Star Citizen Discussion Thread v11

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To be fair, that's pretty standard for artists in any company - that's what artists do, they try and give a context so others can get a feel of how things would be.
But we know exactly how it translates in CR's brain: "Wow so the tech artist changed the seed number and 'voilà' a new planet is done!? Ok I can promise SC is released in 3 weeks!"
 
So there is this interesting part from Mike's video where it highlights a bit from the CIG marketing mill.


"These NPCs, these living breathing people"

The artists are basically selling CR his own dreams.
The idiot Roberts is directing his own fantasy...he just hasn't twigged on yet that he's supposed to be making a game...not a Game of Thrones TV series or a movie. All this fluff and nonsense is simply time wasting...having a team of graphic artists constantly redoing art work until he likes it is holding back major features dependent on this visual fluff and nonsense from entering the game development branch...and I'm sure it's no secret that his 'vision' similarly effects every part of Star Citizen to it's persistent delay and detriment.

All this stuff deleted from the roadmap can also be similarly attributed to his visual fluff micro-managing...if it doesn't look or live up up to his dream or he sees some new feature in a game that Star Citizen doesn't have, it gets pulled for a sequence of refactors until his vision is realised. Volumetric clouds, dynamic weather patterns and planet tech V4 is a typical example...he saw the MFS 2020 vids and wanted outrageously expensive and dev time intensive best effort visuals for his magnum opus. He doesn't have the capability to understand that it may look nice but if it plays like shyte due to the continued spending of ultimately, finite financial resources by replacing game dev time spent on basic gameplay gameplay loops with game artist and designer time spent on expensive visuals...it's going down the toilet.

I'm just waiting on the horses and cowboy hats appearing from RDR2... :oops:

Looking back on SaltEMike's answer the call from yesterday focussing on Theatres of war...he made a good point in that theatres is the brainchild of Sean Tracy and not CR and is centred around fixing the gameplay issues and not the visuals or marketing that mire the PU. I'll never play it...but sorting the gameplay issues out is a good thing...especially when it's not tied to the monetisation rampant with the development...however, it'll massively fail the second that blatant P2W mechanics appear in it...which I'm sure knowing Star Citizen's marketing snakes, it's practically a signed certainty they will.

Another main point he made was on the hope of resetting of all electronic Rec currency used in arena commander and Star marine to 'buy' upgrades, this would be a disaster if it wasn't reset to zero for all backers for the release of theatres...like most long term backers and subscribers...I have millions of the useless currency sitting there doing nothing...instant P2W advantage over any new folks.

He also hit on a very good point with one of his callers...the different viewpoints and expectations between pre 3.0...or even 2.5/2.6 and the introduction of Olisar and the PU, generally more realistic and cynical backers and the more recent after the 2017 firestorm new bloods. To them, this is all still relatively new and exciting, they're more patient and forgiving of Ci¬G's nonsense...to us, the guys who had to just look at and walk around our ships in a hangar until the dogfighting module (arena commander) appeared, we've seen and heard all the promises before and know how it ended the first, second and third times.
 
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There's a movie coming out called "Free Guy" about an NPC slowly realising he's an NPC

Imagine, as you start your day appearing five feet in front of a human player pulling faces into his webcam you stand on the concourse with no apparant place to go or lean against walls then glitch through the floor before finding yourself on a train for twenty minutes with your head outside while your body is inside. The horror suddenly realising you are an NPC in Star Citizen?
 
There's a movie coming out called "Free Guy" about an NPC slowly realising he's an NPC

Imagine, as you start your day appearing five feet in front of a human player pulling faces into his webcam you stand on the concourse with no apparant place to go or lean against walls then glitch through the floor before finding yourself on a train for twenty minutes with your head outside while your body is inside. The horror suddenly realising you are an NPC in Star Citizen?
Interesting view. It's a persistent world, too.
 
The idiot Roberts is directing his own fantasy...he just hasn't twigged on yet that he's supposed to be making a game...not a Game of Thrones TV series or a movie. All this fluff and nonsense is simply time wasting...having a team of graphic artists constantly redoing art work until he likes it is holding back major features dependent on this visual fluff and nonsense from entering the game development branch...and I'm sure it's no secret that his 'vision' similarly effects every part of Star Citizen to it's persistent delay and detriment.

All this stuff deleted from the roadmap can also be similarly attributed to his visual fluff micro-managing...if it doesn't look or live up up to his dream or he sees some new feature in a game that Star Citizen doesn't have, it gets pulled for a sequence of refactors until his vision is realised. Volumetric clouds, dynamic weather patterns and planet tech V4 is a typical example...he saw the MFS 2020 vids and wanted outrageously expensive and dev time intensive best effort visuals for his magnum opus. He doesn't have the capability to understand that it may look nice but if it plays like shyte due to replacing game dev time spent on basic gameplay gameplay loops with game artist and designer time spent on expensive visuals...it's going down the toilet.

I'm just waiting on the horses and cowboy hats appearing from RDR2... :oops:

Looking back on SaltEMike's answer the call from yesterday focussing on Theatres of war...he made a good point in that theatres is the brainchild of Sean Tracy and not CR and is centred around fixing the gameplay issues and not the visuals or marketing that mire the PU. I'll never play it...but sorting the gameplay issues out is a good thing...especially when it's not tied to the monetisation rampant with the development...however, it'll massively fail the second that blatant P2W mechanics appear in it...which I'm sure knowing Star Citizen's marketing snakes, it certainly will.

Another main point he made was on the hope of resetting of all electronic Rec currency used in arena commander and Star marine to 'buy' upgrades, this would be a disaster if it wasn't reset to zero for all backers for the release of theatres...like most long term backers and subscribers...I have millions of the useless currency sitting there doing nothing...instant P2W advantage over any new folks.

He also hit on a very good point with one of his callers...the different viewpoints between pre 3.0...or even 2.6 and the advent of arena commander backers and the new after the 2017 firestorm crowd. To them, this is all new and exciting...to us, we've seen it all before and know how it ended the first, second and third times.

This whole business with different dressed NPCs for different planets could come well down the roadmap, even post release. Core gameplay first. If its because they have to keep their artists and modellers busy with something, its probably a sign they have too many of them compared to people who can work on gameplay features.
 
Pretty much admitted his main priority is to keep his channel profitable,even if he has to lie about the state of the game.
At first it was my reaction too, but I give him the benefit of doubt and think it must be interpreted slightly differently, like "I only make streams about SC exclusively, and will as long as I can perceive it's good. If it happens to be bad I won't stream anymore"
 
At first it was my reaction too, but I give him the benefit of doubt and think it must be interpreted slightly differently, like "I only make streams about SC exclusively, and will as long as I can perceive it's good. If it happens to be bad I won't stream anymore"

Yeah, i think while he somewhat deludes himself about the state of the game, progress, and how truthful CIG have been (although he seems to have flashes of insight), i think he is honest in his intentions and his channel.
 
EDIT: Breaking even's no good if you can't pay wages mid-year because, say, your main funding comes at the end of the year ;). Or if you can't lay down resources to polish and market the product etc.The Coutts loan seemed to handle the former initially. The Calders money seems to be what's filling in the gaps now...]

Yeah, exactly what I was saying last week. Cashflow can be a problem even for a business which is profitable overall, especially when your income has a clear seasonal bias.

As far as the staffing position is concerned, when you look at the length of time the game has been in development they're going to have some staff turnover issues. It's an industry in which people are used to doing maybe 2-3 years somewhere and then moving on. Sure, some will probably like the security of a company that provide a decent working environment, decent pay and an exciting project to work on, for example I'd imagine their art staff and the teams working on ship models etc. are basically in heaven but the coders working on AI? Probably less so. Then you have people who might have some concerns about the overall direction of things and want to get out before it gets too acrimonious, people who were using it to get an entry on their CV as a stepping stone to better things, etc. I bet the learning curve is quite steep for anybody joining the project too, you're not going to walk in on day one, become familiar with all the internal tools they'll have made and be ready to go.
 
But CR said in 2016 (or 17?) that if funds ever ran low they would just release SQ42 and make lots more money off the sales of that!
 
Yeah, exactly what I was saying last week. Cashflow can be a problem even for a business which is profitable overall, especially when your income has a clear seasonal bias.

As far as the staffing position is concerned, when you look at the length of time the game has been in development they're going to have some staff turnover issues. It's an industry in which people are used to doing maybe 2-3 years somewhere and then moving on. Sure, some will probably like the security of a company that provide a decent working environment, decent pay and an exciting project to work on, for example I'd imagine their art staff and the teams working on ship models etc. are basically in heaven but the coders working on AI? Probably less so. Then you have people who might have some concerns about the overall direction of things and want to get out before it gets too acrimonious, people who were using it to get an entry on their CV as a stepping stone to better things, etc. I bet the learning curve is quite steep for anybody joining the project too, you're not going to walk in on day one, become familiar with all the internal tools they'll have made and be ready to go.
That's why they're hiring up on the marketing team. It doesn't matter they can't staff all positions. Just compensate with marketing.
 
Well that explains the super expensive coffee machine they have at CIG now. They thought they could spawn a game from it!

They do seem to be looking for a Barista for the Wilmslow office .... So who knows :)

 
Yeah, exactly what I was saying last week. Cashflow can be a problem even for a business which is profitable overall, especially when your income has a clear seasonal bias.

Cash in the bank, Overdraft, revolving line of credit and other financial instruments are how normal business's deal with the uneven income issues. Mind you they have to meet a certain risk profile for any in the finance industry to deal with them :). Commercial software houses often have this issue as first quarter is often very slow.

You can even fix your exchange rate if you wish to with hedge funds but it costs to do that. This was popular for large multi nationals as it makes the budgeting and accounting much easier. Not sure what the go is now as I have retired :)
 
Cash in the bank, Overdraft, revolving line of credit and other financial instruments are how normal business's deal with the uneven income issues. Mind you they have to meet a certain risk profile for any in the finance industry to deal with them :). Commercial software houses often have this issue as first quarter is often very slow.

You can even fix your exchange rate if you wish to with hedge funds but it costs to do that. This was popular for large multi nationals as it makes the budgeting and accounting much easier. Not sure what the go is now as I have retired :)

Indeed. As Chris is fond of telling us though, they are in no way a normal business.

I bet getting credit is fun for them. I somehow don't think that Chris drawing a picture of a spaceship is going to cut it for security 😁
 
Yeah, exactly what I was saying last week. Cashflow can be a problem even for a business which is profitable overall, especially when your income has a clear seasonal bias.

As far as the staffing position is concerned, when you look at the length of time the game has been in development they're going to have some staff turnover issues. It's an industry in which people are used to doing maybe 2-3 years somewhere and then moving on. Sure, some will probably like the security of a company that provide a decent working environment, decent pay and an exciting project to work on, for example I'd imagine their art staff and the teams working on ship models etc. are basically in heaven but the coders working on AI? Probably less so. Then you have people who might have some concerns about the overall direction of things and want to get out before it gets too acrimonious, people who were using it to get an entry on their CV as a stepping stone to better things, etc. I bet the learning curve is quite steep for anybody joining the project too, you're not going to walk in on day one, become familiar with all the internal tools they'll have made and be ready to go.


Yeah obviously churn is a pretty normal part of the industry, and it's really hard to assess whether CIG are abnormal on that front.

Please Don't Go:

There are some hints that they might have been abnormally churny at points though. And that concern about the project / management may be a factor. Obviously devs don't really go public about this kind of stuff, but some interesting accidental & public statements have been made:
There's a fair bit in this area, of varying provenance. Enough that it wouldn't be a surprise if they do indeed lose at an above-average rate. (Or if Art actually had a fair amount of turnover ;))

Come Work With Mark Hamill!:

I could definitely imagine that their use of Cryengine / Lumberyard could be a limiting factor for intake too, especially on the engine programming side. Neither branch is exactly flying, with Amazon seemingly lukewarm on Lumberyard at the moment, with only one unpopular title released, and Crytek already a fairly niche engine, on famously shaky financial ground, going around suing licensees ;). What engineer is going to fancy boning up on CE and jumping into that shark tank if they've got other choices? :D

Add in the general sceptical / negative vibe around SC, and you could certainly see how experienced heads might stay away, and fresh faces might fill in the gaps, as is rumoured... ¯\(ツ)
 
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