The Star Citizen Thread v5

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dsmart

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So am I understanding it correctly that they can do a seamless space->moon transition, but not a space->planet transition? If so, what's the difference between a moon and a planet? Or are you saying there will be a fade-in/fade-out (or something similiar) with 3.0's moons, too?

Edit: Or perhaps the difference is that moons/planets won't be full-fledged, orbiting bodies with night and day cycles, and "just" static orbs, which still could be approached seamlessly from space?

https://www.reddit.com/r/IAmA/comments/12grru/i_am_chris_roberts_creator_of_wing_commander/c6uxth9/, Chris Roberts Reddit AMA, Nov 1st, 2012
"You wont be able to seamlessly land on a planet from free flight (but we will have a nice in engine cinematic that feels fairly seamless).
Planets are really your "save" points and where you go to trade, upgrade your ship and get missions / hear gossip of profitable trade runs or pirating opportunities
"

Word is they still can't do seamless anything.

What is this "seamless transition" nonsense anyway?

- start off in your wan...erm, space pod
- requisition your space chariot
- enter space chariot
- plot a course for the moon|planet you see in the map
- jump/fly to spherical object representing the moon|planet
- fly ahead as you enter the sphere, you breach the atmosphere and enter the moon|planet. no cut scene
- land space chariot, exit. do stuff
- to leave, enter space chariot, go vertical, reach escape velocity, breach atmosphere, end up in space

To see this in action:

- watch any movie from ED; though they only have some moons and planetoids which you can land on
- watch any movie from Battlespace Infinity (it took them forever to get it done right btw)
- watch any movie from Universal Combat. Though I cheat somewhat by using an external camera transition when the moon|planet gravity grabs the ship

To have a truly seamless transition, you need a scene manager that is capable of handling not just the objects (planets, moons, stations, players, asteroid fields etc) in the space but also stuff inside them. In the case of stations, those are the internal hand-crafted levels; which is how you can land your chariot at a station, then enter it in fps.

Even though they've been touting "procedural planets" since last year, and then changed it to moons for 3.0, they are only apparently able to add moon/asteroid objects in the scene like they do stations. This will allow you to land on them like you would a station.

Apparently what you saw at CitizenCon 2016, even though they've come out and said it was R&D anyway, isn't actually working for a production client/server build. That's why they switched to moons since they are smaller, mostly rock, don't need that much detail to look interesting etc. Basically, they're doing what ED, LoD, COD:IW, ME:A et al are doing. Except that ED doesn't yet have space legs. And even they are having problems ranging from collision detect (you can fall right through the world) issues, popping, bland assets - and nothing to do. Yet, they are saying all of this is coming in mid July. Why it's not surprising that they've starting cutting stuff from 3.0 and deferring it. Which is not an issue in itself, since that happens all the time. The issue is that, once again, it's mid-2017 by the time 3.0 comes out, and sources are saying it's not going to be much progress; and certainly not what backers are thinking is coming.

I wrote this missive back in Feb this year. ALL THE PROCEDURAL PLANETS PROMISES TO DATE

Line Of Defense does not have seamless space<->planetary transitions because 1) the bases on the planets are all handcrafted 2) they needed to be separate so that our networking tech can better handle "per scene" updates, and thus be able to handle a large number of players. Mass Effect: Adromeda also does it this way.

Remember this nonsense?

Chris Roberts on Star Citizen's Procedural Planets, Alpha 3.0, & CitizenCon, September 24, 2016

Chris Roberts on Character Tech, Weather System, & Engine Architecture, September 24, 2016

Roberts: Star Citizen Is Now ‘Best Damn Everything Simulation, Sep 27, 2016

- - - Updated - - -

That being said, if the player can not tell the difference and you get the same net effect I am not sure why anyone should care. It is like complaining that Mario does not use real physics to jump. Does it really matter to the gameplay if it is real physics or just a variable?

But you will have to ask him for what distinction he is trying to make.

Agreed. But the thing is that, like everything else, they've been hyping this up to such a point that backers are at fever pitch already. Like Star Marine; which nobody is playing.
 
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This is my main issue.

I see a lot of posted opinions and claims in this thread. The claims are the worst since they are touted as truth.

- - - Updated - - -



Battlescape physics and flight looks awesome. Depth of the game will depend on a lot.

Opinions are two a penny. For every negative nelly there is a rose-tinted specs wearer with their fingers in their ears.

Remember last year when we were repeatedly told that 2.6 was the game-changer patch that would finally shut all the critics up?...

This thread has zero influence on anything, or anyone. It has a breadth of positions, from black to white and occasionally 50 shades of grey :p The fun for the old timers is the repeated loop of when a certain opinionated poster posts and the next group of attack commandos parachute in to joust with them and try and bait folks into getting banned. It tends to happen every couple of months!

Back to SC though: do you think they could move to a Beta for Spring 2018? Would that give them a chance at a Xmas 2018 launch? Where does Sq42 fit in with this? We saw some mo-cap of Mark Hamill recently, but nothing beyond "Hey look, we did get this guy in a studio and rendered his head inside a space helmet!"
 
Back to SC though: do you think they could move to a Beta for Spring 2018? Would that give them a chance at a Xmas 2018 launch? Where does Sq42 fit in with this? We saw some mo-cap of Mark Hamill recently, but nothing beyond "Hey look, we did get this guy in a studio and rendered his head inside a space helmet!"

I don't think a spring 2018 beta is at all feasible. At minimum they need all of the 3.0 - 4.0 stuff in place which will more than likely put us closer to Q2 2019 going by current pacing.
That would also bring the crowdfunding up to around $225 million...
 
Assuming people keep giving for that long. And it would be rather strange since they said the game was fully funded at... 60 million? 65 million?

Making a game five times cheaper than a publisher could do it, sounds like a bargain :rolleyes:

Even then it will still be an absolutely huge distance away from the game they have promised, how much is it going to cost in total I wonder?
 
Assuming people keep giving for that long. And it would be rather strange since they said the game was fully funded at... 60 million? 65 million?

And yet, nobody who's giving them money listened and hed them accountable for it. Never underestimate...



... the Star Citizens' ability to make USPs or oversell everything, starting with Roberts ("Uhhhh, you can look till the Horizon on a planet") to the backers and followers:

star-citizen-3-0-preview-highlights

Procedural Breathing said:
Procedural breathing will also play a big role in 3.0, where players will be able to puncture suits that will affect their character’s breathing. This will also affect a player’s stamina bar, where it will limit how much you can run, how you run, whether you can scale environments, how quickly you can scale environments, and ultimately whether or not you will live or die.

I'm reminded of the time people tried to sell Star Citizen's bloody manual landings (as shown in tech demo state end of '15, not released until today) as "procedural" landings. Sure, Roberts has learned a new buzzword and is milking gullible backers for all they're worth. "Our procedural planets are, you know, not like other games, you can do stuff on it."

Now "suit damage state" affecting stamina (probably a couple of bars that increase/decrease at rates determined by other variables) is bloody procedural breathing. Uh-hu. There sure will be an algorithm to deterministically generate err... your character's breathing based on a random looking seed.
 
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Making a game five times cheaper than a publisher could do it, sounds like a bargain :rolleyes:

Even then it will still be an absolutely huge distance away from the game they have promised, how much is it going to cost in total I wonder?

Well, yes, that's what they claimed they could do early on. I wonder what happend to that grand claim....

c3305497a908aed0e1792f5d6be8bb85b8878081952e9874ad45fe22692451d0.jpg
 
And yet, nobody who's giving them money listened and hed them accountable for it. Never underestimate...



... the Star Citizens' ability to make USPs or oversell everything, starting with Roberts ("Uhhhh, you can look till the Horizon on a planet") to the backers and followers:

star-citizen-3-0-preview-highlights



I'm reminded of the time people tried to sell Star Citizen's bloody manual landings (as shown in tech demo state end of '15, not released until today) as "procedural" landings. Sure, Roberts has learned a new buzzword and is milking gullible backers for all they're worth. "Our procedural planets are, you know, not like other games, you can do stuff on it."

Now "suit damage state" affecting stamina (probably a couple of bars that increase/decrease at rates determined by other variables) is bloody procedural breathing. Uh-hu. There sure will be an algorithm to deterministically generate err... your character's breathing based on a random looking seed.

Ah, yes, i've been involved in some back and forth on the SC reddit about the claim of CIG doing all this groundbreaking stuff. My take on it is even if the tech they have "invented" is somehow groundbreaking, its all reinventing the wheel, as nothing they are doing hasn't been done before. The only thing that might come close is items 2.0 and the physics thing... and that one is a big questionmark, because if they do get that working as advertised, the suspicion is it will bring computers and networking to their knees keeping track of everything. The physics thing is even more laughable, because its not like there hasn't been things done like it before, maybe not using the same tech, but you know, people sticking to floors of planes and jumping from them and landing on the ground, but the SC hardcore fans treat it like its never been done before.
 
You know what the real tragedy will be? When CIG folds all those groundbreaking breakthroughs will disappear into the ether. Lost in time like the secrets of Greek Fire. [haha]
 
The physics thing is even more laughable, because its not like there hasn't been things done like it before, maybe not using the same tech, but you know, people sticking to floors of planes and jumping from them and landing on the ground, but the SC hardcore fans treat it like its never been done before.

Of course they do. It's coming directly from Chris Roberts and CIG after all. At every turn, "Croberts" either directly claims that the project's scope and achievements are completely unprecedented, groundbreaking and whatnot or he implies it during his incoherent whaffling ("you know, not like other games"). Uncritical supporters do buy into his tales and throw them into everybody's face whenever a person raises a question. Combine that with the perpetual prototype state (they like to call it Alpha 2.x) and it will be the BDSSE, unparalleled, unprecedented, groundbreaking achievement. The whole unprecedentedness of it all of course explains to them why it takes so long to even do the most basic cargo mechanic. Which is still absent, 150$ Mio. and 5-6 years into the project.

Overselling every little tidbit is a basic requirement for the cult of the BDSSE. Looking around, comparing to what other projects have done and doing a level headed comparison of what Star Citizen has achieved with 150$ Mio. and 5-6 years, would invariably sober up a believer and that's why it's avoided like the plague. Luckily, the easiest person to fool is oneself...
 
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Assuming people keep giving for that long. And it would be rather strange since they said the game was fully funded at... 60 million? 65 million?

Not much stranger then its now to be honest. Fully funded at 65 million and here we are at 150 and it keeps going....

Making a game five times cheaper than a publisher could do it, sounds like a bargain

Thats something that recently chapped my hide when I thought about it.

The claim is about PROFIT being higher because CR can keep 100% of it and doesnt have to share with a publisher who would take a big chunk out of it.

"In the old model as a developer I would have captured 20 cents on the dollar," Roberts said. "Ultimately that means I can make the same game for a fifth of the revenue, a fifth of the sales,

This talk concerns the sales of the game after it has been produced and released. Its not about how much value the production cost has. The 150 million dollars they have currently blown on Star Citizen doesnt "equal" 750 million publisher dollars. What Chris Roberts means is that if he sold a finished product and got 150 million dollars in sales he would keep the 150 million instead of going home with just 30. We are not at that point yet. The 147,8 million dollars (not counting the Kickstarter value) are the equivalent of pre-sales and represent a debt at the moment. Its not profit until they release and everybody is happy with the result. Even under a publisher the math would be the same.

Things in the world dont become cheaper or more expensive depending on where the money comes from. If CR buys a burger for 2 bucks its going to be 2 bucks for the EA executive as well...not 10. Services, materials, development, management, R&D etc....it all costs the same as if CiG would be operating under a publisher. Simply multiplying the current value of the project (in monetary terms, I cant see how this mess is worth 150 mil) by 5 is just wrong and not what Chris Roberts meant when he said that. Also his statement "making the game 5 times cheaper" is simply misleading and has no connection to his first statement. Basically hes already selling the bears hide without having killed the bear first. Pretty much the same how he does game development (backwards).

What he said is that a competing game made under a publisher would have to sell units worth 750 million dollars to equal Star Citizens value FOR HIM.

If Chris Roberts has 150 million dollars for development it ll always be just 150 million dollars. I dont think hes "lying" when he claims that he makes it cheaper but its simply not true, probably because CR doesnt know jack about most of the stuff he says. His statement has some value if you take into consideration his "promise" that profits will directly flow back into game support and development. Thats a future thing we have yet to see, after all, he could simply change his mind, release a MVP and call it quits right?

Kindergarten explanation: A publisher doesnt give a game developer 100 bucks only to turn around and take away 80 saying "now you do a 100 dollar value game with 20". The game developer will keep the full 100 dollars for production. He is expecting to produce at a profit turning the 100 dollars into 300 (example) and out of those 300 the publisher will take out 75% as his share leaving the developer with just 25%.

So when I see some fans going like "we are at 150 million dollars now, that would be a value of 750 millions under a publisher, GTA5 only cost like 500 million or so....wow this game is already better then GTA5" I see extreme mind gymnastics freely taking bits of different and disconnected statements and facts and putting them together with glue in order to fit the narrative regardless of logic or meaning. Doesnt change the fact that Chris Roberts operates with 150 million dollars, not 750. Also doesnt change the fact that current production status ( = PU) equals 150 million dollars.
 
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Not much stranger then its now to be honest. Fully funded at 65 million and here we are at 150 and it keeps going....



Thats something that recently chapped my hide when I thought about it.

The claim is about PROFIT being higher because CR can keep 100% of it and doesnt have to share with a publisher who would take a big chunk out of it.

"In the old model as a developer I would have captured 20 cents on the dollar," Roberts said. "Ultimately that means I can make the same game for a fifth of the revenue, a fifth of the sales,

This talk concerns the sales of the game after it has been produced and released. Its not about how much value the production cost has. The 150 million dollars they have currently blown on Star Citizen doesnt "equal" 750 million publisher dollars. What Chris Roberts means is that if he sold a finished product and got 150 million dollars in sales he would keep the 150 million instead of going home with just 30. We are not at that point yet. The 147,8 million dollars (not counting the Kickstarter value) are the equivalent of pre-sales and represent a debt at the moment. Its not profit until they release and everybody is happy with the result. Even under a publisher the math would be the same.

Things in the world dont become cheaper or more expensive depending on where the money comes from. If CR buys a burger for 2 bucks its going to be 2 bucks for the EA executive as well...not 10. Services, materials, development, management, R&D etc....it all costs the same as if CiG would be operating under a publisher. Simply multiplying the current value of the project (in monetary terms, I cant see how this mess is worth 150 mil) by 5 is just wrong and not what Chris Roberts meant when he said that. Also his statement "making the game 5 times cheaper" is simply misleading and has no connection to his first statement. Basically hes already selling the bears hide without having killed the bear first. Pretty much the same how he does game development (backwards).

What he said is that a competing game made under a publisher would have to sell units worth 750 million dollars to equal Star Citizens value FOR HIM.

If Chris Roberts has 150 million dollars for development it ll always be just 150 million dollars. I dont think hes "lying" when he claims that he makes it cheaper but its simply not true, probably because CR doesnt know jack about most of the stuff he says. His statement has some value if you take into consideration his "promise" that profits will directly flow back into game support and development. Thats a future thing we have yet to see, after all, he could simply change his mind, release a MVP and call it quits right?

Kindergarten explanation: A publisher doesnt give a game developer 100 bucks only to turn around and take away 80 saying "now you do a 100 dollar value game with 20". The game developer will keep the full 100 dollars for production. He is expecting to produce at a profit turning the 100 dollars into 300 (example) and out of those 300 the publisher will take out 75% as his share leaving the developer with just 25%.

So when I see some fans going like "we are at 150 million dollars now, that would be a value of 750 millions under a publisher, GTA5 only cost like 500 million or so....wow this game is already better then GTA5" I see extreme mind gymnastics freely taking bits of different and disconnected statements and facts and putting them together with glue in order to fit the narrative regardless of logic or meaning. Doesnt change the fact that Chris Roberts operates with 150 million dollars, not 750. Also doesnt change the fact that current production status ( = PU) equals 150 million dollars.

Right, which is why the comment is comedy gold. It's clear that the quote and the slide that accompanied it was from material he used when originally pitching his game to investors, how it became something applicable to the public taking part in the crowdfunding campaign is anyone's guess.
 
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probably because CR doesnt know jack about most of the stuff he says.

Haha who remembers that time he didn't know about conservation of angular momentum.

"I like coding all the physics," he says, navigating to an argument line with his mouse. "Keeps my hand in the game," he adds, deleting an argument and calling it a day.
 
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And what was his mistake?

https://www.youtube.com/watch?v=fxxlrKlLO9g#t=18s - The lead of CIG has trouble understanding what Richard Garriott means when talking about conservation of angular momentum. Really throws some doubt on what we can expect for 'physical fidelity' in the product if the guy with all the creative control is also the guy talking with pride about he's all into the physics of things.

Or did you mean coding? No mistake there from what I know, he just doesn't strike one as an experienced coder.
 
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