I'm new to this conversation, so my post may seem out of left field for not following the flow of the conversation. Apologies for that. I do like that a civil discussion is taking place on a competitor's forum and appreciate that there are still reasonable people around.
Regarding Star Citizen, I've always been in love with the idea of the fundamentals that it promises-- that is to live and play in a universe where you can be planetside, board a ship in first person seamlessly, pilot said ship to another planet or station, get out, interact with the world again in first person and seamlessly, that just tickles just about every space game fancy I have. It lays a foundation from which the players can build a roleplaying experience that truly is vast in scope. The 500 lb gorilla in the room, obviously, is the flawed execution and the amount of time it's taking to make even the minimal progress.
Originally, I started with an Orion 300 package, and since added a Hornet fighter and a Freelancer. My reasoning at the time is that with these three ships, I could then engage in a variety of in-game moneymaking efforts from which I would be able to purchase more ships as I desired. I didn't get on the hype train every time a new ship was announced, as there are limits to which I will spend real life money on a promise. Certainly, as time went on, I felt pretty secure in my decision. Yes, I'd spent about $200 in all, which isn't an insignificant sum, but when all the hoopla of canceling and refunds fired up and Derek Smart entered the fray, I didn't feel quite so consumed by a need to throw in the towel. Certainly, I was getting a bit frustrated, and shortly after the hangar modules were released, I pretty much gave up on following the game's progress.
One thing that seemed to frustrate me most was this need to update stuff that was already done. Sure, in some instances, it was required because they switched game engines, but there's no point in tweaking the .001% of the game that's already done while 99.999% of it still needs to be worked on. Much of that tweaking could be done in 1.* updates.
Fast forward to now, with the 3.7 update, I decided to look back in. This would be the first time I actually played what was there, and I found that I'm actually having fun with it. Granted, there isn't a whole lot of "there" there, but looking back on the hours I've spent recently exploring caves, doing FPS mining, doing delivery runs, and the odd commodity trade run, it's reminded me of why I bought in in the first place. Sure, it's rough and janky at times, but it rekindles that original hope for the idea of the game. I'm still bummed by the glacier pace of development and wish they'd speed it up a little, but I remain hopeful. I definitely don't fall into the camp of disillusionment where I hope they fail like a lot of people have over the years.
Regarding Star Citizen, I've always been in love with the idea of the fundamentals that it promises-- that is to live and play in a universe where you can be planetside, board a ship in first person seamlessly, pilot said ship to another planet or station, get out, interact with the world again in first person and seamlessly, that just tickles just about every space game fancy I have. It lays a foundation from which the players can build a roleplaying experience that truly is vast in scope. The 500 lb gorilla in the room, obviously, is the flawed execution and the amount of time it's taking to make even the minimal progress.
Originally, I started with an Orion 300 package, and since added a Hornet fighter and a Freelancer. My reasoning at the time is that with these three ships, I could then engage in a variety of in-game moneymaking efforts from which I would be able to purchase more ships as I desired. I didn't get on the hype train every time a new ship was announced, as there are limits to which I will spend real life money on a promise. Certainly, as time went on, I felt pretty secure in my decision. Yes, I'd spent about $200 in all, which isn't an insignificant sum, but when all the hoopla of canceling and refunds fired up and Derek Smart entered the fray, I didn't feel quite so consumed by a need to throw in the towel. Certainly, I was getting a bit frustrated, and shortly after the hangar modules were released, I pretty much gave up on following the game's progress.
One thing that seemed to frustrate me most was this need to update stuff that was already done. Sure, in some instances, it was required because they switched game engines, but there's no point in tweaking the .001% of the game that's already done while 99.999% of it still needs to be worked on. Much of that tweaking could be done in 1.* updates.
Fast forward to now, with the 3.7 update, I decided to look back in. This would be the first time I actually played what was there, and I found that I'm actually having fun with it. Granted, there isn't a whole lot of "there" there, but looking back on the hours I've spent recently exploring caves, doing FPS mining, doing delivery runs, and the odd commodity trade run, it's reminded me of why I bought in in the first place. Sure, it's rough and janky at times, but it rekindles that original hope for the idea of the game. I'm still bummed by the glacier pace of development and wish they'd speed it up a little, but I remain hopeful. I definitely don't fall into the camp of disillusionment where I hope they fail like a lot of people have over the years.