Game Discussions Star Citizen Discussion Thread v12

Or perhaps those mr Negatives are in fact secret SC backers? :D
Can't help but see the angry obsessive "where are my interiors!" whiners as such.


I totally agree with you that everything depends on the core game engine and all the game engines out there have both advantages and disadvantages. And when it comes to space games, Cry Engine has more advantage when it comes to fps and Cobra Engine has more advantage in space simulator, myself have unfortunately not seen a core game engine that can handle both advantages at the same time, so what I know so far.

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Funny CIG achieved terrible fps gameplay. And the glimpses of FPS FDEV shown looks already ways ahead of CIG's.
Sure an engine can't excel in everything but an engine is a tool, and as such don't blame the tool if the user holding it sucks or is mismanaged.
 
I'll give my view about that Idris mission.
My main gripe is CiG painstakingly crafted that thing for maybe a year or two. For maybe 10 minutes of content. Where is that promised procedurally generated universe ? The way to go, and entertain millions of backers, would have been procedural generation for planets, AND missions. Instead we are condemned to see over and over again the same screenshots for the same handful of missions that are currently done (that bunker one, the 890 assault and now the Idris thing).
For a reminder, 100 systems were promised at launch, with proc gen everywhere, billions of NPCs populating the universe, giving an virtually infinite number of options for missions and such. Instead, everything is hand crafted to the last pixel, guess who's to blame again for that idiocy..
Then there's the timing and execution. Why again another hand crafted mission that certainly has taken a lot of resources and money to do, instead of concentrating on the core game engine, which is still entirely lacking important concepts such as networking, properly working physics (i would include doors and ladders in there), etc..
Why propose a mission that would require an huge org to complete properly, with multiple sized ships, when servers start to weaken above 15 players (who are not even in the same location !!) and are capped to 50 players ? What's the reasoning when they couldnt even release a base CryEngine game with the base physics it proposes, that would be ToW which has been now relegated to the bin of wasted development (and that bin is now kinda big) - as ToW itself was a "simple" fps shooter variant, without all the constraints of the PU ? So they couldnt even complete the baby steps (if we listened to the gospel, ToW was needed to test technologies for the PU..), now they are trying to run ?
So yeah beyond the lack of originality of said mission, which i do not care about (space trucking aint really original either, lets be honest), its existence is again a symptom of a deeper illness at CiG.
You are just ungrateful. It proves that Star Citisnt is coming along nicely and picking up the pace. Though I think refinery activity is a better candidate for that.
 
I would honestly like to see SQ42 released . . . with VR support included. See, that's the result of having been spoiled by ED. Pancake mode is simply no longer for me. Once you've flown any ED ship in VR mode, there's no going back.

I know that CRobberts once upon a time (long ago) mumbled about adding VR support, but even I know just enough about that to know that he was talking out of his rear exhaust port.
 
Some comments from recent Polygon article:
senote:
Isn’t Star Citizen that game that’s been in Beta/Alpha/Development so long Jesus was one of the original backers?

LittleRitzo:
I believe God actually booted Adam and Eve out of the Garden of Eden because they backed the Kickstarter despite him warning them it was a scam.

gigantor21:
So Chris Roberts is Satan, got it.



Sam'l:
Being a Star Citizen backer is an investment you can pass on to future generations. Think about the smile on your grandchild’s face when they read the patchnotes for the 2086 spring beta and think to themselves "looks neat, but I’ll wait until its done."
 
Can't help but see the angry obsessive "where are my interiors!" whiners as such.



Funny CIG achieved terrible fps gameplay. And the glimpses of FPS FDEV shown looks already ways ahead of CIG's.
Sure an engine can't excel in everything but an engine is a tool, and as such don't blame the tool if the user holding it sucks or is mismanaged.

I agree with you there, I myself was a fanboy from the start but got tired of looking at the man with the lamp and all the long interviews of employees who said how really good they were and those videos were quite long.
At that time I was a good self-taught modder on skyrim and saw how all the mistakes in the first hangar were made.
And then I started to get bored and started asking questions in their forums that constantly had drill explanations for everything and went so far that I almost became employed myself. but it feels like they hired many talented self-taught fanboys at the time.
 
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Sam'l:
Being a Star Citizen backer is an investment you can pass on to future generations. Think about the smile on your grandchild’s face when they read the patchnotes for the 2086 spring beta and think to themselves "looks neat, but I’ll wait until its done."

Technically speaking it isn't. Pretty sure the ToS don't allow for accounts to be transferred.
 
I would honestly like to see SQ42 released . . . with VR support included. See, that's the result of having been spoiled by ED. Pancake mode is simply no longer for me. Once you've flown any ED ship in VR mode, there's no going back.

I know that CRobberts once upon a time (long ago) mumbled about adding VR support, but even I know just enough about that to know that he was talking out of his rear exhaust port.
But I like pancakes! With blueberry jam.
 
@LittleAnt

When people post on a forum, they are automatically stamped by what they post, if you want to appear balanced you have to tread a very careful line in what you post.

Mole and to a slightly lesser extent Sovapid post a mixture of the Good, the Bad and the ugly, as a result when Mole says something is good I am inclined to believe him. Most other posters focus on the bad and the ugly, a few like yourself focus on the Good. It's great that you enjoy the game, but there are a lot of vets on here from back when the SC Kickstarter began, some like Asp have industry experience of networking, others have industry experience in related areas. Nine years analysis of what has gone on and a quick comparison between reality and the stretch goals is going to create a rather jaundiced perception in most. Since you come to the party late you don't carry that baggage which is great for you, but most other posters do.

By making the choice to only post the good it is no surprise it will be met with skepticism. The thread benefits greatly from your contributions so please continue.
 
@LittleAnt

....

By making the choice to only post the good it is no surprise it will be met with skepticism. The thread benefits greatly from your contributions so please continue.

True. And at the same time very disappointing you only cite sovapid and Mole for balanced posting here.
During the moments of severe draught with no Mr Nowak nor Little Ants around I took it on me to call out the haters here and entertain the lot with ridiculous claims of perversistence. I dwelled in the pipelines and lectured you about the purity of believer's hearts.

It's true, I may not be as good as Mr Nowak, but that was really a low blow.
 
And when it comes to space games, Cry Engine has more advantage when it comes to fps and Cobra Engine has more advantage in space simulator, myself have unfortunately not seen a core game engine that can handle both advantages at the same time, so what I know so far.
Being a dev myself, i know quite well what's CE about - also read quite a few articles from devs working on CE and other engines, who compared them. It's a set of tools indeed, but it's to be said that CE is a pile of poorly documented spaghetti code, with a lot of obscure parts that were patched together, that only some "magic Germans" know their way around. The reason is it was never intended to be a reusable engine to start with, that was a kind of technological demo back when it was made. Also it was made at a time when LAN parties were still a thing, MMO meant "Ultima Online" and WoW was just starting to appear. It's indeed made for FPS games on limited size maps, with artificial limitations (a ground level for example, or one direction only "gravity"). These limitations cost CiG tens of millions of dollars to try and overcome, and they still pay the price with countless issues.
When you make usage of a dev framework, you have to use it for its purpose, or use something else. Never try and twist the framework for your own usage or you'll run into unlimited issues (one bug smashed, two bugs spawn.. heard about that one ?). That's why i was highly critical of CiG choice of that engine back in 2012, and still am. We still see the limits of it: small maps mean a kind of clunky patchwork of "moving maps" that are joined through doors ramps and ladders, with the issues we all know about. Hard coded gravity means entirely stupid physics for a space game (and dont get me started on G effects for the pilot and strictly nothing for the person standing next to them) - and idiotic choices like ship floors that are not perpendicular to the thrust axis (The Expanse nailed that, by the way, if you wonder if anyone cared about it) and then the player character magically getting forced upright when setting foot on said ship. Which leads to really idiotic situations say if you land upside down and try to board the ship... And then unlimited issues with doors and such, where you have to "see" the other map through (issues with that..) or just cross them and then violate multiple hard coded sections of the physics engine, which itself would need a whole page to describe how wrong it is for a space game. And then issues with the polygon culling. And it was never meant for streaming assets (something that CP2077 does btw, that's how it fits that huge city in memory..) - CE was made at a time where the entire map with all assets (characters, objects, etc.) were to fit at once in memory and be able to address each other directly.
I could continue for quite a while, but i think that's enough to get the picture here: CiG are paying maybe 10 times the price of that engine in order to code all over it so they can fit their space MMO on top of it. It's still far from having a core engine that would allow them to develop these highly crafted missions and content as these will have to be redone entirely when the core engine is updated...
 
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