Star Citizen’s Chris Roberts on hobbies, patch sizes, and bacon farming

    
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Don’t lie: You know you want to know what Chris Roberts likes to do in his spare time when he isn’t manning the Star Citizen creation machine. The answer? He plays tennis, watches soccer, and partakes in a movie or two. Your life is now richer for the knowing.

In an exciting new episode of 10 for the Chairman, Roberts tackles the pressing question of his hobbies as well as a variety of Star Citizen topics. Roberts said that the team is working on streamlining the patches so that players won’t have to shoulder quite so huge downloads every time the game updates. He also discusses the flight module, the potential for personally owning NPCs, and whether there will be bacon farming.

Get enlightened with the video after the break!

Source: YouTube
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GoJammit
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GoJammit

Until you said that I hadn’t realized how absent ice been. Not a lot to say really. The game has kinda staked on me for right now. I get excited when I see a new patch and it turns out to be more bug fixes.
And that’s how it should be. I’m not upset by it, but I’ve decided to spend my time and energy on everything else. With the occasional peek in here and there. I have fun when I go in. Don’t get me wrong. But I am too wrapped up in others to spend big time.
I will always return because I like to see the game improve. Really wasn’t that the whole idea? And damn it can be fun at times. I look forward to the next surprise step, persistence, exploration, more systems.

mysecretid
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mysecretid

Cleannternet mysecretid 
It will be interesting to see what measures CIG implements, and which measures work when the game meets the full playerbase.
Cheers

Cleannternet
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Cleannternet

mysecretid Chris explained that Reputation will drive player life.  They will have bounty on their head, be kicked of server for several minutes and may then pop up in special instance, full of criminals. Good luck for the guy playing SC just to annoy others :)

Cleannternet
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Cleannternet

mrgrimord1 Define “forever” please.  AAA game takes a good 5 years to be made.  We are at 3 years and 4 months, starting end of 2012 with a team of 12… and growing slowly to 300.    Crowfunding is not for people who want everything, here and now.  Patience is key.

mysecretid
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mysecretid

GoJammit 
Thanks, GJ, (good to see you posting again, by the way!)
I’m glad there’s more under consideration for Star Citizen’s “law and disorder” aspects than merely “the players will police themselves”.
As above, I remain curious to see how CIG will handle the co-existence of PvE and PvP in a “living world” game, and to see whether or not their initial solutions will change or evolve over time, as the players meet the game.

Because Star Citizen is not beholden to shareholder-driven release schedules, nor other, similar “bottom line” priorities, CIG has the room to move with these issues, and the time to experiment and innovate.
If they come up with decent solutions, other games will no doubt adopt these same methods very quickly (because games constantly borrow “best practices” from one another, of course)  — so if (big if, I know) they do manage to wrestle the problem of PvE and PvP co-existence to the ground, in a way which generally works, it may be good for game design in general.
As usual, I’m only speculating,
Glad to hear from you,

GoJammit
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GoJammit

mysecretid In the real world, the threat of permanent death (as in, you don’t get to exist here, in this context, ever again) is a powerful argument against asshole behavior. In games like Star Citizen? Not so much.
What you are seeing is the evolution of their system. It has been said from the beginning that there will be a level of permadeath with a sort of “family” reputation that carries througfh with you. So the noon stealther you are talking about would die and then suffer like an estate tax when transferring their holdings to a new character. But the rep doesn’t go away completely. Also that bad rep will make life hard to live and it won’t just disappear.
Starter area will be policed so people have a chance to get their feet wet in protected space.

mysecretid
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mysecretid

rioinsignia 

Sure. Like the second part of the statement you quoted: “but I can see a storm coming if Star Citizen doesn’t sift out how law and disorder will eventually function in this game.” was my attempt to speak to that. In hindsight, I think it was the actual point of my gigantic post. :-D

Things I’ve seen and experienced in the current alpha for Star Citizen got me wondering how CIG will address these gameplay issues, and made me realize that the answer to how “law and disorder” are handled in the game may become one of the core defining factors in terms of what kind of game Star Citizen is, and who actually plays it.

Cheers,

Darkwalker75
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Darkwalker75

Kataq Darkwalker75 tobascodagama 
The problem with the solo mode solution is that it flies completely in the face of the risk vs reward concept.
Lets say you want to do some trading in a very lucrative area, but doing so there is a high risk of other players coming to attack you for whatever reason, which is what makes it so lucrative.
With this solo mode, you literally get the reward without the risk.
Not only that but players who want to play as pirates will have nothing to do, because the cargo haulers will of course want to avoid pirates, so they just fly solo mode to avoid the pirates.
It sounds like a good idea on paper, but when you put it into practical use you suddenly see the flaws in the system.
Besides if you don’t want to play with other, why the hell are you playing an online game in the first place?(you being a figure of speech)

The SC equivalent of ED’s solo mode will be private servers.
There has also been mention of something like the ED shadow mode that you mention where people who do that kind of ashattery will be put into instances with others who does it.

Also I don’t think they will resort to banning expect maybe for extreme cases.
But players policing players rarely works either, usually it just results in abuse of the system anyway, EVE is a good example of this.

From what I understand Roberts want a hybrid system that allows players to police players, but only if you have the proper reputation and under supervision of the system combined with of game mechanics put in place to police these kinds of things as well.
So players can police players, but if you abuse it, you risk losing the privilege/permissions and become a target yourself.

Kataq
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Kataq

Darkwalker75 tobascodagama Elite has a solo mode so that you can’t encounter any other players, but everything else is the same as the online mode. It also has the full online mode where pretty much anything goes (except noob genocide, that will get you a shadow ban, which means you’ll be moved to instances that only have other ass-hats, like GTA V). It has a third mode where people can invite and play with only their friends.
I don’t know how SC is going to handle this, but Elites solution I think is the best way. You can’t really complain about being killed in Open mode, when private and solo modes exist for a-social gaming needs.
What I do hope is the CR gives us a solution that involves player policing rather than bans and over the top punishments. I want a game that involves some danger and consequence, not Star Carebears.

Darkwalker75
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Darkwalker75

mrgrimord1 
Why do you ask the question if you don’t want an answer?
The game will be released when its ready, if that’s not good enough for you then I don’t know what else to say except that its simply far too early to even try to determine that.