Just finished testing Wave 1. Did the entry Hauling mission happily in my Freelancer DUR - 9 SCU of Titanium from Baijini to Riker Memorial. It went mostly fine - the only issue was when I contacted ATC at Baijini, the hanger wouldn't show up. Had to park on a pad, elevator to my hanger, and spawn a new DUR. Tried a more complex one after that - pick up 8 SCU from Seraphim station and drop 5 SCU to Everus and 3 SCU to Port Tresslar. Picked it up fine, but when I got to Everus I had a Server Error. When it passed, about 12 enemy NPC ships had spawned, so I got into the hanger ASAP. Only then did I notice that the Server error wiped my mission and I had 8 SCU of Carbon sat in my cargo hold that was now useless 😄 Overall experience: 6/10. Was expecting much worse, but still very annoying. I love being an SC backer lol.
It's ok, the functionality was almost ready for release in April with 3.23. It just needs a little more polishing and should be ready for PU around IAE.
LOL!!! EPIC Star Citizen ACTUAL gameplay right here people!!! No bugs, only special features! Try to tell anyone about this and they will just laugh at you and show you a polished cutscene...
I believed in 2024 4.0 until last week’s live jump point Q&A. They were asked how having a crime stat (earned in either Stanton or Pyro) interacted with jump points, and legitimately said “you can’t contact ATC with a crime stat.” When asked the follow up of “how do you get back to Stanton if you have a crime stat?” They hit us with “There, uh, are a few ways, and we have ideas we are working on.” If they can’t answer how core gameplay loops-such as a crime-interact with simply traveling between the systems, I do not think it’s possible for them to even begin testing 4.0. Concerningly, their “you can’t call ATC with a crime stat” was also… not robust. It didn’t answer if a non-CS pilot can call ATC with a CS passenger aboard, nor what happens if the pilot or a passenger gain a CS (or come aboard with a CS) in the time between contacting ATC and your drive receiving the spool command. Their explanation makes it sound like you call ATC and then remain anywhere inside a large multi-kilometer sphere until it’s your turn. At which point ATC spools your jump drive and you enter the jump point from where ever you are in the sphere. …it sure sounds like you could call ATC, get your spot in line, and a passenger take your ship while you’re waiting, at which point they’ll still get to jump once “your” turn comes up. Which, that’s fine with me. The issue it it really sounds like that scenario wasn’t even considered. Which further suggests zero internal play testing.
I was already doubting 4.0 this year as early as February after seeing how backed up 3.22 was and even more backed up 3.23 came to be, to the point it had to be split in to an additional 3.24 patch. The fact that they thought they could accomplish everything promised in the original 3.23 mega patch as a single patch 3-4 months ago just tells me they haven't a single clue as to how much work they really have on their hands to do with the project as a whole. I've been around this project long enough now to know that when they give a time frame, you can count on them missing it. I don't think they have ever met a single deadline in this project's history.....except for sales events.
I would legitimately pay another $100 for them to explain to me how, of all things, the Heartseeker lost its hearts and fix it. For years it’s seemed like the nose art was fundamental to the ship itself, as it has always persisted and worked with every alternate paint scheme. It therefore didn’t seem to be at all in the same “layer” or what ever as the paint for a ship. And it survived any changes they made to the shells of ships to enable salvage/repair, so it was still fundamental to the hull of the ship. I honestly thought that from the game’s perspective, the Heartseeker fundamentally is a different ship than the Super Hornet, and that’s why the nose art always persisted through any configuration changes. But then one day poof. Nosesrt gone but it still has its bespoke white and red scheme. Just… how? If the entire hull panels it was on disappeared the way some ships have lost hull plates for patches that would actually make sense to me. If the ship rendered in some bizarre grey/default texture/underlayer with no markings at all, that would make sense. Of all things in the game, how did that specific thing break? I really want to know, lol. Also, would be nice for them to fix it, since it’s the namesake of the ship and all.
8:10 From what I’ve seen, you can have your hanger assigned while someone is leaving. If you fly in before the doors close and open again, you’ll be in their hanger. This is especially an issue if you own a large hanger, but are flying a small ship, so you might not even be close enough to see them open and the person leaving when you call, but get there before their doors close.
Such a buggy mess. And this is after months of working on it past when it was supposed to be released with 3.23. Still long ways to go. Hope they get there eventually but no one can hold their breath for that long.
@@ValosarXIt probably literally didn’t exist then. I honestly think the team assigned to the update simply didn’t start on it until sometime between then and the wave 1 launch. Maybe one-two people were assigned for initial design pass, but that might have been little more than vague “Chris’s wants no more ship or location inventory.”
The Aurora's cargo grid seems to be upside down. You can see that the boxes are upside down when snapping to the Aurora's cargo grid, and if we were just to flip them along the bottom, they would've fit right against the cargo gantry. Also, apparently the elevator's cargo grid is bugged, and putting cargo right against the back edge won't work, _unless_ it's double stacked.
I did the initial one no problem, then I got ambitious and did 6 from Seraphim to August Dunlow at the same time and I had nothing but problems.. from that one error you got to boxes not being recognized.. loading 49 boxes, unloading 49 boxes and fiddling with it to get just 1 out of 6 to work orders complete before a server crash stopped my progress took me nearly 6 hours - I just said the hell with it at that point and logged off for the night.. next day I came back and was able to do a Junior Medium and took down 3 x 32SCU boxes along with a few others.. I sent them down one at a time and was able to complete.. later that day I got locked to US 030 which was in a never ending death spiral and had to call it for the weekend.. wacky servers this weekend..
@@SolarWindsRider or to employ a QA team rather than offloading that entire responsibility to the players. Most of these issues don't even require large scale or indepth testing to figure out.
if that makes you mad you should see me truck around 4608 SCU of cargo all over staton. 50 here, 600 there, 25 over there. then I get done with that I do some bounty missions, then I do some salvage, does that upset you that I am enjoying my time?
Man this was very informative. Definitely still some rough edges to sort out, but it's pretty cool how close this is now to a space version of Death Stranding with the physicalised freight elevators and cargo. I'm a bit curious if cargo grids work correctly with the Syulen? Sort of interested in how well it will work as an entry-level cargo hauler.
Except Death Stranding’s entire cargo system is much, much more streamlined. It is far easier for the player to “tell” Sam what to pick up and how to arrange it than it is for an SC player to “tell” their character the same. Between that and the server instability, it might be faster for Sam to hike across Microtech for a few round trips than to use a ship to move the same 15 SCU from one point to another on the planet.
@@piedpiper1172 That's because Death Stranding isn't server authoritative, it's all rendered and handled client-side. So it's much more forgiving on control latency and physics. What's disappointing is that a lot of people don't understand why that matters.
@@Billy-bc8pk No no, I don’t mean physics. I mean user interface. In SC we have to use an awkward magic tractor beam to move and rotate every individual thing, praying that an invisible snap grid behaves as it should today. Individuals get pretty good at the beam, but it’s still just… not an elegant UI. In DS a huge amount of the “motor control thinking” is done by the UI. You can just hit an “auto sort” button to generate a basic arrangement. You can one button pick up a box and add it to your load, or drop the top box, etc. An equivalent in SC would, for example, be leveraging the fact that ships have pre-set cargo grids. Anytime you hit a cargo elevator it knows what ship you have. Which means it knows your cargo grid layout. Every copy of the ship has the same grid, so it’s all pre-knowable. So why don’t loads come out in pre-stacked “pallets” that fit your cargo grid? It could still be physicalized-make us lift the entire thing, or it’s handful of pieces-and cary it/those to the ship. Something like a RAFT would have the fewest pallets / scu, since it’s so easy to load, while something with a narrower entry would have more pallets. With a simple interact to “break down” a pallet to its scu boxes, boom, you now have a much more streamlined, entirely physicalized cargo experience that minimizes tedium and maximizes flexibility
@@piedpiper1172 That's a ton more work than necessary. That's why they have different sized boxes, and a few more are coming (like the 512 SCU boxes). You can already designate how you want some of the cargo delivered (choosing up to 32 SCU sized boxes for certain hauling contracts). Much like Death Stranding, some of the cargo is already in designated boxes, but in other cases you can choose how you want the cargo delivered. So if you want pre-designated sizes to fit your grid, just have then configured in the largest boxes available for your ship.
@@Billy-bc8pk It’s massively less work. Most ships could be fully loaded with only 1-2 pallets instead of dozens+ boxes The idea of us forgetting what pallets are over the next 900 years is typical of “tier 0” implementations.
Nice to see they still neglect the smaller starter ships, especially the Aurora. I've advocated occasionally on the forums for CIG to give the older smaller "starters" (I hate the term "starter", paints those ships in a negative light and gives people the wrong impressions of them) some much needed updating. The fact that the Aurora is unusable for anything is a complete joke. The Mustangs are mostly useless and broken. The Avenger, admittedly works and is one of the best single seaters, so there's that, but damn is it just horrendously outdated and in need of a gold pass. Like, it's a joke. A terrible smelly wet fart of a joke. But no, Auroras and Mustangs aren't the money makers, the big new shiny giant ships are, so you'll always see them putting resources in to the next giant jpg to sell instead of fixing up the smaller more usable everyday ships that players will actually be using more regularly. Where's the Freelancer updates? Where's the Connie updates? Seriously! Ok, that's my little soap box moment, thanks for reading. /rant over
star citizen is kinda like a broken teacup all the pieces are there but all over the place and can't be used as a teacup but they keep adding sugar just to see if it will hold. however, it has simply descended into being a sandbox you can fly your ship around it to see what your $400 got you that you will never touch
I've been a cargo hauler for years. I have exactly zero interest in ANY of the "cargo hauling missiions" that CIG has come up with. Plus...knowing CIG...the cost of "auto-loading" or "auto-unloading" will most likely cost MORE than the profit you'd earn from the trade and - in true CIG form - could probably cost MORE than the value of the cargo itself. Try hauling waste or scrap and see how much money you make if you NEED to use the auto-load/auto-unload feature. I can bet money your earnings will be in the negative for some situations. Always remember: CIG is not interested in making a "video game"...they're making something else. People expecting "fun and easy game flow" should probably just play something else.
How they want to release so much content if the game is full of bugs , servers are at the end of life ! They know this will happen ! Why not fix all the content they already have in game and try to handle the servers until meshing is stable to replace the old ones ?? Why don't they understand they will gane trust they lost with each content they want to add to the game and in the job they are doing ! Its so sad how they come with all this content when the game is almost impossible to play because almost everything is broken ! And when it's not broken and works well they remove it from the game ! 😮😢 So sad and waste of resources
Answer is pretty simple. To fix servers (stability) they need servermeshing. For servermeshing they need to put more players on less servers (many shards per server) and to have so many players they need more hangars. They get more hangars through making them instanced so that you only take a physical hangar when flying out. If it was that easy, they would have already done it mate. Just give it time, better than rushing it and getting another 3.18
Just wow. Is it the devs intention to make fools out of every backer by creating a fake game full of nothing but game breaking bugs and a dumpster fire mess? Yeah great pretty ships, but so many games have pretty ships now, and viable game play. This, this is just not useable in any way other than a complete waste of time. Thanks for showing what is really going on and not the same old fake hype about what is coming.
SC turned in to a joke after MM, for me its a failed project. it takes a certain kind of effort to make a flight model and a inventory system thats makes your game x100 worse then before. john crew is like a nerfdiver2 dev.. he knows only nerfing
As buggy as this game can be, it has it's issues yes but hey to me it is better than any of the "AAA" games that are releasing recently and end up being worse off than SC and flopping. However I know a majority of players do not report bugs.... REPORT people REPORT every chance you get. That is how we help.
Just finished testing Wave 1. Did the entry Hauling mission happily in my Freelancer DUR - 9 SCU of Titanium from Baijini to Riker Memorial. It went mostly fine - the only issue was when I contacted ATC at Baijini, the hanger wouldn't show up. Had to park on a pad, elevator to my hanger, and spawn a new DUR.
Tried a more complex one after that - pick up 8 SCU from Seraphim station and drop 5 SCU to Everus and 3 SCU to Port Tresslar. Picked it up fine, but when I got to Everus I had a Server Error. When it passed, about 12 enemy NPC ships had spawned, so I got into the hanger ASAP. Only then did I notice that the Server error wiped my mission and I had 8 SCU of Carbon sat in my cargo hold that was now useless 😄
Overall experience: 6/10. Was expecting much worse, but still very annoying. I love being an SC backer lol.
It's ok, the functionality was almost ready for release in April with 3.23. It just needs a little more polishing and should be ready for PU around IAE.
LOL!!! EPIC Star Citizen ACTUAL gameplay right here people!!!
No bugs, only special features! Try to tell anyone about this and they will just laugh at you and show you a polished cutscene...
Sometimes it like they don’t test their own game… at all
I'd be surprised if they did; after all, they created a universe for players to test for them.
boy this is going to be a hard few months..4.0 not looking so good for the end of the year think they will 3.25 us with new ships.
I believed in 2024 4.0 until last week’s live jump point Q&A.
They were asked how having a crime stat (earned in either Stanton or Pyro) interacted with jump points, and legitimately said “you can’t contact ATC with a crime stat.” When asked the follow up of “how do you get back to Stanton if you have a crime stat?” They hit us with “There, uh, are a few ways, and we have ideas we are working on.”
If they can’t answer how core gameplay loops-such as a crime-interact with simply traveling between the systems, I do not think it’s possible for them to even begin testing 4.0.
Concerningly, their “you can’t call ATC with a crime stat” was also… not robust. It didn’t answer if a non-CS pilot can call ATC with a CS passenger aboard, nor what happens if the pilot or a passenger gain a CS (or come aboard with a CS) in the time between contacting ATC and your drive receiving the spool command.
Their explanation makes it sound like you call ATC and then remain anywhere inside a large multi-kilometer sphere until it’s your turn. At which point ATC spools your jump drive and you enter the jump point from where ever you are in the sphere.
…it sure sounds like you could call ATC, get your spot in line, and a passenger take your ship while you’re waiting, at which point they’ll still get to jump once “your” turn comes up.
Which, that’s fine with me. The issue it it really sounds like that scenario wasn’t even considered. Which further suggests zero internal play testing.
I was already doubting 4.0 this year as early as February after seeing how backed up 3.22 was and even more backed up 3.23 came to be, to the point it had to be split in to an additional 3.24 patch. The fact that they thought they could accomplish everything promised in the original 3.23 mega patch as a single patch 3-4 months ago just tells me they haven't a single clue as to how much work they really have on their hands to do with the project as a whole. I've been around this project long enough now to know that when they give a time frame, you can count on them missing it. I don't think they have ever met a single deadline in this project's history.....except for sales events.
I've always found it fascinating how they consistently break seemingly unrelated stuff that wasn't broken before.
Tech debt doesn't really explain it.
I would legitimately pay another $100 for them to explain to me how, of all things, the Heartseeker lost its hearts and fix it.
For years it’s seemed like the nose art was fundamental to the ship itself, as it has always persisted and worked with every alternate paint scheme. It therefore didn’t seem to be at all in the same “layer” or what ever as the paint for a ship.
And it survived any changes they made to the shells of ships to enable salvage/repair, so it was still fundamental to the hull of the ship.
I honestly thought that from the game’s perspective, the Heartseeker fundamentally is a different ship than the Super Hornet, and that’s why the nose art always persisted through any configuration changes.
But then one day poof. Nosesrt gone but it still has its bespoke white and red scheme.
Just… how? If the entire hull panels it was on disappeared the way some ships have lost hull plates for patches that would actually make sense to me. If the ship rendered in some bizarre grey/default texture/underlayer with no markings at all, that would make sense.
Of all things in the game, how did that specific thing break? I really want to know, lol.
Also, would be nice for them to fix it, since it’s the namesake of the ship and all.
Aurora "fixed" the same way I had my cat "fixed", and my ex wife wanted *me* fixed...
😂
I hate it when a game is "fixed"
thx for sharing that true and honest experience - with all its downs.. and success at the end
The more CIG "work" on this game, the less I feel like playing. xD
This is such a sad truth
8:10 From what I’ve seen, you can have your hanger assigned while someone is leaving. If you fly in before the doors close and open again, you’ll be in their hanger.
This is especially an issue if you own a large hanger, but are flying a small ship, so you might not even be close enough to see them open and the person leaving when you call, but get there before their doors close.
"This is a disaster." LOL!!!
hats off to everyone that plays EPTU and the PTU I get to report all the same issues you did in live😂
Glorious. 👏
Never was so happy to not be invited for wave 1
if you don't meet the requirements.......hence, no invite Einstein.
Such a buggy mess. And this is after months of working on it past when it was supposed to be released with 3.23. Still long ways to go. Hope they get there eventually but no one can hold their breath for that long.
Imagine how bad it must have been when it was supposed to come out 😭
@@ValosarXIt probably literally didn’t exist then.
I honestly think the team assigned to the update simply didn’t start on it until sometime between then and the wave 1 launch.
Maybe one-two people were assigned for initial design pass, but that might have been little more than vague “Chris’s wants no more ship or location inventory.”
Maybe you could still lift off in the Aurora it would fix itself despite it looking like it's stuck to the floor. Worth a shot... Haha
The Aurora's cargo grid seems to be upside down. You can see that the boxes are upside down when snapping to the Aurora's cargo grid, and if we were just to flip them along the bottom, they would've fit right against the cargo gantry.
Also, apparently the elevator's cargo grid is bugged, and putting cargo right against the back edge won't work, _unless_ it's double stacked.
3:46 - AHHH hahahah - classic SC
Free Fly is gonna be interesting 🤔 POOR new players 😜. It's one of the starters and it's broken 😞
Good thing this is a low level cargo mission. Bugs and 30ks can cost you reputation at higher levels.
Like the exploding Taurus if you try to unload inside the hangar.
I have to wait to wave 5 for bringing my part of testing the ptu
OMG that´s a Sh.tshow in it´s purest form.
Thx for the good Video and your time spend making it.
It is broken, and the expectation was that the Sq 42 devs being diverted to SC was going to improve things, how disappointing.
I did the initial one no problem, then I got ambitious and did 6 from Seraphim to August Dunlow at the same time and I had nothing but problems.. from that one error you got to boxes not being recognized.. loading 49 boxes, unloading 49 boxes and fiddling with it to get just 1 out of 6 to work orders complete before a server crash stopped my progress took me nearly 6 hours - I just said the hell with it at that point and logged off for the night.. next day I came back and was able to do a Junior Medium and took down 3 x 32SCU boxes along with a few others.. I sent them down one at a time and was able to complete.. later that day I got locked to US 030 which was in a never ending death spiral and had to call it for the weekend.. wacky servers this weekend..
I am pretty certain aurora will yet again have another rework if only to bring RSI brand style together
This is good info for the devs to go and fix it
Good opportunity for the devs to implement some automated testing on year 12 of game development.
@@SolarWindsRider or to employ a QA team rather than offloading that entire responsibility to the players. Most of these issues don't even require large scale or indepth testing to figure out.
They're not going to make the cargo disappear if you cancel because they want pirates to be able to gank you and make money selling it. 😊
Is there a way to expose the exterior or maybye cycle configuration to expose the cargo grid?
Deliver titanium what an incredible game loop
I agree that it's a dull one, but some people enjoy this type of gameplay - we've got to think of them too.
@@ChrisR395 thinking of the small number of people that play your game is how it dies
@@MagnaRads Over 22 million people play 'my game'...What are you talking about?
if that makes you mad you should see me truck around 4608 SCU of cargo all over staton. 50 here, 600 there, 25 over there. then I get done with that I do some bounty missions, then I do some salvage, does that upset you that I am enjoying my time?
I promise you us folk that enjoy this type of gameplay are not a small number.
Breaking the barrier to other dimensions is hilarious lol
Man this was very informative. Definitely still some rough edges to sort out, but it's pretty cool how close this is now to a space version of Death Stranding with the physicalised freight elevators and cargo. I'm a bit curious if cargo grids work correctly with the Syulen? Sort of interested in how well it will work as an entry-level cargo hauler.
Except Death Stranding’s entire cargo system is much, much more streamlined. It is far easier for the player to “tell” Sam what to pick up and how to arrange it than it is for an SC player to “tell” their character the same.
Between that and the server instability, it might be faster for Sam to hike across Microtech for a few round trips than to use a ship to move the same 15 SCU from one point to another on the planet.
@@piedpiper1172 That's because Death Stranding isn't server authoritative, it's all rendered and handled client-side. So it's much more forgiving on control latency and physics. What's disappointing is that a lot of people don't understand why that matters.
@@Billy-bc8pk No no, I don’t mean physics. I mean user interface.
In SC we have to use an awkward magic tractor beam to move and rotate every individual thing, praying that an invisible snap grid behaves as it should today.
Individuals get pretty good at the beam, but it’s still just… not an elegant UI.
In DS a huge amount of the “motor control thinking” is done by the UI. You can just hit an “auto sort” button to generate a basic arrangement. You can one button pick up a box and add it to your load, or drop the top box, etc.
An equivalent in SC would, for example, be leveraging the fact that ships have pre-set cargo grids. Anytime you hit a cargo elevator it knows what ship you have. Which means it knows your cargo grid layout. Every copy of the ship has the same grid, so it’s all pre-knowable.
So why don’t loads come out in pre-stacked “pallets” that fit your cargo grid? It could still be physicalized-make us lift the entire thing, or it’s handful of pieces-and cary it/those to the ship.
Something like a RAFT would have the fewest pallets / scu, since it’s so easy to load, while something with a narrower entry would have more pallets.
With a simple interact to “break down” a pallet to its scu boxes, boom, you now have a much more streamlined, entirely physicalized cargo experience that minimizes tedium and maximizes flexibility
@@piedpiper1172 That's a ton more work than necessary. That's why they have different sized boxes, and a few more are coming (like the 512 SCU boxes). You can already designate how you want some of the cargo delivered (choosing up to 32 SCU sized boxes for certain hauling contracts). Much like Death Stranding, some of the cargo is already in designated boxes, but in other cases you can choose how you want the cargo delivered. So if you want pre-designated sizes to fit your grid, just have then configured in the largest boxes available for your ship.
@@Billy-bc8pk It’s massively less work. Most ships could be fully loaded with only 1-2 pallets instead of dozens+ boxes
The idea of us forgetting what pallets are over the next 900 years is typical of “tier 0” implementations.
Nice to see they still neglect the smaller starter ships, especially the Aurora. I've advocated occasionally on the forums for CIG to give the older smaller "starters" (I hate the term "starter", paints those ships in a negative light and gives people the wrong impressions of them) some much needed updating. The fact that the Aurora is unusable for anything is a complete joke. The Mustangs are mostly useless and broken. The Avenger, admittedly works and is one of the best single seaters, so there's that, but damn is it just horrendously outdated and in need of a gold pass. Like, it's a joke. A terrible smelly wet fart of a joke.
But no, Auroras and Mustangs aren't the money makers, the big new shiny giant ships are, so you'll always see them putting resources in to the next giant jpg to sell instead of fixing up the smaller more usable everyday ships that players will actually be using more regularly. Where's the Freelancer updates? Where's the Connie updates? Seriously! Ok, that's my little soap box moment, thanks for reading. /rant over
This is on the PTU?????
Oh boy....
I'd love to see performance monitor on the servers....
aurora go brrrrr
3rd person view is not liking the overlapping of the "stacked" hangars.
star citizen is kinda like a broken teacup all the pieces are there but all over the place and can't be used as a teacup but they keep adding sugar just to see if it will hold. however, it has simply descended into being a sandbox you can fly your ship around it to see what your $400 got you that you will never touch
One way to blow up the aura 😂
30Ks and mission failure because of bugs.
That brings back so many bad memories FOUR YEARS AGO.
Seems SC has made a lot of progress....😂😂😂
If the blockade runner mission is spawning at tghe same station as the noob cargo mission that's a bit od seriously inept programming.
I've been a cargo hauler for years. I have exactly zero interest in ANY of the "cargo hauling missiions" that CIG has come up with.
Plus...knowing CIG...the cost of "auto-loading" or "auto-unloading" will most likely cost MORE than the profit you'd earn from the trade and - in true CIG form - could probably cost MORE than the value of the cargo itself. Try hauling waste or scrap and see how much money you make if you NEED to use the auto-load/auto-unload feature. I can bet money your earnings will be in the negative for some situations.
Always remember: CIG is not interested in making a "video game"...they're making something else. People expecting "fun and easy game flow" should probably just play something else.
Hahaha awesome I laughed
Yea, this is it. For any enjoyment you need to have Org events
Man I remember when I first bought this ship years ago. Game blew me away at the time. Can't wait for 4.0
Yea...looks like CIG
o7
😢
How they want to release so much content if the game is full of bugs , servers are at the end of life ! They know this will happen ! Why not fix all the content they already have in game and try to handle the servers until meshing is stable to replace the old ones ?? Why don't they understand they will gane trust they lost with each content they want to add to the game and in the job they are doing ! Its so sad how they come with all this content when the game is almost impossible to play because almost everything is broken ! And when it's not broken and works well they remove it from the game ! 😮😢 So sad and waste of resources
Answer is pretty simple. To fix servers (stability) they need servermeshing. For servermeshing they need to put more players on less servers (many shards per server) and to have so many players they need more hangars. They get more hangars through making them instanced so that you only take a physical hangar when flying out.
If it was that easy, they would have already done it mate. Just give it time, better than rushing it and getting another 3.18
Easy, because SM doesnt work. Get as much half done, milk as much $ as they can, and rugpull.
Star Citizen is broken, expectations are very low since the 3.23 terrible experience.
i so sad when i see u 0:38..... :D looks like begginer because u are not... please.. :D
Lmao
Just wow. Is it the devs intention to make fools out of every backer by creating a fake game full of nothing but game breaking bugs and a dumpster fire mess?
Yeah great pretty ships, but so many games have pretty ships now, and viable game play.
This, this is just not useable in any way other than a complete waste of time.
Thanks for showing what is really going on and not the same old fake hype about what is coming.
SC turned in to a joke after MM, for me its a failed project.
it takes a certain kind of effort to make a flight model and a inventory system thats makes your game x100 worse then before.
john crew is like a nerfdiver2 dev.. he knows only nerfing
sc is still a joke
This game will always be a mess
People expect a perfectly fine gameplay in WAVE 1
As buggy as this game can be, it has it's issues yes but hey to me it is better than any of the "AAA" games that are releasing recently and end up being worse off than SC and flopping. However I know a majority of players do not report bugs.... REPORT people REPORT every chance you get. That is how we help.
What a mess... where are they spending their money?!? Doesn't seem to be on developers lol
Coke and Hookers.
It can be identified at once by the system's default placement position (facing the right front of the freight elevator)
Man this game is a scam, they don’t even make obviously rotating seats.