Star Citizen Discussion Thread v11

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...but complaining about the quality of art assets? It's the one thing they are truly good at.
The art assets power the scam.
The main factor the multiplayer universe of SC need is to get all of SSOCS going...
In the last six months we've transitioned from "SSOCS is the savior" to "we need to get all of SSOCS going". In a scam, the reward is always just out of reach.
 
The reason people liked the UE4 ED demo was because it’s has been several years since ED was released! People are staved out, they want something they have been dreaming about for years. If you have been staved long enough ANYTHING will taste like it was the best meal EVER!

Except we're getting new updates with content (semi-)regularly. This is not starving, this is getting a standard three course meal and wanting a twelve course Michelin menu. This is greed, demanding a 100 dev team to deliver stuff that other studios have 1000 people for in half a year. And it's not only Elite, look at any GaaS released (MMOs, WoT, PoE, D3, etc) and you'll see the same pattern. "We want more bugs fixed, we want more content, we want better fidelity, we want it NOW and we want it FOR FREE! (I might pay money, but only if it's good enough and I decide whether it is, here's five bucks on Steam discount - that Steam gets 20 % of - for two years of your hard daily work)"

And then you get devs promising twenty course Hollywood menu, delivering polished, yet stale and crusty appetizer, and they are applauded as the gastronomy saviours.
 
I think you forgot to post your own predictions! ;)
I didn’t forget - I just find it almost impossible to predict!
I’d like to see a finished game(s), even if really cheesey! But given the evidence available, I don’t think that’s going to happen.
As someone who considers themselves ethical, I’d like to see Chris Roberts get his comeuppance for (IMHO) how he’s taking advantage of peoples dreams; but given the reality of how the world works, I doubt that will happen either.
I find it amazing how much money has been spent on this project and it’s fascinating to see the psychology of citizens and non citizens alike; it appears to mirror other aspects of human behaviour especially in politics.. it’s almost as if we’ve inherited some basic tribal traits over millennia which overrides logic... oh hang on! ;)
I do predict that CI and this thread (thanks citizens and non-citizens alike) will carry on entertaining me for 2020 though! ;-)
 
Indeed it can, but what makes it bland and lifeless?

The nature aspect looks fine to me, might need a bit of tuning and most of the areas in the game ARE literally lifeless so it might be difficult to make them feel more...alive. And even a brighter colour palette can only do so much.

I can't really put my finger on what makes it like that for me. Everything is done correctly but...
The closest comparison I can think of is modern houses. A Barrett home for example, everything is correct and it is finished nicely but it is just so flat and bland and uninspiring. For some reason, graphically, Star Citizen is like that for me, a complete absense of 'character'.
 
Everyone should stop dog piling on the planetary tech. The stuff done by the Magic GermansTM has one fundamental thing going for it. It's the only tech addition I can think of in the game that isn't functionally compromised in some game-breaking way or other :D

I mean sure you can clip through it with slightly worrying regularity, but I suspect that lies at the door of more structural issues, like the 64-bit positioning. Which seems the likely culprit behind the many, many collision detection issues in the game. And the death multiplications that occur when it intersects with poorly-thought-out systems like the limb damage model. Or other wobbly tech like the physics grid nesting. (Hat tip to Jmp for managing to park a vehicle inside a vehicle there incidentally ;))

Link it all up with networking that is less than robust currently, and it's a pratfall paradise.

I do think the planets can look scrubby under certain conditions, but in a way that's totally acceptable for a large scale MMO etc. I reckon if there's an issue at all with it, it's that it doesn't seem to have fulfilled on the 'freeflowing pipelines' that proc gen was supposed to presage. (I'm taking this to be because {A} It's really authored use of proc gen art tools, and not proc gen in the more systemic sense. So each product requires authoring time, not the big time investment then massive rollout payoff you'd see with classic PG. And {B} It's filling up their memory cap for the system at a greedier rate than seeded geography would, although this is my presumption.)

I've pulled my 'I Don't Understand Game Dev, But I'm Going For It Anyway' hat squarely onto my head here. Because lord knows this game invites it ;)

But yeah.

TLDR: Planets don't kill you. Croberts do.
 
Everyone should stop dog piling on the planetary tech. The stuff done by the Magic GermansTM has one fundamental thing going for it. It's the only tech addition I can think of in the game that isn't functionally compromised in some game-breaking way or other :D

I mean sure you can clip through it with slightly worrying regularity, but I suspect that lies at the door of more structural issues, like the 64-bit positioning. Which seems the likely culprit behind the many, many collision detection issues in the game. And the death multiplications that occur when it intersects with poorly-thought-out systems like the limb damage model. Or other wobbly tech like the physics grid nesting. (Hat tip to Jmp for managing to park a vehicle inside a vehicle there incidentally ;))

Link it all up with networking that is less than robust currently, and it's a pratfall paradise.

I do think the planets can look scrubby under certain conditions, but in a way that's totally acceptable for a large scale MMO etc. I reckon if there's an issue at all with it, it's that it doesn't seem to have fulfilled on the 'freeflowing pipelines' that proc gen was supposed to presage. (I'm taking this to be because {A} It's really authored use of proc gen art tools, and not proc gen in the more systemic sense. So each product requires authoring time, not the big time investment then massive rollout payoff you'd see with classic PG. And {B} It's filling up their memory cap for the system at a greedier rate than seeded geography would, although this is my presumption.)

I've pulled my 'I Don't Understand Game Dev, But I'm Going For It Anyway' hat squarely onto my head here. Because lord knows this game invites it ;)

But yeah.

TLDR: Planets don't kill you. Croberts do.
Well, I'm sure the 64 bit base makes it easier to pick up speed to quantastic amounts and make the procgen not look like fractal tilesets at some point
 
Except we're getting new updates with content (semi-)regularly. This is not starving, this is getting a standard three course meal and wanting a twelve course Michelin menu. This is greed, demanding a 100 dev team to deliver stuff that other studios have 1000 people for in half a year. And it's not only Elite, look at any GaaS released (MMOs, WoT, PoE, D3, etc) and you'll see the same pattern. "We want more bugs fixed, we want more content, we want better fidelity, we want it NOW and we want it FOR FREE! (I might pay money, but only if it's good enough and I decide whether it is, here's five bucks on Steam discount - that Steam gets 20 % of - for two years of your hard daily work)"

And then you get devs promising twenty course Hollywood menu, delivering polished, yet stale and crusty appetizer, and they are applauded as the gastronomy saviours.
Starving in the sense of atmospheric flights, the 100 dev team is kind of a joke, you probably count the cleaning lady and the parrot too, it's more like 25 devs actually working on the game, graphics, coding and managing, and then it's actually understandable why it has taken so long to get to the point where we talk about legs and atmospheric mechanics. We also had weird waste of time and money developing things no one asked for, CQC, Power Play ect. But i digress.
 
Starving in the sense of atmospheric flights, the 100 dev team is kind of a joke, you probably count the cleaning lady and the parrot too, it's more like 25 devs actually working on the game, graphics, coding and managing, and then it's actually understandable why it has taken so long to get to the point where we talk about legs and atmospheric mechanics. We also had weird waste of time and money developing things no one asked for, CQC, Power Play ect. But i digress.
I wouldn't call Power Play a waste - it just didn't turn out so great. And tha's mostly because of the grindy and punishing game mechanics. Someone really like punishing factors in game design at ED.

CQC was definitely weird. Like a spin-off.
 
the 100 dev team is kind of a joke,

There are good reasons to believe FDev when they say they have 100 devs on Elite, not including cleaning ladies

Past missed beats may repeat, but a 2.5 year run of closed-door dev doesn’t have much to show right now... That bit’s not that surprising ;)

For comparison, CIG’s secretly-audited financials say they have 400+ devs (and a growing marketing staffing).

And NMS say ‘Hold my Pangalactic Gargleblaster’ ;)
 
Starving in the sense of atmospheric flights, the 100 dev team is kind of a joke, you probably count the cleaning lady and the parrot too, it's more like 25 devs actually working on the game, graphics, coding and managing, and then it's actually understandable why it has taken so long to get to the point where we talk about legs and atmospheric mechanics. We also had weird waste of time and money developing things no one asked for, CQC, Power Play ect. But i digress.

Yeah, this is exactly what I am talking about. Players having no idea about what technical issues are, how long it takes to fix some bugs, how complicated the engine is (I watched quite a few E: D development videos with their core tech and unlike for SC, I was always mighty impressed with how cleverly done they are and how it must've taken months to years of manwork), yet "it's more like 25 devs, huehuehue".

Starving in the sense of atmospheric flights

Why, though? This is a space sim and we have lots of atmospheric sims (Earth, KSP) out there. What does atmospheric flight in itself add to the game?
 
Nah.

Looking at what's coming out this year, it is increasingly clear the SC's graphics are outdated. The art assets were always detailed (this was also always a bad thing in a number of different ways) but they consistently lacked any kind of style, artistry, or creativity. And compared to games that came out in the last few years, it has consistently lacked any kind of technical merit — doubly so when you remember how much effort has been put into it all.

At this rate, it'll end up being the first teens-retro looking game. :D
Looks about the same MFS2020 only difference being is placement of items. Since MFS2020 is using satellite data then no poopoo is it going to look more natural since it is actually taking how things are placed on earth.
 
Personally, I think the latest version of the planetary tech is fine, but if you look at the last picture JMP posted there is a very distinct striping effect visible where there are clear colour changes between the stripes of terrain, some blending has been done, but my eyes pick it up as something not quite right. They did explain this in the Con presentation, so it's a design choice/limitation.
 
Yeah, this is exactly what I am talking about. Players having no idea about what technical issues are, how long it takes to fix some bugs, how complicated the engine is (I watched quite a few E: D development videos with their core tech and unlike for SC, I was always mighty impressed with how cleverly done they are and how it must've taken months to years of manwork), yet "it's more like 25 devs, huehuehue".



Why, though? This is a space sim and we have lots of atmospheric sims (Earth, KSP) out there. What does atmospheric flight in itself add to the game?
This is a SC thread, so I will just say that if you don't know then I can't help you ;)
However it was a goal, including walking around :)
 
I can't really put my finger on what makes it like that for me. Everything is done correctly but...
The closest comparison I can think of is modern houses. A Barrett home for example, everything is correct and it is finished nicely but it is just so flat and bland and uninspiring. For some reason, graphically, Star Citizen is like that for me, a complete absense of 'character'.

In short, for you something seems "off" which i can understand.

One thing that stand out that is a bit hard to fix is that at long draw distances terrains starts to look wonky so no matter how good everything is up close the horizon will look strange.
 
This is a SC thread, so I will just say that if you don't know then I can't help you ;)
However it was a goal, including walking around :)
It was a goal when it will have some game play to accompany it - this was said even in the initial David Braben video and he said that it's because of this that it will take time. Which basically makes all the difference - especially after the lukewarm welcome of the planetary landings (oh, the notorious: "You just drive around in SRV, what took a year on this") it's likely that they will take more time with it the next time.
 
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