The Star Citizen Thread v5

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Viajero

Volunteer Moderator
*Mod hat off

So you didn't back/order/pledge during the kickstarter like I did. So you didn't get a chance to read the kickstarter ToS that specifically says this:

"The Estimated Delivery Date listed on each reward is not a promise to fulfill by that date, but is merely an estimate of when the Project Creator hopes to fulfill by.
Project Creators agree to make a good faith attempt to fulfill each reward by its Estimated Delivery Date."

Seems to me that CIG did make a good faith attempt at releasing their product but because the scope changed (decided by the community), they're not beholden to that ESTIMATED release date. Considering that, AFAIK, there is no hard release date explicitly stated in the ToS you agreed to on the RSI website, all of your arguments about the release date or how long it's taking are now irrelevant.

I suppose on to the next thing you guys like to cherry pick.


The highlighted part is also a very common misconception. The community didnt decide anything. CIG is 100% accountable for the direction and management of the development.

What CIG did was simply to put up a poll in their forums. Which is not a contractual bind nor a legal commitment by any party of any kind. Especially when forum goers in any game community are just but a tiny fraction of the total population, let alone a decision capable majority of any kind. CIG did that poll just so to maintain some public relations semblant of legitimacy but the fact is the only party here that is 100% responsible for the decision to add more scope and prolong development is only CIG.

A "poll" was neither required nor sufficient to justify any decision on enlarging scope and delay release. First simply CIG decided to increase scope and delay release, and then it updated the ToS to suit that plan.

CIG could have very well delivered all the promised content at the time in 2014 and then gradually build upon it more scope from there on. But it didnt. It was all 100% on CIG.
 
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CIG.jpg



Can't wait for end of 2016.
SQ42 AND the full PU.
What a time to be alive!






*IMG stolen from the cesspit of actual information that is SA.
 
http://s11.postimg.org/id6n3u683/CIG.jpg


Can't wait for end of 2016.
SQ42 AND the full PU.
What a time to be alive!

That would be one of the best scenarios for Star Citizen. But I can't see it and I'm not sure, whether I'm just missing your sarcasm. From horribly broken Alpha status, containing just a fraction in terms of mechanics of the game's overambitious scope (where that cocktail mixing civil flight line minigame again?), to full release in about 5 months? Not to mention the elusive SQ42 campaign, which was a no-show at E3, where a trailer would've been expected for the end-of-year blockbuster mega-release. Suddenly done at the end of the year?

Sounds legit. :p
 
I do wonder what landing pad 2.0 will entail. Seems like the landing pads are fine.


Maybe some mechanism to prevent your ship being ram destroyed on the pad? Perhaps some more interactive or immersive form of Air Traffic Control? I think "the other game" has that sort of thing already, so it would be a way to bring SC up towards the level of current released titles?
 
I do wonder what landing pad 2.0 will entail. Seems like the landing pads are fine.

CIG's MVP version? Some improvements aimed at preventing the ship from spawning upside down, rotating on their pads, randomly exploding.
If it's something more involved, I would bet on a)voiced space traffic control (just because ED have it) b)some kind of docking assist, perhaps a landing path on the HUD.
 
I do wonder what landing pad 2.0 will entail. Seems like the landing pads are fine.

Pads seem fine to you? There is loads of room for improvement...it could mean almost anything in this case..:because so much of it can be improved.

Like the entire game, it's all WIP remember?
 
Pads seem fine to you? There is loads of room for improvement...it could mean almost anything in this case..:because so much of it can be improved.

And because "- Reduced occurrence of ships bunny hopping across landing pads" sounds so pedestrian, they call it:

Landing pads 2.0

...or some such. :rolleyes:
 
Love their naming architecture...I presume it's to give CR the impression they are making leaps and bounds while he is away spending all this time on reshoots....which ar rivalling the original shooting schedule or so it seems.

Reshoots are usually a tiny fraction of what was originally shot. I deal with them in post production all the time..:I'm also aware of why they are needed. (The script on paper not translating well to a cinematic vision, or major plot points or performance issues).

Actually as a professional editor I haven't seen anything that CR has directed that's even been remotely considered AAA quality. In that way I think he is a lot like Lucas, big idea man but lacking the prestige to direct actors and dramatic story.

My opinion, will happily change it when. See Sq42 cutscenes but that speech performance, blocking, editing was boring, uninspired drivel. Writing didn't help...I'm only coming down hard on it because I feel perhaps a better director could have been used (especially mo cap) and CR could focus on the core building of his game. Directing is in itself a massive full time job...never mind all the other stuff he's responsible for.

Sorry /rantish there. Just my opinion again and happy to reevaluate when it drops.
 
If they are moving towards persistence, anything where you don't simply walk into Mordor... umm I mean press a button and your ship appears through the magic of hand wavium will make the pads better.
 
I don't think Croberts cares much about the game, to be honest. He probably doesn't even follow its progress. He's far more interested in making the SQ42 movie, but he doesn't realize it's a game... He's like an even less involved George Lucas of gaming.

Or, maybe we don't realize it is a movie.

Pads seem fine to you? There is loads of room for improvement...it could mean almost anything in this case..:because so much of it can be improved.

Like the entire game, it's all WIP remember?

Yeah, the UI for landing is completely unintuitive to me. I usually forgo the landing, park in open space and EVA. Honestly, I'd hoped they would mostly scrap landing pads anyway. Would much prefer to pull up to a docking port on Port Olisar where you need to make fine adjustments to engage the docking collar. The sudden gravity out in open space just really feels unsettling, to me.
 
I do wonder what landing pad 2.0 will entail. Seems like the landing pads are fine.

Direct quote from Lando:
"Landing Zones 2.0" might otherwise be referred to as "Landing Pads 2.0." It has nothing to do with previously referred to "Landing Zones" like ArcCorp or Nyx. It's more a continuing refinement of how you can approach and land on the platforms throughout the Stanton System, like Kareah, CryAstro, Port Olisar, and the upcoming GrimHex.
Source: https://www.reddit.com/r/starcitizen/comments/4th2e4/official_25_feature_list/?sort=confidence

Posted in this thread by Atreiden
https://forums.frontier.co.uk/showt...d-v5/page405?p=4247006&viewfull=1#post4247006
 
Maybe some mechanism to prevent your ship being ram destroyed on the pad? Perhaps some more interactive or immersive form of Air Traffic Control? I think "the other game" has that sort of thing already, so it would be a way to bring SC up towards the level of current released titles?

I do have to say, Elite does the landing/take-off much better than Star Citizen.
 
Engine is borked, network code is borked. Until they sort these out there wont be any meaningful progress that can be seen. To paraphrase my Dev friend (who works for Activision) when I asked him about network code in games (July 2015). He read this Letter from the Chairman and said,

"Networking, not surprised. These things need to be started right at the beginning of the project otherwise nothing ever works."
 
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