Your correct every group has wacko's. Its just is that CIG moderation policy of the official forum has turned it into echo chamber for these wacko's.You do know where the word fan came from, right because I think your psycho-analysis may be a bit narrow-minded. These people are no different than people who follow sports teams or any of the other myriad of competitive activities. There is no sunk cost fallacies nor is there some inferiority complex. All they are, are people who jive with what the game represents and are willing enough to risk their money, and most of them are, fully aware that things might not pan out.
Are there people that get too fanatical or are impulsive....sure, however, every group has those types of people too. How about instead of this us vs. them crap, lets remind ourselves that these are just people who are super excited about something that they have dreamed for a long time. I'm not saying that this justifies some people's behaviors, however.
I mean ED fan's dont do death threads against anyone who says negative things about ED. SC fans have done several against derek smart and his family, Against streetroller who was a cripple
Then there was the whole debacle when they went after a guy, who was going trough a chemotherapy.
star citizen fans just cant handle criticism at all.
Its like Scientology, but with goal being imaginary space instead of real space
In fact i dare you to replace word star citizen with Scientology in this video
[video=youtube_share;GxBZ2B9DSmQ]https://youtu.be/GxBZ2B9DSmQ[/video]
Does the video make equal amount of sense?
Not everyone is wacko however, some are just too heavily invested in this project.
Like that girl on the video they are just saying generic stuff you can apply to everything to describe the project.
They cant answer what makes this project so special, other than citing the "community".
A community that helps them dream of perfect space sim and what it will be. Regardless of the reality whats been promised or what has been implemented.
They are basically describing star citizen as this religious experience.
You know the same thing was said 2 years ago when those mishaps actually happened.You are certainly entitled to that opinion and I won't fault you for it but I fundamentally disagree. Although there has been some mishaps earlier in the building up of the company, anyone with a functioning brain can see that, CIG seems to have started to hit their stride. What all of this boils down to is your (everyone's) willingness to "excuse" CIG's behavior and antics. Some have a higher threshold, regardless of what has been donated/spent, than others which is perfectly fine.
Everyone with functional brains just sees that they finally admitted that they had issues. There is nothing that tells us that things are better.
Remember what 2.2 was promised to be http://www.scqa.info/?keywords="2.2"
- And longer term for the first version of 2.0 we probably won't have a holotable available or a MobiGlas UI available for you to customise your ship while you are at Port Olisar or a space station or pad but that is the long term plan. So that will be in 2.2 or somewhere around there. And ultimately we're just trying to bring this all together fairly, actually, fairly soon, but we'll be able to… Port Olisar will just be a space station orbiting in the Stanton system and you'll be able to fly down and visit Crusader; or fly down and visit ArcCorp; or fly down and visit MicroTech; or fly and go visit Nyx
- You could mix and match say breast plates or shoulder guards or armour padding on the legs and that absolutely will be based on physical hit location and the density and strength of the material you're hitter there that will come with the physically based weapon damage stuff that we will be working on. It's not going to be in 2.0 it will come when we bring the newer refactored items to the table which is likely to be probably 2.2 I would think
- So 2.2 will have some more features on the FPS side and 2.3 will have some more and so on until we sort of what we consider the basic functionality. 2.2 has cover and some other things in it and we'll obviously have future, there's things like vaulting and sliding and different kind of stances that we have and there's a lot more weapons that we have and they're all getting rolled out and honing it and you guys are going to be able to play it in 2.2 and 2.3 and 2.4
- I know turrets for us is actually one thing we're working to improve so a) that mode needs to be better and will be better; b) turrets need to be more responsive. We've been working it, I think you'll see some stuff in 2.2 that will improve it a bit and then we'll go forward with that: better UI; having the targets tracking a lot more information for your HUD; faster responding turrets; more natural …
- Crusader's just a small part but really it's the Stanton system. You'll be seeing that in the next, not necessarily 2.2 but 2.3/2.4 onwards, it will be fleshed out to be Stanton and we'll have those distances in there and you'll be able to travel around areas, then eventually go down and land on some of the locations.
- So as soon as we have the planetary transition; the procedural planet stuff that we've shown, in a state that we're sharing with everyone out there, which isn't going to be that far away, it'll be sooner than you guys think then you won't have any of this loading in separately to ArcCorp. So you'll just go to the planet, and then you'll fly down, and get landing permission, and land in the landing area, get out and move around, interact with people, buy things, and get missions, and get back in your ship and fly back.
So that is the goal and that is what we're trying to do. So the process is like you've already seen, well you haven't necessarily but in the PTU people have seen that we've rescaled Crusader and this is true on 2.2 but essentially that's going to start changing and that will be Stanton system over the next few releases that we're doing. So we'll build out ot be Stanton and then we'll be going between the different areas and planets on Stanton, the space stations, and then ultimately when all that's working and we've got various missions and a lot of the echo system working and we open up and have jump points and then we'll move into some other systems. - So what we're doing, I think I've mentioned this quite a few times, is on the FPS side we have a whole bunch of features and weapons that we're just methodically going through and enabling. A lot of it is content related: so getting the animations polished before we feel like they are ready for everyone to see or use, and the same on the assets. And some of it is making some of the mechanics work or move a little better. So we've got things vaulting, like going vaulting over obstacles and stuff, that isn't going to be in 2.2 but it will be in 2.3 for instance.
And so what we've been doing is knocking off the cover mechanic; things like prone or crouching; and various things in 2.2. We have physicalised EVA which is actually really cool, you get a real sense of inertia; you have to be a bit more wary in tight areas because we're actually properly simulating so it is like flying around a spaceship in a tight area: you don't really want to bang up against things because it will give you a bit of an impulse. But when you get it down I think it cooler and more exhilarating and we'll be adding more and more things that will make that cooler.
I find all those unfulfilled timelines pretty worrying.
unless they cracked the pipeline finally in 2.5 i really cant find this progress promising at all.
Last edited: