The Star Citizen Thread v5

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It's probably just a rendering distance issue, If you look from your SRV turret into your cabin, you can (or at least you could, perhaps it was patched out) see the boundaries of restricted area in real-time, and there's a video showing you can see the HUD from the back of your cockpit, and it stays in its original position. If the linked screenshot was made from a perspective of an another player it's a bit more impressive, but one has to wonder whether an added network overhead of sending HUD info (current speed, selected countermeasure, radar readings) is worth it (not to mention it's quite a potential for cheating).

I think game knows all this info, they just use LOD system and as you say there's potential for cheating/exploiting it.
 
The Helmet HUD is not a static picture. For example your bullets left in your magazine lower as you fire your weapon and reload.

HAHAHAHA! Please do tell everyone WHY this level of stupid detail is important to the completion of this particular "game" other than to be used as an example of using *anything* as a way of impressing lesser minds into parting with money? Imho how often would any other player even notice let alone worry about such a thing?

Hint: It's not, it's completely irrelevant, trivial but expensive use of the limited end users tech resources.
 
Both.....

You wouldn't have a video to show this, by any chance?
Because last time anyone showed it off, all personal holographic displays were generic static images for other players.

HAHAHAHA! Please do tell everyone WHY this level of stupid detail is important to the completion of this particular "game" other than to be used as an example of using *anything* as a way of impressing lesser minds into parting with money? Imho how often would any other player even notice let alone worry about such a thing?

Hint: It's not, it's completely irrelevant, trivial but expensive use of the limited end users tech resources.

There's also the question of, if this is so worth-while doing, why can't they be bothered to make it look right? As that image shows, the HUD is only there to show off to other players — not to be a sensible representation of any kind of helmet display. Look where the indicator is and now try to imagine what you have to do with your eyes to actually be able to see it.
 
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But its cool :)

It's completely needless and serves no purpose, usually when someone adds something like that to a project that is already far behind it's an example of diversion, ie: Ignore the commando clipping through a door and focus on someone else's ammo count.

Cool little touches are things to add AFTER there is a stable foundation and working mechanics/systems (wasted dev/art time/money). Even then, I question the use of being able to see the ammo count in 'backwards numbers' of someone else's weapon inventory. There's also no tactical application to the information as when a commando runs out of ammo he'll swap to sidearm. It's just pointless showmanship for zero gain, again.
 
It's completely needless and serves no purpose, usually when someone adds something like that to a project that is already far behind it's an example of diversion, ie: Ignore the commando clipping through a door and focus on someone else's ammo count.

Cool little touches are things to add AFTER there is a stable foundation and working mechanics/systems (wasted dev/art time/money). Even then, I question the use of being able to see the ammo count in 'backwards numbers' of someone else's weapon inventory. There's also no tactical application to the information as when a commando runs out of ammo he'll swap to sidearm. It's just pointless showmanship for zero gain, again.

Oh no. There's a real tactical application for this information. It means that your client will know what his client is showing to him, which means it is now trivial to make a WoW-style OSD that puts everyone else's vital data over their heads, or writing a dodge bot that moves you over if anyone's reticle passes over you.

I don't know I've ever heard of an MMO TAS, but I guess there's a first time for everything… :D
 
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Oh no. There's a real tactical application for this information. It means that your client will know what his client is showing to him, which means it is now trivial to make a WoW-style OSD that puts everyone else's vital data over their heads, or writing a dodge bot that moves you over if anyone's reticle passes over you.

Hehe, very good point :)
 
Naah - I think it's because the artists and modelers have to cram so many extra bits in due to Genuine Roberts demands forbthe game run at a cinematic 24 FPS :D
 
So much focus on fluff and micro features, I suspect Hanlon's razor and procrastination fighting for the lead in the Visionnaire™ mind.

Funny to see some of the last stretch goals are (partially as usual) more advanced than the core of the game. Tells so much...

They can't, don't want, and must not deliver.
 
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I feel like I have to intervene here... That's uncalled for, Ultima VII and its expansions are NOT some forgotten game.
And so is Ultima 8 (for all it's distance from previosu titles was still an amazing feat and so was Crusader.

Credit where credit's due. Those were just great. And I not only played them but bought them ORIGINAL! :D
Great games- mark them.

That said- Not really sure his experience can be related to this project.

Ultima VII was great for the time, but an AI programmer for a game released in 1992 is about as far removed from the modern AAA games industry as someone who programs tetris/candy crush for mobile.
This is an incredibly fast industry, even leaving it for 1-2 years means you'll be playing some catch-up.
DOS-era experience simply doesn't translate any more than experience as a database programmer does, probably far less in fact. As the latter might actually have a ton of useful skills for designing an MMO's back-end systems to run on modern operating systems. :D


...Knowing that he co-founded Digital Anvil with CR before leaving the games industry really hints at how he got in imo...

Tippis said:
I'll be ever so slightly fair here, and suggest that CIG may actually have some relevant experience on board, but that it will never be flaunted. Taking CCP as an example, the guys that did the truly revolutionary stuff — much of which hasn't really been surpassed in the decade and a half since — were complete unknowns. The maths wizard who figured out how to create a world sim that could handle the kind of large-scale battles they wanted for the game wasn't really made public until years after he had left, and the back-end DB gurus that made the rest of the game work were just a couple of silent guys in the background in a couple of videos. They had one guy with the (apparently) strange combination of knowing the deep code wizardry and also having an interest in interacting with the community, and who consequently shot to immediate stardom (before being sniped by Riot Games) once they started rolling him out on stage, but that's it.

So it's not so strange as one might intuitively feel that the public figures don't have the experience you'd want and need. Those skills are found behind bushy beards hidden in some out-of-the-way closet.

Note that I'm not saying CIG doesn't have the talent needed to build this game, as I simply can't judge that from the public figures I've seen.
I'm also fully aware that devs aren't usually the people you want to have on camera, they have other talents. :D
However the people that do the public talking and keep for some obscure reason getting the credit for everything that's being shown are hardly the ones where credit is due, which is what I was responding to.

It wouldn't surprise me if CIG's public "top management tier" in fact just gets interpreted/translated/overruled by some people with actual talent and experience a couple rungs lower in the hierarchy.

...in fact I dearly hope that's the case.
 
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Ultima VII was great for the time, but an AI programmer for a game released in 1992 is about as far removed from the modern AAA games industry as someone who programs tetris/candy crush for mobile.
This is an incredibly fast industry, even leaving it for 1-2 years means you'll be playing some catch-up.
DOS-era experience simply doesn't translate any more than experience as a database programmer does, probably far less in fact. As the latter might actually have a ton of useful skills for designing an MMO's back-end systems to run on modern operating systems. :D


...Knowing that he co-founded Digital Anvil with CR before leaving the games industry really hints at how he got in imo...

That's why I put those last three pesky lines in my comment- explaining exactly what you jusut wrote. But it's ok. :)
 
Ultima VII was great for the time, but an AI programmer for a game released in 1992 is about as far removed from the modern AAA games industry as someone who programs tetris/candy crush for mobile.
This is an incredibly fast industry, even leaving it for 1-2 years means you'll be playing some catch-up.
DOS-era experience simply doesn't translate any more than experience as a database programmer does, probably far less in fact. As the latter might actually have a ton of useful skills for designing an MMO's back-end systems to run on modern operating systems. :D


...Knowing that he co-founded Digital Anvil with CR before leaving the games industry really hints at how he got in imo...

I know very little of the guy and may be off base, but likely you aren't giving him the credit he's earned. Just from your example, I can come up with 2 interviews:

"I just did game AI in AAA Game Title XIV and I can probably copy-paste that knowledge into your game. I've been programming for 7 years so everyone calls me a rockstar You'll need to cater to my "latest code fad" demands which will pay out 1/50 times.". Ok, sounds good, hopefully there is enough similarities between GTXIV and what we are doing that it would fit. And we always wanted to learn Google Go and do DB transactions in JavaScript.

Compared to:

"I've proven time and again that I can solve whatever problem comes my way, regardless of the underlying tech. Everyone knows that I'm tenacious and eat software bugs for breakfast. I don't know how to solve your AI problem yet but my track record says I'll figure it out quickly". Yup. Hired.

Tech moves fast, but wiley programmers always move faster. Don't count out the old guys. *ahem*. Maybe my bias is showing though.
 
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