He's offended by fleet carriers (earned in game) but not by $3000 ships that are not in the game.I bought into SC because I was fed up with the direction of Elite, not their pace of development. Fleet carriers offend me...
He's offended by fleet carriers (earned in game) but not by $3000 ships that are not in the game.I bought into SC because I was fed up with the direction of Elite, not their pace of development. Fleet carriers offend me...
Fully upgraded the ship I pledged with.
...Oh oh is it too late for the "this is what I started on" comments? Anyway VC20 with a tapedrive....oh yeah baby ^^
lolHe's offended by fleet carriers (earned in game) but not by $3000 ships that are not in the game.
Wut? Ppl left hidden messages to their publishers? I didn't know that.Ahhh - the heady days of a +3 and a Multiface!
It was always much fun to look through RAM and find all the naughty messages the developers had left for publishers
Which reminds me - I really ought to parse the latest .P4K for any SC lulz!
NEWSFLASH: It looks like Mark Hamill was actually correct!
Source: https://twitter.com/hamillhimself/status/1186077390612512768
Source: https://twitter.com/HamillHimself/status/1186488535479513089
The Squadron 42 single-player story campaign and Arena Commander gamemode are getting fully released this October!
Source: https://www.youtube.com/watch?v=w0eRkhR1z6A
Compete in intense 5v5 dogfights, unite with your squadron to tip the scales in monumental fleet battles, and take off in a thrilling Star Wars™ single-player story. Immerse yourself in the pilot’s seat completely with the option to play the entirety of Star Wars™: Squadrons in virtual reality (VR) on PlayStation®4 and PC with cross-play support.
That's 12 more threadnaughts than games produced by CIG.uh oh 10K post count...see you dudes in V12 of this "threadnaught"
The Squadron 42 single-player story campaign and Arena Commander gamemode are getting fully released this October!
Source: https://www.youtube.com/watch?v=w0eRkhR1z6A
Compete in intense 5v5 dogfights, unite with your squadron to tip the scales in monumental fleet battles, and take off in a thrilling Star Wars™ single-player story. Immerse yourself in the pilot’s seat completely with the option to play the entirety of Star Wars™: Squadrons in virtual reality (VR) on PlayStation®4 and PC with cross-play support.
At least it wasn't a Rick-roller vidNEWSFLASH: It looks like Mark Hamill was actually correct!
Source: https://twitter.com/hamillhimself/status/1186077390612512768
Source: https://twitter.com/HamillHimself/status/1186488535479513089
The Squadron 42 single-player story campaign and Arena Commander gamemode are getting fully released this October!
Source: https://www.youtube.com/watch?v=w0eRkhR1z6A
Compete in intense 5v5 dogfights, unite with your squadron to tip the scales in monumental fleet battles, and take off in a thrilling Star Wars™ single-player story. Immerse yourself in the pilot’s seat completely with the option to play the entirety of Star Wars™: Squadrons in virtual reality (VR) on PlayStation®4 and PC with cross-play support.
That's exactly what it is. For a game to survive it has to be profitable so they cater to a lower common denominator. Every feature implemented is a rudimentary dopamine loop for the simple minded. Trading has no depth, for example. There's no loading cargo, hiring people to help you load the cargo, balancing the load so you can fly properly, no refrigerated or padded holds. No complexity to it at all. Buy low, magically beam it to your ship, A-B, sell-high, magically beam it from your ship.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".
Really? You make 8mil hauling 1.5mil worth of platinum and the overhead costs in fuel and maintenence come to about 3K. Does this seem well thought out to you? Fuel is only a concern when you're out, it should be a consideration for your profit margins. It should be consumed under normal operations (significantly), not just for jumps. Another abandoned challenge.Also no idea why fuel should be a concern - isn't it already? There's a reason Fuel Rats save lots of players constantly.
I have no idea what warframe is. Sounds like a mech game.You sure you don't mistake Elite with Warframe?
Preaching to the choir. Vision doesn't withstand the boardroom or the shareholders. You make a lot more money selling cheap soda than fine wine. You want to make fine wine, you need a soda factory first to support it. That vineyard is a passion project of one or two members and the board isn't behind them. So it's a small vineyard and the guys next door have already been at it for years and make better wine so you give up and grow vegetables. That's my whole point. You can't win against the masses, all you can do is give them the finger and go live on a mountain if you're that tired of being patted on the head. Start your own company to make the space game you want? Nope. Soon as its profitable they'll kick you upstairs and make a skinner box.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.
TBH the $300M for 2M backers averages out to $110 per backer. Gamers who play live service MMOs with annual updates the likes of ESO, CoD, AC Odyssey, Fallout 76, etc etc average 2X - 3X+ that on annual DLC updates. The most devout of the ESO fan base thinks nothing about dropping $60+ for the new DLC Chapters that come out for ESO every year. That's on top of the ESO Plus subscription costs. And don't get me started on F76. So that $110/backer is dirt cheap in comparison.New Forbes story on Star Citizen
‘Star Citizen’ Passes $300 Million In Crowdfunding For Some Inexplicable Reason
I honestly didn’t think I’d be in the middle of 2020 and still writing about Star Citizen hitting insane crowdfunding milestones, but here we are.www.forbes.com
Trading has no depth, for example. There's no loading cargo, hiring people to help you load the cargo, balancing the load so you can fly properly, no refrigerated or padded holds. No complexity to it at all. Buy low, magically beam it to your ship, A-B, sell-high, magically beam it from your ship.
Bounty hunting? Why bother with a scanner? What good is a KWS if you're bounty hunting? Why would you need that?
You seem to have trouble focusing on the topic of the thread. For me, if I knew nothing about SC, and someone told me $3000 ship jpegs are on sale for it, I'd be done with it.[no SC content]
Trading has no depth, for example. There's no loading cargo, hiring people to help you load the cargo, balancing the load so you can fly properly, no refrigerated or padded holds. No complexity to it at all. Buy low, magically beam it to your ship, A-B, sell-high, magically beam it from your ship.
There aren't 2 million backers.TBH the $300M for 2M backers averages out to $110 per backer. Gamers who play live service MMOs with annual updates the likes of ESO, CoD, AC Odyssey, Fallout 76, etc etc average 2X - 3X+ that on annual DLC updates. The most devout of the ESO fan base thinks nothing about dropping $60+ for the new DLC Chapters that come out for ESO every year. That's on top of the ESO Plus subscription costs. And don't get me started on F76. So that $110/backer is dirt cheap in comparison.
Also assuming the $27K+ package whales number 100 or so, that figure isn't that much of a shocker. Especially if the majority of backers only spent $50-$60 buy in and waiting to get SQ42 or a finished PU. Or perhaps are playing regularly so upgraded to one or two $300-$500 ship(s) with better shields/weapons etc.
Yes. Multiple gaming media writers also make the mistake of assuming the Citizens-counter is equivalent to number of backers, when it's actually around half.
The number disparity has come up twice now:
12th July 2016:
English translation: https://www.reddit.com/r/starcitizen/comments/4sifhi/interview_with_turbulent_and_some_backers_figures/Roberts Space Industries: La force d'une communauté de joueurs
Roberts Space Industries: La force d'une communauté de joueursquebec.huffingtonpost.ca
Of the one million user accounts that includes the Roberts Space Industries platform, 500,000 fans have already pre-purchased content in the game, which is actively involved in its funding.Turbulent say half of the accounts are backers.
1st May 2019:
Exclusive: The Saga Of 'Star Citizen,' A Video Game That Raised $300 Million—But May Never Be Ready To Play
Video game legend Chris Roberts has spent seven years building "Star Citizen," drawing in money from average gamers in the world's biggest crowdfunded project outside cryptocurrency. The game is still not done.www.forbes.comMost of the people here helped to pay for the game’s development—on average, $200 each, although some backers have given thousands.Of this haul, $242 million has been contributed by about 1.1 million fans, who have either bought digital toys like the Kraken or given cash online.
The Citizen-count just prior to the Forbes article's publication was 2.28 million.
As the Citizen-count currently stands at 2,712,167, the number of backers will be around 1.35 million.