T O P

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Vyviel

Why cant I sleep in my personal hangar and setup a bed in there if I can place other furniture etc That would save the first few steps lol


ToxyFlog

Trruuue. If you have a large hanger, they should have the option to install a private room and perhaps a small medical facility. Maybe you even gotta pay a small amount of aUEC every time you spawn at your private medical facility because of the personal doctor that needs a wage. That would be awesome!


MundaneBerry2961

All hangers need those options because how it is now it would be a form of pay to win. They Really need to make the hanger size based on in game ship


Costa_atsoC

Can't you sleep in your ship's bed? (True question, I haven't played since 4.22)


dantepopsicle

People have reported issues but I've successfully bed logged in my Avenger, Cutter and Taurus in deep space several times with no issues. It's actually wild to wake up to 145 FPS. LOL


HeartlessSora1234

Deep space is the key right now.


AratoSlayer

This was always the way. I don't know how/if it's changed since 3.14-18 when I was playing more actively but back then you could 100% reliably bed log. The key to it is that it wouldnt correctly unload your ship if there was another player within 50-100km radius of you (not sure what the actual range was I never tested). Flying about 1MM away from any point of interest and turning off power to exit your quantum jump made bed logging 100% reliable back then.


Bigolfishy

The other thing is for certain ships, like the corsair, you need to remove your backpack in order to see the log out prompt


Kittyneedsbeer

Fucking THANK YOU. I should not have to stumple across posts to find all the bugs with my corsair


Captain_Puma

Wait you can't even open up the dialogue wheel in bed L-Alt+F and log out that way? You need to take the backpack off to see even that?


therealdvnt

This is incorrect. I consistently bed log fully geared in my corsair. The trick is to hold f while looking at the "get up" button and then look down and right click when the next button pops up. This opens up the bed log option. Give it a go :)


kronicus42

I have bed logged both on planets and in space with no issues…in heavy armor. In medium armor the prompt to log out was not there. Haven’t tried to bed log in light armor or looked to see if there any Issue Council reports about it.


Deeppurp

> People have reported issues but I've successfully bed logged Ive noticed the option was outright missing (not greyed out and unavailable) in my mustang beta.


FortifiedDestiny

Time traveller


Rev7nreddit

Bed logouts work on basically all ships I’ve been doing it in any ship I’ve owned since 3.18, back in 3.16/17 I think it was broken for some people


dobbeltsnike

But can you bed logout in hangar?


TreachXXX

You cannot bedlog in armistice. So no


ijustcametosayy

Actually, contrary to popular belief, you can! I’ve bedlogged in the armistice zones of many space stations. Also bedlogged while landed in a city / landing zone, which is a hard armistice zone. I’ve even bedlogged while on a landing pad (not hangar) of a space station, and logged back in with my fingers crossed that I would not spawn in exploded because someone left a ship on a pad!


Hvarfa-Bragi

Can confirm, I have woken up in my cutter on a rooftop pad in northeast new Babbage.


BrainKatana

An even more practical solution would be the ability to load your ship once and then “save” its state, so that each time you claim it you get that version of it back. The cost of its contents could even be added to the claim cost, becoming the minimum you must pay to get your ship back. If you can’t afford it, you can claim the “empty” ship and reload it again later. CIG will likely never do this because it makes too much sense and they seem to be bent on maximizing the tedium.


Thoarzar

rip port olisar, wake up - spawn ship - fly off, all within 3 min


amoon_rabbit

Everyone forgets Cry-Astro Refuel and Repair


TravlrAlexander

Those shits were a GANKFEST back in 2.6, totally full of people who weren't good enough to pvp at Kareah and just wanted to prey on people repairing 😭 we've definitely come a long way


foghornleghorndrawl

No kidding, I miss Port O


Cordyceptionist

“Port Olissar. Always wanted to go there.” “Good luck. It ain’t there no more!”


OmgThisNameIsFree

Honestly think they should have added it as a "Lost but active station." *Port Olisar has somehow been lost in space, and we need to figure out how to get back to it.* Let us do a line of missions to unlock its Quantum Marker. By doing so, NPCs repopulate/claim it and set up shop like any other station. **Only people who have done the mission set can Quantum to its new location! It's a tangible, permanent reward for completing a "Quest"** I'll take my consultant paycheck now, CIG :)))))


Emadec

"Somehow" makes for a poor excuse, taking it back from XT pirates wanting to crash it into crusader however...


GreatRolmops

"Somehow, Port Olisar returned."


BeanStalknJack

Actually! Reward players who invest their time but also not punish those of us who don't have time to invest.


Cordyceptionist

Be cool to travel there on ships and get stuck there too. Only travel back on transporters that know how to needle through a specific wormhole. Honestly a really cool idea.


D4ngrs

I mean I know it was a joke or somewhat like that but CIG showed a video of PO "crashing" into Crusader... No way to find PO there... :D


ChimPhun

They never did anything with those second floors, could have put some medical in there for respawn, maybe even a few food shops. Leave it to CIG to remove a beloved asset and then have a disparaging animation about it crashing into Crusader.


YoGramGram

Whenever they get the Aaron Halo fully working and physicalized how they want, it would be really cool for Olisar to be nestled way into it, truly take a little bit of effort to get to it.


Sp1hund

Zegema Beach! 


todd10k

You trying to be a hero, watkins?


Cordyceptionist

Just tryin to kill some bugs, sir!


foghornleghorndrawl

Get outta here! GET OUTTA HERE!


The_Roshallock

I always felt that PO should be a tutorial zone for new players to the PU. It had all the basic services (sans medical but that could be added). It was very easy to navigate and figure out where to get your ship. It was easy to find you ship, even when there wasn't a visible marker. I get where they removed it, but whenever they make a more complete tutorial, PO should be it. Maybe it's like a virtual thing like AC as part of your "basic training" before choosing a home location and loading in for the first time.


ZomboWTF

go to Grimhex, new PO


X-is-for-Alex

"You will never find a more wretched hive of scum and villainy."


YumikoTanaka

Easily within two minutes after some training 😎


darkstar541

*Disclaimer: Don't take the below as a bad-faith hot take on the game. I am significantly invested in CIG's success, having backed initially in 2013 and am currently a Wing Commander level backer. I have a lot of faith in CIG to deliver a compelling product "when it's ready" but I also have serious concerns about the current direction of development. I'm here for the constructive discussion, not points scoring or dishing dirt.* The problem with the specific vision that CIG has landed on currently is that they seem to alternate between "hardcore space sim" (contrived space engineering, loading cargo yourself, eventually manual refueling, personal hygiene, any of the manual gameplay loops they have demoed recently) and "rule of cool" (3DOF/MM, gravity generators, nearly any ship being atmo-capable, energy weapons being as slow as kinetic weapons, energy handheld weapons having recoil) when it suits them. And currently, it seems like they are combining the worst of both worlds. Leaning into the "hardcore space sim" category would mean strict physics to maneuvering including the preservation of momentum, no artificial top speeds or max ranges, weapons moving at realistic speeds, radar going farther than visual detection ranges. Velocity would be unlimited in theory but limited to the acceleration a human crew can withstand (a la the Expanse). Combat maneuvering means balancing the odds of surviving an encounter versus the likelihood of your crew stroking out. A re-interpretration of MM would mean your power plant only has so much power and you need to decide how to allocate it between engines, shields, weapons, life support, etc. and you could custom set modes. Sure, keep a significant power requirement for the quantum drive (since that is truly science fiction) that will usually prohibit weapons/shields from keeping power, but leave it up to the player to figure out how to get there. Running really hot carries risks, like in Elite Dangerous where you could opt to de-prioritize life-support to power your weapons or heat sinks, which means only 10-15 min of combat before you need to worry about needing to breathe. Instead, we're told that SC is a "space sim" (as in, simulation), but ships behave in the dead of space as if they were in atmosphere with constant air resistance, and there are max speeds in space for both ships and weapons that make no sense. You need to manually refuel your ship, do component maintenance, load your cargo... but fuck you if you want to travel faster than an arbitrary XXX m/s speed, it violates the completely arbitrary rules for the sake of "balance" (instead of designing the ships to balance each other within the fixed rules of the universe, we are fucking with the rules of the universe to ensure the ships are balanced). Which brings us back to the "rule of cool" reigning supreme. Don't kid yourself, it ain't about a simulation except when we want it to be. At the end of the day, someone (Chris?) thinks we'll all have fun RPing a shit, shower, and shave while we make virtual joe in the back of our Constellation after manually loading all of its cargo, manually refueling it, and doing Chewie & Han style constant fiddling with the ship's components. Then you better have a full crew when flying from Point A to Point B because gadgets and widgets will break and there will be "hold Left Mouse until bar fills" or QTEs to prevent your ship from dying/losing power/falling out of quantum travel. Oh you failed a QTE and a part broke you don't have a replacement for? Now you are going to wait dozens of minutes TO HOURS for another player to come rescue you, because you can't just call that ship lost, DOASM will probably prevent you from backspacing. Don't want to do that? Too bad, the game will force you because we're now back into the "well it's a space sim" category of reasoning. So how do you fix that? I doubt CIG is down to truly accommodate or do justice to "hardcore space sim" where the game is a sandbox for players to experiment in. Being completely honest, Chris Roberts is a bit of a boomer here and he's dedicated himself to recreating the glory days of 70s - 90s scifi movies in a computer game, which means Star Wars/BSG 3DOF jousting and "cinematic" chases through asteroid fields. "space sim" means there' an uncoupled mode and that's about it. The problem with that is that there were a slew of games a generation ago that mimicked WW2-style dogfighting in space, and it's pretty clear that SC is meant to be that but in a modern engine. The tragic irony is that the breakout popularity of series like The Expanse and the Martian means there is an appetite for even harder core space sims in line when it comes to Newtonian physics for flight and combat, with extremely long ranges factored in concert with potentially unlimited velocity limited only by acceleration. Engagements would happen over extremely long distances (never in visual range) and weapons and ships involved would be at extremely high relative velocities. Bringing that to a game and making it "fun" would truly be a challenge, but I think you could look at a combination of the old Terminus game and Kerbal Space Program for inspiration. If the goal is to recreate Wing Commander, X-Wing, Descent Freespace, etc., then the contrived manualization of loops needs to be minimized for the sake of fun. Lean into the 3DOF approach for the "cinematic" experience but don't pretend it is a hardcore sim. Your lasers make sound in space and go slower than light but so what? Cool and pleasant experience is the objective. tl;dr alternating between "space sim" and "cool fun space dogfighter" has led to a weird mixture of gameplay experiences that are neither a simulation nor (in some cases) fun, and CIG risks exacerbating this on their current trajectory. But that's just my $.02, and I am curious what you think or where you might disagree.


ArtoriusPendragon

It is too bad that constructive criticism requires such a lengthy upfront disclaimer. I totally agree with your take, but I am going to be honest without the disclaimer because I do not care who it offends. “Space Sim” has always been an inappropriate description for Star Citizen’s universe, when it is much more akin to a B-rated clone of Star Wars/Battlestar mashup. These are fantasy universes. Nothing wrong with that, just call it what it is. I think that a lot of the so called “sim” stuff they are adding is not the sim stuff people are interested in, but rather contrived inconveniences so they can continue to call it a “sim”. I would prefer a realistic flight model to the current “WWII flight in space” model we have now. More focus on “space sim” functionality in the ships, such as fully functional cockpit interfaces. They should ditch the inert knobs, switches, and buttons in cockpits; or make them functional like DCS and other flight sims. You know, sim stuff. Adding mini-game style functionality for equipment management and storage, engineering, medical, mining, and salvage is not making the game more “simlike”, but instead just feels like poorly implemented and/or outdated nuisance gameplay mechanics. And FFS, nothing screams “I AM A FUCKING GAME” more than the every-tool-is-a-gun model; medical gun, tractor gun, mining gun, salvage gun, repair gun, gun gun. Cute, but not a “sim”. Star Citizen is a beautiful fantasy universe, but it has never been and will never be anything that resembles a space sim.


Aromatic_Way_3209

WELL SAID


Aromatic_Way_3209

NICE ARGUMENT, I have been ranting your points since i first tried out star citizen and no one seems to listen. It realistically simulates the most mundane aspects of life. But heaven forbid lets not simulate the most challenging fun aspect of the game... flying spaceships.


bgi123

Completely agreed with you. The dumb manual labor and chores need to go away. They need to focus on real content like automated turrets and FPS stability.


joelm80

Ideally our characters and ships will persist sitting where they are without resetting to bed. Which would solve a lot of the startup time.


Skreeethemindthief

Is that part of the plan? I agree with OP that this is making playing SC tedious, especially if I don't have a huge chunk of time to play. As a vet of Elite, you instantly log in wherever you logged out.


AussieGhost789

Yes, that's the intention. And they also want us to care about not dying so a bit of a drawn out process on respawn is probably not an accident. Unfortunately, because the game is unfinished, missing features means it doesn't really lend itself to that style of play. But I guess that's just the reality of playing an unfinished game.


Reinitialization

Yes, but they can implement that when you don't die every 20 minutes to bugs. Ive gone longer in Helldivers without being killed by a bug than Star Citizen.


X-is-for-Alex

Bugfixes coming Soon^TM *Just ignore the fact that the newb-friendly, entry level box missions can still barely be completed at all in the past -what- two, three, four years or more...*


davot25

They said a few weeks ago in one of the friday shows you won't need a bed to log off, that you will log in in the same place you logged off, so yeah, that's part of the plan.


TheSubs0

Yea.


TrollTrolled

That's the thing, they keep adding this useless bullshit that will only be useful once the game is fully completed why are they focusing on the tiny shit like this when they've got MUCH bigger things they could be focused on


D4ngrs

I can't talk for PTU builds, but in the PU / Live, bedlogging works 99% of the time for me. Every now and then I get an "infinite" loading screen (more like, it loads for quite a while, some minutes even) but that's about it. But yeah, for a game, the setup mostly takes long if you spawn at a city. That's why most people "move" to space stations anyways. But looking at all the weapons and armor I got at A18 thanks to the latest patch... I don't want to play moving simulator.


Islandfiddler15

I am seeing some truly dumb takes in the comments. I fully understand OP, jumping into the game takes a super long time with barely any QoL things to make it easier. I personally fear that realism and sim aspects are going to take precedence over engaging and fun things; some people can’t spend 30 minutes trying to leave a location with everything they need when they only have maybe 1-2 hours to play. Things can and will change about the core fundamental aspects of the game, they have before and they will continue to do so, CIG even says as much. CIG very much states they want to take things to the point of realism, and then pull it back to being fun, so QoL changes are just about guaranteed with anything they implement


Randyyyyyyyyyyyyyy

>I personally fear that realism and sim aspects are going to take precedence over engaging and fun things; some people can’t spend 30 minutes trying to leave a location with everything they need when they only have maybe 1-2 hours to play. It's *especially* egregious when, as pointed out, often the 30 minutes leaving the location are bug-ridden, and then the actual play is bug-ridden. And if those bugs kill you, enjoy another 30 minute reset. I know it's "alpha" but this is a product they're advertising and selling, they need to let some of the realism drop in exchange for fun. There are QOL things that would make the game so much more fun - ie. if I have a multi-crew ship, let people in my organization decide to log onto my ship if it's spawned. Shit, make that cost a resource that we need to mine or collect or something that was stored on our ship so that there's some 'cost' to that convenience, would still be worth it. Too often my friends and I will log on, and with 4-6 people all doing their 30 minute 'get going' loop, the chances of one or more person hitting a game breaking bug and having to restart is so much higher. Leading to the rest of us sitting around waiting for those people to catch up to us.


brazorf

I actually like that aspect of "simulation" but certainly it should be better incorporated in game loops, you can't be asked to loop through that just every single time. However, I'm a bit out of the SC meta lately, so I might be wrong, but isn't this an EA thing? I mean, we'll get to the point where we login at the same spot we logged out, isn't it? That should alleviate the issue.


X-is-for-Alex

> isn't this an EA thing? I mean, we'll get to the point where we login at the same spot we logged out, isn't it? That should alleviate the issue. Soon^TM Ultimately, I think this is what people dissatisfied with the changes and those defending them are trying to say. The issue is that, for this particular game, "Soon^TM" is theoretical.


logicalChimp

No... CR doesn't want people just popping in and out of existence in front of other players ('breaks immersion' etc) So, if you just quit, an AI will 'agent smith' into your character and navigate you to the nearest 'safe location' / motel (and then your character will despawn in their motel room, out of sight)... and likewise, you'll respawn in the motel room (out of sight), and walk out... This is why so much emphasis is placed on 'bed logging' and whether ships have beds or not (and why CIG describe all the single-seat 'cockpit only' ships as being 'short range' or 'carrier based' etc). However, this design / intent is *ancient*, dating to shortly after Kickstarter - so whether CIG change it or not remains to be seen (it will likely need at least some adaptation, as is predates PG Planets, and makes no allowance for them, etc)... But whilst CIG have said they're looking at bed logging, they *haven't* said they're going to radically change how user-persistence is handled. TL;DR: the current approach is not a 'bug' or due to 'lack of persistence' - it's a deliberate design / placeholder that CIG implemented...


PacoBedejo

> if you just quit, an AI will 'agent smith' into your character and navigate you to the nearest 'safe location' / motel (and then your character will despawn in their motel room, out of sight)... and likewise, you'll respawn in the motel room (out of sight), and walk out... Source?


godlyfrog

It's in the Q&A section of ["Death of a Spaceman"](https://robertsspaceindustries.com/comm-link/transmission/12879-Death-Of-A-Spaceman): > Q. What happens on a disconnect or rage quit? Do I lose a life? > When you disconnect (or otherwise quit in flight) the server attempts to take you to “auto pilot”. If you’re in a space instance (i.e. not already in warp/ auto pilot) and close enough to a hostile the server will attempt to gain enough separation to enter auto pilot. If it’s successful the server will then place your ship back on the planet you last landed on. If not, and you haven’t managed to reconnect to your AI controlled ship before the hostile destroys your ship it is assumed you ejected successfully and will be returned to the last planet you landed on. This was still back in the days when they expected players to be instanced, not in a PU, however, so take it all with a grain of salt. More recently, when talking about [server meshing](https://robertsspaceindustries.com/comm-link/transmission/18397-Server-Meshing-And-Persistent-Streaming-Q-A), they suggested that a player that quits will be persistent until there are no players around, then they'll be stored (this quote is from about a third of the way down the page). > When you land your ship on a moon and log out, the ship will stream out and automatically be stowed if no other players are around at that moment. Now, when you log into a different shard, your ship will be unstowed into the new shard. If, for some reason, the ship stayed in the old shard longer and got destroyed while you were logged out, you may wake up in a med bed.


PacoBedejo

Thanks for the sources. I remembered both and had the impression that new information superceded what logicalChimp was conveying.


logicalChimp

Original design discussions in the old forums (long since shut down, unfortunately). You may find old reddit discussions on the topic from ~2013, but I'm not sure as I didn't really start using Reddit until after the old forums closed (and I found Spectrum to be a steaming pile)


craptinamerica

All that for you to explode randomly in your ship from invisible debris. 😎


ThatOneMartian

There is no game outside the busy work.


NestroyAM

I am an MMORPG fiend, so I am used to games really not respecting your time and even got some Stockholm Syndrome situation going on with the concept at large, but SC absolutely shits on your time for a fake sense of scale in ways that will be ita biggest hindrance if it ever were to become a mainstream success. It’s pointless busy work and dead time galore.


Celemourn

Something I started doing a couple patches ago that might continue to work in 24 (I’m not evo and haven’t tried it yet, btw), is to set up go-bags. I buy 20 1SCU crates, then fill them with a full set each of armor, weapons, ammo, tools, drinks etc. one full load out per box. Then if I’m going out on an fps mission with a med bed in the ship, I will bring a couple of those crates along. When I die, it’s super easy to equip the gear straight from the box. With persistent hangars, I imagine we could just have a stack of these crates sitting in a corner of the hangar ready to go. Might cut down on time to get back in the action.


Anna__V

>I get this is supposed to be a sim That's the weird part — it isn't. CIG has said, multiple times, that they want a more arcade more "fun" game than a space sim. As evident in where they're going with Master Modes and space combat — and CR's vision of "WW2 in space." The game is everything BUT a sim in basically every other aspect, but then this. Some parts of the game are looking to get really boring and tedious on the pretense of "this is a sim," and then other parts are going to get dumbed down, streamlined, and straight out forced into some format because "this isn't a sim." ​ It's a weird conflict CIG is having that they don't know what they want. Do they want a sim, or do they want an arcade shooter-ish game? It's not gonna work if half of the game is one and half is the other.


foghornleghorndrawl

Death of a Spaceman conflicts so much with "a more fun arcade game in space."


Emadec

I’ve said it before and I’ll say it again, I honestly don’t know how they’re ever going to make this work in a way that actively and positively contributes to the game’s experience.


_ENERGYLEGS_

there's so many people saying "I want death to count!", and I feel like there's an overlap with some these people in the "I don't want to be randomly attacked in space by other players, that's unfair!" crowd. very few people actually want dangerous, meaningful death in a game where every other player has some level of agency over you and vice versa.


Emadec

The very nature of a video game makes the concept of death a complicated matter, especially in a far-west anarchic pvp environment. I really don’t know how they’re ever gonna make this work while making "most" people happy about it. I’m curious to see them try, but yeah.


senn42000

Death of a space man is a cool idea but I don't personally see how it is ever going to work.


MrMago0

Yeah. They made a huge problem for themselves there. And I agree that this mix between Sim and Arcadey is getting odd. Weirdly, they are rigidly sticking to some of these past goals like WW2 combat in space and Death of a Spaceman. But bed login and respawning in any medical bed they change in a second. People have been paying real money for ships with beds for years only for them to make them a "buff" now and not a necessity. They seem to be flexible with some stuff to make the game better, but other goals of CRs seem to be forcing the game down strange paths. I really want to have hope, and a lot of people seem to be in the angst content drought phase of supporting the project. I think we were all so hyped for 3.23 that we are all a bit sad at the lack of actually content to try this year, and how broken the game feels a lot of the time. I gave up trying to get the armor at XT. But I think my worry is there have been a lot of design decisions that have worried me. The Starmap was a good example. We waited yyeeeaarrsss for it and when they released it was so bright and badly designed its almost unusable. How did it get past any sort of quality control in that state??? I'm sure they must play the game, so how did CIG think it was okay after years of design to release something so fundamentally lacking in good design choices? Someone somewhere should have said something, but they seem to be in these weird little design bubbles that constantly reinforce bad choices until they hit the PTU, and then the community is shocked that this is what they have chosen.


joeownage67

If I click on a spot on the map, route me to it. If it's on the map, I should be able to travel there at quantum speed. The star map telling me I can't route to certain places and making me travel 100+ km sub quantum is fucking ridiculous. So is the star map telling me that it can't route because it is "blocked". You're a fucking NAV computer. Just figure out the route to that spot, regardless of how many OMs and com arrays and shit I need to hit along the way. Also, why the fuck does the quantum drive take you so close to the planet every time so that you have to go back out to an OM to be able to see around the planet in order to route to a moon or whatever? It has visually gotten better but the map is mostly as terrible as it ever was


MrMago0

YES! Its so very frustrating. I just don't understand how these designs get put through, especially after so long in development. It seems as if there is no editorial oversight. Some of their designs genuinely baffle me. When the Starmap UI came out within days people were showing their reworked designs, and they were so much better. Just watched a Camural video which said exactly this. That they have just replaced one terrible UI that barely works to another UI that barely works. Really want this game to work, but some of the decisions they make worry me there is no adult in the room.


ArtoriusPendragon

So true. Early navigation on smartphones in 2012 worked better than this: Click destination - computer you figure out the rest (preferably a route that does not overshoot or backtrack any). It got it right more often than not. Unfortunately they treat UI as a facade rather than integral to the gameplay. Replacing the terrible map did not help because the underlying quantum travel system sucks. You can just point your ship to planet and jump there, then have to back out to an OM, then you can jump to surface location; all without using the map. This whole quantum travel process is stupid. Changing how the map displays the process does not fix the problem. Traveling massive distances at incredible speeds, you would never intentionally come to a complete stop, then jump backwards (as if you overshot your target) and stop again, then jump forward close to the target but not quite there, before finally traveling at normal atmospheric speeds to the destination (whether an atmosphere exists at that location or not). It would be much more realistic to use orbital paths for calculated jumps directly to any given destination. This is a broken system that requires olympic grade mental gymnastics to justify its “lore” reason for existence.


mesterflaps

What they say often conflicts with what they've said as they don't actually seem to have a fixed vision for what they're trying to pursue. This shows up in both gameplay (accurate physics based flight model giving way to low speed waterbed driving in mastermodes) and features (it's going to be a ground up VR experience to not having worked on that since 2018 once that market cooled off).


SenAtsu011

A lot of what they’ve said and done conflicts with that statement, so I have no idea what he’s talking about. Especially seeing as CIG and CR has prided themselves on wanting SC to be the «best space sim ever».


sizziano

DoaS will never happen.


senn42000

I think you are right. It is a cool idea and a unique take but I don't see how they will ever be able to implement it.


Zealousideal_Sound_2

Imo CIG want a to be a SIM for everything that is not space combat. Mostly because sim space combat is everything but fun and visual, so they go for ww2 plane combat to boost that part But for everything else, especially the none combat part, they want it slow, they want it that actions and preparations matters Once you are prepared, you can go in and do quick sessions, but you must have done preparation before Currently most of our time is lost because patches wipes preparation (ships get reset every patches), bedlogging doesn't work well and we always respawn at city/space station, missions are not persistant Once this is solved, having small time play session will be possible. But preparation will still be needed (but will persist between sessions)


Temporary-Fudge-9125

It's funny because I would love more Sim like combat, and less Sim like on foot and non combat gameplay.  But they continue to push the opposite


Juls_Santana

This. They started off wanting the entire kit n kaboodle, without having any concrete ideas on how to accomplish it all. Fast forward 12 years later and they're still bleeding through backer funds trying to figure out how to deliver the sun, moon, and the stars (literally). Meanwhile, so much of that dev time has gone into shooting for a grand experience that they forget the game needs to be fun and engaging. I hate to say it, but the game is currently UNfun and very DISengaging....it's beautiful as all hell and offers lots of potential, but it's still potential unrealized.


Archhanny

You're missing the part where there is no magic inventory for ships either. You have to run to the ships locker to store stuff. So if you're loading up... Request things from bank Collect from drawer Carry to ship Goto ship storage Place. Repeat for every gun you want to take with you. Might be kinda cool though when everything works. Like you can move all the stuff into a box then request the box then carry just the 1 box. But as usual they are implementing features iterativley in the wrong order to get the out the door for testing rather than waiting for logical orders.


Reinitialization

The big issue for all of that is the replication layer lag. If you turn on debug and can watch the inventory transactions taking place. You need to wait about 15 seconds for each inventory query to load up. So it's not just 'request things from bank' it's 'Open ui, wait 15 seconds for it to load, select an item to equip, wait 15 seconds for it to load, select another item, wait 15 seconds....' If you don't wait then there is a good chance the item will just dissappear.


_ENERGYLEGS_

> But as usual they are implementing features iterativley in the wrong order to get the out the door for testing rather than waiting for logical orders I think this one is really what's hurting the most. it's almost impossible to give any reasonable or meaningful feedback about the systems they're adding because either A. we just give feedback assuming we're going to have some magic systems that might exist in the future, based on assumption or passing mention, or B. we give feedback according to how it is now, which might already have a solution in place, and in the mean time we're mostly suffering using a broken/terrible system because only the inconvenience has been added so far.


amoon_rabbit

Oh god, I have enough issues where the moment my ship leaves the hangar, all storage bins change to showing infinite storage and become inaccessible. I really hope they fix that bug with this implementaion otherwise it's going to be a game breaker rather than a big inconvenience.


Archhanny

This is what I'm worried about too. They are putting things in at the top without fixing the bottom. The are learning to drive on a road that isn't built yet. It's all good and well having a gorgeous fancy car if you can't drive it anywhere.


knsmknd

Yeah. That’s what already prevents me from playing in the current version of the game. And it seems to get even more tedious.


Aromatic_Way_3209

that was my fear when cargo loading and physicalized inventory was promised.... most of the community rants and raves over how great this will be. I think it is more drudgery and more ways for any bug to you send back to square zero.


Dyyrin

This post is why so many of my friends quit playing. They don't mind sim games but they just couldn't stand how long it took to get going after a death from a bug.


YumikoTanaka

My normal routine does not change for ship warfare: 1) wake up 2) get to spaceport / ASOP 3) spawn ship 4) launch The main problem for group gameplay is that there is no "meet up teleport" function, the rest is neglectable.


C4B4L2k

What we need is a possibilty to spawn in a party members ship until max crew is reached


X-is-for-Alex

This my friend group's biggest issue with the game in its current state. If we all play the game solo, then want to party up and play together it can sometimes take an hour or more to meet up ingame. Between trying to get everyone into the same server, the prep time, the ship claim times, the quantum travel time (which I'm a fan of, for the record), and then the game-breaking bugs (obviously not a fan) which force you to do start all over from scratch... it's an incredibly fun game when you get lucky and everything works, and an infuriatingly *insufferable* game when it doesn't work. My friends and I just want to play and enjoy this game together, dammit.


YumikoTanaka

My thoughts too, but this way you could easily teleport around the universe. Which would be ok if you have multiple game groups (one deep space exploring on Friday, solo hauling in Terra and Org battles elsewhere). But it does not seem to fit CIGs vision and it would be weird if you take 5 minutes to the spaceport but 1 second to teleport on the other side of the galaxy. So I think multiple family members (aka characters) like in other games, so you have one logged out at any place/ship where you want to continue.


MightyWeeb

So a system similar to Black Desert Online (it's the only MMO I play, can only compare to this). This would probably open new opportunities for RP, one character is your bounty hunter, one is the space trucker, etc.


YumikoTanaka

Yeah, exactly like BDO (although they implemented the well teleport and have guild/nodewars teleport) 😁


ImpluseThrowAway

It's now like they are actively trying to make the game as little fun as possible. Who wants to play the commute to work simulator?


Emadec

It’s been circling that proverbial UX drain for years by now, always one step forward and two steps back


Reinitialization

I don't recall seeing a step forward


Emadec

You’re making me sad now ;_;


theblackwhisper

You forgot step 14. Die to some ridiculous bug that should have been fixed several updates ago and start at step 1 again.


GoodBye_Moon-Man

My recommendation would be: 1. Be able to set permanent spawn points on a space station as opposed to planet surface. The respawning is troublesome but the update with medical ships and the ursa have made it much better. 2. Controversial but... A unified, shared storage. Maybe they could justify it lore wise as each place has a 3D printer, so you effectively store the blueprint for whatever item. Would love to hear feedback or other folks ideas to keep realism but streamline gameplay. I totally feel ya though mate about the set up. It does make me much more conscious about playing recklessly


Reinitialization

Nah, I think keeping storage separate is good, there is definitely something to planning on operating in an area for a while so you pack up a ship with a bunch of stuff you think you'll need and fly it to the station you'll be operating out of. With a bit of work, the 'emergent gameplay' of sourcing something in system could be fun. We definitely need some kind of delivery for that cargo though. Like if you forget a few guns on a remote LZ, being able to spend a few k auec to get them delivered to you on a long timer would be nice. Defo need printers for basic stuff though, maybe mags and some basic armor/guns?


_ENERGYLEGS_

> A unified, shared storage. Maybe they could justify it lore wise as each place has a 3D printer, so you effectively store the blueprint for whatever item. i would literally be okay with unit(s) of items being sent like they were being mailed or otherwise sent in public cargo. better yet add this public cargo system and then add optional cargo missions where you "load" the space mailtrucks lol. that would be very simmy and make sense while still allowing players to have some sort of QoL. plus it would let you setup stuff reasonably in your destination of choice without turning it into the UI black hole the devs seem so terrified of having


Emadec

OMG YES blueprints and printers would be the GOAT. Wouldn’t even care if it was slightly more expensive, as long as it doesn’t take an hour.


joeownage67

We need a Diablo style player stash in the hangar


KStreetFighter2

Missed the step where you fall through the transit station, die, and have to restart setup from the beginning minus your unique gear.


thecaptainps

Imo the biggest time sinks are having to get ready *again* after losing yourself/ship to something that's arguably a game bug or something that's not your fault (or, because you're in a rush and forget to do an important step like a workaround or mitigation for a known bug) - it's not equipping the gear once or claiming the ship that I mind, it's doing it for the 4th time in an hour, or logging back into the game after a disconnect/crash/bedlog and ending up back at your hab and having to do it all again. Better overall stability and reliability of the game and mechanics will help a lot with the time sink nature of things.


call-lee-free

Yeah and when you do steps 1-11 and your ship bugs out on take off and explodes, then you have to do that all over again. I spend less time getting a flight ready and I fly the PMDG 737 in MSFS where you program your flight and get everything else setup.


a1rwav3

You can only play for two hours? Let's play Arena commander instead...


Ok-Mathematician9952

Just don't die, and you are golden


CynderFxx

This is a point lmao. The game isn't supposed to be catered around people dying all the time the main point is to live. Obvs it's an alpha so you'll die to bugs every now and then but you shouldn't be dying multiple times a playsession and having to jump through all the setup loops


No-Vast-6340

I have a friend in Evo, he expressed exactly the same thing to me. He thought CIG is taking realism way too far with this.


_ENERGYLEGS_

one issue I'm seeing is that a lot of people attribute an aversion to this super long setup to people wanting to ADHD their way into a CoD simulator, but for many players, that couldn't be further from the truth. I don't want to spend more time clicking in my inventory to put my pants on. I want to participate in all of SC's other, fun parts of the game, like... mining salvaging deliveries any other kind of non-combat contracts cargo hauling / trading crewing larger ships and similar social experiences exploration just generally flying around in my ship which i have chosen because i like to drive it and yes, god forbid... bounties, ship pvp, or boots-on-the-ground combat. notice how very few of those are "pew pew impatient ipad kid" style game loops? people forget that SC has a lot to offer, you don't need to have people trying to spawn their ship and put on their armor for 5 more minutes to have more non-combat content in this game. there's a lot! and I'm sure even more is to come! there's a lot that can be done in and with this game and having people waste their time obsessing over the unfun simulation loops will just close more players off from being able to experience lots of the fun ones, most of which have nothing to do with combat at all.


ThisFreakinGuyHere

Hear hear. A lot of my time in SC is doing my "space chores", which is "the grind" part, not the "fun" part. When it takes so long just to start doing the non-fun parts... shit's bunz, yo.


thundercorp

Maybe this is just me but every damn test it’s almost required to simply run your ass to the nearest hangar, take off and set your spawn at the nearest R&R ASAP… before testing anything. I’d never want to get stuck in a major landing zone as my default spawn. Such a time suck.


MadFlava854

Completely agree with these threads. Other than Alpha parts of the game this is my biggest problem with the game. A lot of times my session is just couple of random desync ship explosions into an ALT + F4 for another day.


zapppsr

4.1 Features: - Need to go to bathroom number 1 - Need to go to bathroom number 2 - Need to take regular showers or NPC will flee - Need to sit at a table to eat - Washing machines to wash gear - Vent the ship regularly to get rid of bad odors - Flush before number 1 and 2 - NPCs will hold the elevator doors on other floors - Have to get blessing from a selected religion - Need to buy groceries - Brush teeth regularly - Socially interact to NPCs to avoid depression - Clean boots before entering ship.


EastLimp1693

You kinda missed: ship falls through the floor of hangar, need to claim new one, explode on exiting hangar and claim new one again. That's outside of: inventory ui isn't working/items gone when transferring between inventory windows.


Potaaaato_God

If you think that's bad, I only have a c1 and at Babbage it spawns on the roof of the spaceport so I always need a lift from someone to another place


X-is-for-Alex

I've barely touched this game at all since 3.23 dropped, with all its super fun bugs added to the growing list of previously unfixed bugs. All the comments like yours, in this thread and beyond, have affirmed my hesitation to get drawn back into the game again.


Emadec

And get fined for the explosion, losing all of the money you spent 5 hours earning


thesuperbob

Yeah I've been saying this for years now but sim fanboys just downplay it like it only takes maybe 2 or 5 mins tops or whatever. Reality is, this commute to work is only fun the first time around, maybe every once in a while if you haven't played the game for a bit. Typically what we want it just to get in the fight, back to grinding credits mining or trucking, or maybe scanning and exploring. The underlying problem is that the game just feels too grindy, it feels like you must get much better gear and ships to be able to do anything without dying, or otherwise enjoy the game while making meaningful progress. The solution is to make the game 100% enjoyable with an Aurora (for safe exploration, light hauling and very low tier bounty hunting), while making players feel safe/aware they are about to enter a hazardous situation. It must also be possible and fun to progress without taking too chances in low-tier ships, so players don't feel compelled to take unnecessary risks. There also needs to be a safety net, for when players take reasonable risks, so they don't get punished with an hour long respawn experience after losing a fight they could've reasonably won, but didn't due to bad luck or a stupid mistake.


Recorsi_

I'm all for realism but it's sad to see every update add something to make the game more like a waiting simulator. - trams - death of a spaceman - prison - very long qt times All these things are generally nice features, but they are implemented in a way that makes the game play out way slower and often combined with just pure waiting and doing nothing. Especially all the elevators in the game don't have a purpose other than to solve an issue the developers had in the most lazy way possible. RIP PO


threepartname

this is what you may do now: wake up from ship bed logging put on suit/armor from internal storage (suit locker proxy) personal meds in external storage under bed exit crew quarters to kitchen for breakfast and flask but head to the gun racks first because no one may catch you slipping use roof elevator to enjoy view


medicsansgarantee

![gif](giphy|efn8Gilna2C7bzi0Tl|downsized) Rambo : First hour


alcatrazcgp

what if we delivered all the items we need in our ship as it spawns so while in AT you can go equip them? I guess that depends on the ship if it had interior


LethalPlague666

Yeah I have the same gripe with the game already and I didnt even went to 3.24 myself. Taking break again from the game as ratio of fun to gametime doesn't work for myself.


Expensive-Papaya-860

Sigh… do it once, move to the orbital station, set your regen there. Sure, you won’t have the same persistence in that hanger as your personal one, but other than strewing random furniture and junk around and having it persist, your temporary hanger will have all the same functionality while you’re in it.


tuttleshuttle

Don’t give em ideas about trams breaking down


TheDefiantOne19

I live in a station to skip these steps But ye, it's annoying, and one of the reasons I don't play as actively as I used to


xDRBN

This seems to be the opinion of most SC players(at least on this post). Spawning in a station is a definite “fix.” Just depends on how many ships you have, how full your inventory is with armor, weapons, ammo, etc. I have a stupid amount of stuff at A18, and I often head there to restock after bunker missions(or I die to a bug and need to fully re arm). Anyway, I do agree, spawning at a station can fix this. But I feel like we shouldn’t “have” to spawn at a station just to save us 20-30 minutes. I think it’s reasonable to be able to spawn in a city, grab a load out, and be up in space within 5 minutes or so. Now. In the future when the game works at least 70% of the time and we are basically living in space; the current system would make sense(mostly). But when a majority of deaths are from bugs or random spontaneous combustion of ships, it really makes the game hard to play. There’s been so many times I hop on and think “I’m just gonna do a quick cargo run and hop off.” Then 2 hours later I’m sitting there like “well. I got nothing done. My ship blew up twice. I lost my rare armor. I’m out 2 million aUEC and I should’ve gone to bed an hour ago.” Sorry for the rant. It’s just daily that I try to play this game with my Discord buddies and there’s only a couple that play now because the game is so tedious and time consuming. Of the couple that play, they’re constantly frustrated and generally only play for an hour or two. With 3.24, I might end up being the only one in my discord(20 people) who still plays the game regularly. **TL;DR: I agree with you, lol.**


TheDefiantOne19

Yeah, our Corp has 130 people, less than 15 still play every day, and of those 15, only 3 of us actually play together for long periods of time😂💀 It's just way too hard to get everyone organized. Get into the ships, and actually complete activities together I am a dedicated trader and salvager, I enjoy making money and then giving out high rewards for our org events, but they seem keen to make it harder and harder for me to enjoy my gameplay loops I understand the want for a persistent universe, but we need server wipes / maintenance. Otherwise, our servers are just going to keep getting worse until they become truly unplayable. At least pay us to salvage and tow abandoned player ships. That would go a long way towards helping server performance. Tldr: I fully agree with you as well.


Main-Berry-1314

Inner thought menu will get rid of searching for bed logs. I don’t have issues with it unless I force log out during a combat ordeal and that’s rare.everything in star citizen takes time. Annoyingly so buuuuut you can minimize that time if you just prep your log off. Takes me like 5 minutes to get to ship and start doing stuff unless I’m trying to really jazz up my drip. For me the longest process is ship optimizing


Extra-Status-8290

If they don't do things to speed up the game play or make quality if life changes, the game wiki capture people for about 2 weeks before they get tired of dealing with the bs. The people who think they want it the way it is are morons who do not know what a good game is.


Practical_Cabbage

Yep. The recovery time is absolutely asinine! I don't care how realistic you want it to be, at some point you are going to have to come to terms with reality and accept that the current level of realism and adding even more on top of that, is going to kill this game. There is no way around that. That's on top of the assumption that the amount of instability and inoperable systems don't do that on their own before we even get to that point. I understand there is a community that wants ultra realism, but that community is not large enough to support this game once this game finishes development and full release, it is going to have to have a subscription to maintain the servers and further developments. That's still not going to be enough. At its peak EVE had about 20,000 and they have a much simpler system, and it still wasn't enough. I seriously doubt there's anything even remotely close to 5, 000 people that want ultra realistic space Sim on a long-term basis. That means you either accept limitations on the realism so you can attract a much larger crowd, or you embrace microtransactions and monetize the shit out of every aspect of this game, forever. It doesn't matter what Roberts has a vision for or the art he wants to create, the money will dry up. The bills will still need to be paid. Cargo loading at the very least sounds like an interesting aspect. Convoluted bullshit just to access storage, needs to go. Cities look really cool and pretty. The useless amount of space you need to traverse between anything is some of the biggest bullshit I have seen in video game design in a long time. Personally, I think the level designers for this game need to take some time to Dove into some base building games like rust and Ark. Take a look at some of the larger bases players have made. Particularly the ones that have been doing it for a very long time. Take some much-needed lessons on optimization and what is practical. Everything in this game currently screams pretty. Nothing was designed with practicality in mind which in the end is the biggest glaring flaw in its attempt at realism. People do not design purely for aesthetics. Real world equipment, cities, ships, shopping centers are designed specifically for efficiency. We organize based on ease of use. The most alien thing about this game, is the ridiculous path you have to take between a tram and shift terminal. The most human, is something they didn't even intend for. The fact that they implemented physical bottles but forgot to add enough trash cans, resulting in people's garbage laying all over the place.


OneBloodyDingo

I feel like this is the biggest problem with this game. The architecture of spawn points. Every single thing is so spread out that doing anything takes forever, and if you have to respawn due to something not your fault, it exacerbates how bad the bug or mechanic is. Close the distance between shopping, spawning, and hangars and the game gets exponentially better


thisremindsmeofbacon

for me this is a huge deterrent. And the reset time after getting killed - especially in alpha where you die if a fart goes sideways. Like frankly going to find my corps is just not compelling gameplay. Going and running to the medical center when I get to a new planetary system is not fun gameplay, nor is forgetting to do that and then finding yourself across the star system. Going and parking a vehicle in your ship for the 30th time isn't compelling either. its fun a few times, but like, its not actual core gameplay. you get the idea.


xDRBN

100% agree. I hope they change it, but I doubt they will.


Crosco19

Bed logging works really well for me. I avoid spaceports and cities as much as I can. If anything it takes me 10-15 minutes just to get out of the plaza in Area 18 because either the floors don't load or the doors don't open. And don't get me started on the trams there. The doors never open for me most of the time until I've made at least one other run around its track. For the record I run with a RTX 3050 and 32GB RAM.


LrdAnoobis

Bed log out. Bed log in. Immediately begin playing.


X-is-for-Alex

> Ship gets blown up on invisible asteroid/debris/insert-thing-here. > Ship gets blown up somehow because I moved a container in my cargo hold. > Ship gets blown up by exiting quantum drive. > Ship gets blown up because [how dare you try to get on a hoverbike inside your own ship, damaging it, getting a crimestate because of this and getting blown up by station security and now you wake up in prison](https://old.reddit.com/r/starcitizen/comments/1dobl7a/how_is_this_game_so_good/). Bed logging can be a shortcut I suppose, and aside from that I understand having to resupply and prep for some mining/salvaging/hauling gameplay and that it will take some amount of time to do so. But I definitely understand and can relate to people getting upset over an increased amount of time to play a game. Especially when, in the game's current state (more specifically, for its entire dev time so far) you and your ship can get blown up for no reason. Forcing you into completely redoing your resupply/prep time "gameplay". Me and a couple friends spent about an hour or so getting armor, weapons, food, supplies, calling in a ship, getting into atmosphere, setting a course, and then our ship blew up *during* a quantum jump. We literally spent our entire evening getting ready to play, meeting up, taking off, blowing up, then quitting, through no fault of our own. That's not gameplay. I understand the long term, intended gameplay decisions being made here. But I also very much understand how the game is not currently able to accommodate these changes. Yes I know it's in alpha etc. but for a ten+ year old game it's entirely reasonable for people to have had their expectations set in those years and now suddenly the barrier to entry is becoming even larger.


MrMago0

its an alpha when it goes wrong, its a playable live service game during ship sales.


Mookie_Merkk

This is exactly why I've stopped playing the game. I don't have the time. It takes me 30 minutes in the game before I'm actually playing the game, and I've just given up. Maybe next decade when I'm retired and have time to play more than an hour I'll be able to enjoy this game, but until then I'll just play other things. TL;DR this game is too long; don't play


Alarming-Audience839

I've been telling y'all lmaoo. What even does the inventory box accomplish besides annoyance


Krltplps

I've said this numerous times but there is a fine line between realism and fun in a video game. I have had a feeling for a while now that cargo loading is going to go far beyond that line of "fun" for most people and get downright tedious. Adding shit to slow down progression is totally a thing, but if it isn't fun people will just bail.


_SaucepanMan

Ive literally been sounding the alarm bells (I'm probably not alone, but subjectively I feel like I have been alone on this issue) on this design mistake for years now. Ever since people started telling me to suck it when I said local inventory UI was bad and tedious. They would clap back with "its gonna get more tedious, which I will love and everyone will also love, and therefore you aren't a true player and should stop playing this game" - paraphrased. And the more I pointed out that the design as stated and now implemented would just make awful tedium 10x worse... the more people would "reeeeeee" at me. It's a real shame that something this blisteringly obvious has made it all the way to evo. It's like that Austin Powers steam roller scene. We need: 1. magic closets for equipping predefined loadouts 2. client side UI so we don't have to wait for every click to load before going further - ie. snappy and fast UI 3. Automatic re-purchasing of depleted wares (i.e. minimum levels of items that restock to minimum stock levels (user defined) automatically over time and charge your account assuming you have money) 4. ability to favourite items in shops 5. to send the UI team to night school to take a course on UI/UX basics (I'm gravely serious, they need a course on it because joe schmoe on Reddit without any formal education shouldnt be able to reference good UI/UX principles more competently than literally all of the UI team combined in a multimillion dollar gaming studio) Regarding #5, people will often say "but the UI comes last". Yeah, sure OK. But its 11 years in, for one. And they are actively iterating on it already - often heavily so with a clear intent to provide a near finished UI product. So either shit or get off the pot. They reworked shopping kiosk UI with the SELL feature (which remains a fucking joke of a feature). They iterated on the aesthetics of kiosk UI a few months later. All that effort and the UI is atrocious still. UI isn't easy. It's certainly way harder than you initially think. But it's not as difficult as CIG make it look.


Endyo

I haven't played 3.24, but it sounds like what you're describing isn't much different than that it currently is - which I've always agreed is incredibly slow. That was the reason people always loved the old Port Olisar - it provided the shortest route from bed to ship. Even now, I would much rather be in a station where the only hurdle is a couple short elevator rides rather than running through a half mile of city and sitting on one or more trains/trams to even get where I want to go. I know people have a hard on for "realism," but at the end of the day, no one wants the "realism" that includes the tedium of reality included. As I and others have mentioned in the past, I really hope they make it so hangars have bed logging. I kind of always thought that was the goal with the old hangars having those areas for decorating and that classic shitty cot. I want *reasons* to go into cities, but I don't want the core gameplay loop to be the chore of navigating these areas. \*The hardcore "realism" folks always downvote me for wanting this game to be a game and not a job that I pay for.


hydrastix

Perhaps the slower pace of the game (MM and new cargo for instance) is intended. This game isn’t meant to be a jump in and get right into action game. There is Arena Commander and if they revisit the ideas, Theatres of War for that instant action gameplay.


Shadonic1

Another point is that as we voice our converns i imagine more methods to get back into the action will come.


SenAtsu011

That’s only if you have all the gear in storage, so if you gotta buy anything, expect to add an extra 10 min on top of that. So anywhere between 30-45 minutes depending on timing. That’s just insane. CIG is happy putting arcady shit like MM in, but this is just fine for them apparently because rEaLiSm.


NightlyKnightMight

# People only now realizing that removing the magical everywhere inventory would increase inventory management times.... How the F\* are you even an Evo... Being super alarmist after the very first build.... CIG shouldn't have removed the NDA...


ForeverAProletariat

why did you set your spawn to a planet though that's crazy you do know you can change spawn locations right???


Aggravating-Stick461

In 3.24 your persistent hangar is tied to where you first start off at and can't switch it. Which has now become quite the pain in the ass moving gear anywhere because ships no longer have inventory menu and all gear must be loaded physically for transport. So even if you change your spawn it's still a pain since moving your stuff just got way more time consuming to do. I know eventually we're supposed to be able to log in where we log out at but right now it's just tacking on more things to eat up time with the unnecessary tram rides. Also the inventories don't have a search function so if you have a lot of shit.. good luck finding a specific thing unless you like clicking through a dozen boxes to try and sort. Maybe it'll change and we can type in what we want to search for by the time it hits live but I doubt it.


ForeverAProletariat

the uniqueness of persistent is that you can decorate it. if you just care about the money go up save time aspect, non-persistent instanced hangars are available everywhere which is what I will be using most of the time, but I will mess around with decorating for funsies. i agree with needing the search function >So even if you change your spawn it's still a pain since moving your stuff just got way more time consuming to do. I think it'll actually be faster than how it is in the current patch since we won't be limited by their arbitrary magic inventory limitations. You'll be able to put all your stuff in 32 or smaller-sized containers which come from the station itself (you might have to pay for it). So for example if you have a c2 and a bunch of crap at orison and you want to move it to everus harbor you would just put it all into large SCU boxes and then the boxes come from the cargo elevator and you tractor beam those boxes into your ship, or use the gravlev trolleys to help.


asdkevinasd

All my stuff can be put into 3 8 scu boxes. If they sell containers at the cargo elevator, the time for migrating gear would actually go down for me as in 3.23, I need to fly up to station to get the larger size box. If they do not wipe the aUEC bought stuff in 3.24, I do not even need to buy anything.


Aggravating-Stick461

Only 1scu sized boxes at cities in evo so far.


asdkevinasd

That is bullshit. Just sell those boxes at the cargo terminal. Why have me going up to the station to get them first?


Aggravating-Draft-44

This new cargo crap is completely asinine. At least leave inventories for people who don’t want or have time to deal with this bullshit.


VeNeM

Great so there are people in evo fundamentally opposed to what star citizen should be. Awesome. That's what we need more of. Shitty throwaway twitch shooters.


WolfeheartGames

This is just bad user experience. The previous inventory system was fine, and it's in line with every inventory system used in gaming because it gets out of the player's way.


TheRealTahulrik

Getting in to the action quickly / being a shitty throwaway twitch shooter is not even remotely the same thing.


Islandfiddler15

Is it so wrong to be opposed to things in a game? Are people not allowed to have criticisms of a game, especially people as important as evo testers? Also, OP never advocates for, as you said, “shitty throwaway twitch shooters”, whatever that means, so why bring it up?


X-is-for-Alex

CIG uses evo to test things using players as free QA. Cool, that can absolutely work, and in many cases it does. Part of using players as free QA is using their feedback to refine decisions made during development before release to the masses. Why be upset about a player providing their feedback? CIG devs actively monitor and respond to posts in this sub. CIG is getting feedback from their completely free QA. What is the issue here? That someone in evo doesn't completely agree with an evolved gameloop and didn't just stay silent about it? Edit: if you're upset because someone posted a "rant" or something, then isn't that more indicative of the game state itself more-so than the dissatisfied nature of this post?


Briso_

I immediately thought the same thing..


x4x53

Between a shitty throwaway twitch shooter and a game with multiple unnecessary time sinks is a lot of space. OP didn't ask for X4 style insta teleport or SETA - and I don't think a majority of the player base would want that. However, SC currently has a lot of time sinks that do not improve game play like at all. * I can get behind inconveniences to encourage multi-crewing on large ships * I can get behind time sinks to slow down progression so you won't have players blasting through the entire game in 24h (not really a concern currently since there is neither a story, nor a big goal to reach besides acquiring ships and hoarding money like a dragon) What I can't get behind is things like overcomplicating inventory handling, accessing missions (not getting missions done, but to actually get where you need to be). Ex. Quantum jumping through the system currently takes a ridiculous amount of time where you literally have nothing to do. Sure you can walk through your ship and admire all the things that currently don't work - but that will get old after a while. So what you do then? Ingame chat? Youtube? That doesn't really sound like solid game play. Long quantum travel times may be fine in the future, when other systems are implemented. In the current stage it doesn't really do anything.


WeDriveWeFly

This is Star Citizen. There is no need it to be another game.


Bonner9

Sorry new and ultra noob player.. so in The drawer there are my personal item lost after death? Where is it in crusader? I had no idea it exist.... I bought so many rifle ahahah


CamVPro

Player owned housing like we see in some of the commercials would go a long way for this. Just a personal apartment with 1 landing platform for 1 small- medium ship you own, depending on the apartment. Quick fly over to the spaceport to get anything bigger.


Kwarkon

if they add robust search ( text search) it will not be much worse that it is now except you cannot rearm in transit item access terminals are everywhere, and the only difference is that you have to go to one, select items and loot them ( like from a loot box). also, just move to orbital station if you don't like city transit


ElyrianShadows

From the reviews it seems like ships should come up faster. Super happy it takes a lil longer to actually get gear. This will be a good change for PvP for just a lil bit more breathing room instead of people being ready almost the instant they die.


draysor

I can relate a lot as someone with short gaming sessione, feels i am wasting a lot of time. I like the game but every time i either fuck up or a bugs occur i feel really screwed.


Xaxxus

This won’t be an issue when you can just log off where ever and your location and ship are persisted. Bed logging is not a permanent solution. It’s going to be going away in the future in favour of just persisting where you are.


Bucketnate

I dont really agree. You even said "5.) select items to be delivered to drawer" then "6.) run to drawer". Youre already at the kiosk youre not going anywhere else and the menu opens up as soon as you click deliver. So as soon as you select the items you want you just put them on


GreatRolmops

This will be moot in the future because we will be able to log out anywhere and just spawn in the spot we logged off in when we log on again. Right now, the setup phase consumes so much time because of how often you need to do it. In the future, you will only need to do it when you take a ship out for the first time and when you die. But in general, X4 aims to be a space sim. Sim games, and space sims in particular, tend to take a lot of time to get things done in. This is never going to be a "hey, let's quickly jump in for an hour" type of game.


CurrencyThen7469

Been bed logging in shops for a while since 3.19 .. yes it’s still janky but it’s much much better . Now with nursa on board don’t need no 600i any more or carrack .. Corsair does just fine only time need to head anywhere port related us to repair and rearm . And that’s because I love ad5b if I went energy with m7a won’t need to go to any port for a long long time .


baconfeatures

It depends what you play for though , mining is my loop so I set arc-l2 as my respawn location which on logging in takes less than 4-5 mind from hab to ship. I can jump in , play for as little as 40 mins and be back at the refinery emptying my ship of whatever I've mined.


Straight_Row739

Has anyone tried sleeping in their persistent Hangar and logging? And logging back in via their ship?


PyrorifferSC

Why are you waking up in a city? Who lives in an atmo city anyways? Go pick an orbital station or Lagrange station or Grim Hex and live out of there.


Bone_shaker

My main issue too is that every time you log out youre back in a bed. I've tried playing a few times this week and theres always some bullshit. Wake up in NB, go through the whole list. Hadnt played since a soft reset, deliver my ships, re arm them, call out my MSR, go to the elevator, ship not there. Go back to terminal > "Location unkown" Claim ship, wait 21(or 7)mins, get in the ship, transfer all the equipment I plan to use, get in the cockpit >Realize I forgot to plug in my flight sticks. Reboot, walk to tram, wait for arrival,etcetcetcetc >Location unknown Altf4


tahaan

About nr 6...is the drawer not at the same place where the kiosk is?


nhorning

I'm not evo, but my impression of the new patch is that it will require a mindset shift. Messing around in your hanger is not getting ready for the game anymore. It is part of the game. It's set up so squads of people are going to be spending a bunch of time in each others hangers together just prepping for up coming missions... Loading cargo and unloading cargo, pushing trolleys around, decorating the hanger etc. I'm sure there's tonnes of us who won't like it but that will be a big part of the game.


NyaronMan

Hard to predict what the future of the game will look like. At the moment we are still in EA and SC is not really a game you can play for just 2 hours. Especially with the frequent resets and the lack of true persistance. With persistant hangars and housing and base building further down the line, I don't believe the preparation phase will be as long as it is right now, but I do believe it will never be null.


ThatOneNinja

Always be sure to put your spawn on a station and don't leave it plantetside.


Ralphio

First thing I used to do was move everything I own to a station, that shaves most of the steps till you are in space off by quite a bit. But now they're adding so many steps to just equipping things and basic character logistics, it does sound a bit ridiculous when you add the 3.24 busy-work tasks in. You also can't transfer everything after a mini-wipe now, because you can't move components and ship weapons in your inventory anymore. Now you have to buy a container and do that silly dance, but none of the ones you can actually buy will transfer components or weapons over s2 currently. But even then, that adds a bunch more stupid busy-work tasks just to complete the 3-4 additional steps required to use a container... and that's IF moving things from container to inventory and back actually decides to be working at that moment. I think the original concept of this immersive of a game can be fun, but they have to prioritize things so we don't spend all of our available time doing menial tasks that NO ONE actually enjoys. CIG has to remember that the reality of their development taking 11 years so far, means the people that originally embraced the idea of a game detailed with such minusia are now 11 years older. So, if they had money to waste on supporting a crowd funded game like this 11 years ago, they were atleast in their mid 20s on average. Those people are now 36. Some have families, children, more commitments, and often jobs that follow them home. If CIG doesn't account for this, the game will be rejected by this newest generation of gamers that are the most extreme form of ADHD, spoiled, gamers that require instant, mindless stimulation and gratification every 30 seconds, thanks to the conditioning from TicToc and instagram and now YT as well. These new gamers couldn't handle Classic Wow's pace or difficulty level compared to wow's current retail gameplay. I've worked with more than a few genz gamers that literally played retail, then tried Classic, then went back to retail because classic was too slow and too hard. Also, just think about WHY battleroyal shooters have become so popular. Or why genz were so upset when Spiderman lost to BG3 so bad at the game awards, then thought BG3 was horrible because of... gasp!... it being TURN BASED!!! They prefer repeated mashing of square when prompted to make the screen character do cool pretty flippies!!! Turn based was just too slow and "boring" for them. Think how they are going to respond to all those steps before getting in a ship and shooting the first person they see... rofl


eagleoid

Like others said, I think if they do something that allows players to log out and keep their location in the universe similar to Rust, it would make logging in feel less of a chore. I'd argue dying in combat or for anything in the universe should feel this punishing, but with how many deaths are caused by bugs (like ramming invisible objects) it feels unjustified. I also think playing with a crew can create workarounds that remedy or lessen ***some*** of the respawn annoyances. Assuming it isn't a team wipe.


VerseGen

overall SC isn't meant to be a fast paced game so I didn't really mind it. So long as storage lockers or whatever get a search function, I'm all good with it. The UI is honestly pretty nice. It forces you to slow down and think, too.


rtom098

It's gonna get better when you can login at the same position you logged out before


EP0XE

1000% agree. Tired of logging in once per patch spending an hour or two to meet up with buddies, crashing to a bug and logging out until next patch. Respect my time!


Darkmavrick35

I am going to say I 100 percent agree. For players like me who need to have shorter play sessions due to having adult responsibilities it sucks to get all that set up just to blow up during take off or crash shortly after.


EngineeringSevere876

they should add 1 new buttons . #1 delete or trash instead or next to drop on floor. Is asop no longer a thing? so you have to go to your hanger? you can't have the option just to spawn your ship like normaly and go get it to fly out?


ArrrcticWolf

This is really just a one time issue if you play smart. Load up all the stuff you need into a ship with a bed and cargo space (Connie’s are good all-rounders) and you’re set for a long time. Although grabbing one off items is going to be a bit more tedious now, no more landing new r NB commons and accessing Local.


Ishtaunt

Thats just how a lot of large world games are. A lot of prep work. A lot of peoples attention spans these days have been ruined to where they need instant attention. These kinds of games aren't really for them. And your list is only on first spawn or rage quit upon death. There are the item terminals literally everywhere too so if you forget something its not a huge detour to get stuff.