There are changing rooms on stations. This is just the broken, Tier 0 version of personal inventory. The real problem is CIG pushing broken features as building blocks for future features that are 6 months to years away from delivery. They need to produce more refined features instead of pushing broken patches that just make life in the 'Verse miserable.
We're at the end of year 12 of development, or the middle of the 14th if you count Chris's 1.5 years of pre-production. The REAL real problem is that they never did 'build a solid foundation' nor 'take the time to do it right the first time' let alone 'build the tools and piplines to accelerate progress'. Those were all things they told us they were doing to excuse the poor progress in the first year after they 'decided to make a more ambitious game' but it was all lies it seems.
I really hope they add a hirable NPC that acts as a quarter master. Where you could pay the npc and it uses your money to keep whatever items you set a stock level for and place the items where you want them such as ship gun/ammo racks, food etc. this would add a money sink and a luxury to work towards.
I think the answer is changing rooms/walk-in closets/locker rooms as “character cargo hangers.” Just have an animation of us walking into a changing room, bring up a view of the inventory UI, we use the UI once to get what we want, and then play an animation of us leaving the changing room and boom done. Ideally with animations under 10 seconds. Single interaction, but keeps the ability for them to separate the two server loads of inventory and physical. Fixed locations also makes logistics slightly more believable.
From a solo player perspective, the kiosks are crazy. They make little more sense from a group play perspective. If you have a group of 8 come in on a Reclaimer, and want to head out on a Valkerie, switching gear at the station would require a lot of kiosks. I do think the mobi method and keeping it simple works best. Having everyone rehydrate, and heal, or set spawn, etc, already consumes sooo much time!
Fortunately, there are kiosks all over the place in the stations. Granted it would take a little more time to get to them. And in a group that large, it's always going to take some time when you swap out anyway ... not to mention the time it takes the ship elevator to go all the way down and up again.
Your solution is similar to mine. When you finalize the loadout the character steps into an attached changing booth that equips everything then steps out. Similar to Deatg Stranding or Grand Theft Auto. They can put these on ships as well by replacing the lockers.
I suspect that the huge number of kiosks are just there to generate data on the best location. Most likely habs, hangars and near by shops. But, we could be surprised. Also, isn't it better to start with more and progressively remove them later? I do suspect too that is was to train players in a more soft way than removing directly the local inventory for just a few kiosks.
sacrifice for the algorithm! Definitely growing pains of the first iteration. I assume they will give us something like the looting UI for the kiosks in the end but probably more complicated to integrate that with the new cargo system than we assume.
Your argument about the workaround is bright and demonstrate that the current state of kiosks is very unsatisfing. Good job Sir ! CIG has to do a lot better especially after 12 years NOT thinking the gameplay, even the more common interactions in a video game. Its frightening and depressing at the same time.
CIG seems incapable of thinking more than one step at a time. They focus 100% on getting a feature in (sometimes working, sometimes... well...) and leave all the repercussions to be considered later. Rather than "we want the player to be able to do this, this, and this" and working toward developing systems to enable those goals, it seems they come up with a feature first and once they figure out if it works we, the players, have to tell them all the shit they need to now implement or fix so we can actually use the feature and/or not have the feature exploited. For years they have showcased an inability to start with a premise and follow the logic branches stemming from it in order to plan ahead. Almost like they need a team dedicated to sitting in a room and examining planned features and their consequences.
Yes, for instance players are still unable to exchange objects without putting them on the ground with the risk of losing them. Ther should be agive command where the object carried can be taken by someone else.
Kiosks as the point of access to the inventory are ok. The problem is intermediate steps... And now items are still appearing magically, but with the step in between
Timers timers timers Must add timers In the rich man's game Timers timers timers Endless timers In the rich man's game (Sung to ABBA - Money Money Money)
I think sometimes you just need to let the game be a game. I understand that they want to maximize verisimilitude in the game. But there isn't really a good way to realistically represent personal inventory from a first person perspective. I'm fine with using kiosks as the access point. They just need to move the default camera or make the kiosk invisible from the inside so we can see what we're doing. In terms of improving the system, I'd really like to see preset loadouts / outfits so that I can walk to a kiosk or locker and click a button to switch from one loadout to another. If not all of the items are available in the location, it gives you a warning so you can select items to add after the loadout selection (or go buy something).
I would prefer items being only accessible from habs and hangars, but only if CIG move habs to spaceports to get rid of the need for brain-deadening hab-to-spaceport runs in landing zones that serve no purpose and only act as daily repetitive chore, when tons of IRL airports and railway stations have hotels in them. For the way kiosks operate, I have no suggestions, but I would want to first see what CIG meant when they said they were developing a "larger system" that would incorporate unique item retrieval. Supposedly they will tell us about that at CitizenCon, so maybe that system will change things and open possibilities to make inventory operate better?
I hate inventory kiosks being everywhere and agree with having them in hangers and habs only. If you think about it, items are just magically transported to a kiosk rather than magically equipped. I think the sole reason for them being introduced everywhere was to stop players bitching. The whole inventory system does need to be more user friendly though.
Star Citizen has the worst inventory management system of any PC game I've ever played, and many of the gameplay systems are cumbersome and frustrating.
I love this game, but you’re right. There are fundamentals in UI design that are there for a reason (responsiveness, clarity, feedback etc) and there are plenty of great inventory systems out there to draw inspiration from. I’ve been playing since 2.6 and each time they roll out a new inventory system I’m always initially excited because the current one is bad, then the new one turns out to be also bad. This is no longer tier 0 for any of the component systems (HUD, building blocks, Inventory) it’s frustrating to see this get needlessly complex while feeling so bad to actually use. This kind of thing worries me about SC. It gives this incredible game a ‘student project’ vibe :(
You see how making inventory super tedious is bad gameplay, yet you still want it to be "super realistic". Hyper realism is super tedious. That's why hyper realism is bad gameplay.
The real goal of Item banks (and ship elevators and cargo elevators in the same way) is to limit the access to the external server that manages inventories. Equipping from the drawer is running totally on the local server and the item bank is running totally on the inventory server. So this decrease CPU use on the local server and supress lag issues and interactions between those servers. This will probably increase performances in 3.24. Those are clearly added time sinks but the real issue is that CIG is not providing less time sinks to compensate. They have a lot of possibilities : - Implement suit lockers and others lockers like Aid kits that are already present in some ships since a very long time - Create single sets of equipement like armors instead of always having to manage pieces one by one (including when buying them) - Create the possibility to add multiple chargers to guns (including when buying them) - Adding an intelligent search engine - Also sells packs of food, drinks, medpens, etc with a carryable format - Improve stacking
@@sebc8938 I agree with this. The mess hall in the hammerhead has an actual walk-in fridge with shelves for food storage. Getting 1/8 and 2/8 scu carryable food/drink containers at a time and snapping them onto grid, where we can then just interact to pull out one drink or food item would go a long way. So, giving a little grid to shelves like that, or counters and tables for 1/8-1/4 scu boxes would be very useful.
There are changing rooms on stations. This is just the broken, Tier 0 version of personal inventory. The real problem is CIG pushing broken features as building blocks for future features that are 6 months to years away from delivery. They need to produce more refined features instead of pushing broken patches that just make life in the 'Verse miserable.
Give them "2 more years bruh" 😂
Would that be efficient, though? Wouldn't they constantly be re-writing code?
@@FuriousImp How is a functional Tier 0 broken code to be fixed?
We're at the end of year 12 of development, or the middle of the 14th if you count Chris's 1.5 years of pre-production. The REAL real problem is that they never did 'build a solid foundation' nor 'take the time to do it right the first time' let alone 'build the tools and piplines to accelerate progress'. Those were all things they told us they were doing to excuse the poor progress in the first year after they 'decided to make a more ambitious game' but it was all lies it seems.
I really hope they add a hirable NPC that acts as a quarter master. Where you could pay the npc and it uses your money to keep whatever items you set a stock level for and place the items where you want them such as ship gun/ammo racks, food etc. this would add a money sink and a luxury to work towards.
I think the answer is changing rooms/walk-in closets/locker rooms as “character cargo hangers.” Just have an animation of us walking into a changing room, bring up a view of the inventory UI, we use the UI once to get what we want, and then play an animation of us leaving the changing room and boom done. Ideally with animations under 10 seconds.
Single interaction, but keeps the ability for them to separate the two server loads of inventory and physical. Fixed locations also makes logistics slightly more believable.
From a solo player perspective, the kiosks are crazy. They make little more sense from a group play perspective. If you have a group of 8 come in on a Reclaimer, and want to head out on a Valkerie, switching gear at the station would require a lot of kiosks.
I do think the mobi method and keeping it simple works best. Having everyone rehydrate, and heal, or set spawn, etc, already consumes sooo much time!
Fortunately, there are kiosks all over the place in the stations. Granted it would take a little more time to get to them. And in a group that large, it's always going to take some time when you swap out anyway ... not to mention the time it takes the ship elevator to go all the way down and up again.
Thanks @TheSpaceCoder for a great video to bring focus where it's needed.
Your solution is similar to mine. When you finalize the loadout the character steps into an attached changing booth that equips everything then steps out. Similar to Deatg Stranding or Grand Theft Auto. They can put these on ships as well by replacing the lockers.
I suspect that the huge number of kiosks are just there to generate data on the best location.
Most likely habs, hangars and near by shops. But, we could be surprised.
Also, isn't it better to start with more and progressively remove them later?
I do suspect too that is was to train players in a more soft way than removing directly the local inventory for just a few kiosks.
sacrifice for the algorithm! Definitely growing pains of the first iteration. I assume they will give us something like the looting UI for the kiosks in the end but probably more complicated to integrate that with the new cargo system than we assume.
Your argument about the workaround is bright and demonstrate that the current state of kiosks is very unsatisfing. Good job Sir !
CIG has to do a lot better especially after 12 years NOT thinking the gameplay, even the more common interactions in a video game.
Its frightening and depressing at the same time.
CIG seems incapable of thinking more than one step at a time. They focus 100% on getting a feature in (sometimes working, sometimes... well...) and leave all the repercussions to be considered later. Rather than "we want the player to be able to do this, this, and this" and working toward developing systems to enable those goals, it seems they come up with a feature first and once they figure out if it works we, the players, have to tell them all the shit they need to now implement or fix so we can actually use the feature and/or not have the feature exploited.
For years they have showcased an inability to start with a premise and follow the logic branches stemming from it in order to plan ahead. Almost like they need a team dedicated to sitting in a room and examining planned features and their consequences.
Yes, for instance players are still unable to exchange objects without putting them on the ground with the risk of losing them. Ther should be agive command where the object carried can be taken by someone else.
Great video dude. I like the atmosphere and ceremony of the hangar elevator and the cargo lift. But your right the inventory kiosks are pretty dumb.
Kiosks as the point of access to the inventory are ok. The problem is intermediate steps...
And now items are still appearing magically, but with the step in between
Timers timers timers
Must add timers
In the rich man's game
Timers timers timers
Endless timers
In the rich man's game
(Sung to ABBA - Money Money Money)
Being a loot goblin... They could also let us move the loot crates with a tractor beam or even carry them to our ships.
The loot boxes being a different format than any other boxe is also a great mystery ... Those 2/8 SCU boxes should also be carriable by hand.
I think sometimes you just need to let the game be a game. I understand that they want to maximize verisimilitude in the game. But there isn't really a good way to realistically represent personal inventory from a first person perspective. I'm fine with using kiosks as the access point. They just need to move the default camera or make the kiosk invisible from the inside so we can see what we're doing.
In terms of improving the system, I'd really like to see preset loadouts / outfits so that I can walk to a kiosk or locker and click a button to switch from one loadout to another. If not all of the items are available in the location, it gives you a warning so you can select items to add after the loadout selection (or go buy something).
I do hope that these things get ironed out before patch drop. Although not likely.
Those Kiosks are fine ... but the in-between step with those drawers is stupid ...
I would prefer items being only accessible from habs and hangars, but only if CIG move habs to spaceports to get rid of the need for brain-deadening hab-to-spaceport runs in landing zones that serve no purpose and only act as daily repetitive chore, when tons of IRL airports and railway stations have hotels in them. For the way kiosks operate, I have no suggestions, but I would want to first see what CIG meant when they said they were developing a "larger system" that would incorporate unique item retrieval. Supposedly they will tell us about that at CitizenCon, so maybe that system will change things and open possibilities to make inventory operate better?
I hate inventory kiosks being everywhere and agree with having them in hangers and habs only. If you think about it, items are just magically transported to a kiosk rather than magically equipped. I think the sole reason for them being introduced everywhere was to stop players bitching.
The whole inventory system does need to be more user friendly though.
Star Citizen has the worst inventory management system of any PC game I've ever played, and many of the gameplay systems are cumbersome and frustrating.
I love this game, but you’re right. There are fundamentals in UI design that are there for a reason (responsiveness, clarity, feedback etc) and there are plenty of great inventory systems out there to draw inspiration from. I’ve been playing since 2.6 and each time they roll out a new inventory system I’m always initially excited because the current one is bad, then the new one turns out to be also bad. This is no longer tier 0 for any of the component systems (HUD, building blocks, Inventory) it’s frustrating to see this get needlessly complex while feeling so bad to actually use. This kind of thing worries me about SC. It gives this incredible game a ‘student project’ vibe :(
You see how making inventory super tedious is bad gameplay, yet you still want it to be "super realistic". Hyper realism is super tedious. That's why hyper realism is bad gameplay.
The real goal of Item banks (and ship elevators and cargo elevators in the same way) is to limit the access to the external server that manages inventories. Equipping from the drawer is running totally on the local server and the item bank is running totally on the inventory server. So this decrease CPU use on the local server and supress lag issues and interactions between those servers. This will probably increase performances in 3.24.
Those are clearly added time sinks but the real issue is that CIG is not providing less time sinks to compensate. They have a lot of possibilities :
- Implement suit lockers and others lockers like Aid kits that are already present in some ships since a very long time
- Create single sets of equipement like armors instead of always having to manage pieces one by one (including when buying them)
- Create the possibility to add multiple chargers to guns (including when buying them)
- Adding an intelligent search engine
- Also sells packs of food, drinks, medpens, etc with a carryable format
- Improve stacking
Now that the cargo grid "works" on any objects, they should also put small cargo grids elsewhere in ships like on tables and shelves.
@@sebc8938 I agree with this. The mess hall in the hammerhead has an actual walk-in fridge with shelves for food storage. Getting 1/8 and 2/8 scu carryable food/drink containers at a time and snapping them onto grid, where we can then just interact to pull out one drink or food item would go a long way. So, giving a little grid to shelves like that, or counters and tables for 1/8-1/4 scu boxes would be very useful.