Things are getting done, it's just taking longer than a lot of people would like.
Oh I won't disagree that there is still a ton of work left to do (we can't buy ships in shops yet so that's not done for example). In fact I believe that almost nothing is "done" - done as in 100% complete that is. This is not surprising though given the game is still in development; things are going to change. I do think that of all the tasks that are in progress they are all making their way towards that 100% done goal however. Over the past year the engine's 64 bit conversion has been completed. The ship pipeline is in place. Sizing for cargo, weapons and upgrade slots (engines, shields, etc) has been finalised. Things are getting done, it's just taking longer than a lot of people would like.
I don't think it is something that is simply patched.Haha I love oversights like this, it leads to some really odd things during development. I'm sure they will patch that out pretty quickly. I think "heavily faked" is maybe a bit harsh. Sure for now they are doing a simple boolean check to see if the player is wearing a spacesuit when they click the button but I suspect this is only temporary. They won't be able to use this trick when a ship transfers from space to a planet with an atmosphere or when a ship is in space and the hull is breached allowing the air to escape. CIG will have to come up with some other way of performing this check in real time.
So... Mark Skelton left CIG. Any hazy thought about that?
Apparently the whole thing is starting to colapse internally with more key people leaving.
But some key executives have been earning bonus... all that and more in the brand new Derek Smart blog post.
WHY I NOW BELIEVE THAT STAR CITIZEN HAS EVOLVED INTO A COMPLETE SCAM
I don't think it is something that is simply patched.
However, I think that, since there isn't a complete inventory system, equipped items don't confer their intended effects to the avatar. Is it Items 2.0 that is supposed to flesh that system out? If so, then I think it would be a safe bet that this placeholder will be replaced when that is released.
That is perfectly understandable Discourse - these things do take a lot of time and effort. The hugely disappointing thing is though - is that completed stages are never "completed" - CR changes his mind again over some detail - and suddenly the "refactoring" stick is brought out and starts whacking hapless devs - all in the name of "fidelity".
How many iterations of the most basic, basic, game fundamentals have they been through now? How many years of work have they had to literally chuck out because it was built on a interface presumption that nobody was ever told had changed both in scope and utility X versions ago? Why was Items 2.0 not part of the design brief to start with? Star Marine (oh wait that is apparently coming back from the dead)? The networking architecture and the 3 or 4 implementations of it? I know bugs crop up - I know projects run into unforeseen problems, and I know that utterly random stuff can have serious impacts - but surely most of this would have been tested out and the proof of concept found to have been viable before they put all that effort into declaring it as production code.
People can say pre-pre-pre-Alpha all they like - but if this is what further iterations are based upon - it's production.
As this year progresses further, I think (my personal opinion here) that it is becoming increasingly clear that the release of 2.0 late last year was a desperate bid by Chris Roberts and CIG to show backers that SOMETHING was being built, after the fallout from that Escapist article and other things during late 2014 and throughout 2015. This was rushed out, untested, unfinished and totally unstable, just so that they could claim 2.0 was a "Alpha" product that would be beyond the scope of criticism because of it.
And yet, even with several patches and numerous iterative additions since then, the PU is STILL horribly broken, buggy and *terribly* generic to boot when you manage to play it.
THIS is supposed to be the foundation upon which the "proper" versions of SC and SQ42 ( which CIG are implying are being held back from public view because of "spoilers") are to be built?
*Edit*
And we already have those Star Citizen "Ultras" I mentioned above trying to mental gymnastics their way out of this latest CIG disaster on the Reddit forum...
http://i.imgur.com/fhZZySp.png
You will be suprised if you start comparing the release dates, between ED major updates and SC major updates. The difference you know about the ED updates alot sooner.
I wouldnt be suprised if CR was thankfull for the delay in update 2.1 for Elite.
Addition:
ED Premium Beta starts - Arena Commander came out shortly after i think 2 weeks later?
ED Horizon Release - 2.0 PU in SC comes out again just 1-3 weeks later.
ED 2.1 Engineers - 2.4 PU comes out again 1-2 weeks later.
I see a pattern here...
You just don't understand placeholder development. The whole game has been hiding in plain sight in the current placeholder for the last four years because CR said so - it's not for game journalists (or anyone) to decide otherwise![]()
But joke aside honestly this thread is the "BEST" place on the web if you want to find out the truth and nothing but the truth about the SC development
Wooowee! This thread went full on comedy show overnight didn't it boys.
From the space intellectuals eager for a COD game to internet developers with no Star Citizen play time calling shots on how to make a game now we've seen it all haven't we boys?
LoL guess it's Time to pack it up boys at CIG!
Hamill, Oldman, Scully, Gollum the jig is up. Forget the mocap for Episode 3 cause this whole thing just got the boot! Those drats sons of guns at Activision just went full blast with their hundreds of millions of marketing and released 10 minutes worth of trailer footage so now its clear as water that Squadron42, is a goner. Absolutely, undoubtedly, assuredly, undeniably: Obsolete. It's dead Chris. Let it go.
But don't get balled up with the parody just yet.
There's valuable info to leaf through from the cod dev inverview, the comic cat forum "Activision shill" (am I doing this passive-aggressiveness thing right? j/k) added some pertinent info that was in cahoots until now, even if he didn't actually intended it was a great effort.
So let's read this carefully shall we:
GamesBeat: You’ve done ground combat in all of your games before, but the spaceships are new. Did you look at any past games for inspiration on how to tackle that?
Findley: We looked at everything we could. We looked at games. We looked at real fighter aircraft, the way they work. We looked at current-day ship designs. The thing we really wanted to do is have parity with the precision and the controllability with our ground stuff. The ground combat feels great. We wanted the space stuff to feel just as good. We went through two years of iteration on that control system.
Oh I'll be damned, 2 years of iteration to perfect the control flight system hein, for 1 Ship only, maybe they wanted to get the joystick feel by hook or crook. Considering that the main target is console players, I guess that gamepad was the predominant factor.
Oh well, budgets aside, the 25% Game Development Budget investment vs 75% Marketing Budget surely is paying off lol, it's even gotten the space elitist's excited and dis-considering the Father of the Space Soap Operas and the very first Big Franchise creator. Yeah let's just forget that Wing Commander & Freelancer were major hits and are among the best games of their generation.
Let's forget the problems that all games haves, in-development and after release. Fortunately Star Citizen has the budget to keep it's development ongoing without needing to rush it's release, other (most of the) games don't share the same luck and suffer on the long term development, just take Elite for instance and Engineers, it's getting a lot of flak but it's an important feature and part of something bigger but people just don't understand it and judge it just for what it is now.
It's so easy to constantly hate and mock Star Citizen for being exposed to bug's & glitches showcases lol, while it's exactly what it's supposed to be, they even make a official show about it: BugSmashers. But hey, let's hold hands and hoedown in parodys that we don't even understand because we never played the damn thing in the first place.
Yeah, air lock glitches/bugs whatever, network sync problems that everyone playing knows about for ages...
Sometimes it glitches sometimes it doesn't, has nothing with who presses «USE» lol > https://vid.me/4IEC
But yeah let's pretend this thread is informative and constructive because there's free-range to hate on everything CIG lol
Lettin' the cat outta the bag is a whole lot easier than puttin' it back so this tipsy sob is going to bed.
Ya'll have a good night.
Oh well, budgets aside, the 25% Game Development Budget investment vs 75% Marketing Budget surely is paying off lol, it's even gotten the space elitist's excited and dis-considering the Father of the Space Soap Operas and the very first Big Franchise creator. Yeah let's just forget that Wing Commander & Freelancer were major hits and are among the best games of their generation.
Discourse, I'm sorry. I'm tired and really don't want to write out a long diatribe. You keep defending this project with "I think" and "I believe" with some "maybe" sprinkled in there. No one knows anything better than CR/CIG/RSI, and what they are throwing out is far from questionable statements - they are absolutes. They have absolutely missed deadlines, they have absolutely released mediocre - at best - "Pre-pre-pre-alpha/pre-pre-alpha/pre-pre-pre-uber-pre-alpha"-less-than-tech-demo software, they are still scrambling to figure out how to do the basics like the netcode or the fact that the use button is a simple gimmick to work around an engine that was never, ever, ever, ever tested out to verify it could deliver or even accommodate even the most basic of CR's vision/statement/delusions, there are no excuses anymore - there is no solid core of a game there. None what-so-ever. I've been in this situation before, and I've been on the opposite side. The game had a solid core, and I kept telling people that - and the releases ended up turning into a great game (Rise of Flight, Il-2 Battle of Stalingrad, Il-2 Battle of Moscow) and I've been there when the development has flubbed and sharted themselves to failure (Warbirds after the team that made Aces High left - but I followed the Aces High team, WWII Online/Battleground Europe, Il-2 Cliffs of Dover, Confirmed Kill (the second version, not the one built on the DoMark engine), Unreal 2, and many others) and sure, some of them kept gastric-ally airing themselves out to poot themselves above the water line to breath more gasps of dying breaths but none of them were by any means a success. Far from it.
And I see it beyond absolute with Chris Robert's terribly at mis-management with a team that is still trying to understand what CryEngine can or can't do while also trying to wedge a bunch of square pieces into round holes by failing miserably at delivering the scope and promises that were set out by someone who hasn't been in the business for over a decade and literally just delivered mental diarrhea of the "best damn space sim EVAR!" into the media without even a basic demonstration that even the most simplest of his ideas could be accomplished. The current evidence that we can all play is absolutely clear, he can cut the cheese but absolutely not the mustard.
It's a lost cause, you can invest more of your time and emotions into it - but it's not happening. I'm sorry.
The only success Star Citizen will see is creating some decent commercials for ships that won't be in a universe, and actually selling packages of thousands of dollars for a thought.
I for one am interested to see what a big mainstream series like CoD can do with the space combat genre. If nothing else Activision is efficient at pumping these games out.
I think many people see the development of SC as a repeat of Freelancer. If/when SC releases it will probably be a good game, but it's never going to live up to the image that many people seem to have in their heads.
CMDR CTCParadox
But yeah let's pretend this thread is informative and constructive because there's free-range to hate on everything CIG lol
Lettin' the cat outta the bag is a whole lot easier than puttin' it back so this tipsy sob is going to bed.
Ya'll have a good night.
You're the first person to bring up COD in a whileWooowee! This thread went full on comedy show overnight didn't it boys.
From the space intellectuals eager for a COD game to internet developers with no Star Citizen play time calling shots on how to make a game now we've seen it all haven't we boys?
LoL guess it's Time to pack it up boys at CIG!
Hamill, Oldman, Scully, Gollum the jig is up. Forget the mocap for Episode 3 cause this whole thing just got the boot! Those drats sons of guns at Activision just went full blast with their hundreds of millions of marketing and released 10 minutes worth of trailer footage so now its clear as water that Squadron42, is a goner. Absolutely, undoubtedly, assuredly, undeniably: Obsolete. It's dead Chris. Let it go.
But don't get balled up with the parody just yet.
There's valuable info to leaf through from the cod dev inverview, the comic cat forum "Activision shill" (am I doing this passive-aggressiveness thing right? j/k) added some pertinent info that was in cahoots until now, even if he didn't actually intended it was a great effort.
So let's read this carefully shall we:
GamesBeat: You’ve done ground combat in all of your games before, but the spaceships are new. Did you look at any past games for inspiration on how to tackle that?
Findley: We looked at everything we could. We looked at games. We looked at real fighter aircraft, the way they work. We looked at current-day ship designs. The thing we really wanted to do is have parity with the precision and the controllability with our ground stuff. The ground combat feels great. We wanted the space stuff to feel just as good. We went through two years of iteration on that control system.
Oh I'll be damned, 2 years of iteration to perfect the control flight system hein, for 1 Ship only, maybe they wanted to get the joystick feel by hook or crook. Considering that the main target is console players, I guess that gamepad was the predominant factor.
Oh well, budgets aside, the 25% Game Development Budget investment vs 75% Marketing Budget surely is paying off lol, it's even gotten the space elitist's excited and dis-considering the Father of the Space Soap Operas and the very first Big Franchise creator. Yeah let's just forget that Wing Commander & Freelancer were major hits and are among the best games of their generation.
Let's forget the problems that all games haves, in-development and after release. Fortunately Star Citizen has the budget to keep it's development ongoing without needing to rush it's release, other (most of the) games don't share the same luck and suffer on the long term development, just take Elite for instance and Engineers, it's getting a lot of flak but it's an important feature and part of something bigger but people just don't understand it and judge it just for what it is now.
It's so easy to constantly hate and mock Star Citizen for being exposed to bug's & glitches showcases lol, while it's exactly what it's supposed to be, they even make a official show about it: BugSmashers. But hey, let's hold hands and hoedown in parodys that we don't even understand because we never played the damn thing in the first place.
Yeah, air lock glitches/bugs whatever, network sync problems that everyone playing knows about for ages...
Sometimes it glitches sometimes it doesn't, has nothing with who presses «USE» lol > https://vid.me/4IEC
But yeah let's pretend this thread is informative and constructive because there's free-range to hate on everything CIG lol
Lettin' the cat outta the bag is a whole lot easier than puttin' it back so this tipsy sob is going to bed.
Ya'll have a good night.