Star Citizen Thread v6

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By the way, am i the only one who doesn't want a webcam looking at my face while i'm playing a game?

And just to put my tinfoil hat on for a moment, but what's the chances of CIG gathering all this facial data and selling it onto a third party....
Then turn it off. What could they really do with some tracking data for someones face? Remember that all it really sees are some data points, not your actual face. This couldn't even be used for some biometric based identity theft.

The far greater concern is that CIG actually think this is something they should be concentrating on. "Sure, we don't have any trading, economy, mining, piracy, missions, salvage or any of that simple stuff going on. But if you wink at your character your in-game avatar will do attempt to do the same thing. And all for the low, low price of $199!"
 
Then turn it off. What could they really do with some tracking data for someones face? Remember that all it really sees are some data points, not your actual face. This couldn't even be used for some biometric based identity theft.

The far greater concern is that CIG actually think this is something they should be concentrating on. "Sure, we don't have any trading, economy, mining, piracy, missions, salvage or any of that simple stuff going on. But if you wink at your character your in-game avatar will do attempt to do the same thing. And all for the low, low price of $199!"

And they're trying to sell on an "enhanced" RSI branded Webcam LOL!! Claiming it will be more accurate than other ones out there... sure sure. I'm sold! I'll also buy an Idris while im at the store!
 
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And they're trying to sell on an "enhanced" RSI branded Webcam LOL!! Claiming it will be more accurate than other ones out there... sure sure. I'm sold! I'll also buy an Idris while im at the store!

At least you get to fly the Idris. If you buy an RSI webcam, you're enhancing the gaming experience for everyone except yourself: you don't normally get to see your own face when playing.
 
By the way, am i the only one who doesn't want a webcam looking at my face while i'm playing a game?
I once was a day one backer of the original Kickstarter pitch and I have zero interest in this "technology". This fad was clearly made for resonating with people with no actual interest in playing video games (game journalists).

And just to put my tinfoil hat on for a moment, but what's the chances of CIG gathering all this facial data and selling it onto a third party....
Also I have zero interest in buying a RSI-branded webcam, as my current PC (a ThinkPad) already has one built-in. Whatever - it's integrated GPU can't run Star Citizen anyway. :D
 
As for "don't show the loading screen" I think it was more of a "trying to keep it a movie experience" than concealing something. They might as well use a second monitor for all "shady" stuff if they wanted to. I think it was simply ruining the show for him.

I think you a spot on there, a loading screen is simply not consistent with the "Seemlees Cinemaic Gaming Experience" that is the vision.

Though the rest set at the end for the "gloves off" battle only reinforced the feeling it was a seriies of vignettes deisgned to caputre the essences of the vision.
 
Use the laptop as a pheripherial!!! ;-)
Peripheral for what? My previous PC was supposed to run Star Citizen 1.0 (gold release) during its life-cycle. The current PC won't run it. I got a refund in 2015, when my last desktop PC reached its EOL.

That's the joke with delaying a game half a decade: Your customers might have moved on already.
 
A few years back there were arguments about whether SC's or Elite's development methodology was best: whether to build everything together, or build chunks, complete them, and then move on. It's hard to disagree that FD's approach is best. They've had a playable game (with its faults) in players' hands for nearly three years, as opposed to an incomplete tech demo..

I don't believe that SC is being built as a complete unit of "game" developed in synchronisation. It's quite clearly being built in feature chunks with some iteration over old features. In that respect they probably aren't massively different approaches as people like to think.

The fact is CIG aren't able to deliver a chunk of game-play due to technical challenges around scalability and networking. Frontier's approach was to get critical paths working first in 2014: flight model (Alpha 1) networking (Alpha 2) travel/trade (Alpha 3) ..etc

CIG's approach was to focus on assets + demos because it brought in the cash. They lost sight of the original plan to refine and expand Arena commander and subsequent modules, they haven't proved they can scale the content or transition players through instances. The individual modules don't connect up and feel out of date.

Even Chris Roberts doesn't see a release build like he originally claimed. He talks about the game as if it's out there. The developers talk about a day when the game is some sort of MVP condition (5 systems or whatever) so they can drive new players on. I don't know how they plan to do that - Steam green light or something?
 
Call me Mr. Cynical but - whilst the devs doing last night's demonstration could fly the Idris - I'd wager that it'll be an awfully long time before any regular backers will be able to...

:D

and if that's the experience I tihnk I will pass; man, it was terrible!
 
I just thought the two different players had different flight suits and thus different filters on the helmet, so going from the Greeny filter to the Yellow filter was when the camera swtiched between players, unless there is a clock I cannot see

Shadows remian constant

That's the most likely explanation.
 
Well after a good nights sleep I came up with a few more impressions.

While the surface and base visuals looked indeed very good it seems like CiGs efforts go completely into space legs even tho this is supposed to be a space simulator focusing on ships with space legs enabling you to immerse yourself further into the game world. Now space legs seem to be the primary focus with flight mechanics and ships being the ugly unloved stepchild (but prepared to look nice to visitors). Flight model is as bad as ever, they obviously made no progress at all in this regard making me believe that they either gave up on that part or simply didnt have the manpower to continue working on it because their 400+ crew is used on fluff and demo stuff instead of working on the meaty pieces. In regards to the SPACE PART ED already looks far better then Star Citizen and I dont believe that CiG will catch up anymore. As CRoberts said, their optimal release date was in the past and it all has become more then stale by now.

I dont believe we saw any kind of AI during the demonstration. First we cannot confirm it ourselves and have to take Chris's word for it (lol....yeah). There were a lot of NPCs sure but they were either stationary or moving on rails. I noticed that the players always made way for them and not the other way around. Apart from facing their direction (which might be a hardcoded feature) no NPC acknowledged the players presense. When that technician walked to the console then started repairs he did it because he was scripted to do so not because he had a schedule to work on. I have no doubt that if you blocked the NPCs path it would be stuck in place instead of sidestepping the obstacle but I rather think the NPC would "move" the player avatar instead. All NPCs were walking on the exact same path. Nope....no AI whatsoever.

While the surrounding world looks very nice (not yaw-dropping, sorry CiG that train is gone, its "nice" only compared to what other games produce) the interaction with it is horrible. Ships yank and bounce around, handle like snowflakes in the wind and only look good when stationary. As soon as you have moving objects the illusion of grandeur goes to hell. That counts for player avatars as much as for vehicles and ships. And I cant really give CiG props for the station because its very possible they spent 8+ months on building it by hand and then it would only be a "mediocre" result really.

I was hit by the same thought then some others here have brought up. CiG should ve showed a pre-rendered clip instead of going through the presentation with a live feed. Of course the PURPOSE of that decision was to showcase that the world is integrated and playable and that they are very far along in development. Instead they leave me with the impression that hardly anything works. Things have to be done in a specific order and sequence else it wont work (confirmed by the male actor) which negates the "open world" statement meaning what we saw is not a snippet of the game but a specifically tailored Gamescon demo which currently doesnt exist in a playable form. I dont believe we will see this anytime soon on the PU.

They improved the avatar models a lot as well as introducing cloth modules. The whole system for putting on clothes is far from optimized (yeah alpha I know, not a big issue but its worth mentioning). I wonder why they felt they needed to improve the avatars in such a way? I dont believe for a second that this is an improvement that happened "on the side". This has to be the result of some serious effort while all hands "should be" busy working on the base game and mechanics. Instead this demonstration gave me yet another insight into Chris Roberts priorities and I know its not making the game folks. Neither the NPCs nor the player avatars were female and this after considerable effort went into creating them and progress has been reported on this subject, yet....non-existent which is telling. I dont buy the lame-bum excuse for "wanting to try something different" for one second. Nobody asked for "better" avatar models, nobody asked for the face recognition.

In order to show progress they could demonstrate an improved flight model and flight physics. Watching a dogfight with believable ship behavior would be as much if not more impressive then what they did show. While they are critical and essential to the game CR instead opted to focus and show unnecessary fluff stuff leading me to the conclusion that CiG cannot create and integrate a good flight model and physics else they would ve done so by now. After all its one of their priorities or should be. If all we see is FPS stuff with horrible vehicle combat and mechanics its probably because they are using an FPS engine which does one of these things well and the other only adequately. And even "well" doesnt cut it anymore today. And regarding the FPS stuff NPCs and player avatars look nice while standing still (well NPCs can move too after all they are on rails) but player animation is strapped on at best which shows whenever the player makes a sidestep while going forward. Leg movement is not connected to the ground and doesnt fit the dislocation (full leg movement for inching to the side) resulting in an unnatural impression. Immersion goes out the window.

Once outside the handcrafted station things became very bland and very ugly fast. The moons surface from orbit looked nice but of course it would be too small to generate gravity or hold an atmosphere under correct physics so we can determine that Star Citizen isnt using any. The jump only showcased that its NOT a seamless world but levels they jump into and the third players game crashed when trying to load the new location. Also a complete fail regarding persistence which CRoberts touted and promoted only minutes before it happened and demonstrated that he lied on stage again. The third player was just an addition to the mission and not really needed because the mission was held by another player. So all it would take in a working environment as promoted by CR would be for the third player to load back in. Instead they had to repeat everything in every little detail. Because its not working as described. Instead the description given is how CR envisions it to work. This probably counts for the rest of Star Citizen as well. Which would fit the "impossible" bill nicely.

The landing on the new moon was horrible but yeah, terrible flight model and physics will do that to your game. Lemme run you through the mission given in basic form.

walk to the mission giver then exit the station
make a jump to new location (pretty much directly, no going through the "open game world")
land near the crash site (not directly there nor further away)
short buggy trip showcasing the subpar surface textures and the absolutely disappointing PG tech to the wreckage
wreckage is obviously placed and handcrafted, doesnt resemble any ship I would recognize nor does the interior match any ship I know
go in, pick up a box get out
Going back to the ship by buggy instead of being picked up by the ship
Opposition "spawns" in with no radar warning they are "just there"
Kill them with handguns even tho you have heavy weaponry available (buggy and ships turrets)

Does this really hit you like a "good and enjoyable" mission to run? Where is the complexity. Where is the surprise factor, where is anything that would make me go "whoa"? instead they show a run-of-the-mill mission and its boring gameplay.....really? Is this the best script CRoberts can come up with? How bland and boring will the campaign be? Really the future looks grim for Star Citizen.


I laughed out loud when the ship got destroyed after a few hits, this is supposed to be a "big" ship already? But this brings me directly to the next issue. Damage models. The buggy showed loaded damage models. You never saw how damage was inflicted, it was simply there on the next exterior footage. We had really awesome explosions showcased in editor and ATVs years ago(?) yet none of these things made it into this demonstration. Big ball of light and vehicles as well as ships disassemble like legos upon destruction. So explosions we saw back then are either an illusion or too complex to integrate. Both explanations dont really calm me when it comes to this project.

Same as a bad movies script will offer no surprises and fails to hide an obvious outcome from the start this demonstration gave me a LOL moment when the Idriss appeared. The only "surprise" I had was that it was only an Idriss and not a Bengal carrier. Obviously the Idriss "spawned in" instead of approaching the moon and it looked "okay" when it hung there in higher altitude but became more and more ugly the closer it came. Seriously....one of the ugliest ships I saw so far in Star Citizen. Its a little strange that such a massive ship would have such "high heels" (landing gear) making it rest like a mile above the surface. Was the Idriss even supposed to be landable? Many capital ships are built and operate in space only because they cannot handle gravity after a certain size. Never mind. Of course this requires a ramp that seems to make up for 30% of the ships size and is absolutely MASSIVE compared to the rest of the ship giving it a comical appearance and no feeling of grandeur whatsoever. If I would ve paid 2500 dollars for this piece of junk I would melt it or go for a refund now.

BTW, CRoberts comment about the Gladius being "from the Idriss of course" I dont believe for a second. The interior didnt strike me as big instead I was wondering how a Gladius would fit in there never mention starting and landing on that thing, the openings were tiny. The landing fields atmospherics shield was a nice touch tho. Going to the captain doesnt show the ships massive interior, its a small flight deck (not very high either regarding the lift sequence) then going through a corridor directly to the bridge was was again tiny for a ship that size. I dont have the Idriss's specs nor do I feel like looking them up but do whatever we saw match the supposed scale of this thing?

Yesterday I was a little torn about the presentation. Lots of cringe moment and obvious flaws countered by eye candy and at least something like a game loop. Today after I had the time to go through my impressions again and think about what everything means I come up with the conclusion that 2017 was as bad as 2016 because both presentations are probably non-existent as of now (2016 never was, 2017 I dont believe exists but we ll see) and even tho polished with an insane effort trying to show off progression and successfull development leave me with the impression that they didnt have any break-throughs of any kind and if THIS is what we have after 5 years and 150+ million dollars I ll never go to see the finished and released Star Citizen (and I m past 40). Instead the previously shown in-editor footage about supposed "raw" ideas and first attempts looked far better and more developed then what I witnessed yesterday.

edit: of course CRoberts remark of "oh this isnt 3.0 this is 3.1 and beyond" at the end leaves me with my mouth wide open and tempts me to use language not fit for children or this forum
 
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They didn't want the loading screen shown on the big screen or transmission because of all the "no loading screens" pre-hype they had their minions doing around the forums.

If you watch the stream you can see it clearly, the default SC loading screen.

Thanks for posting the transcripts Rolan! Derek actually has a transcript from the GameStar interview on his blog. It's very insightful because it has all of Chris's words in it that other sources left out.
 
I m posting this seperatly in case the mods judge it to be off-topic which would delete the whole post (I would go suicidal if that wall of text above would get deleted because of 1 line)

So when the game crashes and forces a re-run of the observed gameplay loop THIS is what I had in mind and its spot-on if I m allowed to say :D

[video=youtube;lbJ51AJuR7E]https://www.youtube.com/watch?v=lbJ51AJuR7E[/video]
 
Shadows remian constant

I'm going to look for some positive too.

For me even if SC does go South (and it will ) I do think there's something in the face recognition system. CR will probably make a lot of money with a webcam optimised for VOIP (was it?) which doesn't cheer me up especially as I'm definitely not a personal fan but I can imagine that technology becoming ubiquitous in time and he's in early. For me, especially if there's data gathering to teach a neural net a good eyebrow shape for a given mouth shape, for translation to your VR experience there's some value for the world at large. Or putting it this way, wouldn't mind that kind of capability in ED if the time ever comes, because while webcam puppeteering's not a brand new technology, it is unusual in games and a step towards seamless interaction, so surely on cutting the edge. And I think cutting the edge does count for something.

The mission gameplay we saw, the physics, the character animations? Horrible. Really, really bad even discounting bugs but I do think we've just seen the future in respect of face mapping, especially because even the special hardware, is going to be way cheaper than VR kit.
 
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