i just do not see that happening.
I desperately want stuff like loading and unloading times in ed / sc when there is stuff to do.... but 5 hrs is taking the p...... dare i say i would almost suspect they are looking for an excuse to remove the time by making it so horrible and then using the excuse "we tried it but people did not like it"
i would suggest most folk who want loading times want a "nod" to realism not actual realistic loading times
This rubs me like an attempt (not by you, I talk about CiG because frankly I believe thats exactly what they would have to say on that matter) to blame the backers for CiGs shortcomings. Its not the backers fault if the loading system is bad. Thats CiGs responsibility and the best approach to ensure you are actually investing resources and time into a feature people want is to provide an alpha sample and let people fiddle around with it then wait for feedback and change the system accordingly. Now we dont even have a loading system at the moment and people might argue that this is exactly what CiG is doing...providing an alpha sample for people to test.
For one, creating an alpha feature for people to test takes them an awful long time making me question if there are any designers working on this aspect at all PLUS the theoretical functionality of loading already brings up tons of questions and doubts. If the mechanic would be "in the works" and they had people thinking about its implementation they "should" provide more information or address the concerns brought up by the community. The last alpha project I was involved with had me and a group of other people being invited to a presentation. We were shown a demo and had the opportunity to ask questions. Between the 6 of us we absolutely
DRILLED both the lead designer and CEO of the team. Not only did we come up with questions about future implementations but we also challenged their design decisions so far. The big difference to CiG is that these 2 people had the competence and knowledge to answer every single one of them and they also admitted flat out when they didnt think of a scenario brought up by us. It wasnt even an alpha sample, it was an in-editor footage about how the designers imagined the game to run just like the ATVs. The difference here is that this tiny team faced their backers in live Q&As and was able to answer questions within 10 seconds flat without using their hands. The CEO also was deeply involved in the actual coding and could contribute to the questioning. This feature they showed us wasnt even implemented yet but they had a very clear and detailed roadmap for it and were willing to discuss it.
So yeah....I really do know how "open development" and "competence" look like in game development. Star Citizen is not what it claims to be.
If CiG reads all these suggestions and questions but still decides to continue its development "under wraps" and only releasing it once its "done" then chances are high that the system is not what the majority of backers wanted and simply stating "get used to it, this is what WE wanted to build" wont make for big sales. Something else that comes to mind is CRoberts obsession with polish and fidelity. He will stop a release if he feels a single pixel is misplaced and if something doesnt "feel right" he thinks its okay to stop or drop the whole thing. We are talking about an alpha here. Things dont need to be perfect, they need to provide the functionality. Hell they could have installed placeholders for NPCs, you know, cubes with a name on it. Its ugly but it would ve given them the opportunity to work on AI routines, AI pathfinding and mission design without being distracted and strained by having to come up with a perfect character model with release-state fidelity and polish because THATS whats actually the problem with Star Citizen as a whole I think.
Looks to me as if CRoberts doesnt know what an alpha is.
Do you really expect Star Citizen to look even better at release once they polish stuff? IMO the current PU already shows the absolute limits the Cryengine can provide in a live environment.
Just think about it. You are a developer with CiG and you are working on NPC design and implementation. You think you can come up with a prototype and let the AI implementation guys work with that while you continue your work on animation or whatnot. You design your first temporary NPC in 2 or 3 hours and upload it to the AI folks. 20 minutes later you are called into a personal meeting with CRoberts and his gal. Both have your work on their screen and absolutely RIP you and your work apart complaining about its quality, its fidelity, your lack of motivation and generally wave their hands so much that you are afraid they are going to hit you. After a 2 hour long flaming you are released with the objective to come up with something "worth my time" (CRoberts) and your current work is dropped meaning the AI folks are on hold until you actually deliver something they can work with. Even tho you did your work and provided a sample that would allow the development as a whole to continue even if not perfect you are suddenly put under pressure to create a polished release-state asset that will work in experimental conditions. 40 hours of inhuman labor later you managed to polish your existing prototype to a degree that is competitive to current released titles in a locked frame. CRoberts is pleased for a "first draft" but then says "but wait.....it doesnt move or interact with its environment? Well okay then, meet me again tomorrow when you have all the animation and lightning done". You try to explain to him what kind of effort this will require but he simply waves his hands at you and says "I dont wanne know....make it happen or we ll find someone who does make it happen, understand?". You return to your desk absolutely crushed and desperate because you actually know what CRoberts wants but you cant give it to him in such a short time. The AI team is still on hold and along with the pressure from the management you are also constantly distracted and hassled by fellow developers wondering what the hold-up is. And that is your current work-cycle. You try to implement a "perfect" character model that shows all the fidelity and polish of a release-state game and hand it to the AI folks only to get your asset returned all the time because some new mechanic "breaks" some of your work requiring you to update your design. This will claim all your attention and work hours. You are unable to continue your work on NPC concepts and prototypes in order to come up with a solid foundation because you are completely gripped by your first design.
Even if you have the courage to stand up and defend your work and try to tell your boss how things work in the "real world" (because chances are you already have some experience in your field of work) CRoberts will probably just replace you with someone new. And that guy is really out of luck then because he has to pick up where you left and chances are your documentation is non-existent or lacking so more time is wasted in order to bring the new guy up to speed or come up with a new design alltogether. Of course the new guy runs into the exact same problem you did.
Current stuff in Star Citizen doesnt work out. Things take a lot of time to develop and CRoberts goes on stage promoting features and providing timelines he
knows are either bogus or cannot be held. Now a competent and responsible leader would take a good hard look (not only does he have to know how bad it really is, he must know how bad it looks to an outsider as well, he cannot be that blind) at the current mess and try to identify the problem in order to enable progress and development. This could mean dropping certain impossible features (PG birds) and forget certain future-aspects of the game (biomes, farming) for the moment in order to allow the implementation of a real Alpha version. Of course he wont be able to do that if the problem is CRoberts himself. People trying to tell him are simply "haters" or "goons" or "smarties" and can be dismissed instantly even tho their opinion and advice might hold a lot of merrit. Dont expect fellow management to wake this guy up. His wife had 2 kids from him and the other guy is his brother. Both of them know exactly how CRoberts thinks and operates. Underlings who have the courage to actually do this are simply replaced and blamed openly.
The above scenario is theoretical. I dont have any information at my disposal that could prove this is the problem. But it sounds pretty convincing I think
An approach like CiG chose does actually work. You "can" polish and perfect each single piece of the puzzle before you put it together but the reality is that it takes magnitudes
more time and resources to accomplish then the "efficient" way (make a picture, cut it up, file the edges, done). CRoberts simply doesnt have the time required to finish his dream game before his funds run out. At the current speed of development we are talking about 20 or 30 years from now and thats probably not even enough. People probably know this in their gut and many try to satisfy themselves with the release of a MVP even tho thats not what everybody is harping about. People harp about the dream game that was pitched in 2012, then 2014 and now constantly in ATVs. Only that will probably never come. At least not from CiG.