The Star Citizen Thread v5

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Be serious for once guys :D

If nothing is holding them to the landing pad, maybe that could explain why they often fly off in a random manner?
See, it was never a bug after all!
It's just too immersive and thus perceived as a bug.
 
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What I don't understand is how they still pulled in almost 100k yesterday. And the day before. And the day before.

Where the hell are all these people who still have money to throw at promises? And will they throw money my way if i make them promises?

Hold on, just need to draft a mail.



You know, i think i'm beginning to understand why these 419ers keep at it. It damn well works.

Without any sort of proof, they are just numbers on a graph. Take it all with a pinch of salt.
 
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Search "Star Citizen" in YouTube, read video descriptions and decide if you would know NOTHING about it except these videos...why wouldn't throw your cash at it?

https://www.youtube.com/results?search_query=Star+Citizen

We live in echo chamber here, people really drink CIG Kool AId en masse, and they don't entertain idea to search more, because those are just 20/40 USD.

Tbh none of these stats would add up to such a conclusion.
Even if only half that money is new customers pledging for $40-50 it would add up to roughly 1000 new players every day, which is pure fantasy I feel.
I mean... people complain about paying 15 bucks for DLC or 30 for an expansion pack, and a vast group of customers refuses to buy anything at full price.
Yet somehow a self-designated pre-alpha experience that's not nearly as well-known as it'd like us to believe (I honestly feel CIG does very little "external" marketing) would not only have pre-release sale numbers in the hundreds a day, but then presumably also give a good enough impression with its broken PTU and trashy alpha performance that these same customers end up committing for a total of $100+ in the weeks following.

Afaic there's only two logical conclusions:
1) The CIG-maintained and unverifiable funding chart is
2) There's a core group of backers that just refuses to stop spending
 
What I don't understand is how they still pulled in almost 100k yesterday. And the day before. And the day before.

Where the hell are all these people who still have money to throw at promises? And will they throw money my way if i make them promises?

Hold on, just need to draft a mail.



You know, i think i'm beginning to understand why these 419ers keep at it. It damn well works.

It's the Mafia moneylaundering obviously.

They buy an Idris with their dirty cash then later request a refund. Simples. :D
 
Be serious for once guys :D

If nothing is holding them to the landing pad, maybe that could explain why they often fly off in a random manner?
See, it was never a bug after all!
It's just too immersive and thus perceived as a bug.

It's faith, nothing else, just faith. [wacko]
 
So I was actually curious how easy it would be to find Star Citizen if I'd have never heard of the game.

I tried simulating a "new potential customer", because Google and Bing will generate a "related searches bubble" set on your preference and past searches.
This is something I wanted to avoid due to my obvious search bias for Elite.

Cleared cookies and preferences, disabled adblock but enabled tracking protection, using Firefox Private Browsing.
Sent my search terms to encrypted.google.com through DuckDuckGo (search engine that doesn't use a preference bubble)

search terms used:

Space games pc
Space exploration games
Space exploration games pc
Best space game 2016
sci-fi games pc
sci-fi space games pc

I did the same for Youtube, again by sending an as-unbiased-as-possible query through DuckDuckGo (it can do direct website queries through use of flags)

The google search for "space games pc" results in Star Citizen being listed in a row of games alongside Kerbal, Elite, Eve, Homeworld and Freelancer
None of the other searches on both google or youtube ever resulted in a direct SC hit, beyond coming up with lists of currently available, in development and "best of" space games. (in which Star Citizen was frequently present, but rarely in a top-5 position)

So what does this mean?
Beyond "sphere-of-influence" marketing, such as through reddit and friend circles, it seems to me that Star Citizen really does not stand out from the crowd of other space games currently available.
For a niche genre in gaming that's not exactly the kind of position that'd make hundreds of daily sales a remotely likely prospect.

My hypothesis would therefore be that the project is by and large kept afloat by original backers, with only the tiniest trickle of new blood flowing in around publicity peak moments (E3 and Gamescom, and to less extent Citizencon).

I know this isn't a "new opinion" in any way, but sometimes I feel people overestimate the amount of recognition and resonance games like SC and Elite have with the wider gaming audience ^^
 
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I would say van der Waals forces, but that would require some understanding of physics, and we all know that Chris doesn't do that kind of thing.

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Reasons for CR standing on stage, giving ETAs, announcing an accompanying sale and then missing every ETA


Poor top management communication, resulting in inaccurate information
Poor top management assessment skills, resulting in inaccurate information
Change in top management, requiring the new people to do the best they can under the circumstances, resulting in inaccurate information
Poor middle management assessment skills, resulting in inaccurate estimates
Poor middle management managerial skills, resulting in poorly organised devs, resulting in missed deadlines
New middle management hire, requiring them to do the best they can under the circumstances, resulting in missed deadlines
Constant efforts being made to improve all of the above, which takes time out of doing things effectively and on time. Even if you try to calculate time off for this, it still shifts people's attention all over the place..we're not machines
Developers understaffed (either from an incomplete dev group, or from recent vacancies), resulting in reduced production power
Developers recently re-staffed requiring training, on-going questions etc, resulting in a reduced production power (new developers don't exist in a vacuum relative to everyone else)
Developers overworked, resulting in production fatigue and thus increased production errors, resulting in more QA activity and bugs being found, resulting in production output delays because more time is now spent on fixing and reviewing broken tasks (You can't just change the goal because of this, because you already announced the goal)
Developers untrained (training could be lacking in all kinds of areas, like a specific coding language, specific standards, specific technology, CryEngine itself, formal coding processes, agile methodologies (if they use Agile), hygiene (oh yes, game devs are notorious for poor hygiene), interpersonal skills (normal and productive conversation is not a skill everyone has) and even various security aspects)
Process limitations (They might not be using Agile, or Waterfall in the optimal fashion yet, or even lacking discipline in it which means the process being short-circuited..even between levels of management this could be a problem, resulting in poor and mismatched planning/expectations)
Technology limitations (They created their version own version of CryEngine, specifically for Star Citizen and purchased the complete rights for it...So what do they do if suddenly they are faced with a task that requires a change or a completely new feature of the engine? Well they have to suspend what they're doing, until the limitation is removed..obviously you try to plan for this as much as you can, but sometimes solutions are inadequate, sometimes they couldn't be predicted - it happens), resulting in inaccurate task estimation and thus production result..maybe they have to push a given task 2, 3 or even 4 sprints. That's a delay of over 3 months and these can be cumulative relative to other tasks, or even completely separate tasks that are unrelated
Sickness (Think half an office..oh yes, it happens..again with the hygiene. Some people still haven't understood to stay home when they're sick and before you know it, you have half a development team on a given project all snivelling, shaking and sneezing and barely using half a brain as a result)..on all levels
People, with very important knowledge and experience, leaving the company - resulting in valuable information lost and having to compensate for that somehow. This is not an easy task.
Priority change - for whatever reason, these things happen and happen all the time due to: new requirements, revised designs, reevaluated ideas, limitation blockers (the one I listed earlier), poor KPI results (which can be VERY arbitrary, let me tell you) and so on
Scope change, resulting in having to throw stuff out, rewrite other things and write completely new things
Technology change (New codebase management tool, new issue tracking tool, new communication tool, deprecated code, deprecated tools, new code revision tool, new database structure, updated database, updated anything...as soon as stuff change, things could in theory start blowing up if you're not extremely careful..and being extremely careful is expensive and takes time)
Untracked work (You'd be surprised how much time can (not must..can) vanish if you aren't organising your work, meaning any estimate you give is necessarily in reference to nothing else but your gut feeling at the time)
Poor morale (Morale is important to get people to produce stuff, never mind stuff that is the sort of high standard they expect..it affects everyone)
 
There really are new costumers and they really do spend in the hundreds though I expect it is not the norm. A poster on the SA forum (someone who has been a SA member for over 10 years) posted this.


I backed this a few months ago and have thrown a couple hundred bucks at it.

After I tried to load up Star Citizen the other day to play with my JPEGs, it was apparent they had something between the 2.5 servers and the purchases db.

I googled around. Hundreds of people having the same issue. No response from CIG.

I waited a day because I had done a similar thing at *LARGE SOFTWARE COMPANY* when migrating an old instance to different servers. Probably forgot to update server names/IPs somewhere.

Started to get worried a day later when there was still no response and I couldn't for the life of me figure out why they would move the 2.5 instance when testing 2.6. I mean 2.5 being the current live version, there would be zero reason to move it to test a branch.

Then I got paranoid because the only reason you'd do that is if you didn't have resources to concurrently run the two instances. It would be backwards and to break live, say oh well and tell everyone 2.6 is the new live and it will be available "soon".

But that is what looks like has happened.

That or they moved the servers hosting the purchases. Once again... Why?!

Long story short, I googled around and found this thread.

Feelin pretty stupid right now.

Not a trolling post, they actually did do this.

I would link it but I think SA is behind a paywall so meh.
 

Jenner

I wish I was English like my hero Tj.
Thoughts on the flight model & arena commander?

I got my PTU invite early this morning, but I cannot download and play until tomorrow night at the earliest - I may not even bother with PTU if the live release is coming at the end of this week - I will download PTU if no live drop is happening before Xmas.

Unlike a lot of people I didn't really have an issue with the basic flight model as far as dog fighting goes. It works. I have not tried it in 2.6 yet, though.

I did try a bit of Star Marine, and that was fun, but again.... bugs. I'm truly sick of the framerate being poor, although at least it was better in SM than it is in the PU part of the game where there's a lot more status packets flying around between all the clients.

My first SM game ended in a disconnection error. :/

I get that this is an alpha and all, and it's not the bugs I mind per-se...it's the OLD bugs that have been around since the beginning that are still here. It's the fact that CR ditched the SQ42 demo because it wasn't up to his exacting standards for quality, and yet I still cannot enter and exit my spaceship (in a game about spacehips) without it breaking the game. It's the constant framerate issues due to networking. It's the hard crashing of the client half the time you exit the game. It's me clipping through the walls of my ship.

These are not some minor bugs that the engineering team doesn't have time to fix yet. This is basic stuff. After literally years I expect more improvement.
 
Something crossed my mind while I was watching this video.
When you walk outside to landing pads, you are held onto the landing pad by what...magnetic boots? Is that their "official" explanation ?
If so, what's holding the ships then? :D
The same magnets are holding the ship that are in those magnetic boots, perhaps?

I find the changes in the flightmodel most astonishing. It doesn't look like tuning or refining, but rather they don't know in which direction they want to go. Considering this concerns the CORE of the game, there should be a lot of backers alarmed. Especially when the first portion of SQ42 is very close to release (yeah, sorry, it never gets old).

Elite OTOH nailed the FM right from the alpha and just tweaked it for PVP balancing (anyone remembers the changes in the speed limits while FA off and the heated debate afterwards?).
Yeah, those changes were good. Also, remember how shooting off the power distributor would stop everything from recharging? Good grief, it would have been horrible if things stayed that way.
On the other hand, alpha is when you should make changes to core gameplay, so that should be fine for Star Citizen. What isn't fine is just how long they've been in (pre-)alpha, and without the very core gameplay apparently unfinished too.
 
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There really are new costumers and they really do spend in the hundreds though I expect it is not the norm. A poster on the SA forum (someone who has been a SA member for over 10 years) posted this.

Not a trolling post, they actually did do this.

I would link it but I think SA is behind a paywall so meh.

Yeah, I have heard them turning off 2.5 servers as well. Anyone know update to this?
 

Wow! How do you even manage to hook up a trigger to a door in such a way it's dependent on whether you look at it or not? In a MP game nonetheless!

The only thing I can think of is that the engine not only culls the door from the PVS when you look away, but it actually culls the door entity too, stopping the animation sequence in its tracks. But this must mean that doors and their animation state are 100% client side and not networked. CIG in their wisdom probably networked the door trigger, but not the door itself. That's ..I don't even... that's not how you make a multiplayer game man.
 
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