Chris Roberts, Death of a Spaceman: robertsspaceindustries.com/comm-link/engineering/12879-Death-Of-A-Spaceman Chris we need a clarification from you how "Death of a Spaceman" is suppose to be implemented. What are the consequences exactly? 3-4 deaths or thousands of deaths before perma death?
As the years pass I realize the only possible outcome if this goes live is to sell it as a survival game with scheduled world resets. (I mean, it kinda already is)
@@AlphaCitizen ALMOST EVERYONE. we got rid of this type of gameplay years and years ago. this is the whole reason world of warcraft came to be they were the first ones to get rid of that shit and players were like FINALLY.
Lol just 4 lives and you start losing stuff? In this game you can die 3 or 4 times before ever leaving your hangar due to bugs. I'll believe it when I see it.
More like every 2 minutes with the way the game is now, cause we know they can't fix the bugs so when 1.0 releases we will still be dying to elevators and clipping through planetary surfaces. The current 4.0.1 PTU build is just as bad as the 4.0 Preview live build, they fixed some things and broke even more.
Knowing what we know now about CIG's ability to implement complex systems like this, I'm confident that they'll get the worst parts (permanent character degradation) partially in, but they'll utterly balls up the inheritance interface and they've also already baited and switched on having those extra character slots from extra game packages for NPC AIs we're no longer getting until 'maybe after launch'.
They'll only put in a system like that if they figure it out as a way to get rid of perma-owned real money items. Look its just indicative how all over the place they were and still are. They could just have stuck with the ks promises for 1.0 and made that work first. But noo had to start promising and developing all kinds of wackydoodle to one up elite.
@chonky2129 I am, or at least am capable of being a whale. However I'm also a sceptic having followed CR's career from Wing Commander days onwards and as such I keep my wallet (mostly) closed. The blatant cynicism of ship nerfs to pump sales of other ships, together with the management's failure/inability (you choose) to deliver means I've kept my pledge level way below what it might have been. I know many others in a similar position. In its current state it would be a bold move to do otherwise.
It kills 99% of the games that put it in. It’s way way way too niche. Space game: Niche Flight Sim: Niche Life sim (second job): Niche Full loot PvP: HYPER Niche Permadeath: Niche Non-stop time sinks: Niche CIG is trying to make the largest MMO that can survive with a playerbase that has the players size community of a game that is a Niche of a niche, within a niche of a niche, that is targeting that even smaller niche crowd that itself has an even smaller niche crowd. This is why I say they sell after S42 releases and polish the engine up enough to optically look attractive to a buyer with pretty studios.
This is utterly incompatible with a game where zero consequence murder hobo play appears to be an intended , nay encourgaed, game loop. To use Chris' onw expression, not fun game play. There are decision makers who make too many poor choices.
And this is where realism starts to negatively effect how fun the game is. Unless you are playing on hardcore server, there shouldn't be permadeath. Full stop
100%, but the biggest issue is that CIG is a trash tier developer, they couldn’t make this system work with 40 years of dev time. Just make a playable game ffs.
Perma death can be beneficial to constrain Murder Hobos in white spacesuits. It won't get rid of them, but could push some in the right direction. Meaningless death by bugs is not how the game should work anyway, so this is hypothetical .
@@Leptospirosi Generally the way it works out is that permadeath systems have a lower opportunity cost for the murderhobos than the people who they are antagonizing. Especially since we know that once you've broken your body you just get a new one anyway - if they have zero rep to start with they will lose nothing while they inflict reputation loss on you.
@@Leptospirosi That's naive thinking. First saying there's benefits to reduce a problem and then immediately stating it won't get rid of that problem. This is going to hurt a massive amount of people's interest in this game. And what happens when there's not enough interest in a game? Sure you might get to play your ideal game with a few of your buddies who also stuck it out for a short while and you might have a blast. But, it'll be so short and if they don't make drastic changes, the game will die. This is true for a lot of other issues with this game. Not just the perma-death.
@SeniorfritoOfficial naive? It's just a fact, and you should deal with it. Just because you don't want Death in game, it won't make it disappear. It will be there, whatever your opinion is. I'm just trying to think about what will come with it
@HitmannDDD There are already more than enough consequences for dying in Star Citizen: -You have to equip your character using CIG's terrible inventory and item manipulation system -You have to claim your ship, most player only own one starter ship -You have to wait for your ship to be available -You have to fly back At least 10 minutes, can be easily 20 - 30 minutes
@@CamuralI don't feel even 30 mins is a real hit in terms of progression. We earn money in game so freely, the equipping is only a time issue and not financially a hit.
@hamitron Ok, losing 30 minutes of play time is no deal for you, we are very happy for you, I mean it. However, many people have less than 2 hours a day on average to play a game, less than 10 hours in a week.
@@Camural 30 mins is an issue. It is the overall progression of a character I am referring to. I don't feel forcing a player to spend 30 mins re-equipping is progression loss, it is a frustration. Progression loss would be losing a ship you spend 6 months getting, with insurance maybe only covering 60% of it, but the player gets back into the game quickly with lost progression.
3 or 4 times we die in a single session today when the bugs are awake, sometimes you die walking inside a station that does lose atmo, or bump into someone, you clip into a wall.... ROFL
Thing is, "This game has suffered from NO GUIDING CORE for the entirety of its life," remember, change is everything in Star Citizen i.e. THIS IS NOT HOW REAL GAMES ARE MADE. :)
Regardless of other issues the game has. Even if everything else worked. This feature alone would kill it. It would completely render the game unattractive to even most of the current player base. Even if they are too caught up in the cult to realise.
Chris has fokkol idea of what he wants as a whole out of sc. Like you have pointed out on numerous occasions, he wakes in the morning & wants implement something new. Chris has managed to bamboozle almost a billion dollars out of people this far for a tech demo that is still in a very sorry state with no finalization in sight, like you have pointed out on numerous occasions. Like I have said on many occasions (& in your perfect wording; stop throwing good money after bad), vote with your wallet. Force cig into a financial crisis where they are forced to focus on actual development & delivering a finished product far more quickly & efficiently with a proper level of "playability." In 2026, sq42 will be delayed yet again by another 2 years. It is people like chris roberts destroying the gaming industry on the one side & aaa titles on the other. That's my 2 cents worth. Keep up the great work & stay in chris' face.
@@the_babbleboom I suspect that was why they moved the company to the U.K. No class action law suits and no E.U regulations to keep their crap in check.
Imagine regeneration in real life. You wake up, no recollection of why you're there. Doc looks at you and says you got shot in the head and died, but we brought you back with your DNA. To me that's a little unsettling lol
honestly i dont know what the hell they are gonna do with that system. the eve online system is allready punishing enough. and this system is going to be ultra frustrating and will also contribute to the players not just coming back to the game.
When I heard about "Perma Death" a year or so ago, is when I stopped playing. All I liked doing in the game is float right off the side of Port Tressler and enjoy a Margarita. And with the bugs in the game, by the third sip of the Boozy Beverage, the ship would decide to blow up. Then I was told about Perma Death, and said "Nope. Done!".
How Chris must think we will react: "I was killed off by bugs 23 times this week and Chis just made the last death permanent. I only lost half my stuff to inheritance tax so I can start over again, this game is so awesome, thanks Chris you're my hero"
@Camural The funny, or sad, thing is that if they were honest with ships instead of nerfing after sales amd the development was moving forward reliably (as expensive as they are) I would buy the ships.
@Camural The funny, or sad, thing is that if they were honest with ships instead of nerfing after sales amd the development was moving forward reliably (as expensive as they are) I would buy the ships.
Maybe death will have different degrees, Im thinking like this: - 1 a) A death where your body is completely erased on an atomic level - 1 b) you died but your body "was" intact but not recovered for a prolonged peroid of time, where your DNA is completely degenerated. (decomposition) you will need to rebuild your body from scratch and that can only happen 3 or 4 times before you run out of DNA to build from. -2) A death where your body is still completely (or for the most part) intact, you can regenerate an "infinite" amount of times as long as your body is reclaimed.
What are you doing here with your resonable takes and calmly delivered response!? Are you lost? (Note: I agree this is a good starting point for CIG to look at, different tiers of death so to speak)
Hopefully there will be some sort of flag or status that is recorded with your character death that will indicate whether it was a legitimate death or one due to falling through the planet / station, killed by an elevator, clipped through a spacecraft or some other bug that will make a death the fault of the game rather than a consequence of player actions. At least then a play might be able to beg CIG to not count the death against them, and recover some items.
3:53 you inherit your experience and memories via Vanduul Space Magic. Also yes I'm very sure they will drop this whole death of a spacemen idea before the 1.0 release.
Its amazing how good they are at adding game mechanics that push players away. I had a guy tell me that they plan on adding washroom mechanics and that if im not for it then SC isnt the game for me. Honestly its crazy to me that they can just make up updates as they go and never have a real direction for the game. I guess when you make millions never finishing your work it makes you never want to finish working on it.
It works like the nu-BSG where Cylons, who are indistinguishable from humans, die and somehow transmit their memories across vast distances of space, undetected, to a resurrection ship. It is tech fantasy, just like SC.
Things that Need to happen before any "Death of a Spaceman" meme B/S can even be suggested: Food/water removed, Insurance for gear, All Bugs Fixed, Physics improved to 100% working status, Armor on ships & Repair/refit options working 100%.
We already have death penalties compared to any other FPS, MMO game etc out there, it's called timesinks. Death of a space man makes sense in single player games, but in an open world PvPvE game can't see how they are gonna make that fun aka gameify it. They kind of broke it when they brought the infinite respawns on medical Pisces URSA etc. Would say they should limit vehicle respawns instead and after 3 or 4 times force the next respawn in a Orbital station Lagrange point and let deaths stack and eventually force a respawn in a Hospital on a main planetary body and then reset the loop again.
They have said that when your character perma deaths, you start with a new character and you inherit all of your previous character's stuff. It will be accompanied by some taxes. It's not going to be as bad as it sounds, just like ship insurance. I do agree with you, there needs to be more clarification.
Tie regens to the insurance and reputation systems. Give regens tiers and costs. Top-tier regens are prohibitively expensive but have no degradation, low-tier regens are cheap but have high degredation. High-rep factions can sponsor mid-high tier regens because the faction considers you a valuable asset. Dangerous missions can supply a stock of regens while the mission is active. Using a sponsored regen reduces rep with the sponsoring faction. Using a stock regen reduces mission rewards, using all stocks fails the mission at a heavy rep penalty.
Wow, this makes me wonder how much CIG has standing in the wings waiting to just be integrated. I would love to see them publish that list. You should ask Camural.
I think a better way could be a medical insurance, where if you die to many times you’d have to pay some extra bills or something like that. Or have like a respawn juice that you need to clone your body that would cost something. Or maybe instead of having respawning in your body having it degrade, make it so that when you die they try to salvage what was left of your body and when there is nothing left to salvage then you clone it with a medical bill or something similar. I like the idea of putting more of a risk to dying but I don’t think inheritance and funerals is the way to do it.
Since this is going to be implemented with the release of 1.0 none of us need to worry about it since we will have all succumbed to perma death irl long before then
At least when if the toilet gameplay is implemented like in the game scum i can enjoy the peaceful and natural sound's of hitting the bathroom in my ship
I think death can be delayed by all the prosthesis you can "aquire" after dying a certain amount of times. But they might also use this prosthesis system as a consequence of not treating T2 and T1 injuries quickly enough. It coudl be that they will game-ify this with some consequences. And on the "regeneration" size, you can "insure" yourself with a better quality ibrahim sphere that will give you more deaths.
As to the ‘death of a spaceman feature’ - which is an essential feature - in the Star Citizen universe and game, it should have specific technologies associated with it, which should as well be featured in the Squadron 42 game, given it’s importance. But since that feature hasn’t been explained on how it would work, here’s my take on it: - There would be no death of the main characters’ original body, only the death of their clones - if they have them. If they don’t have them, they would have to rely on the medical, healing technologies; - If they have clones, the characters’ original body would be placed inside a homeostatic chamber or pod, then a fractal/shard of his conscious/spirit/soul would be transferred to the clone body; - When the clone body dies, the fractal/shard naturally returns to the original body. But when back in the original body, the character will only remember the akashic memories if the character is spiritually evolved enough, or if the character is submitted to an artificial technological process to retrieve the memories from the akash; - The clone - should it be found mostly whole, or, at least, the brain - could also be regrown through a high-tech, regenerative chamber or tank. And the process of conscious/spirit/soul fractal/shard transfer to the clone body could be repeated, again; - The main characters’ would be able to have more than one clone, depending on how wealthy and/or connected the characters are; - OR: the main characters’ might do it as it is done in the Avatar movies - the main characters’ would stay inside a cyber-interface pod and connect to the clone body through an bio-etheric link, and remotely operate the clone that way; - OR: the main character might do it as it is done in the Matrix movies - the main character would sit on a cyber-interface chair and connect to the clone body through a bio-etheric link and/or chip/wired implant, and remotely operate the clone that way.
Imagine this Camural, now being my neighbour in the habs on gaslight station, just after you moved in. You decide to pay me a visit to get a drink and you find me in the bed, dead. Because I backspaced 10x, yes I was stuck in the bed, and instead of putting me into the hospital it just placed me back in that bed, bedridden. Stuck, but probably with some cyborg inplants, some that did not spawn in because they got stuck in the hospital bed where I should have been. Hey, look at me I can fantasize just as well as Chris
You can't have Death of a Salesman in a PvP game. You'll just end up with trolls paying Min $$ to create a ramming account, which will drive away the non-troll players
Thing is, they moved so FAR AWAY from the original vision, of it being more of a high stakes risk eward game where now its just a simple shooter in space with ships. They made it extremely tedious (re equipping shit, their ass inventory, etc) and to top it off the non existent medical gameplay or true rescue missions... They created the perfect game to sink time... For perma death, its not as bad if they actually defined it and redid the medical system so its less of a joke, but well guess ship sales are more important
The system is outdated and wont work with what star citizen is right now but knowing CIG they won’t listen to us, a-lot more people are gonna quit after this way more than master modes
In a game full of boring time sinks, I had no issue with permadeth going away. Fortunately, 1.0 is at least a decade away, so nothing to worry about for a long time.
I get that they want lives to matter, but that should be up to the player. In a game that's got space GTA "people will just kill you at random", it's a videogame. Death of a spaceman is soft hardcore with permadeath extended to 3 or 4 times. It's still permadeath and incompatible with the rest of the experience of they want it to appeal to the wider audience that doesn't want permadeath
DOASM will require: 1. absolutely stable servers 2. absolutely zero glitches killing characters 3 . Robust and permanent reputation system Without those things the game will kill you and there will be zero repercussions for murder hobos, creating a nightmarish game experience.
It's simple, as usual. The game has injury tiers. If a tier 1 injury is medicated, not treated, it becomes a lost limb/implant. Med beds should be rated to heal injuries and require resources. When the bed runs out of resources, it can no longer treat those injuries. Only larger facilities (such as large ships and hospitals) should have respawn; since that requires a "blank" (another resource limitation) to imprint on. The ships would have to carry a supply of blanks. Perma-death should be tied to deaths over time. As an example, if you die once per minute, your imprint becomes corrupted because of constant rewrites, and is unusable. This generates significant medical gameplay, a necessity for it, and a relatively fair and balanced mechanic for Death of A Spaceman. It's just a rough concept, but I'd be happy to flesh it out. Do I get the job?
I think 1.0 will repeat the story of 4.0 in the following few years. It's like another milestone that suppose to present some breakthrough techs that will fix all issues, like server meshing and 4.0 was. We've already seen this many times. At the same time things that is really needed for so long, like game mechanics, still adding to the long backlog. I work in software development as DevOps engineer and i see how they break thing again and again. As they constantly say, they are not trying to finalize features because this is pre-alpha and everything is subject to change. So let's say they fix docking in something like 3.20. They have development branch and feature branch of code like 4.0 with big changes. This branches developing by separate teams, sometimes from different offices. And we constantly hear about problems with communications between teams. So first team developing main branch and adding some fixes to this branch. Most of the time when you do this, you either merge this fixes in feature branches too, or do this when you merge feature branch like 40, in main branch when you finish to developing feature branch. So, you trying to merge fixes from main branch to code that have big differences with main branch. Or you develope that 4.0 for several years, it's codebase is very old, and you trying to merge it in your main branch to add this feature to your release. When you try to do this, you will have huge ammount of conflicts because code of main branch is way ahead of feature branch. And most of the time you need to resolve this conflicts manualy, selecting fragments of code from source or target branch. Here comes the human errors when people add something results in code regression and reintroducing bugs that were fixed long time ago and even many times before. This is why big feature patches always break so many things. Huge backlog of fixes, chosen development strategy to not fix bugs because your code is in "alpha", and human factor. Management problems, misscommunications, bad release policy. Many of this problmens can be fixed fairly easily. Don't make huge feature releases that will be in development for years, Improve decomposition of tasks, fix things here and now and dont delay or put them in backlog. That's easy. But i think that unfortunately the main goals of project is not the final result.
I've never understood why everyone clings to DOASM so much. Of all the things that CIG has failed to implement, of all the promises broken, of all the gaslighting and changes over the years, why is it that players are totally expecting CIG to 100% implemnet terrible gameplay systems from a blog post that is over a decade old? And the blog was about a totally different game envisioned at the time, it wasn't a massive scale MMO, it was a newer Wing Commander with better graphics, played singly or co-op with friends on a private server. CIG cannot give the Reclaimer a claw, yet everyone expects them to pull off DOASM? Really?! Permadeath cannot work in an MMO if you want to sell more than a few copies. Oh, and to anyone who says "I'm an original backer and DOASM was promised and it has to happen!!111": DOASM was never part of the original Kickstarter, which was Oct 2012. DOASM ramblings were posted on a blog in Feb. 2013. So no, nobody backed Kickstarter because of DOASM, that is just a flat out lie. The interviews of Chris in 2021 clearly show he has still put little to zero thought into how it will work, just like most other systems. CIG still doesn't have physics and still hasn't figured out space flight after over a decade. DOASM isn't even in the top 1000 issues with this project.
@PrawnWonton Why? 1. Because CIG put Death of a Spaceman into the 1.0 release view 2. Because Chris doesn't want to make a fun and interesting game, but a boring interactive movie All I am asking for is Chris needs to clarify ASAP how "Death of a Spaceman" is suppose to be implemented. What are the consequences exactly? 3-4 deaths or thousands of deaths before perma death?
I mean, they could have permadeath in "hardcore difficulty " systems. This would still be terrible, but would be diagetic, at least. EG, if you die in Stanton, they can revive you infinite times. If you die in Pyro, you come back missing parts and permadeath after 3 deaths.
I find it to be pretty shortsighted from a game design standpoint to set death limits on your player character in a game that can kill you randomly 3-4 times in one play session. Forget about getting ganked, the game itself will ALWAYS be buggy to some extent and murder you without notice.
The DOAS article is from 2013. It needs to be seen in the context of that time. It was a different game. It wasn't before 15/16 that the whole vision changed so much towards this grand scale MMO. So everthing we know is kind of outdated and we have no idea what they are ACTUALLY going to implement. I assume it will be some basic variant to justify to the old backers: "Look we did it" but it will be so lash and without impact that it's not going to matter much, because they know they cannot push new player away. They need the money. Every decision in recent times went more towards mainstream (master modes, slow combat, FPS hit indicator, more HP, etc. etc.) so DOAS, if it comes, will follow that direction. I am pretty sure.
@dontanton7775 Yes the original "Death of a Spaceman" article is old, but Chris made very clear statement in 2020 and 2021 and CIG put the "Death of a Spaceman" card into the 1.0 release view. All I am asking for is Chris should ASAP clarify what the consequences of death will be. 3-4 death before perma death or 1000? How much do we lose when we have to use our next of kin, 90%, 50%, 10% of our possessions and reputation? Why was the medical Ursa video released? Why did CIG put DoaS onto the 1.0 release view? I don't think it is asked too much that Chris clarifies this in year 13 :)
@@Camural I never proposed you shouldn't demand more clarification on that matter. Not really sure why you feel the need to justify your demands here. I merely put up a reminder that all the old information (like 3-4 deaths max) is with near certainty completey irrelevant at this point in the development of SC. I am even going so far to assume that they themselves have no conclusive plan or specific design on how that sh*t is supposed to work in the new big MMO variant. It's CIG. I don't see them having that "big paper design masterplan". They never had. And it would be a miracle if it were different in this case. They will come up with something when they get to it. Probably in some years or so. And right now, it's most probably an item in a backlog "We want DOAS" without any idea how it actually will work.
I like the idea of getting scars or even a robot arm from injuries. I feel like you should be able to pay to remove them incase I don't want to look like that. I think losing skills would be the only thing I'd be more accepting of losing along with having to pay depending on how much money you have to respawn.
@Schooterl you play almost entirely in 1st person and more or less the only parts you see outside deliberate 3rd person or inventory are your hands. Most of the time you avoid others and don't want to be close enough to see stuff Like tattoos, hair colour and jewellery at present it is time wasting fluff distracting from developing actual game systems, mechanics and content. Which raises awkward capability questions, as well as equally awkward ones on priorities.
@andrewfanner2245 I don't disagree with you on it being a waste of CIGs time right now. I just meant that if they're doing it, that's an idea of how I'd like to see it. There's a lot of other features and gameplay mechanics I'd like to see before they go into those little details.
Death of a Spaceman should only come once the game runs bugfree to the most part. Not like it is now where every time you fly out of a hangar you have the fear of dying because the hangar doors are bugged out.
Technically if you get a new character after 3-4 deaths, the new one can also die… so technically you could get up to 1000 deaths with all 300 characters 😅
I get the concept Death of a Spaceman (DOAS) but I don't find SC a sim in any sense. I will not have an association with my character if I'm going to lose it and then move over to a "family member" and begin that character arch. It seems counter-productive and useless waste CPU clock ticks. CIG for 13 years can't fix doors, elevators, clipping, etc that kills players almost every play session and yet this DOAS idea lingers. 800 years in the future one would certainly expect doors work and people don't clip though planets if its a sim. If they don't, why the hell does DNA matter?
Im a good bit new to star citizen and I believe they are wanting to add wayyy too many features especially ones that might break motivation to keep playing and ones that will keep the game in alpha for, forever.
It's not just the DNA thing. That's for the body. I think there's supposed to be something like a chip in the brain that's supposed to send an imprint of your consciousness back to your last-chosen med center at the moment the character expires. Freezing DNA isn't the only solution for the body either. Why not just pre-cone a few bodies and keep THOSE in some sort of stasis?
CIG needs to pull their heads out of collective asses, the people who pay their bills don't want this feature. The game has so many time sinks built in, to add death mechanics only kills what little fun is left in the game.
They don't know how many life. Chris ( and CIG) have intents. And they usually hammer down the rules as they get closer to an iteration 0. And then when iteration 0 hits the lives servers we might have 9 lives. And then they will see how that works and they might end up deciding we have 6 lives or 19 lives. I mean, they sold LTI ships since forever but only, recently, because of crafting and base building arriving on the table, clarified what exactly LTI and other warranty/insurance system they were aiming for. As for ship commercial.... that's what they are, commercials. They are meant to sell you the product, in this case the Ursa Medivac. So I wouldn't take literally what an in-fiction character boasting about the fact he doesn't care if he dies actually say as any indication of hard facts.
@ShenShen88 The medical Ursa promo video is not just an "in-fiction character" talking. Sure CIG wants to sell medical Ursas but this was a statement in an official CIG video. It will bite them in the ass if they remove this feature. Remember we could re-spawn in the Cutlass Red tier 3 med beds when introduced. Later CIG removed this feature because _"We were never suppose to be able to re-spawn in tier 3 med beds"._ Then when CIG released the medical Ursa re-spawning in tier 3 med beds is back. You cannot treat people like that, not even fanatic backers.
@@Camural I see your point. It's pretty much the same thing that I commented about LTI. For me it does point out that there's a lot of intent and details only get hammered down closer to release. Also, CIG tries thing out, your example about respawning is exactly that. The whole thing about the flight model also the same thing. SC has been in flux since it's early inception. It's nothing new. We can challenge this as much as we want, for me, it's the nature of the beast. Now if they can realise their intent for 2025 and get us a more stable game, I'll be happy. The game is far from perfect and is still lacking but when it's stable I'm still having a blast playing it.
Chris Roberts, Death of a Spaceman: robertsspaceindustries.com/comm-link/engineering/12879-Death-Of-A-Spaceman
Chris we need a clarification from you how "Death of a Spaceman" is suppose to be implemented. What are the consequences exactly?
3-4 deaths or thousands of deaths before perma death?
As the years pass I realize the only possible outcome if this goes live is to sell it as a survival game with scheduled world resets. (I mean, it kinda already is)
It's under 1.0 goals, we don't need to worry about this for at least another 20 years.
LOL!
2027 source : Trust me bro
Thats being optimistic
I don't need to worry about it at all. I just don't play the game or worry about anything anymore. I just still enjoy his videos.
😂 +1!
_"Here lies , killed by a sofa in his own hangar"_
Who the hell wants to LIVE IN THE GARAGE?
@@MikePhilbin1966 people who find the murdercouch less dangerous than the commute on those dimensional clipping trains and abbadon's pit elevators.
spot on! most people die due to bugs
"twice in a row"
@@sonicfactory-uk Oh my God I read this during my morning standup meeting and almost laughed so hard that I spit my coffee all over my keyboard.
Death Of A Space Game
Genius ! I'm stealing it !
This
I wonder how many players would quit the game indefinitely after losing their toon... 🤔
@@AlphaCitizen ALMOST EVERYONE. we got rid of this type of gameplay years and years ago. this is the whole reason world of warcraft came to be they were the first ones to get rid of that shit and players were like FINALLY.
We already have this. We die every 5 mins from errors.
And linger in limbo when the launcher decides not to work.
by the time 1.0 arrives original backers will look like T-800s
Lol just 4 lives and you start losing stuff? In this game you can die 3 or 4 times before ever leaving your hangar due to bugs. I'll believe it when I see it.
"Here lies Karma, he never even left his hangar."
i think thats a big part of why its not in the game rn
way the current game is ill be having a funeral every two days
Skip 😂
rofl, I doubt I would last a single play session, So I hear you Hawker.
youll be out of lives before you get past the first loading screen after choosing a primary residence, stuck on the character creation persistantly
More like every 2 minutes with the way the game is now, cause we know they can't fix the bugs so when 1.0 releases we will still be dying to elevators and clipping through planetary surfaces. The current 4.0.1 PTU build is just as bad as the 4.0 Preview live build, they fixed some things and broke even more.
Permadeath will occur when the investors like Calders exercise their stock options.
Q2 2028
Knowing what we know now about CIG's ability to implement complex systems like this, I'm confident that they'll get the worst parts (permanent character degradation) partially in, but they'll utterly balls up the inheritance interface and they've also already baited and switched on having those extra character slots from extra game packages for NPC AIs we're no longer getting until 'maybe after launch'.
They'll only put in a system like that if they figure it out as a way to get rid of perma-owned real money items.
Look its just indicative how all over the place they were and still are. They could just have stuck with the ks promises for 1.0 and made that work first. But noo had to start promising and developing all kinds of wackydoodle to one up elite.
"That Ursa Medivac commercial doesn't count, cuz we just wanted to sell Ursas." -CR
i died walking into my hanger from suffocation. i had a spacesuit on.
This isn't really a coherent whole. It's a collection of cool ideas in Chris's head
You described the entirety of the SC development.
The rule of, "Ohhhh, Shiny!!!"
@@killerbees1199 ideas that are only cool to one person...
he's gotta keep the whale fomo fresh
@chonky2129 I am, or at least am capable of being a whale.
However I'm also a sceptic having followed CR's career from Wing Commander days onwards and as such I keep my wallet (mostly) closed. The blatant cynicism of ship nerfs to pump sales of other ships, together with the management's failure/inability (you choose) to deliver means I've kept my pledge level way below what it might have been. I know many others in a similar position. In its current state it would be a bold move to do otherwise.
Perma death will kill this game
It kills 99% of the games that put it in. It’s way way way too niche.
Space game: Niche
Flight Sim: Niche
Life sim (second job): Niche
Full loot PvP: HYPER Niche
Permadeath: Niche
Non-stop time sinks: Niche
CIG is trying to make the largest MMO that can survive with a playerbase that has the players size community of a game that is a Niche of a niche, within a niche of a niche, that is targeting that even smaller niche crowd that itself has an even smaller niche crowd.
This is why I say they sell after S42 releases and polish the engine up enough to optically look attractive to a buyer with pretty studios.
@@larrymitchell6470it will also kill what little PVP will exist in the final release as well. No one will PVP if permadeath is any kind of a thing.
The dream if every care bears that believe SC should be a Starfield 2.0...@@jebidyah
I think by the time this is implemented the backers will be struggling to stay alive themselves, yet alone their character.
This is utterly incompatible with a game where zero consequence murder hobo play appears to be an intended , nay encourgaed, game loop. To use Chris' onw expression, not fun game play. There are decision makers who make too many poor choices.
Mr Roberts has no idea what he is doing.
My character means something to me in every game I play without perma death.
I get less attached to the character if I know they can permadie.
@@Frank-costanza it should be optional just like the pvp/pve sliders we were meant to get
@@MBato89 I agree, I'm sure some people would love the idea of a hardcore server, but it should be optional like most other games.
So, after 3 or 4 trips in the elevator and it’s over
I never liked elevators as a child in real life, with good reason?...... 😅
death of a spaceman combined with space tarkov, what a great idea, CIG is really good at this
nice, make the game even slower and drag out the time period between when we get to do what we want as long as possible
Core design principle!
And this is where realism starts to negatively effect how fun the game is. Unless you are playing on hardcore server, there shouldn't be permadeath. Full stop
100%, but the biggest issue is that CIG is a trash tier developer, they couldn’t make this system work with 40 years of dev time. Just make a playable game ffs.
Perma death can be beneficial to constrain Murder Hobos in white spacesuits. It won't get rid of them, but could push some in the right direction. Meaningless death by bugs is not how the game should work anyway, so this is hypothetical .
@@Leptospirosi Generally the way it works out is that permadeath systems have a lower opportunity cost for the murderhobos than the people who they are antagonizing. Especially since we know that once you've broken your body you just get a new one anyway - if they have zero rep to start with they will lose nothing while they inflict reputation loss on you.
@@Leptospirosi That's naive thinking. First saying there's benefits to reduce a problem and then immediately stating it won't get rid of that problem. This is going to hurt a massive amount of people's interest in this game. And what happens when there's not enough interest in a game? Sure you might get to play your ideal game with a few of your buddies who also stuck it out for a short while and you might have a blast. But, it'll be so short and if they don't make drastic changes, the game will die. This is true for a lot of other issues with this game. Not just the perma-death.
@SeniorfritoOfficial naive? It's just a fact, and you should deal with it.
Just because you don't want Death in game, it won't make it disappear.
It will be there, whatever your opinion is.
I'm just trying to think about what will come with it
Death needs consequences, however the game needs to be fixed first to eliminate trivial deaths caused by bugs.
@HitmannDDD There are already more than enough consequences for dying in Star Citizen:
-You have to equip your character using CIG's terrible inventory and item manipulation system
-You have to claim your ship, most player only own one starter ship
-You have to wait for your ship to be available
-You have to fly back
At least 10 minutes, can be easily 20 - 30 minutes
@@CamuralI don't feel even 30 mins is a real hit in terms of progression. We earn money in game so freely, the equipping is only a time issue and not financially a hit.
@hamitron Ok, losing 30 minutes of play time is no deal for you, we are very happy for you, I mean it.
However, many people have less than 2 hours a day on average to play a game, less than 10 hours in a week.
@@Camural 30 mins is an issue. It is the overall progression of a character I am referring to. I don't feel forcing a player to spend 30 mins re-equipping is progression loss, it is a frustration. Progression loss would be losing a ship you spend 6 months getting, with insurance maybe only covering 60% of it, but the player gets back into the game quickly with lost progression.
death already has more consequences than killing.
CIG does not give a crap, they are utterly incompetent.
3 or 4 times we die in a single session today when the bugs are awake, sometimes you die walking inside a station that does lose atmo, or bump into someone, you clip into a wall....
ROFL
Thing is, "This game has suffered from NO GUIDING CORE for the entirety of its life," remember, change is everything in Star Citizen i.e. THIS IS NOT HOW REAL GAMES ARE MADE. :)
Back in the day I never thought how seeing Chris wife and hos brother as part of the main people of CIG is such a red flag. How innocent I was.
it's a mafia business
Regardless of other issues the game has. Even if everything else worked. This feature alone would kill it. It would completely render the game unattractive to even most of the current player base. Even if they are too caught up in the cult to realise.
This is a ridiculous idea for a video game. When backspacing comes with consequences i'll delete instead.
They need to make sure you don't get killed by the game from looking at the wall and other things first
Chris has fokkol idea of what he wants as a whole out of sc. Like you have pointed out on numerous occasions, he wakes in the morning & wants implement something new.
Chris has managed to bamboozle almost a billion dollars out of people this far for a tech demo that is still in a very sorry state with no finalization in sight, like you have pointed out on numerous occasions.
Like I have said on many occasions (& in your perfect wording; stop throwing good money after bad), vote with your wallet. Force cig into a financial crisis where they are forced to focus on actual development & delivering a finished product far more quickly & efficiently with a proper level of "playability."
In 2026, sq42 will be delayed yet again by another 2 years. It is people like chris roberts destroying the gaming industry on the one side & aaa titles on the other.
That's my 2 cents worth. Keep up the great work & stay in chris' face.
nah, someone would have to get them under legal pressure enough for them to be shut down at least in the EU for their marketing practices.
@@the_babbleboom I suspect that was why they moved the company to the U.K. No class action law suits and no E.U regulations to keep their crap in check.
Nothing killed me more than the elevetors so far. Number two is most probably the invisible asteroids.
DAOS needs to go like yesterday
Imagine regeneration in real life. You wake up, no recollection of why you're there. Doc looks at you and says you got shot in the head and died, but we brought you back with your DNA. To me that's a little unsettling lol
I will die in RL before we see death of a spaceman.
They need to fix their dam game before death penalties. Probably three quarters of my deaths are from the game not working as intended.
honestly i dont know what the hell they are gonna do with that system. the eve online system is allready punishing enough. and this system is going to be ultra frustrating and will also contribute to the players not just coming back to the game.
The Ursa Medivac commercial is in direct contrast to death of a spaceman. CIG needs to pick a lane and stick to it
When I heard about "Perma Death" a year or so ago, is when I stopped playing. All I liked doing in the game is float right off the side of Port Tressler and enjoy a Margarita. And with the bugs in the game, by the third sip of the Boozy Beverage, the ship would decide to blow up. Then I was told about Perma Death, and said "Nope. Done!".
I love that gentle "phacc" at the end lmaoo
Death of a space game. Grind grind grind...
Death of a space man is just death of star citizen
sandy looking at chris like a trainer at her pet, fine, he follws the training routine.
Still on the table ? We're doomed haha
Judging by the way Chris is running CIG into the ground I think we are more likely to experience perma death of star citizen then anything else.
How Chris must think we will react: "I was killed off by bugs 23 times this week and Chis just made the last death permanent. I only lost half my stuff to inheritance tax so I can start over again, this game is so awesome, thanks Chris you're my hero"
0:20 Oh that helmet art - to die for... especially when one forgets wearing it.
The Nursa marketing commercial said I could die a thousand times.
@vik12D CIG will say: _"This was just a promo video, it was not serious!"_
We can say: _"We want to buy more ships, but we were not serious!"_
@Camural The funny, or sad, thing is that if they were honest with ships instead of nerfing after sales amd the development was moving forward reliably (as expensive as they are) I would buy the ships.
@Camural The funny, or sad, thing is that if they were honest with ships instead of nerfing after sales amd the development was moving forward reliably (as expensive as they are) I would buy the ships.
Maybe death will have different degrees, Im thinking like this:
- 1 a) A death where your body is completely erased on an atomic level
- 1 b) you died but your body "was" intact but not recovered for a prolonged peroid of time, where your DNA is completely degenerated. (decomposition)
you will need to rebuild your body from scratch and that can only happen 3 or 4 times before you run out of DNA to build from.
-2) A death where your body is still completely (or for the most part) intact, you can regenerate an "infinite" amount of times as long as your body is reclaimed.
What are you doing here with your resonable takes and calmly delivered response!? Are you lost? (Note: I agree this is a good starting point for CIG to look at, different tiers of death so to speak)
Hopefully there will be some sort of flag or status that is recorded with your character death that will indicate whether it was a legitimate death or one due to falling through the planet / station, killed by an elevator, clipped through a spacecraft or some other bug that will make a death the fault of the game rather than a consequence of player actions. At least then a play might be able to beg CIG to not count the death against them, and recover some items.
and based on experience, this is something you expect to happen?
what studio are you talking about? is there another CIG i havent heard of?
3:53 you inherit your experience and memories via Vanduul Space Magic. Also yes I'm very sure they will drop this whole death of a spacemen idea before the 1.0 release.
Its amazing how good they are at adding game mechanics that push players away.
I had a guy tell me that they plan on adding washroom mechanics and that if im not for it then SC isnt the game for me.
Honestly its crazy to me that they can just make up updates as they go and never have a real direction for the game.
I guess when you make millions never finishing your work it makes you never want to finish working on it.
It works like the nu-BSG where Cylons, who are indistinguishable from humans, die and somehow transmit their memories across vast distances of space, undetected, to a resurrection ship. It is tech fantasy, just like SC.
Things that Need to happen before any "Death of a Spaceman" meme B/S can even be suggested: Food/water removed, Insurance for gear, All Bugs Fixed, Physics improved to 100% working status, Armor on ships & Repair/refit options working 100%.
When you ask CR about this commercial , ask them about that Carrack commercial that the guy was *obviously solo* that fooled me into getting one 😂😢
At this point i believe i paid for a memeshow, not for game
My most anticipated feature of the whole game
Spot on as always, this will be another nail in the coffin.
We already have death penalties compared to any other FPS, MMO game etc out there, it's called timesinks. Death of a space man makes sense in single player games, but in an open world PvPvE game can't see how they are gonna make that fun aka gameify it. They kind of broke it when they brought the infinite respawns on medical Pisces URSA etc. Would say they should limit vehicle respawns instead and after 3 or 4 times force the next respawn in a Orbital station Lagrange point and let deaths stack and eventually force a respawn in a Hospital on a main planetary body and then reset the loop again.
They have said that when your character perma deaths, you start with a new character and you inherit all of your previous character's stuff. It will be accompanied by some taxes. It's not going to be as bad as it sounds, just like ship insurance. I do agree with you, there needs to be more clarification.
Death of Star Citizen is still on the table.
Tie regens to the insurance and reputation systems.
Give regens tiers and costs.
Top-tier regens are prohibitively expensive but have no degradation, low-tier regens are cheap but have high degredation.
High-rep factions can sponsor mid-high tier regens because the faction considers you a valuable asset.
Dangerous missions can supply a stock of regens while the mission is active.
Using a sponsored regen reduces rep with the sponsoring faction.
Using a stock regen reduces mission rewards, using all stocks fails the mission at a heavy rep penalty.
Wow, this makes me wonder how much CIG has standing in the wings waiting to just be integrated. I would love to see them publish that list. You should ask Camural.
after 1.0 if I die in an elevator Chris should give me a Kraken.
>falls through elevator
>perma death
no thanks
I think a better way could be a medical insurance, where if you die to many times you’d have to pay some extra bills or something like that. Or have like a respawn juice that you need to clone your body that would cost something.
Or maybe instead of having respawning in your body having it degrade, make it so that when you die they try to salvage what was left of your body and when there is nothing left to salvage then you clone it with a medical bill or something similar.
I like the idea of putting more of a risk to dying but I don’t think inheritance and funerals is the way to do it.
Since this is going to be implemented with the release of 1.0 none of us need to worry about it since we will have all succumbed to perma death irl long before then
At least when if the toilet gameplay is implemented like in the game scum i can enjoy the peaceful and natural sound's of hitting the bathroom in my ship
I think death can be delayed by all the prosthesis you can "aquire" after dying a certain amount of times. But they might also use this prosthesis system as a consequence of not treating T2 and T1 injuries quickly enough. It coudl be that they will game-ify this with some consequences. And on the "regeneration" size, you can "insure" yourself with a better quality ibrahim sphere that will give you more deaths.
As to the ‘death of a spaceman feature’ - which is an essential feature - in the Star Citizen universe and game, it should have specific technologies associated with it, which should as well be featured in the Squadron 42 game, given it’s importance. But since that feature hasn’t been explained on how it would work, here’s my take on it:
- There would be no death of the main characters’ original body, only the death of their clones - if they have them. If they don’t have them, they would have to rely on the medical, healing technologies;
- If they have clones, the characters’ original body would be placed inside a homeostatic chamber or pod, then a fractal/shard of his conscious/spirit/soul would be transferred to the clone body;
- When the clone body dies, the fractal/shard naturally returns to the original body. But when back in the original body, the character will only remember the akashic memories if the character is spiritually evolved enough, or if the character is submitted to an artificial technological process to retrieve the memories from the akash;
- The clone - should it be found mostly whole, or, at least, the brain - could also be regrown through a high-tech, regenerative chamber or tank. And the process of conscious/spirit/soul fractal/shard transfer to the clone body could be repeated, again;
- The main characters’ would be able to have more than one clone, depending on how wealthy and/or connected the characters are;
- OR: the main characters’ might do it as it is done in the Avatar movies - the main characters’ would stay inside a cyber-interface pod and connect to the clone body through an bio-etheric link, and remotely operate the clone that way;
- OR: the main character might do it as it is done in the Matrix movies - the main character would sit on a cyber-interface chair and connect to the clone body through a bio-etheric link and/or chip/wired implant, and remotely operate the clone that way.
Imagine this Camural, now being my neighbour in the habs on gaslight station, just after you moved in. You decide to pay me a visit to get a drink and you find me in the bed, dead. Because I backspaced 10x, yes I was stuck in the bed, and instead of putting me into the hospital it just placed me back in that bed, bedridden. Stuck, but probably with some cyborg inplants, some that did not spawn in because they got stuck in the hospital bed where I should have been. Hey, look at me I can fantasize just as well as Chris
You can't have Death of a Salesman in a PvP game. You'll just end up with trolls paying Min $$ to create a ramming account, which will drive away the non-troll players
I'm still not sold on DOAS, but it sounds like they've basically baked this concept/theme/mechanic in by now.
You can only die 3 or 4 times turned to 1000 times because virtually every gaming session ends with 3-4 deaths in itself.
Thing is, they moved so FAR AWAY from the original vision, of it being more of a high stakes risk eward game where now its just a simple shooter in space with ships.
They made it extremely tedious (re equipping shit, their ass inventory, etc) and to top it off the non existent medical gameplay or true rescue missions...
They created the perfect game to sink time...
For perma death, its not as bad if they actually defined it and redid the medical system so its less of a joke, but well guess ship sales are more important
The system is outdated and wont work with what star citizen is right now but knowing CIG they won’t listen to us, a-lot more people are gonna quit after this way more than master modes
At the rate they're going, our spacemen will be dead long before we even play this game. ;)
In a game full of boring time sinks, I had no issue with permadeth going away. Fortunately, 1.0 is at least a decade away, so nothing to worry about for a long time.
I get that they want lives to matter, but that should be up to the player. In a game that's got space GTA "people will just kill you at random", it's a videogame.
Death of a spaceman is soft hardcore with permadeath extended to 3 or 4 times. It's still permadeath and incompatible with the rest of the experience of they want it to appeal to the wider audience that doesn't want permadeath
I got killed while running toward someone in a station. Let that sink in.😂
I think it's an interesting idea for a time beyond wipes to keep the game playable.
DOASM will require:
1. absolutely stable servers
2. absolutely zero glitches killing characters
3 . Robust and permanent reputation system
Without those things the game will kill you and there will be zero repercussions for murder hobos, creating a nightmarish game experience.
It's simple, as usual. The game has injury tiers. If a tier 1 injury is medicated, not treated, it becomes a lost limb/implant. Med beds should be rated to heal injuries and require resources. When the bed runs out of resources, it can no longer treat those injuries. Only larger facilities (such as large ships and hospitals) should have respawn; since that requires a "blank" (another resource limitation) to imprint on. The ships would have to carry a supply of blanks. Perma-death should be tied to deaths over time. As an example, if you die once per minute, your imprint becomes corrupted because of constant rewrites, and is unusable.
This generates significant medical gameplay, a necessity for it, and a relatively fair and balanced mechanic for Death of A Spaceman.
It's just a rough concept, but I'd be happy to flesh it out. Do I get the job?
I think 1.0 will repeat the story of 4.0 in the following few years. It's like another milestone that suppose to present some breakthrough techs that will fix all issues, like server meshing and 4.0 was. We've already seen this many times. At the same time things that is really needed for so long, like game mechanics, still adding to the long backlog.
I work in software development as DevOps engineer and i see how they break thing again and again. As they constantly say, they are not trying to finalize features because this is pre-alpha and everything is subject to change. So let's say they fix docking in something like 3.20. They have development branch and feature branch of code like 4.0 with big changes. This branches developing by separate teams, sometimes from different offices. And we constantly hear about problems with communications between teams. So first team developing main branch and adding some fixes to this branch. Most of the time when you do this, you either merge this fixes in feature branches too, or do this when you merge feature branch like 40, in main branch when you finish to developing feature branch. So, you trying to merge fixes from main branch to code that have big differences with main branch. Or you develope that 4.0 for several years, it's codebase is very old, and you trying to merge it in your main branch to add this feature to your release. When you try to do this, you will have huge ammount of conflicts because code of main branch is way ahead of feature branch. And most of the time you need to resolve this conflicts manualy, selecting fragments of code from source or target branch. Here comes the human errors when people add something results in code regression and reintroducing bugs that were fixed long time ago and even many times before. This is why big feature patches always break so many things. Huge backlog of fixes, chosen development strategy to not fix bugs because your code is in "alpha", and human factor. Management problems, misscommunications, bad release policy.
Many of this problmens can be fixed fairly easily. Don't make huge feature releases that will be in development for years, Improve decomposition of tasks, fix things here and now and dont delay or put them in backlog. That's easy. But i think that unfortunately the main goals of project is not the final result.
I've never understood why everyone clings to DOASM so much. Of all the things that CIG has failed to implement, of all the promises broken, of all the gaslighting and changes over the years, why is it that players are totally expecting CIG to 100% implemnet terrible gameplay systems from a blog post that is over a decade old? And the blog was about a totally different game envisioned at the time, it wasn't a massive scale MMO, it was a newer Wing Commander with better graphics, played singly or co-op with friends on a private server. CIG cannot give the Reclaimer a claw, yet everyone expects them to pull off DOASM? Really?!
Permadeath cannot work in an MMO if you want to sell more than a few copies.
Oh, and to anyone who says "I'm an original backer and DOASM was promised and it has to happen!!111": DOASM was never part of the original Kickstarter, which was Oct 2012. DOASM ramblings were posted on a blog in Feb. 2013. So no, nobody backed Kickstarter because of DOASM, that is just a flat out lie. The interviews of Chris in 2021 clearly show he has still put little to zero thought into how it will work, just like most other systems.
CIG still doesn't have physics and still hasn't figured out space flight after over a decade. DOASM isn't even in the top 1000 issues with this project.
@PrawnWonton Why?
1. Because CIG put Death of a Spaceman into the 1.0 release view
2. Because Chris doesn't want to make a fun and interesting game, but a boring interactive movie
All I am asking for is Chris needs to clarify ASAP how "Death of a Spaceman" is suppose to be implemented. What are the consequences exactly? 3-4 deaths or thousands of deaths before perma death?
I mean, they could have permadeath in "hardcore difficulty " systems. This would still be terrible, but would be diagetic, at least. EG, if you die in Stanton, they can revive you infinite times. If you die in Pyro, you come back missing parts and permadeath after 3 deaths.
Will be implement when they finish the coffin ship concept for sale.
@davidcelestino7421 Don't give Chris ideas! :)
Death of a Spaceman will be something that will scare away many many players.... I'm afraid of this too...
I died 3 times last week trying to get a ship out if my hanger and falling through the ground, once i finally got out i got a 30k half an hour later
What is in the game now works well enough for death. I don't want my character to completely die that's just dumb.
good thing 1.0 is years away
Centuries
I find it to be pretty shortsighted from a game design standpoint to set death limits on your player character in a game that can kill you randomly 3-4 times in one play session. Forget about getting ganked, the game itself will ALWAYS be buggy to some extent and murder you without notice.
The DOAS article is from 2013. It needs to be seen in the context of that time. It was a different game. It wasn't before 15/16 that the whole vision changed so much towards this grand scale MMO. So everthing we know is kind of outdated and we have no idea what they are ACTUALLY going to implement. I assume it will be some basic variant to justify to the old backers: "Look we did it" but it will be so lash and without impact that it's not going to matter much, because they know they cannot push new player away. They need the money. Every decision in recent times went more towards mainstream (master modes, slow combat, FPS hit indicator, more HP, etc. etc.) so DOAS, if it comes, will follow that direction. I am pretty sure.
@dontanton7775 Yes the original "Death of a Spaceman" article is old, but Chris made very clear statement in 2020 and 2021 and CIG put the "Death of a Spaceman" card into the 1.0 release view.
All I am asking for is Chris should ASAP clarify what the consequences of death will be.
3-4 death before perma death or 1000? How much do we lose when we have to use our next of kin, 90%, 50%, 10% of our possessions and reputation? Why was the medical Ursa video released? Why did CIG put DoaS onto the 1.0 release view?
I don't think it is asked too much that Chris clarifies this in year 13 :)
@@Camural I never proposed you shouldn't demand more clarification on that matter. Not really sure why you feel the need to justify your demands here. I merely put up a reminder that all the old information (like 3-4 deaths max) is with near certainty completey irrelevant at this point in the development of SC. I am even going so far to assume that they themselves have no conclusive plan or specific design on how that sh*t is supposed to work in the new big MMO variant. It's CIG. I don't see them having that "big paper design masterplan". They never had. And it would be a miracle if it were different in this case. They will come up with something when they get to it. Probably in some years or so. And right now, it's most probably an item in a backlog "We want DOAS" without any idea how it actually will work.
Man I can't await to play 1.0 in 2039. Hyped af.
I like the idea of getting scars or even a robot arm from injuries. I feel like you should be able to pay to remove them incase I don't want to look like that.
I think losing skills would be the only thing I'd be more accepting of losing along with having to pay depending on how much money you have to respawn.
@Schooterl you play almost entirely in 1st person and more or less the only parts you see outside deliberate 3rd person or inventory are your hands. Most of the time you avoid others and don't want to be close enough to see stuff
Like tattoos, hair colour and jewellery at present it is time wasting fluff distracting from developing actual game systems, mechanics and content.
Which raises awkward capability questions, as well as equally awkward ones on priorities.
@andrewfanner2245 I don't disagree with you on it being a waste of CIGs time right now.
I just meant that if they're doing it, that's an idea of how I'd like to see it.
There's a lot of other features and gameplay mechanics I'd like to see before they go into those little details.
Death of a Spaceman should only come once the game runs bugfree to the most part. Not like it is now where every time you fly out of a hangar you have the fear of dying because the hangar doors are bugged out.
Technically if you get a new character after 3-4 deaths, the new one can also die… so technically you could get up to 1000 deaths with all 300 characters 😅
I get the concept Death of a Spaceman (DOAS) but I don't find SC a sim in any sense. I will not have an association with my character if I'm going to lose it and then move over to a "family member" and begin that character arch. It seems counter-productive and useless waste CPU clock ticks. CIG for 13 years can't fix doors, elevators, clipping, etc that kills players almost every play session and yet this DOAS idea lingers. 800 years in the future one would certainly expect doors work and people don't clip though planets if its a sim. If they don't, why the hell does DNA matter?
We have a thousand ways to die by bugs. you can now die by data bank. You log off pretty fine and log in without gear - amazing 😂
Im a good bit new to star citizen and I believe they are wanting to add wayyy too many features especially ones that might break motivation to keep playing and ones that will keep the game in alpha for, forever.
It's not just the DNA thing. That's for the body. I think there's supposed to be something like a chip in the brain that's supposed to send an imprint of your consciousness back to your last-chosen med center at the moment the character expires. Freezing DNA isn't the only solution for the body either. Why not just pre-cone a few bodies and keep THOSE in some sort of stasis?
CIG needs to pull their heads out of collective asses, the people who pay their bills don't want this feature. The game has so many time sinks built in, to add death mechanics only kills what little fun is left in the game.
Iheritance tax? Damn griefers are gonna love this update
They don't know how many life. Chris ( and CIG) have intents. And they usually hammer down the rules as they get closer to an iteration 0. And then when iteration 0 hits the lives servers we might have 9 lives. And then they will see how that works and they might end up deciding we have 6 lives or 19 lives. I mean, they sold LTI ships since forever but only, recently, because of crafting and base building arriving on the table, clarified what exactly LTI and other warranty/insurance system they were aiming for. As for ship commercial.... that's what they are, commercials. They are meant to sell you the product, in this case the Ursa Medivac. So I wouldn't take literally what an in-fiction character boasting about the fact he doesn't care if he dies actually say as any indication of hard facts.
@ShenShen88 The medical Ursa promo video is not just an "in-fiction character" talking. Sure CIG wants to sell medical Ursas but this was a statement in an official CIG video. It will bite them in the ass if they remove this feature.
Remember we could re-spawn in the Cutlass Red tier 3 med beds when introduced. Later CIG removed this feature because _"We were never suppose to be able to re-spawn in tier 3 med beds"._ Then when CIG released the medical Ursa re-spawning in tier 3 med beds is back.
You cannot treat people like that, not even fanatic backers.
@@Camural I see your point. It's pretty much the same thing that I commented about LTI. For me it does point out that there's a lot of intent and details only get hammered down closer to release. Also, CIG tries thing out, your example about respawning is exactly that. The whole thing about the flight model also the same thing. SC has been in flux since it's early inception. It's nothing new. We can challenge this as much as we want, for me, it's the nature of the beast. Now if they can realise their intent for 2025 and get us a more stable game, I'll be happy. The game is far from perfect and is still lacking but when it's stable I'm still having a blast playing it.