Star Citizen Thread v6

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But I am being critical and analytical... I've pointed out multiple flaws in arguments that have no point in being (mini map - 8 players instances, Star Citizen = VR Game just recently).
LOL! No John of your OWN/CIG/RSI's views, not just other people's - obviously to anyone. Look let me get you another shovel

It is time for the ignore button really isn't it. The effort-posting and historical refactoring has reached blatantly obvious levels and is now unquestionably disruptive to this thread, we're having to go over the whole history of SC and CR - AGAIN
 

Viajero

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Indeed not much was explained but more showcased what was indeed said about VR and Star Citizen for the sake of clarity.
As for my stance on VR and Elite It was addressed in the original post:

I was not referring to CIG explanations but yours actually. You seem to have wasted a lot of argumentation effort trying to argue something not many here were really arguing much about (VR game vs VR supported). And in doing so you seem to have avoided the CIG VR contradictions and the discussion about the more than likely upcoming broken promises on that front.

Not only CIG has been consistently contradicting itslef publicly about VR but the evidence out there from other VR implementation exercises and best practices is pretty overwhelming against a success case for SC.

The original promise to be able to play Star Citizen in VR goes all the way back to Kickstarter:

"Virtual Reality is here!
We have backed Oculus Rift and will support it in Star Citizen / Squadron 42. Who doesn't want to sit in their cockpit, hands on your joystick and throttle, swiveling your head, to track that enemy fighter that just blew by?"


As a way of summary here are some of the relevant links where CR/CIG state progress in VR implementation but then none is actually seen in reality (shamelessly stealing from Cobra´s post):


"It's not just Oculus Rift, but we'll support you know pretty much MOST VR STUFF that makes sense, so if you know... the Valve's stuff's there and it's good, then we'll be supporting that, we believe in VR we think it's PRETTY AWESOME"

- Chris Roberts SXSW 2015
source https://www.youtube.com/watch?v=t45Ls1otq1k @ 33:00

Aug 5 2015
Star Citizen Virtual Reality Updates Coming after Gamescom

“We’re planning to do the sort of integration after Gamescom, and then it would be in one of the patches that would be sort of in the development branch, which would then go into the release branch. I think you could sort of look to using, or seeing some of the results of the 3.7 integration into our code base probably towards the end of August I would guess, or the beginning of September,”

https://www.vrfocus.com/2015/08/star-citizen-virtual-reality-updates-coming-after-gamescom/

Jan 2 2016
‘Star Citizen’ to Refocus on VR Support in Early 2016

"Roberts further says that the goal is to support all major VR headsets."

https://www.roadtovr.com/star-citizen-to-refocus-on-vr-support-in-early-2016/

This last quote is especially dammaging as it was uttered in the year of the Oculus CV launch and the preceding period to the 2016 VIVE launch when VR was at one of the peaks of media attention around the world. Chris Roberts and CIG used that hype to directly increase their finance bottom line, only to end up with a nowhere to be seen delivery on those "early 2016 VR refocus" statements.

If that was not enough our own Ben Parry contributes to the confirmation that not all is well with those promises and statements:

Feb 5 2017
‘Star Citizen’ Senior Dev on VR Support: “Don’t hold your breath”


https://www.roadtovr.com/star-citizen-senior-dev-vr-support-dont-hold-breath/
 
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They took people's money and then changed the goals significantly. The usualy response to this on the reddit sub is that CIG asked people and a majority voted for increased scope. Yeah, well, a majority isn't everybody.

If only CIG had delivered on their initial promises first, there could have been a working game out there by now, and then CIG would have been free to increase the scope. There was no need to increase the scope at that time, and i'm baboozled why they did it. I can only assumed they got overexcited with the amount of money they got and thought with so much money, anything was possible. But developing a project takes more than just money, it takes good management, and that is a concern when it comes to CR.

Thats the thing, "the plan changed because they got more money" is the most stupid thing they could have done.
IF there ever was a plan then why not stick to it? But keep increases in mind for the future because you got more money on your way? So you can expand your game from the planned out kickstarter goals to something bigger later on because you have the money for it. But atleast you would have something to work with that you planned out before hand.

They could have created SC and its "limited" scope without problems it was still realistic at that time. They could have their citys and limited landing zones ect and people could have played it with a working gaming loop several system ect.

After release they could have worked internally towards procedual generation of planet surfaces all while they have a game released in the background that pumps in money.
Then when they have their procedual generation tech done, they could use that to generate planetsurfeace and import their already created citys/landingzones on those planets.

They could have gradually increase the scope of SC with a released product. But no they throwed every 3 Months their current plans away to add more features lossing sight of what they wanted to achieve started creating digital sales on a scope never seen before that beggers believe to rack in more money. Arena Commander was intended as a testbed to get the flight controlls right and for players to play around with, ended up as a marketing tool to fish out more money out of people because in order to test anything in that testbed you have to BUY the ship for real money, only after months they added in a way to get some ships through playing the game.

And if i am not mistaken that got thrown away with patch 2.5? SC is at this point after several years nothing more then several seperate testbeds for features/mechanics that are still broken and no sight of geting fixxed. And still dont hold anything resembling a game with mechanics a player can use.

Rather then concentrating on the meat of the game to create a foundation they get distracted by novelty stuff.
I am sick of the yearly marketing hype SC generates to get more money out of its backers with questionables presentation of something that so far rarely comes to fruitition.
I am sick of the entire greymarket deals that happen and creates people that just wants to screw over people by protecting their investments into SC-Ships and lying about everything concerning SC.
I am sick of the yearly rewriting of SC history, trying to make everything "good for SC" while ignoring the glaring problems, lies and scammy behavior.
I am sick of being told to have "faith" in a company that sells overpriced ships to keep themself afloat because they dont have any real income because they dont have a g game! Faith is nothing you can grasp neither see or hear its something reserved for religions or fiat currencys but has no place for a company that has a giant damocles sword hanging above its financials.

I am sick of SC being at this point the biggest stigma in gaming history a genre can have.
 
So... does my Squadron42 t-shirt, Aegis Mousepad and SC Cap fall under macrotransactions or DLC category?

Your Star Citizen t-shirt, mousepad and cap were all manufactured using backer funding, and then sold on.

That means that they are neither microtransactions or DLC, but something else entirely.
 
This last quote is especially dammaging as it was uttered in the year of the Oculus DK2 launch and the preceding period to the 2016 VIVE launch when VR was at one of the peaks of media attention around the world. Chris Roberts and CIG used that hype to directly increase their finance bottom line, only to end up with a nowhere to be seen delivery on those "early 2016 VR refocus" statements.

If that was not enough our own Ben Parry contributes to the confirmation that not all is well with those promises and statements:

Feb 5 2017
‘Star Citizen’ Senior Dev on VR Support: “Don’t hold your breath”


https://www.roadtovr.com/star-citizen-senior-dev-vr-support-dont-hold-breath/

They used the VR hype and procgen hype around Elite (which had a lot of cool press and impressive screenshots and which was my other example) for fundraising. This is not remotely debateable.

The other side is that when "procgen generates repetitive content" Chris Roberts says "we aren't doing it like that". I have quotes from him mentioning other low/mixed reviewed games and saying "it won't be like that". NMS is one.

They fundraised off the back of features that were in vogue, and when those features didn't match expectations they changed them.

Around the same time they had the idea of adding value to engine features by designing ships/vehicles specifically for them. That was around Feb 2016.

And fair play to Ben Parry, he posted great info back in Elite beta as well.
 
So... does my Squadron42 t-shirt, Aegis Mousepad and SC Cap fall under macrotransactions or DLC category?

You're joking right? Because that is one awful attempt at deflection. What percentage of $100 million do you honestly think t-shirts, mousepads and caps account for?
 
They used the VR hype and procgen hype around Elite (which had a lot of cool press and impressive screenshots and which was my other example) for fundraising. This is not remotely debateable.

The other side is that when "procgen generates repetitive content" Chris Roberts says "we aren't doing it like that". I have quotes from him mentioning other low/mixed reviewed games and saying "it won't be like that". NMS is one.

They fundraised off the back of features that were in vogue, and when those features didn't match expectations they changed them.

Around the same time they had the idea of adding value to engine features by designing ships/vehicles specifically for them. That was around Feb 2016.

And fair play to Ben Parry, he posted great info back in Elite beta as well.

Flexibility and fluidity of the whole concept turning into chaos is the main problem resulting from their business idea to generate funding for a big video game on the fly. There was and is always the need to generate hype to increase the funding, a static, or better coherent concept would have never been able to create so much interest. Even the core functionality of the software was altered to optimize the flow of cash. This story is an interesting case to see how in radical capitalist environment it is very hard to impossible to build stable, lasting and predictable projects.
 
To all the Nay sayers, I'd like for you to consider this.

Have you people thought about all the good that will come about if the RSI team succeeds in the Star Citizen endeavor? They are taking on a monumental task that has never been done before. A win for them is a win in the application and development of flight simulator and virtual world building software for everybody.

A leap forward in knowledge, understanding, and experience in all related technologies.

Actually, all of what CR and CiG proposed for SC has been done before, and is being done now. Elite: Dangerous, No Man's Sky, and EVE Online are all doing what Star Citizen proposed. Before those, we had games like a Ultima Online, Shadowbane, and a few other late 90's, early 2000 niche MMOs whose names elude me right now.

Should Elite: Dangerous complete its 10 year plan, it should be be fairly similar to SC, in terms of game play. There will differences, of course. Differences in settings, types of sci-fi technology, and even some game mechanics, but IMO there will be more similarities.

I backed both games. Elite: Dangerous at Alpha level, because I felt their expectations were a little more realistic than SC's. Personally, I started reaching on an extra year to SC's estimated release date every time a stretch goal was met. That is SC's biggest development flaw IMO: feature creep.
 
To all the Nay sayers, I'd like for you to consider this.

Have you people thought about all the good that will come about if the RSI team succeeds in the Star Citizen endeavor? They are taking on a monumental task that has never been done before. A win for them is a win in the application and development of flight simulator and virtual world building software for everybody.

A leap forward in knowledge, understanding, and experience in all related technologies.

Yes, it would be absolutely amazing if I could turn water in wine. It would be an amazing leap forward in knowledge, understanding and experience in all kinds of fields of science. But I cant, so there wont be such leap. Thats the difference between dreams and reality. Dont believe me? Send me $100. It would be amazing if I'd give you $10000000 back, wont it? Imagine the leap forward in your life! You could do whatever you want! Isn't that worth a try? :D
 
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I want to create big high concept navigation app. I have dreamed about details etc. How things would work, etc.

But everytime I want to do it I understand how unqualified to do it I am even in my spare time, nevermind me asking money for development.

Point is, Chris and CIG has never been qualified to "push bountaries". There are other devs - FD, guys who do Maia, Limit Theory - who actually walk the walk. Designing graphics assets isn't a game, there's no even prototype what would work to talk about.

As many have pointed out you can't claim being superior without delivering product first. It does not work like that.
 
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And this weeks ATV is up :D

https://www.youtube.com/watch?v=IZ4mou4OR4U

I'm not even 2 minutes in and already on my second lulzbucket.

You are right its an awesome watch to have for sure. 2 minutes in he already announced that "3.0 will be more delayed then any other patch before" wow......such commitment and precision, even their delays and shortcomings are groundbreaking and never-have-been-seen-before stuff. Sounds like they are making this episode in a giant empty hall or something, a tad annoying but I m sure you cant help it when you drag the CEO and his wife out of their vacation (nice sunburns both of em) and slap together a few points. At least I m grateful that CRoberts changed his usual handwaving assault to headbobbing instead but maybe thats the stellar job of the cameraman zooming on on his face+shoulders.

Sounds like "Burn Down" will be ATV, Bugsmasher and Propaganda channel all in one. You think making all these episodes eats too much into their budget and freetime so this new format can replace all the others?

I feel a little weird when I hear Sandi use technical terms which she probably spoke for the first time of her life in front of the camera. I mean the way she pronounces is a lil off, clarity be damned. When they announced "secondary viewports" I was a lil confused simply because I had no idea what they meant or why they thought this was needed. But the "hint" cleared that up pretty quickly. So CiG after years of development and using multiple companies around the globe has managed to invent MIRRORS and MONITORS into a computer game? Thats really awesome, I was astonished at the creativity of these people.

Seriously tho, I probably just dont recognize the potential of this new feature and I have problems following the verbal description or at least fail to see implementations that would justify diverting resources and attention to this tech. Can anybody help me out? A little later I spotted an ingame video drone capturing footage of an ingame NPC and transmitting that on a bigger screen. I found that indeed impressive but again....until its integrated in the PU we could as well drop the topic . The original question remains tho.....why?

After this ATV I m left yet again with the feeling that the general consensus is "sorry folks, we are so busy thinking of new tiny things and working on their prototypes that we simply dont have the time to keep working on the game itself". The biggest use of secondary viewports seems to be for immersion but really, shouldnt the combined effort of the teams not go into creating the game first then come up with such little things later? I get it, such things can be worked on parallel to the main project and nobody knows how many people and resources are tied up by this. CiG sure doesnt tells us. Its just a new "cool" feature to ooooh and aaaaah about but nobody is giving us any kind of date for this. Is it coming with 3.0, 4.0, next year? I dont fail to notice that in a period of time where the whole world is asking "where is 3.0?" they commit a full ATV to a new secondary feature that isnt even outlined in the 4.x roadmaps, something "new" and give the important news only a few lines of words. Of course the groundbreaking aspect about this new feature is that it is proper telegraphic projection. Again, desperately trying to make something appear special that isnt.

Also please note that the whole ATV is yet again about stuff we hope to have inside the game at one point. Not a promise, skeptics can be swept aside with the usual "they probably only have 1 or 2 guys working on it, you know the idea team" but still, its obviously more important and newsworthy then actual news. The combined reply to this ATVs episode should be "GET THE BASE GAME DONE" but I already see from the comment section that CRoberts is again playing the crowd and its working. Really, watching ATVs is too depressing for me. I probably gonna wait for Rolans tl: dr instead. This one only was 16 minutes and I was thinking "get to the point" more then once.

That out of my system I ll spend the next hour or so going trough the comment section....thats always like ice cream after I just had a badly made menu.

The usualy response to this on the reddit sub is that CIG asked people and a majority voted for increased scope. Yeah, well, a majority isn't everybody.

30.000 something votes was it? Yeah thats obviously the majority of backers from a pool of 1.6 million (or maybe people "know" its just 50.000 backers total hehehe)

No. People gave them their money and they changed things based on what the majority of backers wanted. That's something any company would do for their customers.

No, I really dont think thats what happened there. Instead I stick to my idea that CRoberts ran out of time realizing that whatever he promised backers before was unachievable with what he had so he had to come up with something to enable SCs continual existence. And that was the "change of scope" which gave him 2 more years easy. The lack of ingame evidence and CiG continue to churn out new ideas and cool features while the old ones are not even a blip on the horizon only seems to support my thesis that its easier to distract a gulli then pay him


I kind of agree with Agony_Aunt that CiG seems to switch focus a lot instead of keeping its primary target in sight. Never mind that the presentation of these new things almost always is timed to another game which presented its idea "just before" CiG did. As I said in one of my last posts I think CiG has already reached the limit of their engine at least when it comes to live gameplay. They tried from the start to compete with other games and so far they ve fallen on their faces with their results. Flight model in SC compared to ED....dont even speak about it, FPS module and mechanics compared to BF or Doom....yeah. I m sorry, what else is there in the PU, stuff they have achieved that could be compared to other games? PG tech is a theory which we have no proof nor access to but their focus has changed from comparison with NMS to Elite, I guess barren planets without atmosphere are easier to do then the stuff we see in NMS. Networking capabilities are severely limited compared to any other MMO on the market. In the end, everything the PU tried to tackle has been underwhelming and is completely obliterated by a competitors result. None of it apart from maybe the ships can stand on its own and score any points for Star Citizen. I really dont know why CiG is not continuing to work on the lackluster flight model or FPS mechanics. Maybe its because they know they cannot come up to the same level of quality then these other games and instead of even trying they rather find new stuff to promote while hoping that their audience simply forgets these "past failures". It obviously works on a specific part of the crowd and as long as that part is handing them money without any return value required things will continue like this.

So...the same as 6 years ago the only thing we have in our hand at the moment is theidea of Star Citizen because whatever they managed to release so far doesnt hold a candle to the roaring fire the idea itself represents. It seems that the idea alone is sufficient for some people to spend hours of their time in the broken and lackluster PU and keep reinforcing their commitment with other like-minded people. Its not many I guess if you see the streams of empty servers and attempts to get a SM match going because of lack of players.

Half-related bonusquestion: can an consumer make an informed decision if he is being lied to about its implications?

First of all, I didnt get your question at all in the beginning and had to spend a minute figuring out what you are asking :D

Depends if you talk about consumers or sheep. Sheep would be people who only listen to ONE source so their views and attitude can be directly controlled. Kind of like the people of North Korea who are refused outside information and are forced to commit to their impoverished conditions. Only in that case its enforced. Sheep do it voluntarily and decide on their own to carry the blinders at all times refusing to listen to any voices that could shatter their dreamworld. An informed decision can only be made if you take the information of several disconnected sources and compare it with your expectation. Thats where I feel a lot of SC supporters fall into the sheep category when it comes to discussions. When these people participate in a discussion their opinion is usually formed before they even typed or read a single word. In such cases it doesnt matter what people like Mr.Smart have to say. The narrative before even reading anything of his posts is "he is wrong" and whatever they post in reply has only one goal...show the world how wrong he is. This "I am right and you are wrong" mentality is what prevents discussions in the first place and enables these echo chambers we see elsewhere.

You can come to the conclusion that you are right and the other person is wrong but you cannot really start out with that opinion else you are sheep. Thats why I keep reading posts from Mole HD and Calrissian for example, maybe they can produce arguments that can change my opinion about what they have to say. One of em did btw :) And then I ve given up on certain other posters to ever see anything else then propaganda from them but those guys are on ignore anyway ^^

Your Star Citizen t-shirt, mousepad and cap were all manufactured using backer funding, and then sold on.

That means that they are neither microtransactions or DLC, but something else entirely.

LOL sorry only +1 virtual rep for you man. Its an eye-opener isnt it? Milking has reached new heights ^^

Actually, all of what CR and CiG proposed for SC has been done before, and is being done now. Elite: Dangerous, No Man's Sky, and EVE Online are all doing what Star Citizen proposed. Before those, we had games like a Ultima Online, Shadowbane, and a few other late 90's, early 2000 niche MMOs whose names elude me right now.

I think its called "same old face in a new fancy dress" and the work itself is selling it as groundbreaking and never-be-done-before. Of course admitting to your examples would simply crush a lot of SCs hopes so these other games simply didnt do anything CiG attempts now.
 
It lacked when the project was just an idea, hence the Crowdfunding. It's completely different to plan a project with a huge budget from the get go than starting with nothing and working your way up.

Which is why CIG reported during initial crowdfunding that the game was well underway and had been worked on for years? That it'd be ready in a couple years? Then they got all that sweet sweet revenue, er I mean "funding."

It's quite the opposite. If they were inept they would have collapsed and given up by now. Show me another company doing a game like Star Citizen and I'll back them up too. Unfortunately there's a lot of inherent risk in this endeavors so big publishers shy away from it.
The earlier the project the harder is to make estimates.

I'm sorry, they aren't entirely inept, they are reall really good at selling dreams and jpegs and they can stay afloat and "in business" for as long as people keep throwing money at them for non-game-non-assets.

See KingdomeCome:Deliverance made by ex-Mafia1-2/Arma Dev's. Another crowdfunded game.
Single-Player story mode only, due to release December of 2015 and now with a release date in February of 2018. Normal in game development, nothing to do with capability to manage projects.

...and how many of these studios sold tons and tons of game content years and years (and years) before the game was so much as in beta let alone launched?

So none of the 4 Studios across the world are "true"? The 430~ Developers working on the game are not "true"? A game in development has bugs? Really? Gameplay is not ironed out yet? Does that come as a surprise because..?

When did I say anything about their studios? Why must you avoid addressing what i wrote in the context it was meant?

But sure lets play your game where I point to another entirely different game in only tangentially connected circumstances to prove a point. Look at good old http://factorio.com at a game that's been in development for years and yet is entirely playable even on experimental. "But scope/2d/CIG is doing never before see" it's not my fault CIG screwed up so bad that they can only have buggy half broken features. Maybe they should have worked on the foundations from the get go and focused on the core concept of star citizen instead of it's endless scope creep and pretty jpg sales.

Again, Star Citizen was never advertised as being a VR Game, it was never it's main focus. But it will support VR, which means that you will be play it with a VR set in some form or another.

Yes it was, it may be the fact that you aren't a native speaker of English but I'll make this clear for you.

Games with VR SUPPORT are VR GAMES. SC was advertised with VR SUPPORT making it a VR GAME. There is no distinctions between to two terms at all period.
The song and dance you are trying play around semantics is meaningless because it means nothing at all. The devs have stated not to hold your breath on VR and that means, commonly in english, that it's probably never coming.

Estimates are not lies. Dev speech is based on assumptions and it's not gospel. Not set in stone, 3.0 was never "promised" to release in any set date. You forgot the rest of the quote, "but don't hold me up on that",

Which is still dishonest as all getout because they knew it would never reasonably launch before the end of the year. It was no where near completion and we have proof of that thanks to all the features they've needed to complete since the launch date passed that were apparently already in the game and working (for it to be "pretty much finished.") Fun fact: You don't need to be flat out lying to be incredibly dishonest. See most of the NMS controversy as an example.

Not really comparable because the games are not going for the same type of experience. ED doesn't have legs so it doesn't need to be highly detailed on a micro scale. As if you get closer in firs-person-view you see the blurriness of some textures, specially on space stations and some ship cockpits it's noticeable that the scale is way off which breaks a bit of the immersion. NMS is a more cartoony style and despite the seamless transitions and colorful universe there's no life in it, it's repetitive and gameplay roughly bland.

Now you are just moving the goal posts. I found games I could point to that did exactly what you yourself specified. Also you don't get to nitpick texture glitches on a released game when the game you are comparing it two couldn't get a ring to rotate around a space station without causing catastrophic failures.

Right now what you are doing is saying "point at a game that's star citizen. But you can't point at Star Citizen! Can't do it can you?! HAHA!" Well by golly gee you sure got me there. Except that star citizen does nearly none of what you are demanding I point at and what it does do it barely manages without falling apart at the seamless seams. Star Citizen is repetitive and bland. Star citizen is cartoony in it's ship handling physics. Art direction does not a good game make.

I'd say that the 155$million are a undisputed proof of how backers are happy with CIG decisions concerning scope increase.

Sunk cost fallacy, snake oil salesman hawking shiny jpgs to people who are too blinded and fanatic to know any better. Grey market resellers, internal employees purchasing things, forgeful backers who figured they'll never see there money again anyways, etc.. etc.. There's lots of reasons for them to make a lot of money, and none of them have to be related to how happy most backers are or whether CIG are on the right track. I am sorry that a logical fallacy like that is all the proof you need, but it's not good enough for us.

Feel free to ignore my "18 quintillion points into a single post" if it causes so much trouble.

I am just letting you know that it's bad form, I'm here to educate. You do whatever you want.
 
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When they announced "secondary viewports" I was a lil confused simply because I had no idea what they meant or why they thought this was needed.

Haha, i was the same. Secondary viewports? What is this? Then i remembered it was CIG we were talking about and understood its just a fancy term for something bog standard.

And sure enough, its nothing particularly new or exciting. Ok, so they have developed a method of handling things like monitors and holgraphic displays... erm... woo hoo? Yeah, it looks nice, but nothing new.

Smoke and mirrors? Or perhaps we should call it smoke and secondary viewports!
 
Last time I checked scaleform was a thing and games as far back as Deadspace had animated video mapped to a holographic texture that existed in the game space instead of being an overlay. So in that regards, I guess congratulations CIG for catching up to 2008.
 
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