Star Citizen looks impressive. Tbh i think they are overextending, with all the features they claim will be in the game. If they actually release it as claimed, ED might as well pack it up and call it a day.
The sense of scale looks awesome: https://www.youtube.com/watch?v=TGf9OPot8Sc
Looks like the progress is quite good in this game, compared to Star Citizen.
Judging by the Arena Commander module released recently, Star Citizen is definitely not measuring up to the hype. It definitely is not worth the hundreds of dollars many players are putting into the game, before a single instance of gameplay has been released.
I was looking forward to the beta but I think I will wait until 6 months post-launch to see if this is any good. I have heard good things about the Elite game so will also check that out when it releases.
Well, the SC AC module is disjointed because immersion is continuously emphasized over convenience. I mean, is it really necessary to watch yourself go into the cockpit every single time just to play a match. What is wrong with menus that skip all the unneeded animations? Why not just put a option to disable the animations? Or at least let us hit escape to skip to the combat.
I get it is alpha stage but it is the philosophy behind these flaws that concerns me. The flying itself seems janky, the ships slip and slide all over the place and there is no sense of speed.
Joystick players are punished even more because certain weapons can aim separately of the ship's orientation, rewarding K/B players over joystick users. Which is bizarre considering the heavy focus on simulation and immersion like the unstoppable animations. To rub more salt in the wound, many joysticks are not supported yet or require extensive tweaking. But why bother with all that work if you will have a inferior shooting experience compared to keyboard/mouse?
The graphics are nice, the cockpit layouts are very geeky, I like these elements. But the developers are confused or at least don't have a crystal clear vision on what the game should be. So I can't recommend the game if it continues to try and meet all players' expectations, if it tries to be a jack of all trades, but master of none.
There is probably no one more disappointed than me in this. This was going to be the game of the decade for me, finally a space sim that promised as much fun as Tie Fighter did in the late 90's. I have waited a long time for a game like this, but the hype is getting killed by delays, poor design choices, and less-than-stellar execution.
for me, it all boils down to how "arcade-y" the game is. there's been tons of trading sims with toms of options each; because, in the end, it's just "pirates" + "wings" rolled into one.
and given they have their head in the clouds (really, call this Elite, why ? because its 1988? because 40yo players are your market?), i fear this will come out as a simplified version of X3. And that is something im really not interested in.
back to wing commander. it had *everything* you could wish in a game like this.
1) different weapons, ship systems handling
2) a campaign with a story and real characters
3) upgrades in ships and weapons, vith visible results
4) an interesting universe with different enemies, ships, factions.
This exactly. The basic feel of the space travel and movement is not satisfactory.But really my main issue is how unresponsive/janky the whole movement was. The ship jerks and jumps and takes ages to start moving and that really doesn't feel great. I just don't feel I am in control of it at all.
I supported both Elite and SC because I want the space genre to thrive. I personally am MUCH more excited about SC, the scope is going to be much bigger which obviously means a much later release date (there will always be those who don't understand this simple concept). I am not a fan of Elite's space flight though, it feels like I'm flying an airplane in atmosphere, not like what I expect a spaceship to feel like.
Also, reading into the "laggy" inputs (makes it near unplayable for me with my HOTAS) on SC, apparently a good chunk of it is due to the full simulation of thrusters, particularly the rotating nozzles. It can be fixed by making them snap to faster as well as allowing for more graduation of response. I'm very hopeful on both projects.
Sorry to bring this back from semi-dead thread, but looks like all offline gaming has been dropped from Elite: Dangerous. I think that really sucks personally, especially for longevity of the game. Now the game goes away when all the servers shutdown (as have been seen time and time again for MMO's). This was one of the things that ED had right.