Game Discussions Star Citizen Discussion Thread v12

No SQ42 video, but here's a video for a an alpha patch that we lashed together and couldn't even be bothered to cut out all the bad bits...


Edit: Do you guys talk like this when playing?
 
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I give you ONE example from MANY examples. They work also on core tech. The last one was Building Blocks. It tooks them at least 3 years to release it.


Still a very odd thing to laud in 2020...

'Building Blocks' is just their UI system though. It's a replacement for the prior clunky system using Flash. Finally moving away from Flash for your UI in 2020 is... not a revolutionary thing ;)

I can understand how you may have interpreted it as an impressive thing. The mission team themselves did describe it as 'massive' for the mission system. But what they meant by that, it turns out, was that: It lets players interact with mission info on a screen. Rather than via the inner thoughts system.

'Massive.'

What this seems to boil down to is that BB includes an internal tool for designers to run up their own panel interfaces. Not anything that lets them 'create missions' per se (you still have to like, code / design the missions and such for novel functionality there ;)). Handy, sure, and more flexible than the inner thoughts system. But really pretty standard game dev stuff.

They also mentioned some possible gameplay outcomes. Like they've dreamcrafted about being able to alter the info a player hands in for a bounty mission etc. But that all just seems to be theoretical UX/UI for, more importantly, theoretical mission aspects. Not some pipeline that's about to start pumping out the missions itself. It just sounds like... a nice idea. Nothing more at that point.

I also love just how perplexed / worried the Senior Live Designer on the left looks throughout some of these sections 😄

3LTsTkC.png


I wonder if it's a coincidence that he's since left the company ;))


This just seems like a classic case of CIG enthusing about some very basic internal processes, and some hypotheticals, with some PR spin added by dear Lando, and it being interpreted as some kind of novel innovation. Which presages some kind of impressive future pipeline output...
 
Maybe because fluff is easy to do and report on and some people see fluff as progress .... Also if the developers are busy on fluff, they dont have to work on the more complex/problematic issues.

I assume this is the narrative since 2012 because people assume fluff is the easiest thing to do (just slap together some stuff of whatever you have eh?) so if that was true the game itself must ve been in an advanced state of progress only....that isnt the case and it looks more and more as if CIG is putting an insane amount of focus and resources into fluff neglecting the important stuff and sweeping everything under the rug is getting more and more difficult when people fail to fall over in hype fits over some shiny pixels.

Not hatin or anything but it looks to me as if Chris Robert took somebody elses work (2012 trailer), cranked the hype up to level 12 and simply rode the money wave without ever thinking about what kind of monster project he started. Lots of things come right-out-of-the-box with Cryengine so stuff like the hangar, pysics grid in physics grid and FPS movement and combat required (probably) next to no changing of the engine. As documented the project ran into difficulties very early when they discovered that space is really a lot of water and the total possible map size would simply not be enough for this kind of game so the hacking started. Basic stuff really when you consider that the developer knew in advance what kind of game SC should be so checking of requirements should ve been the priority but oh well....probably busy counting all that kickstarter money.

All the small steps of progress over the years, you know....the glaical progress rate and also the tiny steps in content and features that the community took in strides as a given because.....all that is pocket change considering the dream...might very well been CIGs absolute best attempt to create it as they promised it and now that the whole thing stalled they are looking for new tech to save their hide because whatever they have right now simply isnt up to the job.

Just saying...lots of weird stuff is going on. The silence, the techno-babble designed to confuse, the mindboggling focus priorities (roadmap of a roadmap for something due to release in the next 2 months) and of course the ever-present lack of foundation that would make the dream believable from a technical point of view. I m just so glad that I can simply relax, lean back and enjoy the show without getting aggrevated by other peoples opinion because......CIG will make their own way with or without our input. And it looks like the paying backer base hasent been much of a factor since 2017 when they took the first big loan/ivestor so its a drama between those guys. We all are bystanders ^^
 
No SQ42 video, but here's a video for a an alpha patch that we lashed together and couldn't even be bothered to cut out all the bad bits...


Edit: Do you guys talk like this when playing?


Watched the video to leave my thumbs 👎 and I m kinda shocked how many negative posts there are already in the comment sections. Not a good day for CIG when even your fans stop believing what you have to say....
 
'Building Blocks' is just their UI system though. It's a replacement for the prior clunky system using Flash. Finally moving away from Flash for your UI in 2020 is... not a revolutionary thing ;)
Still a very odd thing to laud in 2020...
It should probably be noted that the reason they moved away from Scaleform (the aforementioned Flashbased UI framework) is because was a dead giveaway that they hadn't actually changed engines. CryEngine used Scaleform. Lumberyard uses its own proprietary UI canvas system.

Every time they showed off any UI work in any of the 10forthereversethehearseverseman shows, they showed off Scaleform classes and assets and screamed out loud that the "engine swap" had never happened and that Crytek had cause for complaint. So of course they had to get rid of the thing asap because of what a horribly embarrassing and obvious tell it was.
 
Launched the 3.10 quickly before going to work. The Retaliator has definitely got a different flight characteristic now, and seems a lot heavier than it was (used to be rather agile given its size). I'll explore that further tonight. Oh and trains at New Babbage are double or tripled over each other (quantum technology !!), good luck avoiding geometry glitches...

To illustrate what I talk about replacing old techs by new one, just one not so minor example from the july monthly report
The team in Frankfurt worked to convert old CPU particle effects to the latest GPU particle system. This will bring both visual and performance improvements to some of the older CPU effects.
You fall in the same trap again. Anything that contains "CiG will do something" should be taken with a very heavy grain of salt. Let's see when it actually happens, and what it brings. Note that particle effects are pure fluff and absolutely secondary to any gameplay.
I'd rather be interested on their plans for proper MMO networking, lag compensation, spline prediction, etc.. CORE techs. These techs that should have been validated and completed maybe 6 years ago (i'd give them 2 years do to that and that's generous, given the size of their teams..).

Restricted access was always the plan for the compact city biome.
There has been a lot of opposite claims on that one, coming from CRoberts himself (*). Again, giving any kind of solid certainty to statements coming from CiG is dangerous at best.
What we have should speak for itself, not requiring tortuous explanations that include "you don't know software development" and "CiG will definitely do that it was the plan all along"..

(*) Speaking of CR, he's been nowhere to be seen since the beginning of 2020. Was he really offloaded from the project ? if so that would be the best news ever for SC, and give it back maybe a chance at being delivered someday.
 
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Rome today isn't what it once was, however it was the center of everything for a few hundred years. But it wasn't built in a day!
America, has taken over two hundred years to get to the point it is today.
I don't believe SC will take nearly as long.
 
To illustrate what I talk about replacing old techs by new one, just one not so minor example from the july monthly report

The team in Frankfurt worked to convert old CPU particle effects to the latest GPU particle system. This will bring both visual and performance improvements to some of the older CPU effects.

Yeah, because when you're 8 years into writing a game with an engine that's ~10 years old you'll always be playing catchup with modern engines.

Chris Roberts has been trying to create the "most detailed game ever" for almost a decade and now Microsoft are launching a sim which is 1:1 scale with the entire planet.

They're stuffed.

EDIT: I'll be interested to know the size of the team and development costs of the new MS Flight Simulator.
 
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I may have figured out how they fixed the NPC's standing on the furniture bug. I think they have removed most of the NPC's. Could someone who plays this thing confirm or deny for me please. I asked a couple of Twitch streamers but was ignored both times. :cautious:

E: It's not fixed anyway :ROFLMAO:.
 
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Yeah, because when you're 8 years into writing a game with an engine that's ~10 years old you'll always be playing catchup with modern engines.

Chris Roberts has been trying to create the "most detailed game ever" for almost a decade and now Microsoft are launching a sim which is 1:1 scale with the entire planet.

They're stuffed.

EDIT: I'll be interested to know the size of the team and development costs of the new MS Flight Simulator.
At last count in 2019 MS had 144 thousand employee's. Granted not all are involved in programming, if only one percent of them are, it works out to be 1,440 programmer's. Considerably more than any other companies total number of employee's.
 
Yeah, because when you're 8 years into writing a game with an engine that's ~10 years old you'll always be playing catchup with modern engines.

Chris Roberts has been trying to create the "most detailed game ever" for almost a decade and now Microsoft are launching a sim which is 1:1 scale with the entire planet.

They're stuffed.

EDIT: I'll be interested to know the size of the team and development costs of the new MS Flight Simulator.

https://en.wikipedia.org/wiki/Asobo_Studio

Magic French >>>> Magic Germans. ;)
 
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