Star Citizen Thread v6

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John Pritchett isn't at CIG anymore.

Well known in industry not normal churn for game studio
 
That doesn't make much sense from a business point of view now does it? You don't stop people from giving you money if they are willing to.
How's this for bad business? While CIG take donations from backers, they cannot make a cent of profit. They also cannibalise the target audience (which is already small, because the space genre is so niche); pulling these people in too quickly means they are more likley to burn out and not give CIG long-term custom.

Star Citizen business model rely's on crowdfunding, continuous backing and income as allowed them to develop things that otherwise wouldn't be possible and I think that the majority of their backers understands and embraces that. There's only one chance in making this. This is it. CIG is a one company game and Star Citizen is Chris Roberts only child.
This is over-romantic :). It's a game. I enjoyed Wing Commander I and II, but I've enjoyed hundreds of games more.


Usually designers think about gameplay, engineers program ways to make them feasible, Artists model the assets, sound guys do their thing etc.

When making huge games these things are usually done at the same time because the company's have the human resources to do it, and refactoring is due, any game development studio as scrapped work for some reason or another, it's part of it. The core design documents and game developing intentions in early stages are always bound to change, with or without polished assets.

For instance (pun*intended), Diablo was supposed to be a turn based game in it's original design doc. World of Warcraft cities were refactored many times over until they finally settled their designs. Titan mmorpg was refactored into Overwatch, and this is from what is considered one of the best and most quality demanding studios in the industry.

Game Development Is indeed an ongoing process with what seems a lot of "wasted time and money" but that it's necessary and inevitable when developing ground breaking stuff.
The thing is that for SC, it is backer money that is being wasted. I've not seen SC do anything groundbreaking yet. They had a real chance to be true pioneers with VR, but ignored that chance.


I look at other games and their development to put things in perspective. For example, ESO took around 7 years to make. 7 years!
That was with an established studio funded by a private investor and a well known franchise with set lore and story arch's.
ESO is a cookie cutter fantasy mmo with a good effort into Storyline questing but that's about it in terms of gameplay.

Star Citizen, for me is a mmo with a much bigger scope and ambition and they are still doing Squadron 42 at the same time. This would be a monumental task to ANY top studio even more so for a company that 5 years ago only had a dozen of folks and no facilities to work on.
ESO has orders of magnitude more detail than SC, whether or not it's fun. In any case, how does your "much bigger scope and ambition" fit with the "minimum viable product" release plan for SC? Minimum viable; the least amount that they could get away with. ED released something like a minimum viable product nearly 3 years ago, but SC was aiming for an "everything at launch" release for a long time. Not any more.
 
I'd be very interested to know where they got all that from, don't remember seeing CIG saying anything of the sort.

I have a CR quote talking about how there'll be a server running a civilisation type simulation for NPCs and missions but nothing about resources & construction simulation.

It's shocking to me that folks are expecting this stuff, and use it to further lure in starry eyed gamers and kids.

That is part of the problem. CIG have spoken a lot about various things, about things they would like to do, maybe, possibly, and they have reams of documents with design stuff in them. I think fans could possibly read anything they wanted into a lot of it based off CRs comments. And rarely (if ever?) see CIG stepping on people's dreams and reining in the hype.
 
That is part of the problem. CIG have spoken a lot about various things, about things they would like to do, maybe, possibly, and they have reams of documents with design stuff in them. I think fans could possibly read anything they wanted into a lot of it based off CRs comments. And rarely (if ever?) see CIG stepping on people's dreams and reining in the hype.

I suppose that's true. There's a video from 2015 with high profile backers talking about air traffic control as an actual in-game activity, vectoring players onto their landing pads.
 
Wouldn't you say that applying that tech in a usable and playable massive online game to be a groundbreaking feature?

Planetside 1 had multiple viewports. It was using a heavily modified version of Granny3D. And Planetside 1 was a true MMO with up to 900 players in a single island and a single instance.

So what else can you come up with that makes SC "groundbreak" multiple viewports? If you answer that it's the first cryengine game to do this, then you may well be right. Compared to UE and the others out there, that's hardly impressive ground to break though.

And they have shown clearly why they need this tech, I think the gif's are self explanatory.

But what does it add to gameplay? Is it really needed to make that game? Would those resources maybe have been better spent on, I dunno, gameplay? Like mining, trading, bounty system, etc?
 
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Always wondered just what the hell he did all day for the past few years.



Oh really? When? Well, if so that answers that question.

THE John Pritchett???He was THE ONE who figured.......here bellow is the famous John Pritchett story.....

"MA: Oh this is a great story. So this happened roughly two years ago before we even launched Arena Commander. And we had our physics programmer John Pritchett, he flew out from Kansas, and we’re working with him trying to get Arena Commander 1 out. Everything was going … sort of working well, and then all of a sudden our ships just started acting weird: it would fly but it would go the wrong way and then you would just stop.

RV: So like our missiles sometimes?

MA: Worse. Actually our missiles were underwater but that’s another story. But yeah … and we’re trying to figure out what’s going on. And John Pritchett, he’s debugging, debugging this, and he spent like two or three days because we’re all still new at the engine, especially him, trying to figure out what’s going on with physics: is it the game code, is it the thrusters, is it the … whole big system?

RV: Yeah.

MA: And he finally figures out, he walks up to us and he goes, I still remember his face, “Our ships are underwater!” Everyone around just looks and goes “Can you repeat that?”

[slightly hysterical laugh]

“Our ships are under water!” And what happened is CryEngine by default, like if …

RV: Has water under everything. Under every single level in CryEngine has water.

MA: If you think of an xyz plane you have [indicating each axis] x and then maybe y and then z up and down. So if this table was the xy and z up and down, anything below 0 would be considered “water”. So any entity that went past 0,0,0 instantly got the water flag. So if you were flying up in here [above the table] but as soon as you go down here [below the table] you’re in water."

source:http://imperialnews.network/2016/05/10-for-the-developers-episode-11/
 
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THE John Pritchett???He was THE ONE who figured.......here bellow is the famous John Pritchett story.....

"MA: Oh this is a great story. So this happened roughly two years ago before we even launched Arena Commander. And we had our physics programmer John Pritchett, he flew out from Kansas, and we’re working with him trying to get Arena Commander 1 out. Everything was going … sort of working well, and then all of a sudden our ships just started acting weird: it would fly but it would go the wrong way and then you would just stop.

RV: So like our missiles sometimes?

MA: Worse. Actually our missiles were underwater but that’s another story. But yeah … and we’re trying to figure out what’s going on. And John Pritchett, he’s debugging, debugging this, and he spent like two or three days because we’re all still new at the engine, especially him, trying to figure out what’s going on with physics: is it the game code, is it the thrusters, is it the … whole big system?

RV: Yeah.

MA: And he finally figures out, he walks up to us and he goes, I still remember his face, “Our ships are underwater!” Everyone around just looks and goes “Can you repeat that?”

[slightly hysterical laugh]

“Our ships are under water!” And what happened is CryEngine by default, like if …

RV: Has water under everything. Under every single level in CryEngine has water.

MA: If you think of an xyz plane you have [indicating each axis] x and then maybe y and then z up and down. So if this table was the xy and z up and down, anything below 0 would be considered “water”. So any entity that went past 0,0,0 instantly got the water flag. So if you were flying up in here [above the table] but as soon as you go down here [below the table] you’re in water."

source:http://imperialnews.network/2016/05/10-for-the-developers-episode-11/

This is... but, erm...

A feature of Crysis that, well... erm...

Didn't know about... well, err...

(Sorry - I'm a bit lost for words right now).
 
When your plan requires to tighten screws and you decide to stick with a hammer as the tool for the job, it's no wonder that reshaping it in a screwdriver will require a lot more (hard, lenghty and useless) work than simply getting the right tool from the start.

When I first heard of SC and their intention to pull it off in CryEngine, I couldn't help but ask myself "but why?". A yet unanswered question that is standing the test of time.
 
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When I first heard of SC and their intention to pull it off in CryEngine, I couldn't help but ask myself "but why?". A yet unanswered question that is standing the test of time.

I think the reason CIG chose Cryengine is more or less self-evident from the way they have used it. It makes for nice screenshots. And nice screenshots are good for persuading the less-knowledgeable to part with dosh..
 
I guess Robert's played Prey recently and wanted that looking glass tech reeaaaal bad.

Also, edit:

I said that it was groundbreaking in the context of it's utilization in a MMO setting.

Sure sure sure... I'll believe that when it's in an MMO setting and not staged demos made to sell the story.
 
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Was having a chat on reddit with one of the fans there, and he explained how some of the mechanics are planned to work in relation to buying things.

Now, keep in mind, maybe they misunderstand something, and there is always the possibility (probability) that whatever is produced in the end is nothing like what is planned.

So, here is what i learned.

If you order a ship, it won't just magically appear. It will be constructed at a spaceport, and an NPC will deliver it to you. My first thought there is, that's griefers paradise. Go around blowing up ships before their owner even recieves them while being flown by a dumb NPC.

Ok, now, if you want a gun, it all depends if people have been doing the right stuff to ensure there are guns in stock, like creating components, fetching stuff, and delivering. Apparently NPCs will also partake in this activity. So, my thought here is, you go to buy a weapon for your ship, but nope, none there. Nobody has been doing the right missions, or they have all sold out, or the NPCs haven't kept up with demand.

From sounds of it, they want to do something like EvE, but even more so, because NPCs will do the same as players.

The person i was speaking to scoffed at the idea of magic inventories whereby there is always stuff in stock. To my mind, unless they can really ensure and motivate players to ensure there is always stuff if stock, there is going to be a whole lot of complaints about stuff not being in stock and having to go do missions and deliveries until you can generate the item for yourself.

We've all seen the complaints about the grind of Engineers in ED. But at least you can always buy the weapons you want (ok, with some shopping around, but hey, eddb.io takes care of that).

Imagine the same, but you can't even buy the weapon you want without a grind!

Is this another case of CIG focusing too much on the rule of cool? Or maybe they misunderstand something about how it is planned to work.... but if not, there is the question as to whether CIG can even do this. Seems like a hell of a lot of coding for questionable results.

As far as I under standard the Planned Economic Simulation for Star Citizen any and all commodities need to be track as all inventory items will need to be made by the in game economy

For an Aurora to be in stock at a vendor
There will have been shipped there from the Industrial node that produced it
That industrial node will have needed the inputs of the Metals and Polymers and Ceramics that go into the space frame, as well as each of the Components the ship has.
A Pop node will need to provide labour to the Industrial node, and itself will have needs of food water O2 consumer goods and entertainment.
The components will themselves need to be manufactured at a different industrial node and need labour and raw materials and possiblely other manufatured compnents.
The raw materials at all steps steps will come from refineries, which will need labour and minerals from mining nodes and player mining



If the Mining nodes do not get the needed input, no minerals are mined, so the refineries stop producing metals, and ceramics and polymers when then stop the production of manufactured components, which then stop final goods being produced.
And all nodes will need Pops with their own needs to be fulfilled in order to work the other nodes.

They said they have a tool to work out the value of the of an item based on the inputs needed so maybe the system will allow import from further afield costing more so long as it still profits?

So we have the full production tree like a bigger game of Victoria 2

The supply line can be disrupted at any point, but on the flip side disruption can be a boon for the player at any point.

Whilst pirates robbing all the mineral shipments to the refinery means you new ship cant be built on time as there is a shortage of Titanium as no Rutile is getting through, if you had a ship and a route to a system over the way that had a surplus of titanium then you can be making a killing.

The mission system should be hooked into it as well so the Mining node will be issuing bounty hunting missions and the Refinery Rulte wanted missions and Manufactury & industrial nodes titanium wanted missions etc etc
 
That's a ludicrous theory considering that CIG has in their rank some of the senior engineers who built CryEngine from scratch about 15 years ago.

No, it's an empirical theory based on the current state of the game which, let's be clear, is 2.6.3, not an ATV make-believe demo of 3.0. I've yet to see anything in players' hands that puts the "magic" in "magic germans" after 5 years, and anything that isn't in the hands of players deserves the utmost skepticism, given CIG's well-established history of fabricating demos purely for marketing purposes.
And the fact that they're working with an engine which started development 15 years ago (the engineer in that video even states there are parts of the engine which are very old) - which to put it in perspective pre-dates the release of Freelancer - regardless of whether they have they guy who originally wrote it, is a large part of the problem.
It's arguable whether wrestling CryEngine into supporting SC's features is easier or harder than starting from a clean slate (and if it's harder, that's not a cause for admiration, that just means it was the wrong choice), but ultimately they've so far delivered nothing which makes me believe they are able to pull it off either way.

Wouldn't you say that applying that tech in a usable and playable massive online game to be a groundbreaking feature? That's what I meant. And they have shown clearly why they need this tech, I think the gif's are self explanatory.

No, because the multiplayer aspect has nothing whatsoever to do with it, I don't know why you keep repeating that. It's trivial to do that stuff in Unreal Engine for example, so if you made an MMO on unreal, you'd have that technology in an MMO. The only groundbreaking thing about CIG's implementation is how long they've been working on it. And as others have pointed out, CIG hasn't even delivered it in a "usable and playable MMO" yet, so it's a moot point and they're still behind the curve, not ahead of it.
 
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As far as I under standard the Planned Economic Simulation for Star Citizen any and all commodities need to be track as all inventory items will need to be made by the in game economy

For an Aurora to be in stock at a vendor
There will have been shipped there from the Industrial node that produced it
That industrial node will have needed the inputs of the Metals and Polymers and Ceramics that go into the space frame, as well as each of the Components the ship has.
A Pop node will need to provide labour to the Industrial node, and itself will have needs of food water O2 consumer goods and entertainment.
The components will themselves need to be manufactured at a different industrial node and need labour and raw materials and possiblely other manufatured compnents.
The raw materials at all steps steps will come from refineries, which will need labour and minerals from mining nodes and player mining



If the Mining nodes do not get the needed input, no minerals are mined, so the refineries stop producing metals, and ceramics and polymers when then stop the production of manufactured components, which then stop final goods being produced.
And all nodes will need Pops with their own needs to be fulfilled in order to work the other nodes.

They said they have a tool to work out the value of the of an item based on the inputs needed so maybe the system will allow import from further afield costing more so long as it still profits?

So we have the full production tree like a bigger game of Victoria 2

The supply line can be disrupted at any point, but on the flip side disruption can be a boon for the player at any point.

Whilst pirates robbing all the mineral shipments to the refinery means you new ship cant be built on time as there is a shortage of Titanium as no Rutile is getting through, if you had a ship and a route to a system over the way that had a surplus of titanium then you can be making a killing.

The mission system should be hooked into it as well so the Mining node will be issuing bounty hunting missions and the Refinery Rulte wanted missions and Manufactury & industrial nodes titanium wanted missions etc etc

That sounds like what the guy i was talking to was saying, although he didn't give quite the same level of detail.

Oh my, if that comes to pass its going to be interesting to see how it works in reality. That's a hell of a lot of balancing of stuff required, plus expected user actions, just to make sure goods get to market.
 
Dear Idris Insurance Claimant, we value your custom. Your build is in a queue, currently number 17. Due to materials shortages, we expect to get to you in 5 months, please hold!
 
As far as I under standard the Planned Economic Simulation for Star Citizen any and all commodities need to be track as all inventory items will need to be made by the in game economy

For an Aurora to be in stock at a vendor
There will have been shipped there from the Industrial node that produced it
That industrial node will have needed the inputs of the Metals and Polymers and Ceramics that go into the space frame, as well as each of the Components the ship has.
A Pop node will need to provide labour to the Industrial node, and itself will have needs of food water O2 consumer goods and entertainment.
The components will themselves need to be manufactured at a different industrial node and need labour and raw materials and possiblely other manufatured compnents.
The raw materials at all steps steps will come from refineries, which will need labour and minerals from mining nodes and player mining

If the Mining nodes do not get the needed input, no minerals are mined, so the refineries stop producing metals, and ceramics and polymers when then stop the production of manufactured components, which then stop final goods being produced.
And all nodes will need Pops with their own needs to be fulfilled in order to work the other nodes.

Whilst pirates robbing all the mineral shipments to the refinery means you new ship cant be built on time as there is a shortage of Titanium as no Rutile is getting through, if you had a ship and a route to a system over the way that had a surplus of titanium then you can be making a killing.

The mission system should be hooked into it as well so the Mining node will be issuing bounty hunting missions and the Refinery Rulte wanted missions and Manufactury & industrial nodes titanium wanted missions etc etc

i really hope this is how it all pans out and imo is how it should have been in ED (indeed iirc that IS the way things were going in elite back in the day - ie in beta, but FD dumbed it down due to a few people complaining........ :( )

the 1 small print i would add however, imagine my massive and rare ship was destroyed and i was looking at a 3 weekish construction time imo the option should be there to allow me to earn reputation points to jump the queue.

ie if at the factory where they are built i commit to supplying the materials needed, then i should be allowed to jump the queue, that way I can be proactive about getting my ship back.

TBH it is the kind of thing i expected in elite - actual living shipyards in the game with the features of the above. Sadly for me it seems enough of the playerbase dont want stuff like that as it is considered a "grind" to stop instantly getting their ship back, and FD do not seem to have the stomach to upset them......

Its a shame really, with ED, on the surface of it, DBs kickstarter / DDF "vision" does not seem all that outlandish (just talking about the space part of the game and ignoring the latter DLCs for now), however i doubt it will ever happen now, partly due to the "new" player base not wanting it.
OTOH I suspect CRs vision of SC IS so outlandish that I fear they may have over stretched and it may (i hope not) ultimately end up being a shallow MVP when it finally launches.

between the 2 of them, I think its possible we STILL wont have the space game many were hoping for...... maybe X4 can deliver? but i find the X games a bit too fiddly for my tastes.
 
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Dear Idris Insurance Claimant, we value your custom. Your build is in a queue, currently number 17. Due to materials shortages, we expect to get to you in 5 months, please hold!

Well, listening to how goods will become available, ships being delivered, cargo being loaded slowly, etc, one starts to wonder if the main thing people will be doing in SC will be sitting around waiting for things to happen. Hmm... well, suppose you can always go sit in the bar and wait for the barman to mix you a drink :p

Maybe it should be called Delay Citizen... it works on so many levels! :D
 
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