That it is not unplayable is also confirmed by an article in a large German technical magazine:
"It's getting harder and harder to log out.
I wake up. I am surrounded by green painted metal walls. When I get up from my cabin, I remember it: I'm at the space port of Port Olisar and a big day is coming up. My assignment is to pick up medicine from moon Yela and deliver it here. In the central room I collect my MISC freelancers from an interactive terminal. As a medium-sized cargo ship, it is well suited for such missions.
I'm in the Stanton system, the first part of the ever-expanding universe of Star Citizen. Chris Roberts and his team of Cloud Imperium Games (CIG) have released alpha version 3.0 with lots of new content for all supporters at Christmas 2017. Admittedly, I am a big fan of the project - someone who has already invested several hundred euros in it himself. I am happy about every improvement and new announcement, and the Alpha 3.0 brings a lot of it.
I can now accept more missions, land on three moons and explore wrecks and outposts there, or just take the Dragonfly Speedbike for a spin around the crater. Also new are the interactive terminals described at the beginning, where I pick up ships and buy goods, or the endurance system, which provides for a loud panting of the game character and a restless hand when aiming.
It is this immersion that makes Star Citizen so exciting for me. I'm a pilot, walking around on stations and planets, flying one-man fighters or huge battle cruisers with other pilots. Every little detail in the space simulation, from the heavy breathing of the toy figure to the hydraulics of my freelancer's loading ramp, is animated and well thought-out. I feel like I'm in a real future, and that makes it harder and harder for me to log out again - in a good sense.
In which space play can I walk around in my spaceship, park other spaceships there, lay down in bed or set the rear shields and thrust to one hundred percent on the pilot's seat via different monitors? Star Citizen is already in this early version a very ambitious project, where the team has often overestimated themselves.
It is also this size that gives many critics of the game justified doubts about its completion. The extremely successful kick-start campaign was already setting ever higher goals. Originally there should be no accessible planets and moons or alien languages. In addition, there is the meticulous attention to detail of every small component, which has caused the deadlines for Star Citizen to shift ever further backwards. A negative example is the single-player campaign Squadron 42, which was originally planned to be released a year ago. Currently, the year 2018 is likely.
Some actions, such as so-called concept sales of ships and vehicles under development, some of which cost several hundred dollars, are indeed questionable. The explorer ship and fan favourite Anvil Carrack has been in development for several months. There is no release date in sight yet. The price is $350.
Since its launch on Kickstarter 2012, the development studio has been financing its work with such offers. While $2,500 for a Javelin class destroyer is absurd even to me, sales help turn the promising dream into a complete game. More than 175 million US dollars have so far been able to bring together supporters. There are several hundred thousand US dollars more every day. The basic game including the starter ship will cost no more than a current full price game with about 60 US dollars.
Menu items are still unclear
First I check the location of the target on the moon Yela with my new Alpha 3.0 hand tool Mobiglas. This is important for navigation, because now celestial bodies turn around their own axis. Therefore, the moon orbits several jump points which I can approach with my ship. But this solution is very complicated. Hopefully you will soon be able to set your own jump points on the map. CIG has to improve the interface in any case: The semi-transparent holographic control elements are barely visible - especially in direct sunlight.
On approaching the moon I fly into complete darkness, only the position lights of the outpost are visible. What I can't see is the distance to the target. Even in Alpha 3.0, it is still difficult to see the information displayed on the screen. This is almost always the case when navigation points overlap. CIG urgently needs to improve this situation.
When landing, the thrust nozzles of my ship rotate and three small feet extend. Chris Roberts' team cares about the correct functioning of every ship. In my freelancer's case it is the thrusters, in a Reliant the complete cockpit rotates 90 degrees, so that the pilot can fly upright in combat and touch down horizontally during the landing approach - completely in the style of iconic Star Wars ships like Boba Fetts Slave 1. few space simulations attach so much importance to small details away from rotating turrets. The claim of Star Citizen lies in realism, and not every player will like it.
The fact that Star Citizen is serious about realistic space simulation is something I also notice in the cargo system. I leave the cargo hatch of my ship open, I shut down the engines. New: In Alpha 3.0, ships can no longer simply be stolen by other people. There's a small parcel in the outpost: This must be the medicine I'm supposed to pick up.
I am lifting the cargo with the inspection mode introduced in Alpha 3.0. I have to manually return the package to my ship and drop it there. That costs time, just like much in Star Citizen: The approach to the moon already took a good five minutes. The jump from the space port to the destination is also quite long. If there is more than one solar system at some point in time, jumps between them should take several minutes. In Star Citizen I need a lot of time, which will bore many in the long run.
Transporting an invisible crate
Also an annoying bug: My medical kit disappears as soon as I pick it up. The quest marker at least indicates it. I therefore walk to the pilot's seat of my freelancers and drop them off next to me. A maximum of four persons can be seated in the ship. One crew member could control the stern tower while another pilot controls the energy of shields and weapons. The multi-crew concept is an integral part of Star Citizen. However, most seats in almost all ships do not yet have a function.
Via the star chart I jump back to Port Olisar. In Alpha 3.0, however, there are other places - including the former Levski mine base and the Grim Hex station, which was drilled into an asteroid. Each port has a background story that is told in different blog posts outside of the game. This also applies to the history of fictitious companies such as Anvil Aerospace or Musashi Industrial and Starflight Concern. If you like, you can really think your way into the world of Star Citizen.
On approach, I'll open the new com system on board. Without permission to dock, Alpha 3.0 marked me as criminal. This in turn influences the missions I can take on. If I don't care about the law, I can go hunting for traders like a pirate later on - Yaaargh!
Off to the next adventure
After landing, I take the invisible crate and walk to the dispatcher of the station. The computer-controlled contact person accepts them and places them under his counter. Since Alpha 3.0, there are many NPCs in the solar system that already have fluid animations, but still get stuck in walls and obstacles. A message appears on the display:"Successful order - Reward: 155 aUEC". Maybe next I'll try myself on a more dangerous mission, the hunt for a pirate squadron seems promising. So I hurry to the landing platform. My freelancers are waiting for me.
Already the Alpha 3.0 with its three moons and a few space stations shows what potential Star Citizen has. What Cloud Imperium Games shows is already more than many a full price title delivers. There are dozens of playable and walkable ships, some as big as an entire level. There are many different missions, a combat simulator and even race tracks. If I want, I can spend many hours on the procedurally generated moons.
Nevertheless, there is still a lot to do: first priority should be the performance of the game. In Alpha 3.0 the game is already usable. However, frame rates of more than 20 frames per second are hardly possible even for high-end PCs. Afterwards the confusing interface should be reworked. Then we will go to Alpha version 3.1, for which a functioning mining system is planned. Everything else is in the virtual stars."
Source: https://www.golem.de/news/star-citi...schwieriger-sich-auszuloggen-1801-131888.html