The Star Citizen Thread v5

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The good news is that it does not matter to Roberts and co. They already took their profit and much more than they could expect from this project only. And still are getting more. For them, its already a win regardless how big be the flop of Star Citizen. The lost money is from the backers. Roberts and co. already took their part and already enriched personally, increased their ties/network in the movie industry, etc, to invest in other ventures, etc.

The end result of Star Citizen and RSI simply does not matter. As didn't matter the destiny of all previous companies/ventures of CR/Ortwin. They all had this in common... A soon death and with a lot of personal profit for both.

And remember in ten years he will come back from the dead to announce an even bigger project. Mark my words.
 
I love how arguing that the 120 mil isn't profit is somehow just an opinion. Orlando tried this a long time ago and was shot down for the effort.

The funds that CIG has received from backers do not constitute a profit.
 
I love how arguing that the 120 mil isn't profit is somehow just an opinion. Orlando tried this a long time ago and was shot down for the effort.

The funds that CIG has received from backers do not constitute a profit.

It's kind of logic that always reminds me what one of my classmate said when we were around 8 years old: "If everyone in our country gave each other one dollar, then we would all be millionaires!" :D
 
Usually when people call me out in a thread, when I respond, it tends not to work out so well for them.

So, for your sake, aside from the fact that it's a violation of the forum rules (look it up), try not to do that. There is nothing to be gained by singling me out. Just post; and anyone who cares enough will respond.

My indie game, like it or hate it, is coming along just fine; and the people testing and helping us out with it, are perfectly happy with it. Our changelog shows steady and meaningful progress; our bugs list isn't even noteworthy, our roadmap remains focused, straightforward and informative.

Meanwhile, 500 people + five years + $124 million later; Star Citizen has no clear focus nor objective or roadmap; has over 29K (!) documented bugs - most of which are 2+ years old; and the changelog for each patch shows even more issues, while not fixing the majority of what came before.

And the "game" is very much in maintenance mode seeing as NOTHING tangible (unlike you, most of us actually pay attention to the changelog) has been done to the game since I made that comment earlier (Mar 30th, 2016 in post #2805 to be exact) this year.

Despite the fact that you guys think that by obfuscating facts, you're going to convince anyone of anything, the reality of the situation is that all of this material is actually out there. Anyone who knows anything about games, can look at the SC changelog since Mar to now, and clearly see that, outside of shops, one new location (GrimHex), as well as some new weapons and ships made flight ready, NOTHING tangible by way of meaningful progress outside of bug fixes and tweaks, have been made to the game.

No, I am not going to explain to you what "maintenance" mode means as it pertains to software development; go look it up and add it to your MS Word document, so you can copy and paste it wherever you guys post.



Mr. Smart we have obviously different definition on what “progress” actually represents in game development. Compared the versions of the CIG project from last year this time to today you have definitely a measurable improvement of the product, its mechanics and features. You cannot deny that also with the upcoming updates there will be more game play related functions implemented as well as improvements to the game core systems like an improved net code (that being said it is to be determined in how well it will do – surely with the first implementation we will see here several issues that need to be addressed in further updated.)

As for the 29k reports – this are not all unique bugs and surely several of those can be even rooted to other sources like the client PC, connection issues and others and therefore the reproduction possibility – something you should know is crucial when it comes to bug fixing – is low or none extant. In fact there seems to be only ~340 issues that find the needed 10 reproductions for the issue to be taken serious and still they are several that have a high invalid statement in it, which brings down the issues counter as well.
Furthermore not every of this issues is considered a critical bug or game play blocker. Many are just reports on not working animation a graphical glitch or just a minor issue with a model like the cargo door hole on the Starfarer.

So please do not spread here obvious false claims.


Comparing this multi-million dollar game with a triple-A budget, to an indie game with a small team, isn't going to make Star Citizen any better, nor increase its chances of ever being released (even as promised), or make it a good game. And the more you guys do it, the sillier and more desperate it looks. At the end of the day, just like all my games, LOD is no danger of not being released.

I stated already that CIG’s Project will be released at some point and there is nothing you could do about it. The only concern here that matters – and only time will tell this – will the game be fun to play.
You know this is the main concept and aim of a developer to create a game that players enjoy. The more player find a game enjoyable the more will play it and therefore pay for it which is revenue to cover the cost of the development and associated businesses.

Here however one question – well it is off topic and I apologize for this but it would be interesting to hear the answer for you Mr. Smart.:
According to your own statement the development cost of LoD is currently at around 20 million $. Given the data from the sales on steam (before it got removed) and also the reviews that are highly unfavorable. Do you expect that your game will sell well enough to cover the costs of development? I am curious about this from a professional point of few. You are free to discard this question of answer it via PM if you prefer a none-public statement.


As we've all stated, the people like you in the community, are the worst thing that could ever have happened to this project. So no matter how the game turns out in the end, it is forever tainted, and will forever remain the laughing stock of gamers and game devs everywhere.

I would also appreciated if you would stay away from such comments as they are rude and disrespectful.

You as a fellow developer should never threat a gaming community this way. It is highly unprofessional and harms only your creditability as a dev.
 
I would also appreciated if you would stay away from such comments as they are rude and disrespectful.

You as a fellow developer should never threat a gaming community this way. It is highly unprofessional and harms only your creditability as a dev.

Either you are involved in SC's project, or you are entirely way too emotionally involved in a game project being done by someone else which is par for the course among the faithful.
 
You simply can't be serious.

So, the fact that they have modified 50% of CE3, while adding PBR, even though that's already in every game engine, not to mention CE5 (which even Amazon Lumberyard has), somehow makes the FrankenEngine worthy tech? And someone is going to buy the IP for this tech, when they can get the likes of the more advanced CE5 - for FREE if they wanted CE?

NOBODY is going to buy Star Citizen. The IP is tainted. The game is non-existent. And it already has over $125 million of liability attached to it whereby anyone buying it, has to make good on that. And when you consider the number of backers (who put all that money in) who are already entitled to it, then it's quite easy (for any sane bizdev person) to see that it's not a winning proposal.

No, when this train-wreck is finally derailed, the IP will die with it. Just like every single IP that croberts has ever worked on, and which remain languishing and ignored in the IP libraries of the entities (EA, Microsoft etc) that own them. The IP will be forgotten, and the people attached to the project will forever be derided, and articles will be written about how one man got a second chance and $124+ million to make his dream game; and due to abject incompetence, still couldn't do it.

There is absolutely no escaping the reality that is the fate of this project. It will rank up there with the likes of Daikatana, Colonial Marines, Duke Nuken Forever, NMS etc

This statement has no verifiable evidence to it that the game is on a bad way. In fact it sells nicely as can be clearly seen and will be completed.

It has already a huge enthusiastic community that is behind the project and this is growing even further as can be seen on the registration activities. The press also writes favorable comments on the current status and of course on the upcoming updates.

We will surely see some new information at CitizenCon and it can be expected that the Anniversary sale will again bring 5-7 million with a total amount of at least 9 million $ for the last month of this year bringing the total revenue of the project for 2016 to well over 30 million $. This Mr. Smart is the reality.
 
This is the bit that I think will have the biggest impact.

The one constant that I see on the CIG forums and elsewhere is the backers imagining all the things they will be able to do in Star Citizen, in fact thats the defining feature of the game for them. That it will allow them to do whatever they want, how they want.

But, fairly obviously, this is not compatible with Star Citizen being released as a Minimum Viable Product. I cant imagine the reaction to this will be a good one, indeed the general reaction that No Man's Sky has received is probably just a taste the reactions we could expect.

I just cant square the circle in my head between the BDSSE with its depth and scope as reiterated by the backers on the forums and CIG releasing an Star Citizen as an MVP. I dont think most of the fans will either.

What do you folks think?

I think the difference compared with things like NMS is just how deeply invested (financially) some people are in SC, way beyond a meagre $60 preorder. So, sunk cost fallacy and all that, even when the disillusionment arrives, and it will, because even if Roberts did deliver the game as he imagines it, it's not going to be the game that all of those backers are imagining, there will still be a lot of backers trying to convince themselves it's the game they wanted. It's not unusual for the ultra fans to claim that the "game" as it exists right now is actually competitive with the general AAA scene, that's how strong the delusion is.

there will be more game play related functions implemented as well as improvements to the game core systems like an improved net code (that being said it is to be determined in how well it will do – surely with the first implementation we will see here several issues that need to be addressed in further updated.)

The first implementation of the revised netcode will have "several issues". LOL. I don't know what's more amusing, trying to sell the next patch as a "first implementation" (of a core system, after 4+ years), or having to admit it will "surely" have issues.
 
I stated already that CIG’s Project will be released at some point and there is nothing you could do about it. The only concern here that matters – and only time will tell this – will the game be fun to play.
Again:

NOBODY HERE IS TRYING TO STOP IT GETTING RELEASED.

In fact virtually everyone wants them to get their ship together and release something good.

Your points will continue to just lead to bafflement and dismissal if you continue this delusion that you/your game are being crusaded against. It ruins the discussion.
 
Well this is your opinion and guess but hardly something that can be set as given fact.

Some is an educated opinion, sure, but there are facts: $125m of orders to fulfil (not profit), custom engine based on previous tech, plus I I have a fairly good idea how multinational companies work their branding.

CIG has good technologies at hand with the updating of the CryEngine. They implemented features that are at least at the same level as other current engines into it. One example is PBR which was not part of the base CryEngine 3 (CryEngine 3.6-4 included this feature - http://docs.cryengine.com/display/SDKDOC2/Lighting+Levels+using+Physically+Based+Shading )

It's forked, so any new developments for a commercial version of CryEngine will need to be recoded into StarEngine, and they won't be compatible.

Investing in StarEngine as a technology is a dead end.

Also the work on concepts and assets for the game is not worthless and the demand for this game is high so the potential for sales is given. High potential for sales on a IP that is on a good way and well advanced in its development cycle means a relatively low risk of failure and total loss. This is desirable for investors and publishers.

If assets don't match art direction then they can't be reused. They'd need refactoring anyway if put in a different engine.

And I've already said in multiple posts why I don't think that there is much hope for huge sales for Star Citizen and/or any game using it's assets. Space is niche and CIG have missed the boat.

Also the chances of Star Citizen is not being released are – as already stated – pretty small to non existent (well as long as no one fanatic is going on a jihad and bomb the studios because of his hatred that is). So this scenario is purely hypothetical.

You'll have too define what you mean by "release".

A "minimum viable product" which is enough to keep CIG form being sued, then yeah, I can see that.

A full release of all stretch goals followed by on-going infrastructure support? Absolutely not, unless CIG pulls 100 systems, rich mission structures and a high quality SQ42 out of the bag soon.
 
This statement has no verifiable evidence to it that the game is on a bad way. In fact it sells nicely as can be clearly seen and will be completed.

It has already a huge enthusiastic community that is behind the project and this is growing even further as can be seen on the registration activities. The press also writes favorable comments on the current status and of course on the upcoming updates.

We will surely see some new information at CitizenCon and it can be expected that the Anniversary sale will again bring 5-7 million with a total amount of at least 9 million $ for the last month of this year bringing the total revenue of the project for 2016 to well over 30 million $. This Mr. Smart is the reality.

There is no evidence that SC is "on track." And the toxic-er, I mean "enthusiastic community" will be its undoing. Between r/ds, the way fans brigade the comment sections of every article and post that dares to raise a skeptical note, and the theorycrafting on its own forums that practically guarantee SC will not live up to expectations - is a recipe for a very volatile disaster.

Positive articles? The gaming press likes to hedge their bets. What you are reading is nothing that is outright blasting SC, because there was little to no info prior to GamesCom. It's not like they attended E3. Oh there were those articles about refunds, and the obstacles posed by the new TOS. Then came GamesCom, and there's really no information on any of the big name marketing-er, games sites. Going back a full month, the big game sites have written about removing the "head bob," there's an article on two-factor authentication, and there's another article where CIG denies a delay in the release of SQ42, without a substantial followup. There is nothing, NOTHING pointing to a release of SC. There are no hard dates. Just a "maybe we'll have more content after CitCon to tide people over until a big patch next year." 2017, SC backers will get an update to the project, maybe. Yet still no release.

EDIT: $124 million and counting just points to CIG no longer being able to call itself a "small indie company," and more of a funding sponge that seems to excel at engineering debt and delays, with very little in return to build confidence in the "potential" customers who have yet to drop money on this project.

Again, the mantra seems to be, "Well maybe we'll get the MVP sometime next year."
 
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Oh? 2.6 delayed? I missed this. Thread moves quickly and I've given up reading anything in my inbox from CIG/RSI.

It's a message by Will Leverett sent out to calm expectations. In that message he states that 2.6 evocati testing will have to wait for several more weeks, which would put it into October, or worse, November. Even if it was say mid-October, that would mean early november for public release of 2.6.

And the 3.0 Jesus patch is supposed to come out in December 2016, which is a tall order considering 3.0 is planned to contain the first implementation of many gameplay systems currently completely absent from the game.

He then also notes that this information is not to be shared yet because... well...

Will Leverett CIG said:
Please be respectful of your NDA status and keep this information to yourselves. No need to stir people up unnecessarily.

Here's a novel idea.
How about if you're unsure about whether or not you'll be able to release a major patch in December 2016, don't tell your customers that you will release it in December 2016? How about saying "We're aiming for december, but it might take until Jan/Feb 2017" ?
 
I'm intrigued that in the 2.6 delay message he calls it the BDSSE. I thought they'd stopped beating themselves with that stick?

They must be after space flight fans money again, after having already fleeced them and then let them down. It's like star marine it's just a marketing phrase they roll out to target a specific set of rubes.

In terms of the game it means less than nothing.
 
Some is an educated opinion, sure, but there are facts: $125m of orders to fulfil (not profit), custom engine based on previous tech, plus I I have a fairly good idea how multinational companies work their branding.



It's forked, so any new developments for a commercial version of CryEngine will need to be recoded into StarEngine, and they won't be compatible.

Investing in StarEngine as a technology is a dead end.



If assets don't match art direction then they can't be reused. They'd need refactoring anyway if put in a different engine.

And I've already said in multiple posts why I don't think that there is much hope for huge sales for Star Citizen and/or any game using it's assets. Space is niche and CIG have missed the boat.



You'll have too define what you mean by "release".

A "minimum viable product" which is enough to keep CIG form being sued, then yeah, I can see that.

A full release of all stretch goals followed by on-going infrastructure support? Absolutely not, unless CIG pulls 100 systems, rich mission structures and a high quality SQ42 out of the bag soon.

How is the "driven vision of the game of Chroberts" compatible with this "You'll see- now anyone will fight to buy the IP!".
I sense some goalpost shifting around... Who started mentioning this? It might me worthy to keep tracks of this...
 
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