Star Citizen Thread v6

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So it's "look but don't touch".

I believe it's not so much free as in speech. You get all the source code, you can fork it and make plugins but you can't create your own version without the official Amazon branding or steal code and put it into your own game engine with a different name.

Adding it to GItHub doesn't seem to change the licensing but provides a more convenient system to create forks.
 
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[Soz didnt quote]

I mentioned that he wasn't a casual member of the public that had bought into this but was motivated by other means. Thing is is not easy to seperate a fanatic from someone whos paid to do it. Anyway, advertising was the problem that I accused him of.

Unrealistic proposals, a bull game and its going to fall flat on his face.

I want him to come back and talk when it does.

Get the new Fleet Foxes album, just saying.
 
I'm really quite confused about the moderation of Spectrum...Mods don't now delete posts they dislike, but merely strike through the text...which is still perfectly legible. Since I made one of my usual moaning post directed at CiG, one of the mods struck through the text on some nonsense ruling, but the post itself has continued to be upvoted over the last 3 days. I fully expected an infraction notice or the banhammer since I do make a point of speaking my mind on Spectrum...

Linky
 
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Theres no point moaning MoleHD, theyve done the money and I estimate an nfinite time of development.

You dont get much fairer than that.
 
Chris is on record stating that SC and SQ42 were fully funded. His statement that you quote post dates that. So is a clear statement that not only are both projects not funded, but that CIG are reliant on ongoing donations, totally contradicting his previous assertion. So which statements of his can we ever trust?

Does it even matter? This latest statement of his is basically him saying they probably will get enough hypothetical sales of an as-of-yet non-existenting product that most interested people already pre-ordered to fund the real project's non-existent schedule. If that is 'nothing to be concerned about' I am quite sure JohnMice also wouldnt be concerned when CR said they were broke but he might be able to sell his clothes. :rolleyes:
 

JohnMice

Banned
And as always you type a huge amount of words while intentionally dodging the Huge Elephant In The Room: There is no huge scoop, there are no great gameplay loops, there is no big universe, there are no jumps to other systems, there is absolutely nothing but a broken pile of garbage that doesnt even come remotely close to the game being promised for 2014. If the game was currently at 2014+ level with stuff being added you may have had a feeble point. Now you're just using hollow promises as a lame excuse for why we all got infinitely less than promised years after the date.

And please spare us all the 'yeah but scope yadda yadda best gamer ever yadda yadda future yadda yadda pipeline tech fidelity!' just tell us when you expect the game to reach the quality promised for 2014. That means actual gameplay loops for a variety of professions, multiple systems to travel too, basic persistence as gamers have known since the early 80s, standard 60FPS in a fairly stable state.

Come on, I challenge you: when do you expect we are gonna get this super limited version? Right, so please be quiet about your imaginary scope. :)

I don't think you are expecting Star Citizen to be treated as a Early Access game are you? You are not supposed to have playable and fully functional game in mid development. Or else we would be playing Anthem, Cyberpunk277, FarCry5 etc to hype pre-orders.

I've already posted multiple examples on how game development is 90% of the time buggy and unplayable in normal AAA closed developement, that is why major AAA companies don't share their game's until they are practically finished.

The builds CIG releases for it's backers to test are not supposed to be representative of a final build but a way of getting feedback about the technical and gameplay aspects while showcasing the direction the game is taking and engaging with it's community to keep their trust and gain more backers with proof of concepts.

Hanging on the "2014 kickstarter" release date is not only useless but amusing considering that it's already well known how the scope and direction of the game changed to accommodate a bigger and better vision.

This is not exclusive to Star Citizen and has happened to many other crowdfunded games that by getting more funds adapted their project accordingly, leading to increase of scopes, delays or changes in gameplay.

No need to challenge me and make this a personal thing, I've gladly shared explained my reasoning's to the best of my capabilities.

It's quite simple to account for how long ambitious gaming projects will take if you do basic comparisons and use some imaginative buffer to accommodate differences in projects.

Simply put:

- Star Citizen is a AAA mmorpg in the making (the hardest, most time and money consuming genre in video-gaming, takes at least 5 years to make)
- Squadron 42 Is a AAA quality Single-Player campaign in the making. (3-4 years is not uncommon for games that rely heavily on motioncapture and branched story modes).

- CIG had to be built from scratch and slowly through the years, only in 2014 they got their UK office running and in 2015 the German one.

Star Citizen & Squadron 42 scope combined are considered by industry dev's has one of the most ambitious games ever attempted both scope and tech wise, ever surpassing games like GTA5 who've been known to have been worked by far more than 1000's dev's.

Considering what has been shown by other games only one Studio comes close to showcase a glimpse of the same technical achievements CIG has showed in their Star Citizen demos. That was Ubisoft's Beyond Good And Evil 2 small demo at E3, which is known to be in development for the past 9 years. No gameplay was showcases besides a huge massive seamless planet, a flying monkey and a ship doing pirouettes.

And that game is not, for what I know, attempting to be a MMORPG with emphases on storytelling npc's and engaging quests for millions of players.

A mmorpg with emphasis on storytellig and engaging quests like Elder Scrolls Online took 7 years to make, with a complete assembled studio and private investment.

Looking at what Star Citizen allows the players to do in it's gameplay and compare it with the gaming landscape you noticed that there's nothing quite like it yet and that's why backers stick to it and new gamers embrace it when they find it. Rushing the release is not a priority or a necessity for Star Citizen, things will be worked on until they feel they are ready and worthy for the community to test. Impatiently "demanding" for CIG to release "something" for the sake of releasing goes against it's core development principle and it's as useless as trying to guess it's release.

Your justifications for Chris Roberts deciding to scam his backers are quite amusing

You're assumption that a crowdfunded game CEO manager that increases the scope, increases it's features and strives for a huge increase of the overall quality of a product could be considered a "scam" is indeed quite amusing.

It seems that you are too emotionally invested in Star Citizen to have a coherent discussion about it, hence the multiple unfounded "scam" accusations.

Putting words in my mouth with fake "statements" is not the right way to engage in any meaningful discussion so excuse me but I'll have to rightfully ignore them. My only suggestion to anyone that feels the project is not interesting anymore that they ask for a refund and avoid crowdfunding gaming projects altogether in the future.

Presumably you're not bothered then if it IS a scam and failure and the whole thing collapses - everyone losing that money is perfectly fair and they should have expected it?
Pretty sure that won't stand up in court. You can't scam people then say "ah but you should have known so it's fine" - that doesn't change anything, and there's no way it's OK to assume everyone was well informed about that. It's often been a surprise to the backers who've come in here.

Why would I bother with baseless unfounded hypothetical questions? If you think that SC is a scam and will end up in court good luck with that. I have no interest in wasting time discussing unfounded delusional theories.

You have since been asked to explain what special asset streaming technology is required for 1st and 3rd person views, and you've failed to show ANYTHING to explain that whatsoever and demonstrated you have no idea how it matters nor how things are done in Elite though you're entirely sure it's bad and wrong. Closest you've gotten is some hand waving about sharing animations which isn't even faintly the same. Supercruise has never been any kind of loading screen whatsoever - it would be very easy to conclude you don't even play Elite.

What "special asset streaming technology" do you speak off? I've never mentioned such thing. I've never said X is bad or Y is wrong, it's different takes for different games. Not necessarily wrong or bad. One of the examples on how 1st and 3rd person view integration in the multiplayer environment is how differently the game has to render the world around you to accommodate that, considering that I've never saw someone jump into a planet or sun in 3rd Person mode in ED I guessed it's a rendering limitation to loading the assets. I could be wrong, I think I've mentioned before that I'm a mmorpg/FPS gamer at core and there's no indication of Elite going to cater to my gameplay liking's in the near future so I'm patiently waiting until it does.

PU footage fresh from the SC subreddit: https://gfycat.com/PoorReflectingCentipede

Not PU footage, OP is running in offline mode hence the good framerate that allows him to do slowmotion. Not that it matters anyway.
 
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I don't think you are expecting Star Citizen to be treated as a Early Access game are you? You are not supposed to have playable and fully functional game in mid development. Or else we would be playing Anthem, Cyberpunk277, FarCry5 etc to hype pre-orders.

I've already posted multiple examples on how game development is 90% of the time buggy and unplayable in normal AAA closed developement, that is why major AAA companies don't share their game's until they are practically finished.

The builds CIG releases for it's backers to test are not supposed to be representative of a final build but a way of getting feedback about the technical and gameplay aspects while showcasing the direction the game is taking and engaging with it's community to keep their trust and gain more backers with proof of concepts.

Hanging on the "2014 kickstarter" release date is not only useless but amusing considering that it's already well known how the scope and direction of the game changed to accommodate a bigger and better vision.

This is not exclusive to Star Citizen and has happened to many other crowdfunded games that by getting more funds adapted their project accordingly, leading to increase of scopes, delays or changes in gameplay.

No need to challenge me and make this a personal thing, I've gladly shared explained my reasoning's to the best of my capabilities.

It's quite simple to account for how long ambitious gaming projects will take if you do basic comparisons and use some imaginative buffer to accommodate differences in projects.

Simply put:

- Star Citizen is a AAA mmorpg in the making (the hardest, most time and money consuming genre in video-gaming, takes at least 5 years to make)
- Squadron 42 Is a AAA quality Single-Player campaign in the making. (3-4 years is not uncommon for games that rely heavily on motioncapture and branched story modes).

- CIG had to be built from scratch and slowly through the years, only in 2014 they got their UK office running and in 2015 the German one.

Star Citizen & Squadron 42 scope combined are considered by industry dev's has one of the most ambitious games ever attempted both scope and tech wise, ever surpassing games like GTA5 who've been known to have been worked by far more than 1000's dev's.

Considering what has been shown by other games only one Studio comes close to showcase a glimpse of the same technical achievements CIG has showed in their Star Citizen demos. That was Ubisoft's Beyond Good And Evil 2 small demo at E3, which is known to be in development for the past 9 years. No gameplay was showcases besides a huge massive seamless planet, a flying monkey and a ship doing pirouettes.

And that game is not, for what I know, attempting to be a MMORPG with emphases on storytelling npc's and engaging quests for millions of players.

A mmorpg with emphasis on storytellig and engaging quests like Elder Scrolls Online took 7 years to make, with a complete assembled studio and private investment.

Looking at what Star Citizen allows the players to do in it's gameplay and compare it with the gaming landscape you noticed that there's nothing quite like it yet and that's why backers stick to it and new gamers embrace it when they find it. Rushing the release is not a priority or a necessity for Star Citizen, things will be worked on until they feel they are ready and worthy for the community to test. Impatiently "demanding" for CIG to release "something" for the sake of releasing goes against it's core development principle and it's as useless as trying to guess it's release.



You're assumption that a crowdfunded game CEO manager that increases the scope, increases it's features and strives for a huge increase of the overall quality of a product could be considered a "scam" is indeed quite amusing.

It seems that you are too emotionally invested in Star Citizen to have a coherent discussion about it, hence the multiple unfounded "scam" accusations.

Putting words in my mouth with fake "statements" is not the right way to engage in any meaningful discussion so excuse me but I'll have to rightfully ignore them. My only suggestion to anyone that feels the project is not interesting anymore that they ask for a refund and avoid crowdfunding gaming projects altogether in the future.



Why would I bother with baseless unfounded hypothetical questions? If you think that SC is a scam and will end up in court good luck with that. I have no interest in wasting time discussing unfounded delusional theories.



What "special asset streaming technology" do you speak off? I've never mentioned such thing. I've never said X is bad or Y is wrong, it's different takes for different games. Not necessarily wrong or bad. One of the examples on how 1st and 3rd person view integration in the multiplayer environment is how differently the game has to render the world around you to accommodate that, considering that I've never saw someone jump into a planet or sun in 3rd Person mode in ED I guessed it's a rendering limitation to loading the assets. I could be wrong, I think I've mentioned before that I'm a mmorpg/FPS gamer at core and there's no indication of Elite going to cater to my gameplay liking's in the near future so I'm patiently waiting until it does.



Not PU footage, OP is running in offline mode hence the good framerate that allows him to do slowmotion. Not that it matters anyway.

Cool, more words without actually answering honestly. So copy&paste it is:

just tell us when you expect the game to reach the quality promised for 2014. That means actual gameplay loops for a variety of professions, multiple systems to travel too, basic persistence as gamers have known since the early 80s, standard 60FPS in a fairly stable state. Come on, I challenge you: when do you expect we are gonna get this super limited version?

So dont answer again with a few pages of irrelevant nonsense, just your best guess at a date please.

Keep in mind you keep claiming they are 'mid-way'. As they have been going for over six years that means any guess before 2023 means you dont really belief they are 'mid development'. So, your best guess at a date please. :)
 
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This, alongside the constant retconning of timelines and nonsense-spewing about how gamedev supposedly works, is actually hands down my biggest gripe with the project...

3.0 as it's being marketed right now is NOT the game I was sold 2 years ago.
I was sold a spacegame with spacetravel, exploration and trading in a living, player-driven economy.
Gameplay that centred around contact hubs (space stations and planetary zones) to pick up missions and sell goods/intel and different races and factions with their own clearly defined areas of space.
Now we're getting a mostly planet-based game with a small handful of systems with a couple dozens planets to explore and the promise that those planets will be so stupidly full of content that it'll keep 500,000+ people occupied for months to come.

The reason I'm most likely going to refund post-gamescom is not that I have any particular issue with how CIG handles production, I think it's -backwards, inefficient and frequently insincere, but all that doesn't matter if the game ends up being something I'd enjoy playing.

It is simply that the scope of the game has shifted away from something I'd enjoy playing and into something I didn't back.


One of my primary hopes for Star Citizen was espionage gameplay and exciting exploration since these are both things Elite isn't going to offer me in a similar fashion anytime soon.It's downright laughable to me how people believe SC will have exploration at all in their pathetically tiny release-planned universe if I look at how insanely quickly small groups of ED players (2000-3000 people) explore, chart and demystify entire sectors.
I already look forward to seeing the same 50 randomised "exploration signatures" pop up on my space scanner >__>
It'll make Unidentified Signal Sources pale in comparison....


Also for information... if we talk about "games always change in development" it means that certain features are altered or cut.
Way too much time goes into creating pre-production prototypes and design documents and selling the publisher or shareholders on this to fundamentally change course during production. (...perhaps SC hasn't passed pre-production yet...?)
A game's core design doesn't change under normal development circumstances, only when projects end up in development hell or similar trouble. (Hmm... would SC..? Nahhhhh...)

It was never going to have player-driven economy, it was always set up the same was as ED. With the economy controlled by the NPC, with NPC's outnumbering players 10:1.
 
It's quite simple to account for how long ambitious gaming projects will take if you do basic comparisons and use some imaginative buffer to accommodate differences in projects.

Simply put:

- Star Citizen is a AAA mmorpg in the making (the hardest, most time and money consuming genre in video-gaming, takes at least 5 years to make)
- Squadron 42 Is a AAA quality Single-Player campaign in the making. (3-4 years is not uncommon for games that rely heavily on motioncapture and branched story modes).

- CIG had to be built from scratch and slowly through the years, only in 2014 they got their UK office running and in 2015 the German one.

I wonder then why CIG were quite incapable of doing those simple calculations.
 
I don't think you are expecting Star Citizen to be treated as a Early Access game are you? You are not supposed to have playable and fully functional game in mid development. Or else we would be playing Anthem, Cyberpunk277, FarCry5 etc to hype pre-orders.

I've already posted multiple examples on how game development is 90% of the time buggy and unplayable in normal AAA closed developement, that is why major AAA companies don't share their game's until they are practically finished.

The builds CIG releases for it's backers to test are not supposed to be representative of a final build but a way of getting feedback about the technical and gameplay aspects while showcasing the direction the game is taking and engaging with it's community to keep their trust and gain more backers with proof of concepts.

Hanging on the "2014 kickstarter" release date is not only useless but amusing considering that it's already well known how the scope and direction of the game changed to accommodate a bigger and better vision.

This is not exclusive to Star Citizen and has happened to many other crowdfunded games that by getting more funds adapted their project accordingly, leading to increase of scopes, delays or changes in gameplay.

No need to challenge me and make this a personal thing, I've gladly shared explained my reasoning's to the best of my capabilities.

It's quite simple to account for how long ambitious gaming projects will take if you do basic comparisons and use some imaginative buffer to accommodate differences in projects.

Simply put:

- Star Citizen is a AAA mmorpg in the making (the hardest, most time and money consuming genre in video-gaming, takes at least 5 years to make)
- Squadron 42 Is a AAA quality Single-Player campaign in the making. (3-4 years is not uncommon for games that rely heavily on motioncapture and branched story modes).

- CIG had to be built from scratch and slowly through the years, only in 2014 they got their UK office running and in 2015 the German one.

Star Citizen & Squadron 42 scope combined are considered by industry dev's has one of the most ambitious games ever attempted both scope and tech wise, ever surpassing games like GTA5 who've been known to have been worked by far more than 1000's dev's.

Considering what has been shown by other games only one Studio comes close to showcase a glimpse of the same technical achievements CIG has showed in their Star Citizen demos. That was Ubisoft's Beyond Good And Evil 2 small demo at E3, which is known to be in development for the past 9 years. No gameplay was showcases besides a huge massive seamless planet, a flying monkey and a ship doing pirouettes.

And that game is not, for what I know, attempting to be a MMORPG with emphases on storytelling npc's and engaging quests for millions of players.

A mmorpg with emphasis on storytellig and engaging quests like Elder Scrolls Online took 7 years to make, with a complete assembled studio and private investment.

Looking at what Star Citizen allows the players to do in it's gameplay and compare it with the gaming landscape you noticed that there's nothing quite like it yet and that's why backers stick to it and new gamers embrace it when they find it. Rushing the release is not a priority or a necessity for Star Citizen, things will be worked on until they feel they are ready and worthy for the community to test. Impatiently "demanding" for CIG to release "something" for the sake of releasing goes against it's core development principle and it's as useless as trying to guess it's release.



You're assumption that a crowdfunded game CEO manager that increases the scope, increases it's features and strives for a huge increase of the overall quality of a product could be considered a "scam" is indeed quite amusing.

It seems that you are too emotionally invested in Star Citizen to have a coherent discussion about it, hence the multiple unfounded "scam" accusations.

Putting words in my mouth with fake "statements" is not the right way to engage in any meaningful discussion so excuse me but I'll have to rightfully ignore them. My only suggestion to anyone that feels the project is not interesting anymore that they ask for a refund and avoid crowdfunding gaming projects altogether in the future.



Why would I bother with baseless unfounded hypothetical questions? If you think that SC is a scam and will end up in court good luck with that. I have no interest in wasting time discussing unfounded delusional theories.



What "special asset streaming technology" do you speak off? I've never mentioned such thing. I've never said X is bad or Y is wrong, it's different takes for different games. Not necessarily wrong or bad. One of the examples on how 1st and 3rd person view integration in the multiplayer environment is how differently the game has to render the world around you to accommodate that, considering that I've never saw someone jump into a planet or sun in 3rd Person mode in ED I guessed it's a rendering limitation to loading the assets. I could be wrong, I think I've mentioned before that I'm a mmorpg/FPS gamer at core and there's no indication of Elite going to cater to my gameplay liking's in the near future so I'm patiently waiting until it does.



Not PU footage, OP is running in offline mode hence the good framerate that allows him to do slowmotion. Not that it matters anyway.

Game was supposed to release 3 years ago. So it can't be mid way through its development. Also people didn't agree to increase the scope, just that CIG would keep having stretch goals.

CIG stated that stretch goals were not in fact feature creep, but just things they were going to do anyway. And CIG (CR) specifically stated that stretch goals would not increase the time it took to finish the game.


SEPTEMBER 26TH 2013
https://robertsspaceindustries.com/comm-link/transmission/13284-Letter-From-The-Chairman-20-Million

There has been some concern about “feature creep” with the additional stretch goals. You should all know that we carefully consider the goals we announce. Typically the stretch goals fall into two categories;

The first are goals that involve features we already have planned or have implemented, but we couldn’t create content because of budgetary constraints. The first person combat on select planets is a great example of this type of goal. We already have FPS combat as part of the game in ship boarding, and we already have most of this already functional thanks to CryEngine, as we essentially have Crysis3 functionality out of the box. But creating all the environments and assets to fill them is a huge task, so we were planning on not doing any planetside combat initially, simply because of its cost, with the idea that we would slowly roll it out once the game is live. But with the additional funds we can now afford to create some of this content earlier rather than later.

The facial capture system is an example of the second type, where we identify technology and equipment that will make the game better and allow us to be more nimble and economically efficient in continually creating content for the ongoing universe that we are aiming to support. The motion capture system and sound studio were goals that feel into this category.

But both types of goals are carefully considered — we don’t commit to adding features that would hold up the game’s ability to go “live” in a fully functional state. Also remember that this is not like a typical retail boxed product — there is no rule that all features and content have to come online at the same time! As you can see from the Hangar Module we plan to make functionality and content come on line as it’s ready, so you should look at the stretch goals as a window into the future of functionality and content additions we plan for the live game.
 
I wonder then why CIG were quite incapable of doing those simple calculations.

Because the truth would not get them money. Very few people would have backed the project if they had told the truth, that they would still not have released a game 6 years after the kickstarter (7 years of development)
 
Just dropping by on one of my random visits to remind everyone just how dumb and poorly engineered the Tumbril is. :)

Then I decided to put some of my automotive engineering skills to use, again. The inner drive wheels (the small wheels inside the main 'tyres') will have to rotate roughly 5 times per single revolution of 'tyre' (probably a lot higher ratio as the small units appear to house even smaller drive gears or cog's), so to get a ground speed of 50 mph the inner 'drive wheels' will be doing the equivilent of 250mph, obviously when your drivetrain is doing 250mph and the vehicles ground speed is 50mph, then it is without a doubt an incredibly poor design and completely useless.

Now, I could go into a really long winded yet absolutely correct technical breakdown complete with math and physics examples of why the wheels alone are an awful design, engineering wise, or I could just say the very asthetics of the vehicle are what breaks the illusion of it's intended purpose. It's kinda like designing an aeroplane but instead of wings, you craft really large feathers onto each side, feathers do have a lot to do with flight, but are not suitable or even correct looking.

I thought CIG had people with engineering backgrounds in order to create a believable experience? Getting something as fundamentally ingrained into our history as a wheel wrong is kinda hard to do really.
 
You just don't understand automotive engineering!

Chris Roberts did the physics himself. He went to university and everything.

Buy an Idris!

I just hope they fully simulate the gearing and drivetrain in glorious CIG brand fidelity so everyone can listen to the engine rev itself to death, throwing rods and valves as it goes, in order to transmit the required horsepower through the incredibly poorly designed drivetrain and finally into moving the motorized rusty shed at a blistering speed that some (actually a lot of) 50cc 2 stroke childs trials bikes are capable of hitting off road. :D
 
I just hope they fully simulate the gearing and drivetrain in glorious CIG brand fidelity so everyone can listen to the engine rev itself to death, throwing rods and valves as it goes, in order to transmit the required horsepower through the incredibly poorly designed drivetrain and finally into moving the motorized rusty shed at a blistering speed that some (actually a lot of) 50cc 2 stroke childs trials bikes are capable of hitting off road. :D

It will be done at a level of fidelity never attempted before. The little pops and whizzes of ball races popping and sending bearings into the faces of the unprotected crew will be turned into a high-definition quicktime event, where one must press <<USE>> with split-second pixel perfect precision to avoid getting a mouthful of hardened steel, all at a glorious 24FPS.

As there are no brakes, the engine will have to compensate, and internal destruction conveyed to the player via a beautiful rotating neon grid-and-mesh cinematic straight out of the 80's, which warps back to reality as valves turn into unerring projectiles that perforate the visors of unfortunate Commandos.

Space-Dentistry and Space-Opticians will no doubt be popular professions in the 'Verse.
 
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