Star Citizen Thread v6

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Spectacular dogfight from todays stream, all kills through ramming: https://www.youtube.com/watch?v=vUHUW_magpU&feature=youtu.be&t=41m30s

WOW...
Thats... well.. pathetic?... at best

again... crysis 1.. on cryengine 2 vanilla... 2007

[video=youtube;HKWqKrGOz2U]https://www.youtube.com/watch?v=HKWqKrGOz2U[/video]

nice missions, nice effects, great environments, excellent flora, far better physics, far better flight model, ships have mass, there is volumetric smoke and clouds, misiles work, explosions are nicer... basicly better everything
 
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"A game...a patch..Alpha 3.0 is a collection of a 100 different, complete individual systems. When you combine those complete, fully working, fully operational, individual systems into a colective, that's where bugs occur." - Jared Huckaby, 2017

Star Citizen, everyone.
 
Everything has to be 'real' in Star Citizen. The problem is that a game or a simulation is not able to become a second reality, not even regarding the primarily technical things that are 'simulated' through software. They are always models, abstractions of something because reality is far to complex. But the longing for a 'real virtual world' is the actual retro-factor regarding Star Citizen in my opinion, this seems very 90ies to me.
In the end the question is also do certain features make a game more enjoyable? Is it necessary to model thrusters individually, have detailed damage models, be able to see the hud of another character or have moving objects in the trunk of your delivery vehicle instead of an abstract representation of objects? Do features even matter if they are actually never really observable, like detailed damage states when objects explode and disappear after seconds anyway?
In any case, the answer in the Star Citizen cosmos is 'yes, it is worth it', at least regarding modelling machines and dudes (and a little bit of the social world, at least you have to shower and queue for missions). A good thing also for an open end project because there are always more neat details to add which let the world become even more immersive, endless possibilities for work.
 
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Well, on the bright side we finally got showered with Sq42 info. Guess reddit was spot on again!
at this point we can't really count those as info though... usually AAA SP games have some real showcase on it's 5th year of development, not bullet points that no one can see...

and how many times have we read about sqd42 progress? and we still haven't even seen the supposed more polished morrow tour demo... what can possibly be so hard with it? and yet here we are.
 
Yeah, Senua is something else. Amazing to think that the person playing that character had never done any acting and would practically avoid it at any cost. Great dev diary here for how their video editor became Senua https://www.youtube.com/watch?v=gFhzVtHwJjA Well worth a watch.

Hellblade/Senua is really good game I just completed it few nights before,well maybe it´s a bit short [yesnod] but anyway i really enjoyed playing it....The story,GFX and excellent sound effects really make sure to get you IN the game all the time and even the fighting mechanics are done nicely...I highly recommend this game for any "mature" gamers........

Back to the SC....today presentation was hilarious but same as yesterday seems like there is much more awaken citizens that starting to get concerned about their beloved "game"....
just read the comments below:https://www.youtube.com/watch?v=vUHUW_magpU&feature=youtu.be&t=41m30s
also there is more "dislikes"then usually......
 
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We had this 20 years ago already and it was sooooooooo goood. True seamless elite..

Bet you any money it could be rendered but isn't necssarily the highest of all netcode finalisation priorites - to stagger the instance assigns, render the station, slow the minium SC speed - Probably not optimum to do it until your netcode has been beaten into submission a few times first. Whatever, if CIG is hosting all on one server, I hope they're saving some of that cash they have .. to keep those going for a year or two after 3.0? tick tock.

aka . this;

Fdev do everything necessary for the game.

CIG do everything.
 
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Now when i watch it again it seems much better...... Oh, wait.... its Crysis again, forgot to close the page last time... well my bad, Guess i need to pour some more into the glass
 
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JohnMice

Banned
This is a giant slap for every backer that still held to some hope after a year.
Please someone not blinded by "hate" explain to me why people are experiencing a "3.0 Demo" with ALL of 3.0 advertised features missing beside planetsurfaces.
Why couldnt player get a stabilised version of the 3.0 presentation from last year fully playable afterall that was real gameplay wasnt it?!

But i am sure CR will show ANOTHER live gameplay presentation in the theater showing the real deal that people didnt get to play because its to unstable...after witnessing the "3.0 Demo" crashing every 15 minutes...this is just beyond mindbogeling. How can people defend this? Its a desaster i thought they couldnt get my expectations lower then Bedrock! They proved me wrong!

Star Citizen has for me just become the biggest *ape of a genre in gaming history... make them STOP...please! Space games dont deserve that anymore...make it stop...i beg you...

Seems like a bit of an overreaction going on.

A live gameplay presentation is just that, a presentation. A proof of concept in a controlled environment to showcase tech, game design direction and the overall feel of the gameplay.
It is not the same as having a build ready for playtesting by thousands of gamers.

And the game is not crashing every 15 min's... Server reset's every 15 minutes so that people who are waiting in the line get a chance to test the game. Lot of people interested btw with the line going all around the booth so it seems the 3.0 build is at least intriguing for people to wait and hour or more to play it.

It's better than last year when streamers played the current build, at least this year there's new cool stuff to see like blowing people up with a railgun.
GivingPoliticalBunting.gif

Tomorrow we will have the big presentation where they will most likely reveal more cool stuff.

Landing gear didn't compress as the front gear didn't actually make contact with the surface. Still being worked on apparently.

They showed the cutlass landing gear today and it was compressing, quite nicely too.

"Playable" is a bit of a stretch. A limited, stand-alone. glitchy single level demo is what's being presented.

I'm sure that there are plenty of AAA developers and studios exhibiting at Gamescom and - whilst not all of them will allow the punters to play their upcoming games - you can be sure that these games will be available to purchase and play in the not-too-distant future. Most of these companies are run professionally and have a history of releasing viable and money-making games to market. CIG have neither...

CIG is a one game company created 5 years ago to make Star Citizen/Squadron42 through crowdfunding alone. As you may well know they started with a hand few of dev's and have grown steadily thanks to the help of the community, that help is rewarded with CIG showcasing their work much sooner than in traditional AAA game development, that's why we get to test early builds and see the sausage getting made. CIG has in their top ranks Dev's who've released plenty of "viable and money-making games to market", multiple times in the last decades actually. Nothing in their development is out of the ordinary in what concerns game development. We are just getting a bit of the inside look of it, it's not supposed to be pretty, as much as CIG tries to filter it out.

There's a book coming out that should be interesting for anyone that likes game development or just follow crowdfunded and early access games called Blood, Sweat & Pixcels by Jason Schreier (kotaku) who goes into the deeps of some big games development stories. (DiabloIII part here)

Knowing the insides of game development and contextualization is quite useful not only to understand that some of the "problems" in Star Citizen are general problems that all big games go through.

James Shore who wrote the book The Art of Agile Development and is the redditor u/jdlshore analyse's CIG's 3.0 Schedule said this about CIG development process and bugfixing iteration:

"Their development process seems very normal and ordinary. No surprises whatsoever. It's a very classical approach to development combined with intelligent big-cycle iteration, incrementalism, and evolutionary design (refactoring) along with small-cycle sprints. I prefer a more aggressive approach to incrementalism but that doesn't mean their way is wrong, and their approach is much more common in the industry than mine.

Polishing is an essential part of pre-release bugfixing. How much to do is a business call based on strategic priorities. Their focus on polish is very consistent with what they've said about their goals. I think it's the smart business decision."

https://www.reddit.com/r/starcitizen/comments/6unav3/no_bamboozles_release_forecast_for_august_18th/
 
I'm stuck with the bandwidth of a DIP switch. I shudder to think what I'm missing, but what is going on?

Not that much really,it´s more usual things like bad FM,bugs,glitches,ramming,errors.....however I found entertaining to watch SC"hardcore" fans "decomposing"from each other......
 
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A live gameplay presentation is just that, a presentation. A proof of concept in a controlled environment to showcase tech, game design direction and the overall feel of the gameplay.
It is not the same as having a build ready for playtesting by thousands of gamers.

What was Chris Roberts "playing" at last years Gamescom then?
 
Knowing the insides of game development and contextualization is quite useful not only to understand that some of the "problems" in Star Citizen are general problems that all big games go through.

James Shore who wrote the book The Art of Agile Development and is the redditor u/jdlshore analyse's CIG's 3.0 Schedule said this about CIG development process and bugfixing iteration:

Without working at the company there isn't a way to properly critique their processes. It isn't the case that "normal" Agile practices make you immune to mismanagement. I'm quite sure the graveyards are littered with games that were developed with normal Agile processes.

If management wants to divert funds to producing a smoke & mirrors demo to promote ship sales, you can use all the Agile you like. Won't put a consumer ready game on the table
 
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