I feel like by now it's been long enough that they should at least be renaming it to NVMeBall.
More like "What a load of balls"
I feel like by now it's been long enough that they should at least be renaming it to NVMeBall.
Alpha 2.4 in Summer 2016 iircWhen was the first time CI¬G trumpeted out the message “persistence is in!” again? 2016?
What I'm interested in really is that once persistence comes in, surely that marks the game as live? You will then have players building themselves up now compared to later players.
Although ED got a spanking for releasing when they did, the skeleton was functional enough to allow for ongoing fairness. Since SC never has / had a 'start' (since its never finished enough to start) and with purchasable ships I'm wondering where everything is at.
So is 2020 the year of put up / shut up reckoning though? I'm keen to see outside of pretty ships what else SC has (but then so is everyone else )
One of the ironies of Star Citizen is that I backed Star Citizen to give me something to play while I waited for Elite: Dangerous to mature beyond what I figured would be a bare bones state at start. This was based on Chris' claim that development was mostly done, and all he needed was a few more million to add additional content.I'm not trying to swerve into doomsaying, but if persistence is tenuously in could CR and CiG management argue if the project folds they delivered a game of sorts? SC today is not a traditional game but some sort of meta lifestyle. Its fascinating but I'm glad when I tossed a coin to support KS SC or ED it landed tails and not heads.
Roberts has long since absolved himself of the original Kickstarter obligations. He has made various snarky statements when pressed about release, talking about how it's already at version 3, or how it's now basically in early access, or how there won't actually be a definitive "release" because of the rolling updates, not to mention how they now refuse refunds.if persistence is tenuously in could CR and CiG management argue if the project folds they delivered a game of sorts?
It's just a test...that strangely works at first iteration. I suspect that Ci¬G have been able to implement this baby persistence for some considerable time...but didn't... until they were practically forced to through the impatient and increasingly hostile reactions from backers...A silly question but: is the persistence now a test of persistence before the game goes 'live' or is the persistence considered final? If its the latter (i.e. players accrue stuff from now on) surely thats a tacit nod to saying the game is live so to speak?
I still suspect that's exactly where Ci¬G are headed and in the not too distant future...they're running out of development cash a lot faster faster than they can drag it in. To highlight this...how many senior devs have we seen on video over the last 6 months talk about features being 'too expensive' to implement?Indeed, they could. They could release it today and call it quits. The aftermath would be truly pop corn worthy though.
I still suspect that's exactly where Ci¬G are headed and in the not too distant future...they're running out of development cash a lot faster faster than they can drag it in. To highlight this...how many senior devs have we seen on video over the last 6 months talk about features being 'too expensive' to implement?
I could point out that exact phrase used more than once in practically every recent video from the likes of John Crewe, Todd Papy, Sean Tracy, Tony Zurovec and Paul Jones. It's got so prevalent, I make a mental note every time I hear it.
Every department is working on a rapidly ever decreasing budget... hence why the massive 'annual planning phase' after the seasonal break (previously never ever mentioned as being a thing) and also why they're back to desparate cash grabs like advertising this years CitizenCon in LA asking for advance ticket money barely a couple of months after the last one shut up shop.
Ci¬G as a company are winding up to something...and I don't for one minute believe that's anything related to the announcement of a Sqn42 release...
While Chris Roberts told Kotaku Braben’s approach was “a totally viable way to go about it”, he also claims the game itself launched with the “basic, bare minimum of features” and dismisses the idea that it’ll be easier for Frontier to retrofit the game later on in life if Star Citizen proves to be a threat.
“It’s better to have your engineering considerations taken care of now, rather than trying to retrofit as you go along. It definitely is a harder approach to take, but I think long-term it will build a better foundation.”
“It needs to have a solid foundation that’s scaleable and can be constantly maintained and built upon easily,” he says. “If we don’t do a lot of this stuff upfront then we’re going to repay that technical debt later on.”
Let's remember the wise words of the Great Visionnaire :
September 2016. Time flies...Star Citizen right not to ape “basic, bare minimum” approach of Elite: Dangerous, claims Chris Roberts
When a game takes as long in development as Star Citizen, it’s only natural those on the outside would look to compare it to other, arguably similar titles that have managed to reach the market in far less time. For those eagerly awaiting Cloud Imperium’s epic space sim, the game that has them gwww.pcgamesn.com
What is “release” anyway?
Oh you guys, cig bad. 8 years, a quarter billion, still in alpha. What the f. Richt?
[persistence] It's just a test...that strangely works at first iteration. I suspect that Ci¬G have been able to implement this baby persistence for some considerable time...but didn't... until they were practically forced to through the impatient and increasingly hostile reactions from backers...
...how many senior devs have we seen on video over the last 6 months talk about features being 'too expensive' to implement? ...I could point out that exact phrase used more than once in practically every recent video from the likes of John Crewe, Todd Papy, Sean Tracy, Tony Zurovec and Paul Jones. It's got so prevalent, I make a mental note every time I hear it...
...Its quite possible the Calder had stipulations about returns that CIG had to fulful or there are other repayments that we are not aware of.
e. * Of course the Calder's might take repayments in stock, and ultimately end up with CiG for a 'bargain price'. (happy theorycrafting everyone!)
I can see Ci¬G coming up with some very creative solutions regarding ships purchased in game...like making them only part of a backers fleet as long as they aren't destroyed or limiting insurance claims on them...something along those lines. It's along the same lines as making in game rentals not upgradeable which originally seemed like Ci¬G had capitulated on limiting ships by tying them to a backers' purchases.And so now they're slowly sliding onto the horns of a dilemma.
The longer they allow the persistence to continue the greater the outcry from backers who've invested time and earned new toys, when they wipe. But. The longer they leave it the less reason there is to purchase ships, and the more those buyers will feel duped. Yet. If they revert to wiping every time they'll fuel the increasingly hostile reactions from backers tired of getting nowhere.