The Star Citizen Thread v5

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Now, if you talk about DDF it has always come with disclaimer. DDF is dream goals of FD team, some of them already rejected or delayed various reasons. But it has never been pitched during Kickstarter or even after that as something that will happen anyway. Some fans including myself got a bit hyped too much about possibilities during beta period.

Oh i remember well, we had our fair share of "jesus patch coming!" and hell...considering FD trying to keep the hype managable over the course i dont want to imagine how it would have ended otherwise...
 

Viajero

Volunteer Moderator
Development of the game began in 2011.
The Kickstarter began in 2012 and used in game pictures using whatever engine they had.

BUT...Foundry 42 where the heavy work is being done wasn't set up until 2013. And a lot of the early work apprars to have been scrapped.

How long development has been ongoing depends on how you want to show things.

What a strange and specific distinction to be made. Or is it that you don't think that other game developments scrape early design work or dismiss old resources and invest in additional resources of all kinds during their development time? Star Citizen is no special in that regard. Development time is development time, scrapes and new resources included.
 
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What a strange and specific distinction to be made. Or is it that you don't think that other game developments scrape early design work or dismiss old resources and invest in additional resources of all kinds during their development time? Star Citizen is no special in that regard. Development time is development time, scrapes and new resources included.

Scraping all your previous work after few years is disaster - especially if you have limited budget from crowdfunding. It means you have got no fundamentals right. I don't understand why it's been kept mentioned as something positive. It's not. It raises lots of red flags. Does it explain why SC/SQ42 is late? Yes. Does it somehow make it ok? Nope, not at all.

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Oh i remember well, we had our fair share of "jesus patch coming!" and hell...considering FD trying to keep the hype managable over the course i dont want to imagine how it would have ended otherwise...

To be fair, FD didn't have community team to talk about, Ed only started to work during Beta 2 cycle, and it took FD some time to get message about and start to cool us down. We had those weird months of no communication or information from FD and it was their biggest flaw which they continued to address all 2015.
 
$500-600 is the price of 10 full AAA games. I spent an extra £15 on ED and got early access a bonus ship and some exclusive skins. I don't understand how anyone can look at SC's prices and not immediately think "SCAM". Games are simply not worth that much (even good ones).

WoW is $10 a month I believe, so $120 per year and it's been going strong for ... it's gotta be more than 10 years by now right? There's probably people that started paying on day one and are still paying today. Yikes. We spend money on our games, it's not a cheap hobby. I paid $150 for the Elite LTE pass, which is the most I've spent on any game (I'll waffle and say non-MMO but only because I couldn't say what's the longest I payed for an MMO....not that much but one was at least a year) and I did it because I expected it to save me money in the long run (knew I wanted Horizons, knew I wanted Atmo, knew I wanted Cap ships, still think I probably want Space Legs). Frontier could screw me and not release any more expansions. CIG could screw their customers and ...well, should I try to pick just one possible way they could screw everyone? We all hold our breath and cross our fingers and hope we're playing the game we want when we want to play it.


I will say, I don't like games selling such expensive items because we, as a community as a whole, tend toward the addiction side. I've read SC backers talking about how much theyve spent and hoping their wife never finds out. Jesus, that's a gut punch for me. Take care of your families first guys, play the games once you got a college fund set up and you're stashing some money for retirement.
 
Thats not exactly strange to be honest.
They are still Alpha and are adding the Ground Work. So doing Adjustments like actual Inertia Calculations for each Ship is likely not on their Agenda.
It's very strange, because it's one of the most fundamental parts of the game they're making. It's not that they haven't made a final balance pass for the parameters of the ships — it's that there is no apparent flight model to actually plug those parameters into. The most central game mechanic is apparently not done, five years into the project, and until it is, none of the dynamics that rely on that mechanic can be planned out — much less developed or tested — either.

This is not Surprising either. Their Original Plan did not include such an Massive World in the First Place.
The massive world was in the kickstarter. It was there from the very beginning, and it is indeed surprising that they haven't nailed down a final target concept to aim for yet, much less the tools to reach that goal. Again, this is fundamental stuff — the things you decide at the very start. After a year of pre-pro and four years of production, they should have gone way beyond tech demos.

Positions Thrusters (All of them including each small Support or Direction Thruster)
The Power of each of these Thrusters.
The Mass of each Module and each Part of the Ship including the Density of that Part and that Position.
The External Influence Factors like Stations Gravity etc.
It has long since been established that SC doesn't use that kind of simulation. It may have been discussed early on, but any pretence of realism departed with the final designs of the ships and with the way they actually flew. It's just your standard x/y/z+y/p/r acceleration envelope seen in a myriad of other games.

For an Ship to work properly. You not only need to put a Number into its Weight. But you also need distribute this weight among the Ship so the Physics Engine recognizes that the Long End of the Ship turning needs to have more Inertia than when Rolling Sidewards for example.
No. For one, you're still confusing weight and mass — they're not the same thing, and weight is a non-factor in this game. You also don't need to distribute anything to start calculating moments of inertia. You can just approximate it with distance and get on with life, unless you intend to make a far more complex simulation than what they're aiming for here. But more than that, you don't actually need to calculate anything. You just figure out the parameters and stick them into two matrices that then determine how the ship responds to controller input.

SC is doing mostly Handcrafted World while adding Procedural Generation for Large Areas within one such Created Object.
This is much much muuuuch more Work.
But also makes the World much more Engaging. Because you can set Parameters, Events, Objects etc etc for each Procedural Generated Area Alone.
Ehm. No. For one, by CIG's own description, SC isn't using PG for large areas — only for decoration scatter. For another, you don't need to hand-craft anything to create that type of “engagement” since you can simply procgen the parameters. If the parameters are such that the world becomes generic, then no amount of human touch will change that because that's a limit of the parameters themselves. There's also no guarantee that hand crafting actually creates anything more engaging either, and that was the whole point: it only really guarantees that there will be very few custom locations, which will then have to be repeated to create any kind of volume, and which you will very quickly explore to the fullest and then be bored of. Then they become generic, too.
 
Luckily I learned that lesson in a way that didn't really inconvenience me and am way more careful with claims from people selling stuff, including Frontier, so although an Elite fan I waited until around Beta 1.2 before getting involved!

Indeed if anything I used to know the PC playerbase as an incredible demanding crowd. Nothing is ever good enough. Every tiny detail is checked and re checked for errors. Delivered content is subject to investigational abuse that borders on the fanatical but its always the same credo "this game didnt deliver ENOUGH" yet here we are with Star Citizen and suddenly the tide turned and I cant keep from picturing people with blindfolds on standing in front of a burning house chanting "I BELIEEEEEEEVE...." to eliminate the sound of the roaring flames.

I mean there is hardly ANYTHING substantial about this game. RSI keeps silent about critical topics and cannot be to give info on their own forums. They rather post on INN or Reddit to deliver patch notes, new delivery dates or links to their videos....its hilarious.

This wouldnt fly anywhere else in the media yet with Star Citizen all of these are suddenly good signs and proof that the project is on track.
 

Jenner

I wish I was English like my hero Tj.
I suspect that SC is suffering from a great deal of technical debt and far too many tech/priority changes along the way. Multiple ship passes, skeleton and rigging changes, animation changes, a massive re-writing of the core engine, botched contractor work (looking at you, Illfonic), etc. etc. It's no wonder it's way behind schedule.

Hopefully it'll all sort itself out in the end. I have to say, though, that I really hoped for more in 2016. Here's hoping for more visible progress (to and end users like me anyway) in 2017.
 
WoW is $10 a month I believe, so $120 per year and it's been going strong for ... it's gotta be more than 10 years by now right? There's probably people that started paying on day one and are still paying today. Yikes. We spend money on our games, it's not a cheap hobby. I paid $150 for the Elite LTE pass, which is the most I've spent on any game (I'll waffle and say non-MMO but only because I couldn't say what's the longest I payed for an MMO....not that much but one was at least a year) and I did it because I expected it to save me money in the long run (knew I wanted Horizons, knew I wanted Atmo, knew I wanted Cap ships, still think I probably want Space Legs). Frontier could screw me and not release any more expansions. CIG could screw their customers and ...well, should I try to pick just one possible way they could screw everyone? We all hold our breath and cross our fingers and hope we're playing the game we want when we want to play it.


I will say, I don't like games selling such expensive items because we, as a community as a whole, tend toward the addiction side. I've read SC backers talking about how much theyve spent and hoping their wife never finds out. Jesus, that's a gut punch for me. Take care of your families first guys, play the games once you got a college fund set up and you're stashing some money for retirement.

Yep I don't like subscriptions either I think the whole point of them is they seem small but soon add up, especially if you forget about it and pay subscriptions on something you no longer use (after moving to the country I kept a contract mobile that only worked in one corner of the garden for months mostly out of the habit of always having it available, eventually switched for a pay as a you go (sim card switch I kept the good phone) which costs nothing but serves just as well for all important purposes).

I'd have got the LTE for Elite if I'd known how much I'd enjoy it, never mind though with the hundreds of hours I've played the only games I've had that were better value were free so i don't mind buying seasons individually.
 
I wonder how much of Illfonic's work is left in the 2.6 release. I remember the article that mentioned all of the assets needed re-scaling, but I assume some game logic remained.

2.6 is either a considerable rework of something CIG had already paid an external contractor to do or it's a compromise of Illfonic's work and some new in-house stuff.
 
I suspect that SC is suffering from a great deal of technical debt and far too many tech/priority changes along the way. Multiple ship passes, skeleton and rigging changes, animation changes, a massive re-writing of the core engine, botched contractor work (looking at you, Illfonic), etc. etc. It's no wonder it's way behind schedule.

Hopefully it'll all sort itself out in the end. I have to say, though, that I really hoped for more in 2016. Here's hoping for more visible progress (to and end users like me anyway) in 2017.

There is no reason to expect that it will in fact come
 
I suspect that SC is suffering from a great deal of technical debt and far too many tech/priority changes along the way. Multiple ship passes, skeleton and rigging changes, animation changes, a massive re-writing of the core engine, botched contractor work (looking at you, Illfonic), etc. etc. It's no wonder it's way behind schedule.

Hopefully it'll all sort itself out in the end. I have to say, though, that I really hoped for more in 2016. Here's hoping for more visible progress (to and end users like me anyway) in 2017.

To be fair to Illphonic they worked to the wrong scale and it was CIG's responsibility to give them the correct info in the first place, then check afterwards.
 
Development of the game began in 2011.
The Kickstarter began in 2012 and used in game pictures using whatever engine they had.

BUT...Foundry 42 where the heavy work is being done wasn't set up until 2013. And a lot of the early work apprars to have been scrapped.

How long development has been ongoing depends on how you want to show things.

6 years is true....but major development has been ongoing for only 3 with the formation of Foundry 42 and true development...as opposed to preliminary work before the Kickstarter...only began with Kickstarter so 4 years would be accurate as well.

So....it has been in development for 5 years.
But the first was mainly preliminary and preparing for the Kickstarter
Game development itself only began after Kickstarter...so about 4 years by that standard. But the third parties didn't work out and Foundry 42 allowed them to cope with the increased scale and scope inhouse so that is only three years with a 'full' development team

Why should I care or anyone in here for their excuses???Game enter in the development in 2011 we are 2017 now and there is no release date in sight.....by the way BioWare and EA will announced release date for Mass Effect Andromeda today,rumors are that is going to be somewhere in march......so that means one more AAA game that enters in development after SC now going to be released waaay before SC that atm is not even in true alpha state.....
 
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Viajero

Volunteer Moderator
Scraping all your previous work after few years is disaster - especially if you have limited budget from crowdfunding. It means you have got no fundamentals right. I don't understand why it's been kept mentioned as something positive. It's not. It raises lots of red flags. Does it explain why SC/SQ42 is late? Yes. Does it somehow make it ok? Nope, not at all.

Do not get me wrong. I do not doubt that some specific scraping can be critical and force teams to almost restart some of the work from scratch. All I am stating is that SC is not unique in that regard and all that is part of any game development timeline.
 
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Development of the game began in 2011.
The Kickstarter began in 2012 and used in game pictures using whatever engine they had.

BUT...Foundry 42 where the heavy work is being done wasn't set up until 2013. And a lot of the early work apprars to have been scrapped.

How long development has been ongoing depends on how you want to show things.

6 years is true....but major development has been ongoing for only 3 with the formation of Foundry 42 and true development...as opposed to preliminary work before the Kickstarter...only began with Kickstarter so 4 years would be accurate as well.

So....it has been in development for 5 years.
But the first was mainly preliminary and preparing for the Kickstarter
Game development itself only began after Kickstarter...so about 4 years by that standard. But the third parties didn't work out and Foundry 42 allowed them to cope with the increased scale and scope inhouse so that is only three years with a 'full' development team

I give up. [rolleyes]
 
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I'd have got the LTE for Elite if I'd known how much I'd enjoy it, never mind though with the hundreds of hours I've played the only games I've had that were better value were free so i don't mind buying seasons individually.

That's a good point, and a difference I couldn't articulate between buying ships for SC and myself buying the LTE. I'd already played Elite for a year, Horizons was being released, and I could have either bought the one expansion or bought the LTE. It wasn't so....risky.
 

Viajero

Volunteer Moderator
It has long since been established that SC doesn't use that kind of simulation. It may have been discussed early on, but any pretence of realism departed with the final designs of the ships and with the way they actually flew. It's just your standard x/y/z+y/p/r acceleration envelope seen in a myriad of other games.

This is interesting if true. Do you have any link or links that explain how SC does not in fact use that simulation? It may be buried in this thread so apologies if I missed it.
 
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This is interesting if true. Do you have any link or links that explain how SC does not in fact use that simulation? It may be buried in this thread so apologies if I missed it.

Yes. It's in here somewhere. Good luck finding it with the search function. :D

e:

However, even without that official word, you can just look at the ships themselves — they're built to “look good”; not to make sense, and they consistently lack the thrusters that would be required to have their movements make any sense.

If I were charitable, I'd guess that it's another victim of both the technical and the financial debt created by the project: they started designing ships to have something to sell before they had figured out the flight model or run the control systems through the ringer, letting visual artists go wild without any consideration of the intended realism. It would have been quite easy to have some poor physics guy whip up a couple of templates that could be tested and balanced as simple grey boxes, and then have the artists conform to those templates for the placement and size of thrusters, and as a basic guideline for apparent mass distribution. But of course, doing it that way would have meant that they wouldn't have had a a single jpeg to sell for at least a year…
 
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What I find interesting about the date revisionism is that fans are always proclaiming that CR can take all the time he needs, that there is no rush, that a delayed game is better, so on and so forth.

But as soon as someone says that development started in 2011 or 2012, they go wild and declare it only being in development for 3 years and not 4 (or 5), all of a sudden the duration of Star Citizen's development becomes very important.
 
To be fair to Illphonic they worked to the wrong scale and it was CIG's responsibility to give them the correct info in the first place, then check afterwards.

It really wouldn't matter now. Star Marine, looks like a standalone game anyway.

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What I find interesting about the date revisionism is that fans are always proclaiming that CR can take all the time he needs, that there is no rush, that a delayed game is better, so on and so forth.

But as soon as someone says that development started in 2011 or 2012, they go wild and declare it only being in development for 3 years and not 4 (or 5), all of a sudden the duration of Star Citizen's development becomes very important.

Looking at the date of the interview, they are a quarter of the way into the 6th year.

EDIT. link of interview https://www.themittani.com/features/exclusive-interview-star-citizens-chris-roberts
 
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