As a person who makes their living as an airline pilot.. when we lost the HUD with the speed tape and altitude tapes.. I was shocked... I was equally elated to see them come back and better than before. BTW, I was over at the Hurston test... went great... but then some asshat had to ram everyone with their Polaris...
Mike, you've said the same thinks regarding the PTU patch not being ready for every patch in the last 2 years (at least).... and they always shove. It's coming Dec. 20th and we'll just have to deal with the bugs till 3rd week of Jan.
On Buy/sell orders. I think it is a great idea for SC It would need to be, you buy or sell items remotely across the entire verse, sure why not?? but you either have to get it delivered or pick it up yourself. This opens a ton of gameplay up for players in SC. Say you make an Logistics org. or a shipping org. a freighter org? Specializing in shipping across the verse? High value cargo needs Combat escorts, specialized ships etc... You have to load your ship up with cargo and route to multiple delivery stops along the way, load the cargo where you first stop's cargo is at the end of the ship and your last stops cargo would leave you ship empty. This happens in real life everyday all day, talk about immersion. i would LOVE THAT.
My thought was they leave the gems to hand mining. Move the higher tier stuff like gold, bexalite, etc to ground vehicle mining and finding it in much lower quantities. Then other things like copper, iron. Etc is in larger rocks and found while ship mining. Since ideally, something rare like gold, should only be required in small quantities while crafting for things like electronics. But you'll need a fuck ton of iron and other metals or whatever. This way those rarer materials can still be easier to find but you're not finding 30-50 SCU of it at a time. If you're ROC mining it would likely be less than an SCU in every cluster of rocks you find.
What makes more sense to me is gold ect and iron all the basics materials can be found in astroids in large amounts. Gold is rarer on surfaces ect but more unique materials are found on planets. Which makes the early game loops very important even end game and the end game space ship loops turn into bulk supply. If people decide to hand mine over space mine you can only get fractions of gold ect which would make spaceships more focused on bulk production of materials. While ground mining is about collection of rare materials. And plays in more with exploration gameplay loops.
@Marlax-101 to me the actual materials per mining don't really matter but from the way they talked, what you can get per type of mining (hand, ROC, ship) there will be different materials for you to mine. So if that's the case and it wasn't poorly explained or things don't change, if you can find gold while mining asteroids/rocks on planets, then you will not be finding any in a roc or hand mining.
@fatman9994 well I get what they are saying it just doesn't seem to make a ton of sense. Like gold and quant or whatever in small amounts on planets seems fine but more in space makes sense. Pritty much any bulk metal ect should be having vast quantities in space. But rare gems and other unique materials I figured would be made more to n planetary surfaces. Have to have valuable things on planets otherwise people just will never leave their ship. Plus roc mining and base building who knows what all will be available since planets are sort of like giant astroids
@@Marlax-101 I can only guess, but I think their main goal is to try to make everything useful. If we went the route that each upgrade in mining was just getting more and more of something, eventually hand mining would just feel like dead content. Maybe even roc mining. But by having dedicated methods for everything, and everything being required for crafting (I assume) then it forces every mining method to be useful long term. Whether it's good or not is a different discussion that idk if we can really decide on yet.
@fatman9994 I'm saying they split the materials but hand mining should give the most rare and valuable. Then there is a reason to keep doing it. The biggest ships should farm bulk materials. Its the same as cargo. Bulk cargo deal in high volume and special deliveries are high value transporting.
A simple yet effective solution to the whole buyer/seller scenario could simply be...Both? You can buy/sell direct, or you can buy/sell remotely. Direct: It stays in your hangar/ship, and people come to you to buy. This has a risk to both parties but the transaction tends to be faster because it's there, and cheaper because there's no middle man. Remote: This is the safer option of the two. You'll get what you're buying, but it will have a shipping tax included. Sellers have a portion of their take cut and buyers pay more than direct. There is also a shipping wait on the item. The further away the item is, the longer it'll take & more it'll cost both parties to ship/receive. It's safe and 100% guaranteed though. Doing this totally gives the player the option to get things cheaper and quicker at a risk or safer with a higher tax rate and shipping time.
@43:56 there CAN NOT be a server worldwide no matter how meshed, worldwide pings are just unacceptable. period. it's really easy to realise by yourself;
Problem with mining is they have said materials will generate like the real world but also they will run out and respawn which seems contradictory to some degree.
53:00 buy and sell orders need to have ownership attributed to the item and linked to the player Therefore if I steal Mikes item from the base before he retrieves it, or while it’s in transit… he needs to still be able to claim it, or the pirate needs to be held accountable for the law being broken.
Once it’s purchased the game could just make it so only the buyer or his delegate can retrieve from the freight elevator, effectively making stealing it before it’s picked up impossible. Stolen in transit is a different matter. If you hire a player delivery agency then you’re trusting them, and if they get robbed in transit it’s their reputation on the line if they don’t make it right, but the game should stay out of that and allow the gameplay opportunities it presents.
Repair blueprints could be done a couple ways. Either a generic "repair' BP, that repairs anything and can be upgraded for efficiency or speed. Or A specific "Reclaimer" repair BP that only repairs Reclaimers, and can be upgraded for efficiency or speed.
I'm choosing to view it as a full recover potion for your ship. You can still diy repair it but this will give you the repair you'd normally get from a station.
@@joshua41175 oh yeah, i didn't mean to imply otherwise. I was just giving examples of how the BP's could be handled. Both would result in the complete repair of the ship, its just one would be specific per hull, and the other isn't. Personally I kind of like the idea of needing the specific BP for the ship in question.
Them basically confirming they're planning for multiple shards per region is such a bummer man. The whole One Global Shard thing was always a pipe dream, but I figured they could at least unify every region. Hope this is just like a short term stopgap, but the way he explained bases working kinda sounds like their 1.0 goal. Not cool.
They never said that: Q: How does this work with shards? A: The goal is for every plot or base alongside its functionality to be available across all shards. Things like raiding and attacking will only be able to be done on one shard which is based on where the owner is located for gameplay balance. As shards increase in player population this will become less of a factor as more players will exist in the same shard. your base will be shown across all shards
Why were you expexting something like that?? thats something that is way over the top and would be a change that comes after 1.0, no way would they have the time for that in the alpha/beta development...
@@keithent2447 it is literally impossible to have 1 global shard for all regions with acceptable ping to fps or pew pew. Whoever believed this was as naive as CIG tbh. It sounded BS from the start.
fiber optics speed limit is currently 2/3 of light speed but might increase in the foreseeable future to light speed (hollow core fibers). So theoretical ping limit (back and forth i.e. 40,000 km) is then 133 ms, now 200 ms (networking hardware like switches etc. take ~5-10 µs each). maybe CIG can optimize the game so that the gaming experience feels fine with 200 ms ping time. I would be ready to make huge compromises for a single shard game.
I like missiles and want them to be expensive and also want them to not be restocked, but ONLY if we can have them delivered between bases without having to claim.
You clearly watched a different episode than I did. All they said was that bases are only damageable when on the same shard. But we can interact with bases for trading stuff. About the resource they only said they respawn but not necessary at the same location. So this has nothing to do with what shard things run on. We won't see the difference really.
I know why it sounds weird. You see, normally a thing that lets your character be better or more efficient at repairing would be a 'repair skill', not repair blueprint.
Repair should be cheap enough that you go it's cheaper to back off now because I can loose my stuff for good otherwise so seems like a good sign that it's cheaper
@45 minutes. 2 different bases at the same spot just on different shards. Wrong. I also listened to the clip and read the post several times. A base is on all shards. Reference check the part where Declan talks about player shops and raiding.
Sorry but mike was wrong on how He can build a base in the exact same spot as Croncy. See below: Q: How does this work with shards? A: The goal is for every plot or base alongside its functionality to be available across all shards. Things like raiding and attacking will only be able to be done on one shard which is based on where the owner is located for gameplay balance. As shards increase in player population this will become less of a factor as more players will exist in the same shard. Your base Mike will be seen across all shards
New HUD is old HUD i.e. just stuff right in the middle of the screen, again. 2D overlaid UI like this TOTALLY DESTROYS the z-depth i.e. the sense of 3D in the game. It's a distraction, at best. Turning everything off, is the BONUS feature. Game should be MFDs only, and an AUTO-MAGNIFY feature for targeting pips correctly so that you can paint enemy, visually.
Mike wants all this depth for crafting and building and raiding, but the second someone suggests planetary knowledge is linked to exploration he immediately dismisses it. Pretty lame
music off always. i don't gaf about CRs pathetic obsession with making a movie instead of a game and i don't care about music in games anyway no matter how good it is.
As a person who makes their living as an airline pilot.. when we lost the HUD with the speed tape and altitude tapes.. I was shocked... I was equally elated to see them come back and better than before. BTW, I was over at the Hurston test... went great... but then some asshat had to ram everyone with their Polaris...
Mike, you've said the same thinks regarding the PTU patch not being ready for every patch in the last 2 years (at least).... and they always shove. It's coming Dec. 20th and we'll just have to deal with the bugs till 3rd week of Jan.
On Buy/sell orders. I think it is a great idea for SC It would need to be, you buy or sell items remotely across the entire verse, sure why not?? but you either have to get it delivered or pick it up yourself. This opens a ton of gameplay up for players in SC. Say you make an Logistics org. or a shipping org. a freighter org? Specializing in shipping across the verse? High value cargo needs Combat escorts, specialized ships etc... You have to load your ship up with cargo and route to multiple delivery stops along the way, load the cargo where you first stop's cargo is at the end of the ship and your last stops cargo would leave you ship empty. This happens in real life everyday all day, talk about immersion. i would LOVE THAT.
My thought was they leave the gems to hand mining. Move the higher tier stuff like gold, bexalite, etc to ground vehicle mining and finding it in much lower quantities. Then other things like copper, iron. Etc is in larger rocks and found while ship mining. Since ideally, something rare like gold, should only be required in small quantities while crafting for things like electronics. But you'll need a fuck ton of iron and other metals or whatever. This way those rarer materials can still be easier to find but you're not finding 30-50 SCU of it at a time. If you're ROC mining it would likely be less than an SCU in every cluster of rocks you find.
What makes more sense to me is gold ect and iron all the basics materials can be found in astroids in large amounts.
Gold is rarer on surfaces ect but more unique materials are found on planets.
Which makes the early game loops very important even end game and the end game space ship loops turn into bulk supply.
If people decide to hand mine over space mine you can only get fractions of gold ect which would make spaceships more focused on bulk production of materials.
While ground mining is about collection of rare materials. And plays in more with exploration gameplay loops.
@Marlax-101 to me the actual materials per mining don't really matter but from the way they talked, what you can get per type of mining (hand, ROC, ship) there will be different materials for you to mine. So if that's the case and it wasn't poorly explained or things don't change, if you can find gold while mining asteroids/rocks on planets, then you will not be finding any in a roc or hand mining.
@fatman9994 well I get what they are saying it just doesn't seem to make a ton of sense. Like gold and quant or whatever in small amounts on planets seems fine but more in space makes sense.
Pritty much any bulk metal ect should be having vast quantities in space. But rare gems and other unique materials I figured would be made more to n planetary surfaces. Have to have valuable things on planets otherwise people just will never leave their ship.
Plus roc mining and base building who knows what all will be available since planets are sort of like giant astroids
@@Marlax-101 I can only guess, but I think their main goal is to try to make everything useful. If we went the route that each upgrade in mining was just getting more and more of something, eventually hand mining would just feel like dead content. Maybe even roc mining. But by having dedicated methods for everything, and everything being required for crafting (I assume) then it forces every mining method to be useful long term. Whether it's good or not is a different discussion that idk if we can really decide on yet.
@fatman9994 I'm saying they split the materials but hand mining should give the most rare and valuable. Then there is a reason to keep doing it. The biggest ships should farm bulk materials.
Its the same as cargo. Bulk cargo deal in high volume and special deliveries are high value transporting.
A simple yet effective solution to the whole buyer/seller scenario could simply be...Both?
You can buy/sell direct, or you can buy/sell remotely.
Direct: It stays in your hangar/ship, and people come to you to buy. This has a risk to both parties but the transaction tends to be faster because it's there, and cheaper because there's no middle man.
Remote: This is the safer option of the two. You'll get what you're buying, but it will have a shipping tax included. Sellers have a portion of their take cut and buyers pay more than direct. There is also a shipping wait on the item. The further away the item is, the longer it'll take & more it'll cost both parties to ship/receive. It's safe and 100% guaranteed though.
Doing this totally gives the player the option to get things cheaper and quicker at a risk or safer with a higher tax rate and shipping time.
Gives players the option to take hauling contracts from other players too
Are they scared of the Paladin Q&A
they get clowned on nearly every Ship QA lmao
@43:56 there CAN NOT be a server worldwide no matter how meshed, worldwide pings are just unacceptable. period. it's really easy to realise by yourself;
I would like to see the multi tool laser cutting attachment have to get used way more for salvaging components inside the wrecks.
Also thinking each shard could be broken up by system?
Problem with mining is they have said materials will generate like the real world but also they will run out and respawn which seems contradictory to some degree.
They need to change restock buy to allow you to choose how many you want to buy as specially for the Polaris
53:00 buy and sell orders need to have ownership attributed to the item and linked to the player
Therefore if I steal Mikes item from the base before he retrieves it, or while it’s in transit… he needs to still be able to claim it, or the pirate needs to be held accountable for the law being broken.
Once it’s purchased the game could just make it so only the buyer or his delegate can retrieve from the freight elevator, effectively making stealing it before it’s picked up impossible.
Stolen in transit is a different matter. If you hire a player delivery agency then you’re trusting them, and if they get robbed in transit it’s their reputation on the line if they don’t make it right, but the game should stay out of that and allow the gameplay opportunities it presents.
How do you explain based that explode randomly when they are killed in another shard?
Space Engineers has one of the best salvage gameplay loops. Sad it never gets credit
Repair blueprints could be done a couple ways.
Either a generic "repair' BP, that repairs anything and can be upgraded for efficiency or speed.
Or
A specific "Reclaimer" repair BP that only repairs Reclaimers, and can be upgraded for efficiency or speed.
I'm choosing to view it as a full recover potion for your ship. You can still diy repair it but this will give you the repair you'd normally get from a station.
@@joshua41175 oh yeah, i didn't mean to imply otherwise. I was just giving examples of how the BP's could be handled. Both would result in the complete repair of the ship, its just one would be specific per hull, and the other isn't. Personally I kind of like the idea of needing the specific BP for the ship in question.
Repair blueprint is for multitool repairing components, Vulcan and Crucible repair drones fixing stuff.
Them basically confirming they're planning for multiple shards per region is such a bummer man. The whole One Global Shard thing was always a pipe dream, but I figured they could at least unify every region. Hope this is just like a short term stopgap, but the way he explained bases working kinda sounds like their 1.0 goal. Not cool.
Nah. That will be able to come online with dynamic server messing. But until they get that hammered out we have to have this kind of system.
They never said that:
Q: How does this work with shards?
A: The goal is for every plot or base alongside its functionality to be available across all shards. Things like raiding and attacking will only be able to be done on one shard which is based on where the owner is located for gameplay balance. As shards increase in player population this will become less of a factor as more players will exist in the same shard.
your base will be shown across all shards
Why were you expexting something like that?? thats something that is way over the top and would be a change that comes after 1.0, no way would they have the time for that in the alpha/beta development...
Region locking is essential for security, beyond any gameplay dynamics.
@@keithent2447 it is literally impossible to have 1 global shard for all regions with acceptable ping to fps or pew pew. Whoever believed this was as naive as CIG tbh. It sounded BS from the start.
SM was going to let cross server interaction what if you shot the building and get moved to the shard the base is on seamlessly?
fiber optics speed limit is currently 2/3 of light speed but might increase in the foreseeable future to light speed (hollow core fibers). So theoretical ping limit (back and forth i.e. 40,000 km) is then 133 ms, now 200 ms (networking hardware like switches etc. take ~5-10 µs each). maybe CIG can optimize the game so that the gaming experience feels fine with 200 ms ping time. I would be ready to make huge compromises for a single shard game.
Missile change has already been reverted, no longer an issue!
I like missiles and want them to be expensive and also want them to not be restocked, but ONLY if we can have them delivered between bases without having to claim.
You clearly watched a different episode than I did. All they said was that bases are only damageable when on the same shard. But we can interact with bases for trading stuff.
About the resource they only said they respawn but not necessary at the same location. So this has nothing to do with what shard things run on. We won't see the difference really.
The only constant in SC development is Mike saying a patch isn't ready when it starts opening up to more waves.
1:00:41 The Transit Refactor is my new El Guapo.
Should you be able to abandon a mission and sell the cargo to the place you supposed to deliver to? I don't think that makes sense at all
With current state of game and current 4.0 patching coming, base building is 5-10 years in the future to be functional lol
the advanced hud needs to turn on in combat automatically.
I don’t like the removal of multiple materials in 1 rock. They should keep them together and you separate later with refining
The music is broken in the current build. It loops over and over and over annnnnd it’s off again
I know why it sounds weird. You see, normally a thing that lets your character be better or more efficient at repairing would be a 'repair skill', not repair blueprint.
They will end up having store n game buyable 1 use building blueprints ect and the reusable ones will need to be found or earned.
Repair should be cheap enough that you go it's cheaper to back off now because I can loose my stuff for good otherwise so seems like a good sign that it's cheaper
@45 minutes. 2 different bases at the same spot just on different shards. Wrong. I also listened to the clip and read the post several times. A base is on all shards. Reference check the part where Declan talks about player shops and raiding.
The buy in for salvage missions was incredibly stupid
Will the sandworm kill bases?
Sorry but mike was wrong on how He can build a base in the exact same spot as Croncy.
See below:
Q: How does this work with shards?
A: The goal is for every plot or base alongside its functionality to be available across all shards. Things like raiding and attacking will only be able to be done on one shard which is based on where the owner is located for gameplay balance. As shards increase in player population this will become less of a factor as more players will exist in the same shard.
Your base Mike will be seen across all shards
Across all shards within a region. Mike and I would be playing on different regions. This was talked about during SCL - Croncy
"Be available across all shards WITHIN A REGION". Details matter...
@mcaddc they didn't say within a region.. Where in my post did it say that...
Croncy. Can you timestamp the part they said it in isc?
@@jonneymendoza I heard it in ISC, it was a clarification.
IMO, there should probably be a scripting language, in-game, that will allow players to build/automate certain things.
New HUD is old HUD i.e. just stuff right in the middle of the screen, again. 2D overlaid UI like this TOTALLY DESTROYS the z-depth i.e. the sense of 3D in the game. It's a distraction, at best. Turning everything off, is the BONUS feature. Game should be MFDs only, and an AUTO-MAGNIFY feature for targeting pips correctly so that you can paint enemy, visually.
Mike wants all this depth for crafting and building and raiding, but the second someone suggests planetary knowledge is linked to exploration he immediately dismisses it. Pretty lame
music off always. i don't gaf about CRs pathetic obsession with making a movie instead of a game and i don't care about music in games anyway no matter how good it is.
You are so lucky Croncy puts up with your bad attitude.
We need to have to scan locally, NOT just see it
Stop reading chat during the podcast
I think it would be fine if No Ammo is available on a claim.
Hoping that Mike covers the Star Wars mmo once its announced at TGAs later this week. Could legitimately kill SC.
It's Star Wars. It's not killing anything but itself. lol
Only if they bring back all the best parts of SWG. And they aren't being produced by Sony.
Mike really has gathered some stupid SC haters with his rants. 😂😂
@galencox1531 Lmao, are you new to SC, when did you even back the game? Have you even?
What new Star Wars MMO?
First one