Game Discussions Star Citizen Discussion Thread v12

Viajero

Volunteer Moderator
In other words, if that scenario played out and investors demanded that Turbulent took over as lead developers for the game(s), the majority of CIG's crew would be out of jobs (a few might be picked up by Turbulent) and yet Roberts would still be quids-in. Sounds so obscene that it's sadly plausible.

Another option I can see in there indeed is a hint of a plausible Roberts/Freyermouth exit strategy with a come back on top. Drop the ballast of the liable company(ies?) including CIG etc (that can be held to account by investors and/or authorities) and salvage the main IP and some reasonable workforce in a reasonably competent company that has zero exposure to those, Turbulent. Pure speculation oc.
 
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At least the SQ42 roadmap debacle is acting as a distraction from 3.10 being a month late. :)
I had some nagging doubts about CI¬G's ability to deliver, thinking that maybe they had finally been able to put on a pair of sandals instead of their usual clown shoes, thus condemning us all to a dull and dour second half of 2020. But no, they delivered the comedic entertainment with gusto.
 
ToW is not for the test, LittleAnt is just wrong.
TOW is just an attractive name, and CI-G's ability to delay and stall while keeping steady income by throwing attractive names is well-tested already.

But - if CI-G continue that focus - all that will inevitably happen is testing of increasingly numerous and reduced in scope attractive name subgames - that don't relate to or aid development of or are representative of the BDSSE.

It'll basically be Cassette 50 for the modern era.

But in many ways it already is.
 
If they want to test with 40 people they can just tell some devs/QAs to do it. You don't need the Evocati or the PTU - even though volunteer players can help ofc (Factorio does this once in a while).
Fun thing: CIG has a QA team. They even got their own ISC.
 
But - if CI-G continue that focus - all that will inevitably happen is testing of increasingly numerous and reduced in scope attractive name subgames
Nah, you got that wrong.
1. Invent new attractive name
2. Feed it to userbase
3. Stall/Delay
4. Go to point 1 again.

See? No need to actually test anything. Trello board of CI-G has only three columns:
"sure we will do that", "almost done" and "failed to meet our standards".
No task or feature can have any other state but those three.

Fun thing: CIG has a QA team. They even got their own ISC.
Yes, those are the guys responsible for moving tickets from "almost done" to "failed to meet our standards" column. Again, no need to actually test anything, because nothing can meet their standards - Holy Roberts redefines those every passing second.
 
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Nah, you got that wrong.
1. Invent new attractive name
2. Feed it to userbase
3. Stall/Delay
4. Go to point 1 again.

See? No need to actually test anything. Trello board of CI-G has only three columns:
"sure we will do that", "almost done" and "failed to meet our standards".
No task or feature can have any other state but those three.

You are most likely 100% correct.

Mind you - I was quite looking forward to CI-G inventing the two player 2d side-scrolling brawler featuring Big Benny's machines battering each other with handbags.
 
If they want to test with 40 people they can just tell some devs/QAs to do it....
If I was developing a game, ToW might be something I might do.
If I want a set of data for 50 matchs of 20 min with 40 players with 4 ballistas in front of 2 hammerheads, I will not ask devs to do it.
It's 660 hours of dev time wrongfully spent just to see how ballistas and hammerheads will be used and interact with real players/teams/orgs. Multiply this number of hours by the number of combinations of vehicle/weapons you want to test and you get an insane amount of hours needed to balance all theses. Balance is done by stats and big numbers.
Also for tests, devs can be compared to players, sometimes you can form good teams with them but they never be as efficient as combat orgs. You can't really test those mechanisms if you don't see how real orgs use thems.
 
If I was developing a game, ToW might be something I might do.
If I want a set of data for 50 matchs of 20 min with 40 players with 4 ballistas in front of 2 hammerheads, I will not ask devs to do it.
It's 660 hours of dev time wrongfully spent just to see how ballistas and hammerheads will be used and interact with real players/teams/orgs. Multiply this number of hours by the number of combinations of vehicle/weapons you want to test and you get an insane amount of hours needed to balance all theses. Balance is done by stats and big numbers.
Also for tests, devs can be compared to players, sometimes you can form good teams with them but they never be as efficient as combat orgs. You can't really test those mechanisms if you don't see how real orgs use thems.
Are you saying they don't know how to test the MMO they have been making for 8 years?
 
They could have done that without TOW. I remember seeing a video of people organising something similar maybe a year ago. Did I mention, no need for TOW?

The fact that 40 players gathering around shooting each other isn't a common thing should be a hint to how important something like TOW should be in a development that still doesn't have basic mechanics in. It's just anoher shiny distraction.

Probably happens all the time. I would imagine between 30k's, man eating elevators and doors, 30 minute train rides, people getting lost, ships not being able to lift out of the atmosphere, Sovapid picking a couple off in transit, etc etc etc, two or three people finally arrive to get down... 😂
 
It's 660 hours of dev time wrongfully spent just to see how ballistas and hammerheads will be used and interact with real players/teams/orgs.
More specifically, it's that many hours spent to not see how things will be used. The funny thing with ToW is that it falls into the exact same trap. It's not just dev time spent, but tester time spent not seeing how things will be used. Because it's not the real environment. It's just a waste of everyone's time.

Also for tests, devs can be compared to players, sometimes you can form good teams with them but they never be as efficient as combat orgs. You can't really test those mechanisms if you don't see how real orgs use thems.
…which is why you set up proper test protocols, reporting procedures, data gathering mechanisms. None of which require a waste of everyone's time on a separate, artificial, wholly irrelevant test mode — especially not when the test bed they already have, but don't use, could be used exactly for that purpose if they decided to provide those missing pieces.

Are you saying they don't know how to test the MMO they have been making for 8 years?
They haven't known how to do anything they've been making for the last 9 years, so there's no real reason why this would be any different. :ROFLMAO:
 
Are you saying they don't know how to test the MMO they have been making for 8 years?
That's not what I said. I said they need big numbers for stats. And you need to balance when you have sufficient vehicle types and weapons type to balance (Air/Ground). That was not the case since the middle of last year. Tests wouldn't have been very useful before Ballista and Animus were in. And emp/gravity grenades and grenade launchers are still missing. Set up ToW this year might be a good thing.
 
Probably happens all the time. I would imagine between 30k's, man eating elevators and doors, 30 minute train rides, people getting lost, ships not being able to lift out of the atmosphere, Sovapid picking a couple off in transit, etc etc etc, two or three people finally arrive to get down... 😂
Exactly... Plus the server filling at the same time its 50 places with miners and fedex players not willing to test combat mechanics.
 
That's not what I said. I said they need big numbers for stats. And you need to balance when you have sufficient vehicle types and weapons type to balance (Air/Ground). That was not the case since the middle of last year. Tests wouldn't have been very useful before Ballista and Animus were in. And emp/gravity grenades and grenade launchers are still missing. Set up ToW this year might be a good thing.

With millions of backers ( I know, accounts don't equal backers) you would think the servers would be full of willing citizens falling over themselves to please the devs in testing.
There must be thousands of each type of jpeg for them to use. Why has nobody thought of this before? Ah I know why, never been done before.
Are you a parody account?
 
Exactly... Plus the server filling at the same time its 50 places with miners and fedex players not willing to test combat mechanics.
Should be trivial if they had bothered to create a test-capable alpha. Or if they had bothered to build a MMO backend. Or if they had bothered to invite testers into their alpha. Or if they had bothered to set up tests. Or if they had bothered to build features in the right order.

But they haven't. And ToW doesn't change that — it just pretends that an unrelated game mode will somehow create data (that they can't collect) that is somehow relevant to… well… anything (which it won't be). It's just a distraction to keep up appearances that the backers are actually doing anything (which they aren't) just like the game modes before it (which also didn't do anything).
 
I think TOW was something to capitalize on Rex Zillas screaming bro man fist dude crowd. Roberts thinking if Battlefield and COD plus numerous other games could do it, he could offer it just for the sake of pulling in fresh fish from an untapped demographic. No actual intention of delivering, just more potential income.
 
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