Game Discussions Star Citizen Discussion Thread v12

Target 30 layers and release only 20 is fine for me when the max I can find in others game released is only 10.

Only the scenario I'm suggesting is that they could easily end up with '10 layers', with those layers being patched together as a last ditch solution, rather than targeted to work in concert from the start. Which would be worse. (And they could also end up with less still, if they can't get those layers to cohere at all).

The time to be happy with the final game (which has 'twice' what any other game can provide) is when it actually exists...

??? Wave of resignations/suicides at CIG ? Can you give more details ?
For what I know, a lot of devs are pretty happy to work at CIG.

Did I say that? No, I said being ground down. By being given impossible targets on the engineering and design side, and seeing their work constantly binned on the art side.

Pretty sure I've pointed you to these historic examples before, but honestly all anyone needs to do is read the Jennison letter to understand the key self-destructive practices at play within CIG:


On the more speculative end, there's suggestive colour to be found in the excellent Kotaku journalism of the 2016 period. Chris's proud habit of kicking out experienced devs who say no to him suggests that those who prosper at CIG will be experienced 'yes men', and the young and naive.

You only have to look at the meteoric rise of some young inexperienced devs into senior roles, and their downstream concern about burn out, to fear what Chris's 'give impossible targets to willing participants' approach will be doing to the more naive end of that scale.

But purely as a point of principle, what Chris is trying to achieve here is impossible: "We’re trying to do something that has the fidelity that you see in The Order, or has the fidelity you see in a first-person shooter but has multiplayer online and this huge universe and I absolutely, to the very fibre of my being, know it can happen".

There's a reason why MMOs don't have the visual and interactive qualities of a single player game. There's a reason why games which achieve scale make compromises on detail. (And lord knows there are reasons why most game studios recognise that: To achieve a simulacrum of a world, you don't replicate all of its working systems. You cheat wherever you can, and pick your battles on the rest. Chris doesn't seem to understand this either, going by his statements over the years.)

He absolutely will burnout devs, and burn through dev, entirely needlessly by endlessly trying to achieve his impossible aims.
 
Last edited:
What struck me about the OP's post is when they said:
Are they talking about the game that has a scaled solar system, scaled planets, where the planets are fixed in space and don't move (just rotate)? In that specific aspect, SC isn't any better than NMS.

The fact that in Elite, as a space game, that Frontier have worked to make space right is the number 1 thing I like about Elite. Every time I play NMS I like wandering around the planet surface repairing my ship, but the moment I climb into the ship and start flying in that sorry excuse for 'space', I stop playing and return to Elite. SC is sort of half-way between NMS and Elite. It's not as bad as NMS, but I always get that 'icky' feeling in SC when I'm flying about. All the surface stuff is fine.
That's gold! not 1:1 scale, everything is stationary, mostly up to all the players to play dollhouse :LOL:
 
Its exactly like SLF docking!
not exactly if you are on the move


I really can't understand, SC is irreparably broken and SC backers smile, Odyssey alpha works as intended and on the internet is the end of the world:

 
Last edited:
How old are you now LA? Not getting nervous at all? No worries that you will be old and senile before SC even releases? Or you life conditions will change so you won't be able to spend much time playing computer games any more?
Almost 50 and I don't worry at all, I already enjoy the alpha more than all the space games I bought.
 
Its better than that in ED, if you want to can just request docking permission and jump back into Mothership and let the NPC dock the SLF, or let the NPC take over and tell em to dock but takes a bit longer and one more menu option to click....for those who dont like bothering with that kind of thing after 1 or 10,000 times. 10,000 clicks saved both by my fingers and my controller, both will last longer :)
To be honest, to me that just feels weak and easy mode.

Being able to put a SFL down 'on a moving deck' should be a skill that is challenging, encouraged and rewarded.. not circumvented.

But thats my view as a DCS Harrier pilot gamer :D

 

Viajero

Volunteer Moderator
I know a lot of backer use the term fidelity but I struggle to find relevant reference where CIG talked about fidelity as a "must follow" vision. I find some talks about specific topics but I can't find the general claim about CGI's fidelity in every aspect of the game as you reference it...

You must be new around here, or trying to sneakily rewrite history? 😋 Here a few examples of CIG, and Chris Roberts, doing a general fidelity claim about the game and/or some of its key features. It is not hard to find with a simple search including the words fidelity, chris roberts and cig or star citizen.

The thing is CIG and Chris Roberts have abused the poor word so much and so often that by know there is barely not an inch of the project not being described as such at one point or another. Backers use the term because CIG and Chris Roberts do, abusively so, in the first place.

August 2014: "While continued funding is necessary to build Star Citizen at the current level of AAA fidelity and no compromises,..."
July 2015 : "At the fidelity we are going for we are definitely breaking new ground, but luckily we are working with some of the leading companies and people in the area of scanning real people and bringing their performances into 3D in the most life-like way."
November 2016: "No other game tries to deliver the scale and fidelity that Star Citizen does with its detailed worlds that can have you walking through a dense jungle, wandering the dark alleyways of a futuristic city, landing on a space station orbiting a moon, or piloting a space ship across vast star systems teeming with activity, all from a seamless first person viewpoint."
October 2020 : "No other game has all this functionality at once, done to the level of fidelity that we deliver"

Etc etc etc
 
Last edited:
That's a different game. Which is the point.

I somehow dont think thats your point at all. It reads more to me as 'SC does x... then CIG are baaaaaaad and we can criticise away. If another company (particularly FDEV) does it, then its totally fine for y/z reason and we shouldn't be criticising.'
 
No, it was a response to the odd notion that ED needs a full flight simulator. SC and ED don't need that. That's for flight simulators.
So me saying that personally I consider the idea of having the ability to avoid the 'difficulty' of putting metaphorical wheels/skids on deck is akin in your eyes to saying ED needs a full flight simulator?

Sam Beckett himself would be impressed at the Quantum Leap you made there.
 
Back
Top Bottom