The Star Citizen Thread v5

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http://eq2wire.com/2017/01/05/closing-the-book-on-everquest-next-and-landmark/

Yep, there is *no way* that Star Citizen is in any sort of trouble.

All those *stories* coming out from behind the scenes at CIG are just FUD fairy stories from failures and leavers!

There is NO chance that a gaming company has ever had those kinds of things happen to them during development!

In fact, Star Citizen, because they are so *OPEN* about their development, are showing the real nitty gritty, nuts & bolts behind the scenes growing pains that MANY development houses go through!







....buy a Constellation!


(Link *borrowed* from the SA Forums)
 
What's the mechanism like for that? In the game can an Org buy a ship now and who decides who gets to use it? I'm just wondering if you're talking about actual features or dreaming of features.

I apologize - in an effort to explain the social aspects, I worded the "org ownership" in a poor manner. The ship would currently be owned by a player (member of the org). I don't know if there are any plans for the game to allow an "group entity" to own a ship. (The mechanism for funding involves transferring game credits between players.)

Multi-crew is coming to Elite in 2.3.

Hopefully it will offer a wide range of features, and give larger ships both advantages (for being crewed) and disadvantages (when they are not).

Also can't wait to see a few of these multi-crew ships perform in the same instance in SC, without the whole thing falling over.

We're all early awaiting an increase in instancing limits beyond the current 24. :)

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http://eq2wire.com/2017/01/05/closing-the-book-on-everquest-next-and-landmark/

Yep, there is *no way* that Star Citizen is in any sort of trouble.

I see no mention of Star Citizen in that article...?
 
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I see no mention of Star Citizen in that article...?

*Facepalm*

Here, let a poster, taking one of the comments made by a developer in that EverQuest article, clear things up for you a bit...

Crazy_BlackParrot on SA posted this:

Squadron 42 was a disaster. It should have remained a toolset for building Star Citizen Universe and nothing more. I can clearly remember Chris saying things like “The creation tools will be simple to use and the most powerful ever seen”, as if somehow those 2 things can co-exist. Sorry, but no. Easy to use should have been the focus, and that sadly never happened. They always had a ridiculous learning curve to do anything beyond basic ****. Locking all those special features behind progression was also a REALLY dumb idea. Yep.. let’s PREVENT players from doing cool stuff until they’ve made squadron 42, If I had my way, everything would have just been open to use.. Go nuts creation mode.

The majority of the really crazy demo's was by pure accident with the system trying to comprehend what the ‘player’ really wanted to do. We (other team devs) repeatedly told them they needed to make things easier to use to increase critical mass involved, and were repeatedly told to mind our own business, you’re stupid, and on and on. 64bit, netcode 3.0, items 2.0, whatever the **** you wanted to call them was the engine trying to resolve something unintended, and coming out with something interesting and useful. It wasn’t planned in any way, shape, or form.

Let’s be clear too.. Squadron 42 was Chris's obsession, and there simply was no way to convince him otherwise about it being a game. I believe this ultimately killed Star Citizen.

Lol this is fun,

(Parts in Bold are where the EverQuest game is swapped for Star Citizen/Squadron 42 and the lead developer's name is swapped with Chris', the italic part is also relevant too.... Are you getting it now perhaps?)
 
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I apologize - in an effort to explain the social aspects, I worded the "org ownership" in a poor manner. The ship would currently be owned by a player (member of the org). I don't know if there are any plans for the game to allow an "group entity" to own a ship. (The mechanism for funding involves transferring game credits between players.)



Hopefully it will offer a wide range of features, and give larger ships both advantages (for being crewed) and disadvantages (when they are not).



We're all early awaiting an increase in instancing limits beyond the current 24. :)

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I see no mention of Star Citizen in that article...?

Personally, I think this multi-crew thing will get boring very quickly. Most will just go back to flying their own ships. What do you even do if your not flying? Sit in a bloody turret waiting for something to happen. Sit in the drivers seat while your mate has gone off in the SRV. Or clean the virtual floor with your virtual mop and bucket. Maybe you can nip down the shops while nothing is going on, and get that nice helmet you saw last week in the pretend store last week. Do me a favour.

I have no friends. [cry]
 
I apologize - in an effort to explain the social aspects, I worded the "org ownership" in a poor manner. The ship would currently be owned by a player (member of the org). I don't know if there are any plans for the game to allow an "group entity" to own a ship. (The mechanism for funding involves transferring game credits between players.)

So is the entirety of this fantasy? All of this hinges on the claim of 'Org' mechanics which enable all the stuff you've suggested here. If it's just single players own ships and there's no way to stop other people flying them so they're very easily lent out it's not quite as impressive sounding.

In SC, there is a very intended difference in both the ownership and usage of a large ship beyond costs and how hard it is to dock. Multicrew is already in the game. There are turrets to man, there are support stations. You might split the duties of pilot vs engineer vs communications, for example. And of course, you can have a complete boarding party aboard.

The way this impacts the playerbase, is that there's a reason for things like an Org/Corp to exist. If you have a capital ship, you NEED 6-12 people to make it a really effective ship. (So you're trying to recruit members.) On the other side, this means you don't have to grind for 6 months to earn one. (So there's an incentive to join.) You can pool your funds, and the Org can acquire one that way. Orgs can also distribute earnings among members, based on rank, participation, etc. It's a much more social goal based-game in this manner, vs "1 guy in a ship" as it is in Elite.

This doesn't just apply to capital ships. We have nearly 50 players in our org. If at some point we have a couple of large ships crewed - well, all those fighters everyone owns aren't just collecting dust in a hanger. We can easily take members who may only only a starter ship, and say "Oh, you're flying escort? Take one of the big fighters out." So you can participate as you'd like, without grinding forever.
 
(Parts in Bold are where the EverQuest game is swapped for Star Citizen/Squadron 42 and the lead developer's name is swapped with Chris', the italic part is also relevant too.... Are you getting it now perhaps?)

So someone has taken an article on Everquest. Made by a different studio, with different in-house goals and methods, in a different era, for a different market.

But if we just change the name of the game to StarCitizen, it's now a thoughtful, well-formed post... not just a gratuitous slam. ;)
 
So someone has taken an article on Everquest. Made by a different studio, with different in-house goals and methods, in a different era, for a different market.

But if we just change the name of the game to StarCitizen, it's now a thoughtful, well-formed post... not just a gratuitous slam. ;)


*Double facepalm*

<Edit> Actually, let's have Naked Gun 33 & 1/3 make the silliness of your reply really apparent..

https://www.youtube.com/watch?v=F0Od1OaHsYY
 
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So is the entirety of this fantasy? All of this hinges on the claim of 'Org' mechanics which enable all the stuff you've suggested here.

I cannot be assured that real-life clients will always pay their invoice, or that my co-workers will ALWAYS show up and do their job... but I don't consider my career to be a "fantasy".

If it's just single players own ships and there's no way to stop other people flying them so they're very easily lent out it's not quite as impressive sounding.

Not quite sure what you're meaning to say in that long sentence. I didn't state anything earlier about "no way to stop other people flying them"...
 
I cannot be assured that real-life clients will always pay their invoice, or that my co-workers will ALWAYS show up and do their job... but I don't consider my career to be a "fantasy".

Not quite sure what you're meaning to say in that long sentence. I didn't state anything earlier about "no way to stop other people flying them"...
Erm. That's why business is conducted through contracts. What? Seriously - what?

Is that some utterly sideways way of admitting that what you were relaying was just stuff you hope to be in the final release but you can't do now? That's OK you know - you can admit that. Nobody will eviscerate you or ban your account for that - well not here anyway. If people were honest about what is/is not in the game there'd be a lot less upset and drama here

Apologies if the sentence was too long and confusing. You implied there was a way for Org's to group-own ships and loan them out to new recruits while they grinded themselves out ships. Now it appears that no such method exists and single players just own ships and other people can use them, much as other players steal other's ships currently as there's no way of locking or controlling who can use a ship. It's not really any kind of system of loaning or anything like what you've implied is possible.

The thing I wonder is are you intending to be deceptive?
 
Erm. That's why business is conducted through contracts. What? Seriously - what?

Can you be a bit less literal in your interpretation of my example?

Is that some utterly sideways way of admitting that what you were relaying was just stuff you hope to be in the final release but you can't do now? That's OK you know - you can admit that... You implied there was a way for Org's to group-own ships and loan them out to new recruits while they grinded themselves out ships.

I already stated that my "org vs ownership" thought was poorly worded, and attempted to correct the matter.

It's not really any kind of system of loaning or anything like what you've implied is possible.

If I spawn a ship for you to use the PU, that is loaning it to you - yes?

The thing I wonder is are you intending to be deceptive?

No, I'm trying to have a decent discussion using the inherent, limited communications available via a forum that offers little ability for nuance, facial cues, or voice tones. I could easily ask "the thing I wonder is - are you doing this as well, or just trying to attack me?" ;)
 
No, I'm trying to have a decent discussion using the inherent, limited communications available via a forum that offers little ability for nuance, facial cues, or voice tones. I could easily ask "the thing I wonder is - are you doing this as well, or just trying to attack me?" ;)

Then wouldn't it have been easier to say "We're hoping in the future to be able to group own ships and lend them out, but no at the moment you can use someone else's ship while they're logged in but that's it. Players must pay for and own their own ships or when the owner logs out it just despawns."

It's a helluva lot quicker and easier to type, and it's true rather than being like a time-share sales pitch.
 
For a brief attack of clarity. The Everquest / SC parody thing refers to Landmark/EQNext, not the original Everquest game. It was the reboot / re-imagining of EQ incorporating world building. The Landmark Beta was sort of Minecraft-esque, but ultimately had very little reason or drive to do anything. There was no gameplay loop, just "go find a piece of ground and mine stuff, to let you build something nice". Even playing co-op with my wife we became bored within a few hours of desperately trying to find the "fun factor".

I don't know if that makes it more or less relevant as an SC parody?...
 
I still can't get over how an entire site was created for just one Star Citizen article, with the rest consisting of blatantly and unquestionably plagiarized articles added just to give said site a thin veneer of legitimacy.
 
While I think EverQuest Next and SC aren't easily comparable, I am just astonished by reaction towards this poke by SA. In ironic twist of fate I am saddened by failure of EQN, because I liked all ideas in WoW setting and I think that would make great game I could play. They overreached and forgot how to start small. That IS comparable to CIG and SC though.

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I still can't get over how an entire site was created for just one Star Citizen article, with the rest consisting of blatantly and unquestionably plagiarized articles added just to give said site a thin veneer of legitimacy.

Man, you wouldn't know what people do for SEO these days. It is all about gaming Internet. And people are that stupid sometimes to fall into those traps.

Look at all those Youtube videos who parade SC tech demos with "amazing new gameplay" etc. in description.LOL.
 
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