jack of all trades, master of the whole damn universe” approach. Time will tell.

Either way, Star Citizen’s first-person camera owes its functionality to birds. Yes, birds.

In a recent developer diary, lead animation engineer Ivo Herzeg explained all the trouble his team’s gone through to shove virtual eyeballs into Star Citizen characters’ faces. First, they tried simply placing a camera on a character’s head, and it was like controlling a bobble head. Each motion of the body caused the view to dart all over the place.

Fun fact: this happens with real human bodies too, but subtle, automatic reactions in the eyes and brain correct for it. When we walk, it’s smooth, like our eyes are luxuriating in pristine slabs of butter. So first, the Star Citizen team added eye stabilization, which is basically counter-rotation of the eyes to make up for motion of the head and body. They did it by putting a focus point in the distance for the camera to stay trained on.

Problem solved? Not entirely. Herzeg said that eliminated about 80 percent of the bouncing. However, eye stabilization alone became troublesome in confined areas (say, on a space station) or strafing in front of walls. Worse, stopping in front of walls produced an ugly bounce back effect, one that definitely doesn’t happen in real life… unless you slam full-force into something. Those issues added up to a lack of realism and a surplus of motion sickness.

“This issue was keeping us busy for a while,” said Herzeg, “so we spent time trying to understand how we humans are doing visual stabilization. It turned out, it’s a pretty complex mental process, and there wasn’t a practical way to get that into our first-person camera.”

Techniques used in real-life handheld cameras didn’t cut it either, so they had to figure out an alternative method. That’s where birds came in.

“We learned that birds, or at least most types of birds, they have a pretty interesting problem,” said Herzeg. “They can’t roll their eyes around the way humans can. That makes it hard for them to keep their vision stable and move their body at the same time.”

“If you can’t keep your vision stable by moving your eyes,” he added, “then the next logical step is to try to do the opposite. Just keep the head stable. And that’s what they do. Birds have long necks, so they just counter-translate the body motions. It’s kind of a camera stabilizer invented by nature.”

In short, this is why Star Citizen’s first-person view doesn’t jolt around like your brain’s trapped in the version of hell that’s just bounce houses for all eternity:

starcitizenhelp – Blizzcon finals complete WCS for 2016


Blizzcon 2016 wrapped up this weekend marking the end of what might have been the most important year for Starcraft II as an esport.

The final matches of the 2016 WCS finals were played this weekend at Blizzcon, and with the build up to the event full of huge headlines both in and out of the booth, many were eager to step away from the discussions and simply watch some Starcraft. Of course, those at Blizzcon were happy to deliver.

The round of 8 saw 5 of Korea’s best alongside 3 of the strongest players from the WCS Circuit battle it out and claim the prestigious title of Blizzcon World Champion.

The climax of the tournament saw ‘Byun’ Hyun Woo, the WCS Korea season 2 champion, take on Park ‘Dark’ Ryung Woo, the SSL season 2 champion. Both players have had fantastic results all year, winning major tournaments and often reaching the round of 4 of others. Dark had made a near perfect run to the final stage, having only lost one game to Stats in the group stages, while Byun had a shakier road to the finals, losing 2-0 to ShoWTimE in the group stages and dropping games against both of his Global Finals opponents. It appeared that Dark was primed to take the trophy but Byun managed to defeat the former SKT Zerg 4-2, securing him a huge bounty of $200,000. 

The two had met under similar conditions during the KeSpa Cross Finals in September in a battle to find the true king of Korean Starcraft II, this occasion saw Dark victorious in a close 3-2 series. Byun, however, proved that while he might have lost that battle, he would win the war and conquer the world and when it truly mattered, this weekend he avenged his loss against the SSL champion and took the the top spot on SC2’s biggest stage, wrapping up WCS for another year. 

2016 has been an extremely significant year for the game, beginning with Blizzard’s restructuring of WCS; WCS Korea and the WCS Circuit. Blizzard said at the start of the year that the international WCS Circuit was intended to “provide a proving ground for stars in regions outside of Korea” and give both the foreign and Korean players a more isolated arena in which to battle, less easily letting Korean players participate in the foreign scene like many did in the past few years. These changes precluded some historic moments happening later in the year. First was Neeb’s victory in the KeSpa Cup, marking the first time ever a non-Korean had won a Korean tournament, and second, this year marked the first appearance of non-Korean players at Blizzcon since 2013, not since Naniwa three years ago have we had a Global Finals that was truly, well… global.

While it’s easy to close this round of WCS in celebration of Byun’s achievement, as well as those by the foreign community of players, the recent KeSpa announcement that Proleague, as well as many of Korea’s strongest teams will not continue to operate into 2017 leaves the dominant force in Global Starcraft facing an uncertain future. A lot of news is sure to come out of Korea regarding these topics and will certainly present yet more changes to the world of competitive Starcraft II.

Although WCS has finished for another year there are still a handful of tournaments to keep you going until it all starts up again:

November 7-10 Homestory Cup XIV 

November 10-13 World Electronic Sports Games (WESG) Asia-Pacific Qualifiers (with English commentary from Starladder)

December 15-18 WESG Global Finals 

1 Blizzard talking about the 2016 WCS format 


Will there be some major changes to WCS next year regarding the Korean scene?

Certainly, a big re-work is needed

Thank you for voting!

Not at all, let WCS run as normal

Thank you for voting!