How long did The Witcher 3 take to make?
In people years or in star citizen years ?.
How long did The Witcher 3 take to make?
In people years or in star citizen years ?.
How long did The Witcher 3 take to make?
Nope, just a mop.All that fidelity and there's no animation for a commando pushing a crate?
Well, doesnt look bad to me. Not sure what I am missing?
According to Wikipedia 3.5 years at a cost of $81 million USD (Yes, I hate using them as a source too, but the source links go to reputable sites)How long did The Witcher 3 take to make?
Though planned to commence production in 2008, CD Projekt RED's preoccupation with Rise of the White Wolf pushed it back to 2011.[34] The company developed The Witcher 3: Wild Hunt with a self-funded budget of zł306 million (US$81 million) over the course of three and a half years. The project started with 150 employees, eventually amassing to over 250 in-house staff. 1,500 people were also involved in the game's production globally. It was localised in 15 languages using a total of 500 voice actors.
Well, doesnt look bad to me. Not sure what I am missing?
Seems a funny thing to post that is all, carrying a crate is hardly an achievement.
imagine, someone put some crates of very valuable gems on a starfarer, those gems would be 'buried' behind hundreds or thousands of junks and worthless cargo..., questions :
1. exhibit A, can you imagine having to unload all the junk first before selling the gems in a port? because you know, due to much fidelitious, you need to deliver that gem crates to the trader kiosk if you want to sell it.
2. exhibit B, can you imagine a pirate having to unload all those junks first before pirating the gems? because of the exact same reason as above, pirate would literally need to get their hand on their specific target crates.
be honest does anyone think that's fun? much fidelitious fun? or just nonsense insane game design?
does anyone believe there's a game AI that can handle such fidelity? how do you imagine NPC pirates would be in such game?
They can't deliver the hype, only the hype for the sake of the hype. When ED at some point get legs attached to our avatar there is not much more in SC to make you buy that game. Unless they make a SP story driven game, as this is not something we get in ED, and it's not on the list as far as I know.
I don't thing so but the general argument is that there will be parity to the original plan.
If it is 5 to 10 systems , I wonder which sections of the star map will be the "live release" part.
Will it be a line from Stanton to Earth and Terran, then a line to Xi'an Banu and Vanduul space, or will we only see the Human-Vanduul board regions, with the core regions of Earth and Terra, as well as the other Alien systems coming later.
Once it does I ll make a proper translation if this is still an ongoing point by then or maybe just to point out any possible differences.
So if the announcement that they're dropping 90-95% of the games content has been received as no content dropped it'll just be a denser game than it already is.
If I were a cynic, I'd suggest that this new buggy is "incompatible" with all existing (or announced) ships but that there's nothing to worry about as CIG will undoubtedly - and generously - stage more concept sales in the near future, giving people the opportunity of purchasing a ship capable of transporting the buggy in style. If I were a cynic...
Could do with seeing more than 10 seconds worth to be honest. ...
I think that's a refreshing and ambitious take on a mechanic that usually is made to be very simplistic.
Having physical cargo that you can rearrange at your liking and that affects your ship behavior is an interesting take, specially considering that the ships will have dynamic dampers to react to different weights and that planets and moons will have different gravity.
If he was the first person to play a 3.0 build, what did the German reporter play?
Nope, you clearly never played space sim or similar games before.
Even euro or space truck sim players and flight simmers would loathe having to deal with such cargo system, especially when it add so many wasted precious play time they would otherwise spend on actual 'flying'.
And you clearly don't even consider the inevitable repetitive nature of of MMO games, suppose you need to add 1 hour play time wasted from loading and unloading crates for every cargo haul mission and that you need to do such mission 100x to get enough profits to buy better ship, that's 100 hours of gameplay time completely wasted as dock labor.
And there's the MMO and AI problem
Every single crate has to be tracked down to it's precise location inside the ships, otherwise the AI wouldn't work, otherwise the MMO wouldn't work.
And that is a waste of computing resources, and a complete disaster waiting to happen due to how internet works.
Landing pad dampener? Flight dims has been doing that for decades! Not to mention ED also have it.
And speaking about gravity, do they also implement max take off weight?