Star Citizen Discussion Thread v11

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You've said you're interested in the Calder investment side of things - and Spectrum keep banning you for mentioning it - but I wonder what your thoughts on it are?

For me, Theaters of War is a compromise CIG made with the Calders, probably an idea of the latter.

We know from the funding tracker and 2018 financials that CIG were very thin on cash early 2018 and desperately needed the investment. Calders will naturally want return on investment, with Sq42 being the obvious big-ticket route, but a percentage of interim ship-store sales would do nicely too.

But when they did their due diligence they determined that Sq42 was still multiple years away. The Crytek lawsuit ending with "this case is not yet ripe" and Sq42 roadmap being DOA for near a year both corroborate that too.

So I reckon Calders asked "well, make a Star Citizen Fortnite or something, those are popular and generate big bucks! You want our investment right?". Unfortunately, the networking cannot handle more than 50 players so a Battle Royale was out of the question (100+ players), so they pointed at Battlefield and said "we can make that!".

More micro/macro-transactions with ToW, upsell its players to SC/Sq42, etc. All easy money in Calders' eyes - they gotta get that continuous 14% (was 10%) return.

But tbh, with how poor ToW looks in the leaks, and Sq42 being MIA, who knows what is happening inside CIG.
Hadn't thought of TOW being a Calder-driven thing, but its a possibility. It was available for testing in ETF, but I didn't line up for it - just uninteresting to me. As some have said, other video games have already done what TOW is attempting, and likely much better than CIG can do it.

Personally, think when it drops it might see some immediate popularity, but then it would IMO likely quickly bleed off into the current unpopularity of SM and AC. But we'll see.
 
Elite could of had a few potential 'please wait!' loading screens, but the team did a good job of hiding it using animations. For example, the hyperspace jump animation time is used to load in and generate the system you're jumping to.
And most of that isn't the system loading, that happens pretty quickly...fast enough to be seamless. Most of the time is the instance handshaking and checking it does before it places you into the system. That still runs on 21st century crappy internet via peer to peer.
 
I've read you guys talk mechanics like flight, progen vs hand crafting, multicrew etc... all the way back to assume you guys will talk mechanics if fans will talk mechanics. Those kind of debates are a lot more interesting because someone usually think through trying to make it work and point out issues and obstacles CIG need to overcome, strength and weakness etc. Even way back when you guys were arguing why Cryengine wasn't a goot idea was interesting to read.

My point is that while we sometimes talk in specifics, there is a lot of general negativity (deserved in my opinion) thrown CIG's way, but nobody ever asks anyone else to substantiate it with talk of specifics, but the moment someone says they like something, they get jumped on.
 
I do think it's a fair observation that some of the thread veterans are being a bit overly harsh when it comes to people sharing their enjoyment of the game recently - but for those of us who have been around this loop so very many times (thread v3 in late 2015 reporting in!) it can all look remarkably similar, and that can lead to frustration.

I also just went back and looked at some of the stuff I was chatting about in here back then - anything here sound familiar...?

One of my early posts from April 2016...


Immediately followed by this gem from MaxLexandre (where's he these days!)


We've come full circle - seven threads and four years later, PU development is slow because getting Squadron 42 out is the priority! 🤣

Oh for sure. Trips down SC memory hole lane are funny as hell.

We've been down the SQ42/SC is the prority cycle a few times now and its amazing how backers memory hole thier game's own history or CR's past statements to fit with the current narrative.
 
I thought that at one stage SQ42 and SC were tightly coupled from a software point of view. I could only see them making progress if they broke that coupling.

It depends on the current narrative. Sometimes its tightly coupled, hence delays, sometimes it doesn't need as much tech, that's why it will get done first.
 
At this point, is squadron 42 going to be wing commander style full linear scripted single player game or non linear open world open ended single player game like freelancer/gta/elders scrolls?
 
My point is that while we sometimes talk in specifics, there is a lot of general negativity (deserved in my opinion) thrown CIG's way, but nobody ever asks anyone else to substantiate it with talk of specifics, but the moment someone says they like something, they get jumped on.
That's a fair point, my suggestion to talk specifics was to reduce that.
 
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Hold on. In that case we skeptics should be held to the same standard shouldn't we? Or we are allowed to talk in generalities but fans must talk about specific mechanics?

Ask for specifics by all means if you seek clarification, but don't start badgering someone just because they say they like the space legs in SC or whatever.

The specifics you mention are already provided in this "threadnaught" in due detail because people dont gloss over generalities from some and press others only. Whoever has the experience/knowledge can tap into memory or look up those comments because trying to squeeze specifics into every post you do would result in Frontier having to increase its postlength. And when you described the specifics 3 times already I can understand the reluctance to jump through hoops the moment someone new comes in who didnt bother to check the threads history and just wants to keep you busy. Its why school kids and students have to take all that wisdom in good faith at first. If the curiosity or hunger for it is there they can dig into whatever they want and the specifics will be there waiting. I know it happens but its simliar to when students receiving an F calling the teacher "haters" because they didnt like their work.

Nobody is being called out because he likes space legs btw.....I assume you know that full well?


I could try to find my old post where I broke down their mining concept design document nonsensical theorycrafting in terms of what actual game mechanics and dynamics it would require to work. :D

Broke the word limit twice because there was so much silliness that had to be sorted out.

Thanks for proving my point....and to Esvandiary as well. This threadnaught (boy that term is awesome :D) holds all the funnies and sads as well as more realistic theorycrafting then CIGs own forums. This is mostly because criticism and debate is allowed. That pro SC defenders cannot hold anymore is due to Star Citizens own insufficiencies and embarassing examples from the past...not because the "hate for SC" has somehow intensified.

"Time will tell" was something that was quoted often and universally accepted....and it does. Its just not such a success story for CIG and SC but we are all observers here without impact on how the story goes.


Genuine query: what's counted as a loading screen by people?

The answer will be manyfold because the purist term and understanding has been softened by now same as P2W or other industry terms. My earliest memory of a loading screen is a static black screen with print on it making it abundandly clear what I m looking at....

LOADING.................PLEASE WAIT

Later on things got a little more entertaining by looping animations, scrolling text or even mini-games all there to prevent you getting bored because low and behold the duration of loading screens got up. Loading screens split into smaller units but in the end you were waiting more then you played because every corner regardless what you wanted to do....loading screen.

So the pure definition isnt valid anymore but the concept is. Loading screens are time in gameplay that take control from you in order to utilize processing power to advance the program. Background loading only goes so far and especially in online games can result in nasty stutters and micro-lag so not optimal. For me, a loading screen is when you lose control and are reduced to observing. Cutscenes could very well be counted, especially the ones you cant skip (Borderlands 3...I m looking at you).

With that concept in mind Star Citizens forced animations can all be considered loading screens. Warp transit....loading screen. Riding the train....loading screen. The game puts you into a mini-grid where you can walk around to prevent you from getting bored but the actions are very limited and the space to do stuff in is tiny. This counts for the trains cabin as mjuch as for the ship.

Now having them is not the issue....even modern games use loading screens all the time but look for means to reduce the times. Some go for the "load once but make it a good one" approach where you have long loading times but gameplay itself is relatively free of interruptions. AFAIK Star Citizen has an epic front loading screen then is seeded with smaller ones throughout gameplay. Again....if the design is made well people usually dont care if its a "hidden loading screen" or not as long as it doesnt become annoying.

CIG and Chris Roberts advertised Star Citizen as a true seamless game tho...this is a claim that requires proof and checks because from where I m standing.....its too vague and also incorrect. Minimizing loading times is an industry standard these days. So if SCs seamless qualities are just another example of "lets make up fancy words for things that are boring and used by everybody else" then we should stop being excited about it as if nobody else does it.


Elite could of had a few potential 'please wait!' loading screens, but the team did a good job of hiding it using animations. For example, the hyperspace jump animation time is used to load in and generate the system you're jumping to.

Agreed and the length of said "loading screen" hints at the codes capabilities in regards to procgen. Many smaller assets are loaded "on the fly" without noticable interruption of gameplay. I would assume that a next-generation game would avoid the old pittraps and come up with a truly advanced solution. Maybe the solution is "space legs"? The human avatar mobility in SC often strikes me as needless and boring busy-work with more effort then pay-off but obviously....that opinion will vary with people too.


Another game to add to that list is Empyrion: Galactic Survival. It may still be in Early Access, but it's very playable.

Have it and even in its raw state (alpha) its very stable and very deep in complexity and depth already. Too raw for my taste so even tho I have it I m waiting for a more finished state before I get into it for real. Tested my patience to early access titles and yet again got shown that I dont have a high tolerance for "raw". But I m very impressed with what I sampled so far.


But nobody at CIG asked my opinion on it.

Nobody ever does. They just want your money but nothing above that. Your feedback and input is appreciated as long as its all praise and oozing positivity. When you critizise...you know very well what happens. Their TOS mirrors their thinking of backers. No rights whatsoever, keep providing the milk and while moos are tolerated any kind of stampede is quickly beaten down. The often quoted "vote for scope increase" never was the reason for CIGs decision to increase scope. They just needed a scapegoat thats all. I say that because its the one exception to CIGs usual development process.

Where you wait on your hands, are told next to nothing except for the hype bits which make you spend money and once you are presented with the results you better like it or else....
 
This is borderline off-topic hence the seperate post but someone mentioned Starbase and I looked at it when I was thinking about getting into it.

Its space legs in a sandbox universe providing FPS and space combat and is designed around player conflict and interaction. It has its own visual style but the complexity and depth are mind-boggling. Construction and base building are already in and working. Professions are simulated by player actions mostly but there is a skill system in place enhancing certain actions allowing you to specialize. It "aims" for an EVE online stype economy system but we are going to have to wait to see if thats actually true. Like in Avorion player ship designs can look raw and blocky or awesome, depending on user skill and time invested.

Even tho you miss details like planetary landings or walkable planets Starbase provides the same things SC does and much more already. The "core" is space legs and what you do with it. Its developers didnt go with planets for their own reasons but the things they wanted to focus on are making rapid progress and look promising. The more I see other studios coming up with promising and impressing projects the more I m worried about SC (scratch that, I m done being "worried"....I meant to say "convinced") not going anywhere. That there are heated battles over the development time is just an expected symptom for the rot that SC represents after it went stale. It still moves and itches occasionally but there seems to be no more direction or aim to its movements anymore. It just tries to draw the next breath thats all. If Star Citizen was a living animal I would ve wanted to end its misery by now...watching this unfold is torture and sickening.
 
Fully upgraded the ship I pledged with.
The next step is to try to get on a mining crew for a bit and learn where the ropes are before I rent my own Prospector.
I use the same keybindings as I do in Elite: left hand on AWSD, right hand on Num pad for maneuvering thrusters, mouse for headlook only. While this is only a slight handicap in Elite, it makes combat very difficult in SC. The only option is practice. I refuse to steer my ship with a mouse. I have a controller but there's too many bindings for either game.
While I shouldn't have to perform file surgery every session, it's increased my stability tenfold. It's definitely a playable game with some effort and luck and it's amazing when it works.

Frontier had the golden goose but they went for the quick money. There's not much more than a trace of the game I loved six years ago. I bought into SC because I was fed up with the direction of Elite, not their pace of development. Fleet carriers offend me almost as much as telepresence and participation trophies. There's a bottleneck to development and whatever was sacrificed to let fleet carriers through probably would have been better than fleet carriers. Same thing with almost everything they've added since Horizons. They sacrificed something better for something easier. How about those scanners? Maybe fuel should be a concern. Wear and tear? By the time they get around to those everything will be purple and cartoony, held together with lasers because "it looks cool" and sells better. Elite shook my faith in game development to the core. Money always wins. Every time. Sell them something cheap and shiny, watch them lap it up, complaining the whole while. Passion projects don't work on this scale.
 
What my impressions from watching various videos and such from SC are is that only "new" thing in it is that it puts together various game types, space sim, fps shooter, kind of second life virtual world, multiplayer game. But problem lies in implementation. Is it good FPS. Well no. Is it good space sim. Well no. Does its virtual world work good. Well no. Is multiplayer part any good, well no. Any of those parts against dedicated game of those game types looses badly. Is whole greater than its at best mediocre parts? I don't see how it could be.

And development seems to just add more half done mechanisms on base of allready badly done stuff. Survival mechanisms, yeah off course, and so on and on.
 
My point is that while we sometimes talk in specifics, there is a lot of general negativity (deserved in my opinion) thrown CIG's way, but nobody ever asks anyone else to substantiate it with talk of specifics, but the moment someone says they like something, they get jumped on.

I'm not without fault, but I try to not do that. I do raise an eyebrow when never-heard-before pop in and praise the almighty game as the salvation of gaming and it's easy to subsume every positive post as zealotry, but Mole has shown very consistently that there are pretty terrible Believers. Sovapid, too. How can a Believer do such insidious things!?
 
Frontier had the golden goose but they went for the quick money. There's not much more than a trace of the game I loved six years ago. I bought into SC because I was fed up with the direction of Elite, not their pace of development. Fleet carriers offend me almost as much as telepresence and participation trophies. There's a bottleneck to development and whatever was sacrificed to let fleet carriers through probably would have been better than fleet carriers. Same thing with almost everything they've added since Horizons. They sacrificed something better for something easier. How about those scanners? Maybe fuel should be a concern. Wear and tear? By the time they get around to those everything will be purple and cartoony, held together with lasers because "it looks cool" and sells better. Elite shook my faith in game development to the core. Money always wins. Every time. Sell them something cheap and shiny, watch them lap it up, complaining the whole while. Passion projects don't work on this scale.

This whole paragraph is about your tastes and preferences, not about "quick money". If scanners and fuel and wear and tear systems were done, you might be content, but there would be hundreds of other players out there shouting "what about mining" and "we want a bigger platform for our plans".

Also no idea why fuel should be a concern - isn't it already? There's a reason Fuel Rats save lots of players constantly.

By the time they get around to those everything will be purple and cartoony, held together with lasers because "it looks cool" and sells better.

You sure you don't mistake Elite with Warframe?

Also one management pointer for you - in game development, if you can get N money in a year or 3N money in two years, you'll almost always go for the former, unless you are big studio (think Obsidian, Bethesda, EA) that can carry the costs. This is for two reasons:
  • small studios still have to pay developers constantly; if you have to pay for two years before release, it means you're more likely to hit some problem (not even necessarily caused by you, see Covid issues) and go bankrupt.
  • game development is really competitive and fast-evolving. One vs two years aren't much of a difference, but if you go for 100N in 10 years, you'll probably find out after 5 or 8 years that the whole thing is now profitable with 10N at best and you wasted your money.
 
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New Forbes story on Star Citizen


hmmm...I must have missed that time CIG turned around and told backers they weren't making a quality release and a finished game... but now it would be the best damn "perpetually operating" crowdfunding platform ALPHA with something that can "exist in its own little perplexing bubble" ever made...

Is that something they did another forum poll?
 
it just seems to be a fact that people wake up to. After several 90 days-tops and next patch/year for sure moments Star Citizen indeed seems to have settled into this comfortable niche of hope and deception where conjuring the image of potential is all it takes to keep it running. If it wasnt so sad to see all that hope, resources and goodwill being wasted the endurance and resilience Star Citizen demonstrates against collapse is actually remarkable and noteworthy.

But it doesnt make Star Citizen the game people are waiting or hoping for.....
 
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