The Star Citizen Thread v5

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From the PC Gamer interview:

'Well the tech is always moving along, which is why it's difficult to create the PU. We create it in one form of tech then this amazing new form of tech comes along.'

I don't know what to say....

Year six and they haven't yet decided on a platform to build the PU in?

Get Refund [tm]

Nothing else to say really. Even I as amateur coder can say this is approach guaranteed to sink money with no delivery. That's how Duke Nukem Forever got...."made".
 
No, please no Mom... Don't want to leave home, coz I'm a homing missile!
[video=youtube_share;SekjIE8uqPM]https://youtu.be/SekjIE8uqPM[/video]


Mobiglass is sharper than any glass ever made, cuts your head off instantly:
[video=youtube_share;RxdIURkSJcE]https://youtu.be/RxdIURkSJcE[/video]
 
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Info from the PCGamer Weekender Pt2

I don't know the answer in terms of the economy. If you have the Super Hornet when we have the 2019 Super Hornet then you might be able to upgrade all the way through with your LTI and everything. Don't hold me to that, but it'll be like upgrading your BMW.

Wait what? So they the jpgs do not include any updates they make down the line. If you bought a jpg and they refractor-blah it you need to pay for the update?
 
Wait what? So they the jpgs do not include any updates they make down the line. If you bought a jpg and they refractor-blah it you need to pay for the update?

I bet they won't have scruples reminding everyone we didn't buy/preorder ships but donated money for funding a development.
 
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Replace the word 'cycling' with 'Chris Roberts' or 'Star Citizen' and I bet you could find a post which basically paraphrased that statement on the game forum or reddit inside 30 seconds. It's only a shame Lance didn't say 'You just don't understand professional cycling' to complete the bingo card.

I was walking around with a smile on my face for weeks when he finally got popped. I read the full USADA report and giggled all the way through it and when he went on Oprah I downloaded it and sat here with a bottle of Bollinger laughing like a toddler all the way through it, not least because I was thinking about all of those people who believed in miracles and spent well over ten years slaughtering people online, in the print and visual media on the back of their crank delusions.

So yeah. If you're reading this, have a lot of money in Star Citizen and are spending your time shilling for it in the face of all logic and sense I truly hope that you get the game you're anticipating and if you do, I will welcome you with open arms when you come to rub my face in it.

But if you don't, make sure you remember that I'm laughing at you. Probably with a nice bottle of Bolly.

Interesting take, I've been following the story for years (as I like a bit of cycling but don't do it as much as I should) although I would say that the entire pro cycling industry had a problem, it just happened that Armstrong was the most flagrant of them. What's also relevant is that the US Govt is suing Armstrong & etc, and the challenge against this case was turned down last week so it will be going ahead. As Armstrong was racing for a team sponsored by the govt (US Postal) and he was doping during this time they see this as problematic.

What also seems similar to what's going on is that there are a number of fairly well-known kickstarters that, basically, promise stuff that breaks the laws of physics. A lot of the language that they use is the same to what CIG does.

Ultimately what concerns me is that $140m and where it came from...
 
From the PC Gamer interview:

'Well the tech is always moving along, which is why it's difficult to create the PU. We create it in one form of tech then this amazing new form of tech comes along.'

I don't know what to say....

Year six and they haven't yet decided on a platform to build the PU in?

*Ahem* That sentence you highlighted is a very important one.

As you already mention, it seems as if the guys actually working on Star Citizen haven't a *clue* about what platform they are to build the PU on as we enter the sixth year of development.

However,, what I'll point out is that the line you focused on wouldn't have looked out of place being uttered by the developers 3D Realms as Duke Nukem Forever's development stretched into near-infinity. In fact take a look at this excerpt from the Wiki article about the torturous struggles that 3D Realms had trying to make DNF...

Soon after the release of the Quake II engine, Epic Games had unveiled its own Unreal Engine. The Unreal Engine was more realistic than Quake II and was better suited to producing open spaces—3D Realms had been struggling to render the Nevada desert. Soon after E3, a programmer suggested that they make the switch. After discussions, the developers unanimously agreed to the change, which would mean scrapping much of their work so far,[11] including significant changes 3D Realms had made to the Quake Engine.[14] In June 1998, 14 months after the Quake II announcement, 3D Realms made the switch announcement. Broussard said that the game would not be "significantly delayed" by the switch, but that the project would be back to where it was at E3 "within a month to six weeks". Broussard also said that no content seen in the E3 trailer would be lost.[15] Chris Hargrove, one of the game's programmers at the time, confided that the change amounted to a complete reboot of the project.[11]

By the end of 1999, Duke Nukem Forever had missed several release dates and was largely unfinished; half the game's weapons remained concepts.[11] Broussard shot back at criticisms of the game's lengthy development time as the price paid for developing complex modern games: A significant factor contributing to the game's protracted development was that Broussard was continually looking to add new elements to the game. A running joke at 3D Realms was to stop Broussard from seeing a new video game, as he would want to include portions of it in Duke Nukem Forever. Later that year, Broussard decided to upgrade to a new version of the Unreal engine that was designed for multiplayer matches. Former employees recalled that Broussard did not have a plan for what the finished game would look like.[11] At the same time, GT Interactive was facing higher-than-expected losses and hired Bear Stearns to look into selling the company or merging it.[16] Later that year, Infogrames Entertainment announced it was purchasing a controlling interest in GT Interactive.[17] The publishing rights for Duke Nukem Forever passed to Gathering of Developers in early December 2000.[18]
 
*Ahem* That sentence you highlighted is a very important one.

As you already mention, it seems as if the guys actually working on Star Citizen haven't a *clue* about what platform they are to build the PU on as we enter the sixth year of development.

However,, what I'll point out is that the line you focused on wouldn't have looked out of place being uttered by the developers 3D Realms as Duke Nukem Forever's development stretched into near-infinity. In fact take a look at this excerpt from the Wiki article about the torturous struggles that 3D Realms had trying to make DNF...

Which in turn- is also what happened with Daikatana. As I said before. :p
Yeah, I'm cranky- you should see the kind of day I had, I'm IT. *sigh* Sorry everyone.
 
SA forum regular AP, always entertains when he posts the "Issue Council" bug reports, often with an example video or two of Star Citizen g the heck out in ever more hilarious ways. They are also very informative because despite numerous patches by CIG, there are comments left by players describing bugs that have persisted since pretty much the beginning of the Hangar module and Arena Commander coming (sorta) online.

This comment though is notable (for me at least) because I have an inkling that the opinion expressed by this particular Star Citizen is being replicated by many, many more who aren't voicing their true feelings about the (non) progression of development.

The thing expected after spent all that time grinding and earning money, buying armors and clothes.... WAS to that progress would remain, after every patch.Cause now I wont play more until 3.0 or even Alpha, cause I am bored and don't have time to do everything again after each patch.In fact that problem looks like a reset in character every time a patch is installed
 
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This comment though is notable (for me at least) because I have an inkling that the opinion expressed by this particular Star Citizen is being replicated by many, many more who aren't voicing their true feelings about the (non) progression of development.

The thing expected after spent all that time grinding and earning money, buying armors and clothes.... WAS to that progress would remain, after every patch.Cause now I wont play more until 3.0 or even Alpha, cause I am bored and don't have time to do everything again after each patch.In fact that problem looks like a reset in character every time a patch is installed

im more worried in that case by several backers expectations if they have managed to believe any progression in several test modules in an early alpha build would be saved.

Sure, carrying over stats and achievements from a BETA to LIVE that's one thing but at THIS stage to believe all progress would be saved is naive to say the least.

And last time I checked it was that BETA to LIVE was to be saved - We are hardly there yet.
 
From the PC Gamer interview:

'Well the tech is always moving along, which is why it's difficult to create the PU. We create it in one form of tech then this amazing new form of tech comes along.'

I don't know what to say....

Year six and they haven't yet decided on a platform to build the PU in?

Pure genius that isn't it. It's like me saying 'Well I first decided I wanted to own a PC in 1993 and I was all set to buy one of those fancy 486 based systems when BAM! Intel released the Pentium and I decided to wait. Here we are in 2017 and I still don't own a PC because every single time I decide I'm going to buy one, somebody goes and releases some more new tech and I'm back to waiting again!'

It does highlight something else which has been an elephant in the room for SC since day one though. Roberts' own promises about how high-end the experience will be has created a fairly significant problem for them because the one guarantee you have about any assets created now are that they won't look anything like as spectacular in three years time (go take a look at some of 2014's releases if you don't believe me) yet they have to have assets to work with to create the game which means they have to create stuff now using 2017 tech, not 2020 or whenever they imagine it will eventually see the light of day.

That's without even getting into the fact that people are obviously going to expect significant ongoing development to keep the game ahead of the curve after its been released, yet Roberts has said the plan is that ship sales end when the game hits 1.0, in which case where is the money going to be coming from to do that?

The obvious answer would be from game currency sales, but he also said the game won't be pay-to-win (I guess those people who have spent $5k on ships just like the look of them and have no expectation that they will be more powerful than a $50 backer's ship... :rolleyes:) so where is the incentive for people to spend vast amounts of real money on game currency?

Every objective attempt to rationalise their business model just shows that it's not a business model at all, it's a fantasy.
 
im more worried in that case by several backers expectations if they have managed to believe any progression in several test modules in an early alpha build would be saved.

Sure, carrying over stats and achievements from a BETA to LIVE that's one thing but at THIS stage to believe all progress would be saved is naive to say the least.

And last time I checked it was that BETA to LIVE was to be saved - We are hardly there yet.

And the last time I checked, no game in history had as much money devoted to its development like Star Citizen has, yet has entered the sixth year of said development in a state that would be considered "pre tech demo" standard at best.

How long are they going to be in this state before even entering a proper Alpha testing period, let alone the Beta phase?
 
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It does highlight something else which has been an elephant in the room for SC since day one though. Roberts' own promises about how high-end the experience will be has created a fairly significant problem for them because the one guarantee you have about any assets created now are that they won't look anything like as spectacular in three years time (go take a look at some of 2014's releases if you don't believe me) yet they have to have assets to work with to create the game which means they ha

This part has concerned me as well but a lot of asset creations suffered from a less than efficient pipeline.
At this point they have nailed the assets for each ship manufacturer and a rather quick pipeline.
So now we at least start to see a more uniform look on ships from the same manufacturer
And finally the need to touch up the earlier models to the same standard.

I just hope they have nailed down the tools and assets for all the OTHER needed things as well like stations, planetary assets and the Vanduul.
And more importantly that the other assets keep the same standard so we do not have a nice mix of blurry textures mixed with sharp detailed textures.

As graphics is hardly a concern in the end, the level of (in some instances) ludicrous amount of detail will most likely stand the test of time but not really important to gameplay (how often do i NEED to read a warning sticker that I need to zoom in on at a small bulkhead in a random corner of a ship).

Every objective attempt to rationalise their business model just shows that it's not a business model at all, it's a fantasy.

That's a bit of a stretch.

They have spent a long time getting the groundwork and foundation ready while creating assets and performance capture material for everything they WANT to do and kept a majority of SQ42 under wraps so it would be very nice to see some proper single and multiplayer content except for the PU testing ground.

But a lot of things definitely rides on this year and what they release because if they cannot get a 3.0 with GOOD netcode, the new item/module interaction system and FINALLY be able to stitch different parts together into a coherent whole then i agree it would be bad.

As for the business model, apparently selling ships for an unfinished space game works and THAT im fine with.

Their "bait n switch" from concept sales of ships to finished product leaves a LOT to be desired in what a ships designated role is in the concept and what you get in the end.
And yes, everything is subject to change - to a point, the very CONCEPT of a ship should not change even though ship DATA might change.

But they are pretty much covered by "Everything is subject to change".
 
I think I remember him talking about this sadly... he was saying each instance or server would communicate with the next so it'd know what was going on so you could still see into the next area. At that point I had some kind of brain embolism and bought an idris

May it serve you well.....

maxresdefault.jpg
 
At this point they have nailed the assets for each ship manufacturer and a rather quick pipeline.

What is your evidence for this? Can you provide a number of ships that have been completed quickly thanks to this to a standard that won't stale over 3-5 years? Not being nasty, just wondering where the faith comes from.

... and kept a majority of SQ42 under wraps ...

Have they? We know the plot, how it concludes and lots about the bad guys. What is there we don't know? Exactly which plucky compatriot betrays us, which is the love interest and who dies? (Probably the same person obvs)
 
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