Star Citizen Discussion Thread v11

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Except CIG would not have been just any other company. It would have been a company funded by backer money to universal record levels, no deadlines and that has had virtually complete freedom and no publisher control to deliver the product they promised.

And nevertheless failed at it. That would be a equally universal record level kind of failing.

Except they have not failed! They made mistakes, over promised, etc. But, your judging the end with a clouded head.

Fact, the scope has changed, additional fact they have received more money since the scope increase. Hence, a strong connection is that people are ok with, and want the scope increase.
 

Viajero

Volunteer Moderator
Except they have not failed!

No, no. They would utterly fail in the scenario proposed above. Not delivering what has been promised all along with universal record funding (others´ money, not even own funds at that), no deadlines and no publisher pressure would indeed be a complete failure of planning (scope change), management and incompetence I am afraid. And therefore correspondingly universal record levels of failure. And potentially even criminally so.
 
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Except they have not failed! They made mistakes, over promised, etc. But, your judging the end with a clouded head.

Fact, the scope has changed, additional fact they have received more money since the scope increase. Hence, a strong connection is that people are ok with, and want the scope increase.

Yes, I'm sure some people are happy with endless scope creep, with no prospect of a finished project. Charles Ponzi regularly received letters from people wishing to invest in his schemes, even while he was sitting in a prison cell.
 
Chris Roberts gonna be giving me an early Christmas present if this makes it out of EVO to live.

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Snow storms


So ok, the art department have been hard at work (they have been since 2012, really) but again that's a completely hand crafted world. How much time, and money, did that planet cost to CiG (and then backers..) ? Where is the famed "proc gen" that would allow 100 systems by launch date ?
We are turning to 2020 and it's still a pre-pre-alpha in a sorry buggy state. I remember back in 2014 if anyone would mention the game would be out by 2018 at the earliest they had death threats in their inbox and hundreds of downvotes.
A French game website just did a quick piece on the 250M funding, and it's quite scathing too. The comments are as usual with the faithful calling everyone "haters" for criticizing their lord and saviour. I noticed the new narrative is "dev barely started in 2014, but really gained speed in 2016"..

Back to that snow & ice planet. This is just new art assets. Where is the progress on netcode, physics engine, game loops... It's again a new location, right, you get there, you see the sights, you are done. There are beautiful planets in other games too (and plenty of them...). It adds nothing to the game.
 
That's the SOCS that wasn't even a thing until the initial OCS implementation turned out not to be the jesus patch many fans were similarly hyping prior to its release, and CIG retconned it into separate client and server parts so that of course it was the server-side tech that would be the real deal, and anyone who claimed otherwise didn't understand game development and obviously wasn't following SC closely. Still, they had technically delivered the client-side part, and even though it made no noticeable difference to anything I expect that's one of the "tech milestones" on your list, just like all the other failed jesus patch contenders such as network bind culling and serialised variables.

And when SOCS doesn't magically unlock all of SC's potential? A new buzzword, and a new future patch to evangelise. Round and round it goes.
Now, I'm no Ci¬G fanboi by any stretch...but CSOCS made a huge difference to general play in the PU, I know this of course because I was around playing it before and since. It improved framerates by 10 fold across the board for everyone, regardless of what PC they were running it on. It wasn't new tech since it's been around in gaming like forever...but Ci¬G had issues belatedly selotaping it on to their Franken-engine.

SSOCS will simply enable Ci¬G to add more stuff to the PU without having to remove something to do it, it's not god tech by any means....but SC needs it. Once again, not new since practically every multiplayer game uses it to some extent server side...

The thing is, it should have been implemented at the beginning of production as a foundational requirement...probably would have been if Ci¬G had built their own engine or used a game engine sufficient for the demands of making SC as it's turning out to be, but as we all know, Chris Roberts had other priorities, like getting rich first.

He took criticism for Freelancer about it's crap graphics, took that criticism to heart...had no understanding of current game dev so he picked Cryengine because it would make his vision look pretty...and it was cheap. It didn't matter to him that it was possibly the worst game engine he could have picked...he thought in his ignorance he could just employ somebody to make it work. The technical details of implementing new tech to an engine not designed to support it totally escape him...if he wants it, he'll fire 20 programmers that tell him it can't be done until he eventually finds one that will tell him it can...whether it's feasible or cost efficient to attempt it or not.
 
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The thing is, it should have been implemented at the beginning of production as a foundational requirement...probably would have been if Ci¬G had built their own engine or used a game engine sufficient for the demands of making SC as it's turning out to be, but as we all know, Chris Roberts had other priorities, like getting rich first.

Negative, remember this was the best move for CIG because they are not in the business of making money selling games.

They are in the business of making money selling the development of games, and in that case the longer it takes the more money they make. As such, the worst decisions result in the most profit.
 
Negative, remember this was the best move for CIG because they are not in the business of making money selling games.

They are in the business of making money selling the development of games, and in that case the longer it takes the more money they make. As such, the worst decisions result in the most profit.
Got it wrong there...Chris Roberts has no idea what he's doing, refuses to listen to experienced devs that do know...he made money from the get-go, even when he didn't have a basic project to actually sell. The raking in money is simply a result of dreamcrafting...he's good at that.

There's still a game to be had buried under all the ponzi scheme marketing and global top end mismanagement... even CR believes that, so do his devs...strangely enough, so do I ;)
 
And for only $115, you too can race around the Galaxy sector stars system planets!
The prices have gone up since you last looked...can't get a Cutlass for under $150 nowadays :D

Anyway, I look on it as a good thing all in all, reducing the time spent in QT was essential....especially for folks with the smaller ships, good move by Ci¬G.
 
A careful reduction of staff to right size to their incoming pledges in the New Year would allow them to sail on wards for a decent while. My guess is as they reach the tipping point and they can no longer reduce staff without it being obvious the game will be declared released. That way they will have delivered something. If release is a success they will continue if not then they have a justifiable reason to close down.

They are still trying to fill 76 vacancies.


That's somewhere in the region of 1/7th of their total staffing needs. That is just insane and one has to wonder why they have so many vacancies, some of which have been open for a very long time. Can they not find people with the right skills? Hard to believe. Are they too demanding? Hard to believe when you see "senior" developers at CIG who look like they are fresh out of school. Maybe word gets around, people are not applying? Its believable if you are a skeptic and people in the industry talk. CR's management style is well known and not everyone wants to be micromanaged or told to rework the same thing multiple times or deal with crazy deadlines (remember the whole "we intentionally make unrealistic deadlines to motivate staff" idiocy?). Perhaps the crunch culture is a turn off for many, when you can get an equivalent or better salary elsewhere with less crunch (the gaming industry is well known for crunch and many devs i've known who worked in gaming were only too happy to get out and work on less glamorous projects). Maybe they also have high staff turnover, meaning every time they fill a position, another one opens up. That would requires a close analysis of the vacancies over time, something i'm not willing to do.
 
The prices have gone up since you last looked...can't get a Cutlass for under $150 nowadays :D

Ah, so this is why it was wise to invest early! Invest early, save money! Just think about the hundreds of pounds people might save by investing thousands early!

Only fools will wait for the game to release for a standard price and then actually earn the ships in game with in-game currency.
 
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