The Star Citizen Thread v5

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I'm sure that was before Vision 2.6.1h though, so it doesn't count.

Seriously though, the thing that bugs me about so much of CIG's comms is the finality of it - you will be able to do this, you can do that, this is how it works... Despite them (quite clearly) not having finalised how most of these systems will actually work yet, let alone in combination with other systems. Then if they realise something's really not a good idea and have to go back on it, it just makes them look foolish.

Yep, that irks me as well. It's one thing to say "We hope to do this" or "We would like to do..." but using definitive statements is just asking for trouble.

In this thread you see all the usual culprits who, not so long ago, would have been pointing to cargo affecting mass as an example of why SC stands out defending the announcement by saying "Oh you didn't really expect them to do that, did you?" or "Fun > realism" etc.

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Some more juicies from Will Maiden's Spectrum chat

Will Maiden:
some things that are being prototyped are at the start of a long line of things, and some things being prototyped just re-use existing things. ie. prototyping a new flight model. its new, and is very experimental, but it's using the same ship assets

so when we prototype, it could be a quick and dirty hacked together system to see "is it fun, is it worth doing?" and sometimes its "we have these weapons, lets try a new firemode using existing assets and particles

The other side is that we can't prototype some things until we know others. Take Item 2.0, for instance. until that's in and working, we can’t prototype new mechanics that will take advantage of it as it will all be guesswork

so prototyping cargo sometimes means waiting for cargo to be IN before we can begin prototyping the next phase

so we end up with 'tiered' development. Can't start doing the advanced stuff until the basic stuff is in, so we can't commit to saying the advanced behavior will be like X or Y until we prototype it, which requires the basics in etc. so its a whole process

we break it down into bitesized chunks. The trick is not trying to design it all first and then build it. because as anyone will tell you, no one designs something perfectly on the first attempt. No plan survives first contact with the enemy

literally cargo is my everything right now, so it's being well taken care of

[are we going to see a lot of manual loading?] yeah, we are.

[How much of the old cargo interaction document is still applicable?] I didn't write ANY of that, so...

[goals for cargo] personally; fun - I don't want it to be dry, spreadsheet management or boring box moving for the sake of it, i want to make sure every part of the experience is engaging and not a grind

physical - i want to make sure people feel connected to what's in their cargo hold and feel the weight of hauling goods, feel the need to check on them and feel the time cost in moving a big haul

Simple - I want the player to 'get' it straight away, not feel like they need to go on a course or read a blog post and watch 3 youtube videos before they attempt to become a trader

there's no need to be complicated for its own sake though. There's a risk of falling down the hole of bloating the design and it ends up compromising the system because someone wants to show off how smart they are as a designer. Simple systems working together in an elegant way is far more important than showing off how complicated it could be. Already reading this chat people are saying "yeah but i DONT WANT TO have to manually load MY ship"

you may be conflating 'simple' with 'doesn't require skill'. We'll be making sure managing your cargo is something everyone can do, but that experts can do it better

some people will need to handle cargo but not be a transporter by trade

we need to make sure that everyone can move cargo but the shipping magnates of the verse can still get something out of it

[when we get cargo, then people will be able to test trade, smuggling?, and ..... piracy Yarrrrr] that's the plan, a first-implementation of the systems to see how it shakes out, see how behavior changes

[is the first cargo implementation planned on being fully interactive? as in, will you be able to dig inside containers and get stuff in/out of them?] not in the first implementation, no

[is calculating the proper center of mass for cargo really untractable for the IFCS? This is a huge departure from how the entire thing works now, it's a bummer] it's not untractable we could do it, but it might not be fun

the other thing is, you make CARGO centre of mass a thing and then someone asks "what about if all the crew run to the port of the ship, will that compensate?

so, finding the right ahem balance, is needed

we'll see how it flies in our prototypes but my GUT tells me that if cargo is going to affect listing/steer/handling of a ship, it will be on a huge scale that only affects the HULL classes or stuff like that

[will ballasts still be a thing?] nope not as far as I know

I don't think ballasts have been a thing for over a year

And a bonus from CIG Kraiklyn:
Space is dangerous, there will always be a degree of risk.

Ships are designed to have flaws, there is no perfect ship that can do everything. They are designed on role. If an endeavor were to lack the ability to defend itself, it would have to rely on others to offer protection if it were to venture into areas that have a higher degree of risk.

That is ultimately down to it's captain in how it is deployed. Hospital ships in the navy are typically situated away from the front line, and patients are flown in via med-evac. Say a Cutlass Red. As for the Javelin, like I said, every ship has a flaw in some shape or form. The Javelin, a destroyer, is not meant to fly alone, just like in a real navy, ships that size come with a support group, consisting of fighter craft and escorts.

It would be the same if you deployed a bengal carrier out into Vanduul space, hoping just its mounted guns could defend it. Without it's housed squadrons and escorts, it would not survive long on its own. Again, just as real life navy deployment works.

It's always frustrating, and naturally you want some confidence that you have made the choice that is right for you. But it would be premature to draw conclusions at this phase. We are still building components that fit inside the ships that actually make them work.

As Disco said earlier, we are very much in Game Dev, not construction, lots of research and development being done, but we are getting there.

Three words. "Subject to change" it sadly comes with the territory with Alpha phase development. Changes can happen for the better. I can't offer you a solid guarantee of what will be the outcome, only that we will do our best to ensure it is the best damn outcome.

We have an Ex navy officer in our staff. If that puts your mind at ease.
 
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That's an interesting trap you've set... you're creating your own personal definition of "more", and then slamming someone when they haven't met your criteria. That's the sort of logic a 3rd grader uses.

"Dad, you said we were going somewhere FUN!"

We're at a park, this isn't fun?

"I wanted DISNEYWORLD! YOU LIED"

Funnily enough there's a possibility that this might happen.

There's been a lot of theorycrafting on forums (CIG, this one), Reddit, etc, where backers have imagined up all sorts of gameplay scenarios as very little has been locked down by CIG - aka CR saying yes to everything.

I have no problem with backers having imagined their own perfect theme parks, each one different from one backer to the next. Now the big question is what will CIG deliver? If it's the equivalent of a paddling-pool in a parking lot then I can imagine the reaction being similar to what you mentioned.

It absolutely is a trap but the problem is that CIG have set it for themselves.

Using your analogy, those vocal CIG backers are the ones who think that they're off to DisneyWorld but we, on the other hand, have absolutely no idea where the car is going but are getting somewhat worried by the erratic driving.
 
Some more juicies from Will Maiden's Spectrum chat

Wow, so basically tearing up the 2015 spec, but that's ok because he "didn't write any of that".

And in 2019, when he's long gone and someone else is in charge of cargo design (and they're waiting for Item 3.0 to be ready so they can actually start planning/prototyping it), they'll say the same about everything he just said.
 
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I know this is just the transcriber messing up, but still… [haha]

It's the good old Doom days all over again.

From the summary:
[Many of us feel with pilots flying ships with mouse versus joystick has taken away from what the game was originally pitched to be. What steps are being taken to remedy that?] Well neither is better than each other. Joysticks have advantages as do Mice. For aiming, the mouse is better because that's what a mouse is designed for, but HOTAS is generally better at flying. They don't want to gimp one control scheme for another because they want people to only use a certain control scheme.

  • You could play Wing Commander with a mouse and keyboard even back in the day, even a SNES controller. In the end they don't want one scheme to be "Best" overall because they want to support a variety of devices, but they'll take steps to ensure they're balanced as best as they can.

Timestamp [27:08]
https://youtu.be/Cm8EpvHeRZc?t=27m8s
 
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....and BOOM!! :D

- - - Updated - - -

Ah yeah, remember back when we said that the Star Citizen networking kernel was getting worse? Right, you did. So go see just how bad it really is now in 2.6.1

Don't worry Derek! I'm sure someone will be along in just a moment to tell everybody here why those ping results are a *good* thing for the future prospects of Star Marine, surely the very best FPS game that has ever been (not) released!
 
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maybe you lack the sense of Humor.

Aye... that could be it. The thread exudes hilarity on literally every page. :rolleyes:

I'm somewhat amused by a game that achieved it's Kickstarter goal of 2 mill, years ago, and has yet to release despite raising funding in the hundreds of millions. Not exactly hilarity.

I'll admit seeing CR trying and failing to display even a tiny bit of familiarity with this 100+ million dollar game bordered on hilarious, albeit with an underlying sense of confusion or bewilderment.

The fact that the subject has generated nearly 2500 pages tickles a little though.
 
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Aye... that could be it. The thread exudes hilarity on literally every page. :rolleyes:

I'm somewhat amused by a game that achieved it's Kickstarter goal of 2 mill, years ago, and has yet to release despite raising funding in the hundreds of millions. Not exactly hilarity.

I'll admit seeing CR trying and failing to display even a tiny bit of familiarity with this 100+ million dollar game bordered on hilarious, albeit with an underlying sense of confusion or bewilderment.

The fact that the subject has generated nearly 2500 pages tickles a little though.

That's how it starts, walk away while you still can. The more you know about SC the funnier it gets and the more you want to know to help you recognize the ever changing versions of events as and when they crop up (this is known as refactoring).

Whichever way it ends it will be a big public triumph or failure, so you don't need to watch.
 

dsmart

Banned
...and we have the second confirmation of the existence of a 2.7 patch; even as CIG continues to dangle 3.0 in front of backers like a carrot stick. Of course none of this means anything seeing as they can brand any build to be 3.0 and call it a day. They did the same thing with the 2.5.x path in Dec, which miraculously became 2.6.0 though, aside from Star Marine, didn't contain most of what was previously promised, and which are now playing out in 2.6.1 (current) and upcoming 2.6.2 builds.

The first confirmation was by Todd Pappy and I covered that in this post back on Feb 14.

As I wrote back then, at the end of the day, they can brand any build as 3.0, and call it a day. All with complete disregard for promises made. And they can do this with impunity because even as they continue to do so, and whales, in Sunk Cost Fallacy, keep propping it up, they get the impression that they have a blank check. And with that, they have zero incentive to finish the games as promised, let alone deliver on any promises made.
 
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I'm trying to figure out how anything running on hardware newer than Babbage's difference engine could produce a 0.44 second delay on multiplayer player moves, while only taking 0.06 seconds for gunfire. Just how much extra processing does movement take?
 
I'm trying to figure out how anything running on hardware newer than Babbage's difference engine could produce a 0.44 second delay on multiplayer player moves, while only taking 0.06 seconds for gunfire. Just how much extra processing does movement take?
The item system 2.0 has to query vision system 2.7 on how to refactor system system 3.0 for the movement, that's why.
 
Well, I'll base it on a somewhat realistic note.

- They hardly went out with the original idea that their kickstarter would be a scam to steal money from people because that would be pocket change
- They did not anticipate the amount of money they DID receive
- They realized they got far more money than the initial need for the game which in itself is nice

And here is the part where it starts to become problematic.

- They realize they can get more money for the game so they set up a separate website to gather MORE money after kickstarter (Since there still was a powerful interest from the public)
- With more money they can add more features to make something MORE than a bare bone old school game (Which is not a bad thing in itself)
- They realize they NEED to move the goalpost forward to squeeze into those features into the game (Which should have been known and communicated a LOT earlier)
- They create TWO companies to handle the increased workload (which further increases the time before release since they clearly have a lot of things to create)
- We are now into feature creep area but the money keeps pouring in at the end of 2014 (And now we get information that it will take longer.)

This is the area where it becomes muddled as their original gameplan is useless since they now have capital flowing and features they originally only dreamed about can now (theoretically) become reality AND they realize the original release date is useless.

One of the problems is that while they have been more open than regular publishers towards the public they have been somewhat tightlipped about the problems they run into and WHY they decided some mechanics or features are needed towards backers that would most likely like to hear both about features and the problems with implementing them.

What would have been interesting would be if they had added a disclaimer to their stretch goals:

- Each stretch goal can move the release date X weeks

And that would not be unreasonable if they aim to try and have ALL features at launch in some capacity but they have not so it's no wonder if people start to wonder what they are doing.

I honestly have no problem with a game taking time but their inability to properly set a schedule or at least keep people informed about the problems they end up with or why something will take longer - Especially from the moment where they should clearly have seen that their intended release date would not work, and they should have seen that at the beginning of 2014 at least.

I agree you've highlighted the fundamental problem; that the continual 'mission creep' in terms of what is intended to be in the game is exactly what's caused the amazing expanding development cycle.

The trouble is that the mentality which informs that approach comes from the very top and has flowed down throughout the project. I can't be bothered finding the exact quotes but they've been posted at least once in this thread - CR himself has said clearly and unequivocally that the level of funding they receive on an ongoing basis is what is determining the scope of the game.

From a project management point of view that is flat-out insanity, firstly because you're never aiming at a static target and secondly because if you continue to expand your goals in line with revenue, if revenue begins to drop this week before you have achieved the goals you only defined last week, you're immediately into the territory of having made promises that you can't keep.

Everything should start with a defined goal and increased revenue should only mean that you hit that clearly defined goal faster, not that you keep making new goals.

After you hit your clearly defined goal and everybody who backed you based on it is happy because they have got what they wanted, you can move onto a new phase. The way CR is going about things development hell is practically built into his model because all of the things that cause projects to end up there (for example re-doing previous work because new features require support that was never incorporated due to an ever-shifting design) are built-in consequences of it, in fact it's actually the only logical outcome.

Something would have to go wrong with his philosophy in order for anything else to happen.

In fact, here's a helpful video that explains the Roberts method perfectly:

[video=youtube;Ait_Fs6UQhQ]https://www.youtube.com/watch?v=Ait_Fs6UQhQ[/video]
 
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CR himself has said clearly and unequivocally that the level of funding they receive on an ongoing basis is what is determining the scope of the game.

I remember reading this quote from CR in an article on Eurogamer (back in 2014) and laughing at the implication of it.

The actual quote is:

Chris Roberts said "I now look at our monthly fundraising and use that to set the amount of resources being used to develop this game."

You have to wonder what CR is implying when he says this. If they have a good month do they decide to open up development on feature X and then shut it down again if the following month's income is poor?
Because that's the implication here, as stupid as it sounds.


He also said this in the same article

Chris Roberts said "More than 280 people are working on Star Citizen in studios in the US and UK. CIG keeps a "healthy" cash reserve so that if funding stopped tomorrow the developer would still be able to deliver the game."

Which turned out to be a load of baloney.

http://www.eurogamer.net/articles/2...-insists-all-money-goes-back-into-development
 
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Mu77ley

Volunteer Moderator
Amusingly 2.6.1 has actually made the networking in Star Marine worse even with the addition of regional servers:

[video=youtube;_kP2ek_L8Yk]https://www.youtube.com/watch?v=_kP2ek_L8Yk[/video]
 
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dsmart

Banned
Well, I'll base it on a somewhat realistic note.

- They hardly went out with the original idea that their kickstarter would be a scam to steal money from people because that would be pocket change
- They did not anticipate the amount of money they DID receive
- They realized they got far more money than the initial need for the game which in itself is nice

And here is the part where it starts to become problematic.

- They realize they can get more money for the game so they set up a separate website to gather MORE money after kickstarter (Since there still was a powerful interest from the public)
- With more money they can add more features to make something MORE than a bare bone old school game (Which is not a bad thing in itself)
- They realize they NEED to move the goalpost forward to squeeze into those features into the game (Which should have been known and communicated a LOT earlier)
- They create TWO companies to handle the increased workload (which further increases the time before release since they clearly have a lot of things to create)
- We are now into feature creep area but the money keeps pouring in at the end of 2014 (And now we get information that it will take longer.)

This is the area where it becomes muddled as their original gameplan is useless since they now have capital flowing and features they originally only dreamed about can now (theoretically) become reality AND they realize the original release date is useless.

One of the problems is that while they have been more open than regular publishers towards the public they have been somewhat tightlipped about the problems they run into and WHY they decided some mechanics or features are needed towards backers that would most likely like to hear both about features and the problems with implementing them.

What would have been interesting would be if they had added a disclaimer to their stretch goals:

- Each stretch goal can move the release date X weeks

And that would not be unreasonable if they aim to try and have ALL features at launch in some capacity but they have not so it's no wonder if people start to wonder what they are doing.

I honestly have no problem with a game taking time but their inability to properly set a schedule or at least keep people informed about the problems they end up with or why something will take longer - Especially from the moment where they should clearly have seen that their intended release date would not work, and they should have seen that at the beginning of 2014 at least.

1) Creating companies is not the issue. In fact, all things considered, that's the easy part. It's a no-brainer.

2) Creating FOUR studios - around the world - is an issue.

3) Increasing the project scope just because you got more money than needed is a massive issue. In fact, this one breaks every single rule of startup and investment procedures. To the extent that they created this aura of mistrust right of the bat when they did this. ESPECIALLY when croberts went ON THE RECORD and said that feature creep would NOT affect the project schedule. Then it did. And currently to the tune of a TWO YEAR delay (beyond Nov 2014) and for which the current project is a barely playable tech demo that doesn't even reflect 15% of what was promised.

And at the current pace of development and funding, assuming i) they end up with the tech needed ii) they don't keep chopping stuff up, a 100% delivery won't happen before 2021. Which is why, shockingly, croberts started talking about an MVP last year.

- - - Updated - - -

Amusingly 2.6.1 has actually made the networking in Star Marine worse even with the addition of regional servers:


Yeah. And he had to disconnect his network cable in order to complete the update. Fun times.

dc61715e16.jpg
 
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