Game Discussions Star Citizen Discussion Thread v12

Has the banner on Ben’s Twitter always been an FDL? 😄

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No lies. You can say a bad roadmap if you want.
So it's a good news that CIG want to change the actual roadmap form no ?
And here I thought you kinda like them. But now, dear sir, you are saying that its 9 years of development, and CI-G is still trying to produce a roadmap (of all things!) that is not bad? Mad skillz.
But they were using nothing before. There were no long term persistence for objets in-game before 3.10.2. It's what iCache is for.
So for 9 years of development they had no server backbone that is essential for reaching the declared goals? Mad skillz indeed.

I was speaking of the future final desired product >>> "they want to achieve with SC".
The icache and the server meshing they build now is not designed for 50 players...
So on the 9th year of development they have just started testing a tech that is insufficient for reaching the declared goals and must be replaced before the release? Dear sir, that's hilarious.

Just played it for 3 days in a row (been a while, I don’t have that much time). In my opinion the magical tech is working great. Dare I say it?? I had fun 😁
Nothing to see here, roll the hoop & have fun.
iu
 
So on the 9th year of development they have just started testing a tech that is insufficient for reaching the declared goals and must be replaced before the release? Dear sir, that's hilarious.
No, I said the tech they add now is the final one and tailored for the future MMO part of SC, not the actual 50 players limitation.
And it's 6 years of development for me with development priorities on SQ42, not SC.

And, if I recall correctly, the MMO feature was not a goal of the initial kickstarter. The initial kickstarter was only for a multiplayer game (the alpha is already multiplayer). How can you count 9 years for something that was only decided later ?
I can't find when CIG had switched from a multiplayer goal to a MMO goal. Help needed !
 
And, if I recall correctly, the MMO feature was not a goal of the initial kickstarter. The initial kickstarter was only for a multiplayer game (the alpha is already multiplayer). How can you count 9 years for something that was only decided later ?
I can't find when CIG had switched from a multiplayer goal to a MMO goal. Help needed !
They liked dodging using the MMO name for a loooong time (hell, even now the Wikipedia page doesn't call it an MMO!). Sometime around June 2013 the original FAQ page which says "no, it's not an MMO!" vanished into the ether, replaced with the About the Game page which was much more grand, woolly and dreamy.

By April 2015 we'd got as far as "More than a space combat sim, more than a first person shooter and more than an MMO: Star Citizen is the First Person Universe that will allow for unlimited gameplay" which sounds much more like the overwhelmingly modest CIG we all know and love.
 
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No, I said the tech they add now is the final one and tailored for the future MMO part of SC, not the actual 50 players limitation.
And it's 6 years of development for me with development priorities on SQ42, not SC.

Ugh, really wish you wouldn't do that cultist thing of defining how long they have really been developing the game. CR himself said the game had been in development for a year before kickstarter and what they showed at the launch was an actual game, not just a flashy demo. Remember, CR said they don't do that!

Now, either you think CR was lying his rear end off, in which case, you can't trust anything else CR has said, or you think he was telling the truth in which case it is 9 years in development.

Also, CIG have flip flopped multiple times on where the focus is, as well as the backers, who speculated without evidence as to where the effort was going. When progress on SC was slow, backers declared it must be because they are putting effort into SQ42, with no actual evidence of this.

If you want to claim an arbitary date of when CIG really started development, that means anyone can choose their own start date for development. Rendering the term useless.

And, if I recall correctly, the MMO feature was not a goal of the initial kickstarter. The initial kickstarter was only for a multiplayer game (the alpha is already multiplayer). How can you count 9 years for something that was only decided later ?
I can't find when CIG had switched from a multiplayer goal to a MMO goal. Help needed !

You recall incorrectly. At launch the initial pitch was a single player campaign, that you could coop with friends, which upon completion you would enter the 'verse, the MMO part. Both were part of the initial pitch. That game was called Star Citizen overall, with SQ42 being the name of the campaign. A bit later on they seperated them as names and games.

Edit: Here is the text from the kickstarter page:

Real quick, Star Citizen is:

  • A rich universe focused on epic space adventure, trading and dogfighting in first person.
  • Single Player – Offline or Online(Drop in / Drop out co-op play)
  • Persistent Universe (hosted by US)
  • Mod-able multiplayer (hosted by YOU)
  • No Subscriptions
  • No Pay to Win

Oh look! No subscriptions! No pay to win! Moddable! Drop in drop out coop. LOL

Another funny quote

The great news is that we’ve already raised enough money to ensure this project will happen!

Amazing! They had only raised a few million prior to going to kickstarter, so they had a few million. So they claimed back then they could make the BDSSE for just a few million. And here we are, almost a decade later, with somewhere in the region of 100x the funding, and still working on core tech, still years away from any possible release.

Unfortunately the link they provide from the kickstarter page is now 404: https://robertsspaceindustries.com/star-citizen-project/

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Fndng sccsfl.
 
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This is what they said they would deliver for 5.5 million

Hold onto your pants! Its quiet a list!

The Reasons You'll Want to Play Star Citizen

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  • A huge universe to explore, trade and adventure in
Space is unending, endless and so are your opportunities. Strike out to make your fortune amongst the Stars or sign-up for a tour of duty in the UEE Fleet.
  • Constantly expanding and evolving universe
We’re committed to making Star Citizen a living, breathing universe that is its own entity. It will be a constantly shifting and evolving place for players to explore and affect.
  • Micro updates rule!
We’re not interested in having yearly updates. Once live, we will have a team of people adding content on a weekly or bi-weekly basis. So we’ll always be adding data, stories and campaigns as well as reacting to the needs and actions of the players.
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  • Squadron 42 - A Wing Commander style single player mode, playable OFFLINE if you want
Playable offline or online, co-op with friends, you sign up for a tour of duty with the UEE fleet, manning the front lines, protecting settlements from Vanduul warbands.
  • Life during wartime
If you distinguish yourself in combat, you might be invited to join the legendary 42nd Squadron. Much like the French Foreign Legion of old, they can always be found in the toughest areas of operation and always snatch victory from the jaws of defeat, regardless of the odds.
  • The conflict never ends
Upon completion of your tour you’ll re-enter the persistent Star Citizen universe with some credits in your pocket and Citizenship to help you make your way. But in the universe of Star Citizen when one conflict ends, another is just around the corner. You’ll have opportunity to spend more time with your squadron mates as additional Campaigns are released as part of the content update plan.
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  • Actions of the players impact the universe and become part of its history and lore
The universe will change based on the players' actions and adventures allowing them to become part of the history of the universe. As an example, players can scan for gravitational anomalies while out in space. If one is discovered and the player manages to successfully navigate this uncharted jump point, they’ll be able to sell their Nav- Computers recording of their jump flight path for a great profit to a space company for other users to download. But the real prize is getting the system or jump-point named after them!
  • Allowing user generated content is a key design goal
Our modding tools will allow players to design new ships for both submission to the persistent RSI ship dealer network or to build custom ships and items for the self-hosted multiplayer mode.
  • It’s about the gameplay and your interactions with others
We plan to put a lot of social ideas in the universe. Since the universe is dynamic, it will create some divisions and factions. For example, it’s a perfectly valid choice not to be a Citizen and operate outside the protection of Earth. We think there will be people that gravitate to crime or helping enforce the law or defending the galaxy from the alien raiders or just accumulating as much money as possible. We want to include all these social divisions so players will gravitate to one or the other much like the real world operates.
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  • Fully dynamic economy driven by player actions
If too many people fly iron ore to the smelting plants of New Pittsburgh, steel prices will drop. Buy low… sell high… you hope.
  • The cost of society
In game trade landing and trade tariffs pay for law and order in the civilized systems. Want to make a bigger profit? Try the outer world - outside earth’s infrastructure and protection. The downside? No military or local police to protect you from an opportunistic pirate!
  • Money isn’t everything
You could be a trader, a miner or an industrial magnate. Amass great wealth or just run enough missions to earn a comfortable living and upgrades for your ship.
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  • Space is empty but you’re never really alone
If caught alone in an online ambush, send a distress broadcast to your friends and if they’re nearby they can jump in-system to save your bacon. In each combat instance player slots are reserved for your friends so you can rally forces to join you in combat!
  • Bigger ships offer bigger multi-player action
On larger ships, friends can join you to man turrets, repair systems, or switch with you on the pilot’s chair. Think the Millennium Falcon with Han-Solo piloting and Luke on the turret.
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  • Full rigid body simulation of all spaceships
You wanted proper Newtonian mechanics. You got it! Spaceships adjust their trajectory and orientation just like the real thing.
  • Intelligent Flight Control System (IFCS)
Like a modern day F-35, the ships have fly by wire systems which take the player’s inputs and then translate them into the commands for the ship’s engine and thrusters to articulate and deliver the required thrust to achieve the pilot’s request.
  • Dynamic Ship Maneuverability
Ship’s performance is calculated dynamically based on various physical variables and the ability of your jet maneuvering to deliver thrust towards a requested vector. What does this mean? Infinite customization with component damage, mass or energy changes affecting maneuverability on the fly – allowing for endless combat strategies and results.
  • Ship Components matter!
Because we are fully simulating the physics and flight dynamics, the actual components matter. If a port thruster is damaged, it will affect your maneuverability organically. If you upgrade your thruster package with enhanced thrusters that gimbal faster and deliver more thrust it will affect your performance. Dump cargo, you may be able to get the edge in turning in a dogfight.
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  • 10X the detail of current AAA games
Most current gen “AAA” games have around 10,000 polygons for a character and 30,000 or so for a vehicle. In Star Citizen, the characters are detailed at 100,000 polygons, the fighter at 300,000 and the Space Carrier 7 million! This allows unparalleled detail, making the visuals more immersive than has ever been achieved before.
  • Everything you would imagine would move or articulate on a spaceship or a device – does!
Every spaceship is built from 100s of sub-components, many of them moving and articulating just like they would in the “real” world. If a component gets damaged during combat be prepared to feel the effects on your ship.
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  • Range of scale never seen before in a game
From a vast 1km long carrier to a 27m fighter, to your 1.8m tall pilot, Everything is rendered and to the same level of detail. Zoom in to the paneling of the carrier and its texel density is the same as the 27m fighter. All without a load screen or loss of visual fidelity.
  • Really feel the scale of ships and space battles
Because of the ability of the game to scale seamlessly you could be looking out the windows on the bridge of a carrier watching the battle unfold or jump into a cockpit and take the fight to the enemy.
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  • Joystick, gamepad, mouse, keyboard are all supported.
We’ve all got our preferences, so why be forced to choose?
  • Advanced peripheral support
As part of commitment to high end gaming we are dedicated to supporting the more exotic enthusiast peripherals; HOTAS, flight chair, rudder pedals. It’s all about the immersion and if you've got the equipment we want to support it!
  • Virtual Reality is here!
We have backed Oculus Rift and will support it in Star Citizen / Squadron 42. Who doesn't want to sit in their cockpit, hands on your joystick and throttle, swiveling your head, to track that enemy fighter that just blew by?
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  • Next generation, TODAY
Built on top of Crytek’s award winning CryEngine3 technology, Star Citizen’s engine is built to scale for the PC’s of today and tomorrow.
  • A PC gaming enthusiast’s friend!
As you upgrade your PC, Star Citizen will take advantage of your extra processor cores, memory or GPUs. This is why you’re a PC gamer – you love being on the cutting edge, not stuck in the past!
 
Here's another good quote from the kickstarter page:

Even with our very limited self-funding we have been able to do already a lot of work which is why we can show you not just concept art and a cinematic trailer, but an extensive demo of actual game play. So, we are confident that even with limited means we will be able to deliver an amazing experience.

Again, CR claiming they already had a game after just 1 year, without any backer investment.

This is the problem with the memories of certain backers, they memory hole any inconvenient facts.

FUD - Facts U Dislike.
 
You recall incorrectly. At launch the initial pitch was a single player campaign, that you could coop with friends, which upon completion you would enter the 'verse, the MMO part.
So I recall correctly.
A "persistent universe", as said in the initial kickstarter, doesn't mean it's a MMO. A Minecraft server for 10 players is a persistent universe for instance.
 
So, any proof yet that sc is a scam?

Proof is the level of a Court of Law, it often needs investigations that forum members cannot carry out....or up front accurate accounts that can be analysed, you know, like CR promised if the delay was 18 months past the original deadline. The legally enforceable but not happened yet releasing of accounts.

however, there is certainly enough 'prima facie' evidence to make a complaint to the authorities:

Legal guarantees ignored - releasing of all accounts for an Aufit after 18 months delay
Intellectual Property - apparently being moved around companies and countries to balance the books or show a profit somewhere - this is what it looks like but does need an investigation to see if this is what has actually happened and what this Intellectual Property actually is as it could be covered under the KS.
KS T&Cs - ALL money to be spent directly on the project - Many sources say this isnt true. Again only a forensic investigation could confirm or deny it.
Constant Adjustments of T&Cs - possibly even not legally enforceable if T&C if not within Consumer Law
Wire Fraud - this is the one they are most open to. Any money sent from a customer to a company for a service, product or goods etc is covered by this law. If 1 cent has been spent outside the remit it was given for its an automatic Felony Wire Fraud. This is where a lot of companies (scams) have been convicted, its a lot easier to prove than intentional scam.
International Money Laundering - In US, UK & Germany. Any money transferred between these countries is subject to the strictest conditions.
How many shell companies? - Not evidence of wrongdoing but certainly often used to cover up wrongdoing. Legitimate companies have shell companies too of course, but they usually do something or make something separate to the main parent company.....OR the parent company has protection if the subsidiary goes bankrupt, nothing is owed by the parent to the customer or investor....at least thats the theory.

Released Accounts in the UK where they legally have to be filed, have shown irregularities in Entries, Costings, Balance, Profit & Loss and transfers between Companies. Could all be simple accounting errors of course, would have to see the rest of the 'books' before a conclusion could be made. Again, not open to forumites because there are no released accounts in US & Germany, despite CR legal guarantee that there would be if project delayed by 18 months from initial (set at KS stage) release date.

So that is the prima facie evidence. The Accounts that are published dont add up, numerous sources say money is not being spent on the project but on other things, Money is being moved around companies for no apparent reason but to show profit in certain countries (where there may be active Bank Loans). CR has not kept any promises or legal guarantees to you but has instead weakened your legal rights with every change to T&Cs. And of course, nothing has actually been delivered beyond delays and sales of more non-existent ships.

Its enough to make a Complaint to the relevant authority. As long as its not a malicious complaint, if you reasonably believe there may be wrongdoing you are able to make one.
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No lies. You can say a bad roadmap if you want.

Can I say misleading? Its definitely misleading whether you believe it is accident or design is surely the only question?
 
P.S. None of the above covers the actual lies that CR told on stage or during KS about where the project was at. Showing a video and pretending it is realised gameplay yet to be released with the intent to make money from customers is textbook fraud, pure and simple, if the money was sent electronically its Wire Fraud. If thats what he did.
 
Ugh, really wish you wouldn't do that cultist thing of defining how long they have really been developing the game. CR himself said the game had been in development for a year before kickstarter and what they showed at the launch was an actual game, not just a flashy demo. Remember, CR said they don't do that!

If this thread is any proof of anything it is that this guy is up there with some of the most rabid fanboys out there.

So I recall correctly.
A "persistent universe", as said in the initial kickstarter, doesn't mean it's a MMO. A Minecraft server for 10 players is a persistent universe for instance.

Why is it such a common thing amongst fanboys to behave like little weasels?
 
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