The Star Citizen Thread v5

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I suppose for me it is invalid expectations. If they have 2.6 and then 3.0 by year end are they still releasing iterative patches of 2.5, or "It is what it is" until 2.6 launches?

I know comparisons with "the other game" are fraught with danger; even between major point patches they still push out occasional updates (although less recently after complaints about too many downloads.
At least it isn't 30Gig a time though, eh? :)
 
I suppose for me it is invalid expectations. If they have 2.6 and then 3.0 by year end are they still releasing iterative patches of 2.5, or "It is what it is" until 2.6 launches?

I know comparisons with "the other game" are fraught with danger; even between major point patches they still push out occasional updates (although less recently after complaints about too many downloads.
At least it isn't 30Gig a time though, eh? :)
Question is, why even bother with the 2.x:es — much less any additional builds of the current point version — if they're gearing up to a rewrite large enough to warrant a skip up to 3.0?
 
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Question is, why even bother with the 2.x:es — much less any additional builds of the current point version — if they're gearing up to a rewrite large enough to warrant a skip up to 3.0?

True enough. Maybe that's why it has been streamlined to Star Marine and then the V3.0 launch?
 
I was making a point that nobody is qualified to say anything since they have no data on which to draw conclusions. You can stroke your ego if you want, I prefer to work with facts. Some people here though think that if you can add 2 + 2 and get 4..... :rolleyes:
It's a fair point - we have no idea what CR's track record actually is, he's never done a media project of any kind before and there's no actual demo or playable part of the game to check so.... yeah. Guess we should stay quiet patiently and attentively listen to the next Around The Verse
 
Let´s be realistic and a bit optimistic even if the CIG manage to release somehow SQ42 it will be at is best already 2018 for sure and even then we can´t expect the full game probablly first half of the missions so with this tempo when backers can expect then PU to be the released as some decent MVP ver./ 2020-22 maybe?I mean seriously what is the point?By that time people will play Witcher 6 with VR&special suits and Sir.Braben will start testing his Viper MkIV in the real life........:eek:
 
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Question is, why even bother with the 2.x:es — much less any additional builds of the current point version — if they're gearing up to a rewrite large enough to warrant a skip up to 3.0?

In projects I've worked on each 0.0.0 represented whether the build was external, internal etc. So x.0 where x indicates a release version, 0.x where x would indicate a beta build, 0.0.x where x would represent an alpha build.

Skipping all the way to 3.0 seems to make the whole numbering system redundant really. But it's not like levying this criticism is fair - so many companies use so many different variations of numbering systems that they are ultimately pointless to the end user except for them to document when certain changes were made.
 
Oh sure + don´t forget what Croberts said about the controls/FM in the Freelancer which for me was one of the turning point...let me quote the man:""The final mouse controls, while good, weren’t the ones that I saw in my head (I imagined the game being like a FPS, but in space and having the same level of shooting precision)."-Well in short that´s explain todays FM in the SC....Croberts dreams finally come´s true....

Yeah, which was the complete opposite from the "Wing Commander with physics" comment made years before. I think that made people think something more like the Diaspora FS2Source mod. Not what we've seen thus far, which is freelancer while sitting in the cockpit.
 
I was making a point that nobody is qualified to say anything since they have no data on which to draw conclusions. You can stroke your ego if you want, I prefer to work with facts. Some people here though think that if you can add 2 + 2 and get 4..... :rolleyes:

There is an entire branch of marketing that deals with competitive analysis whose job is to do just that. Especially when you are bidding against other companies. You can get that data. Takes a bit of work, but given the internet these days it's easier than ever. You know roughly the size of the company. You know roughly the salary range for those positions. You can get accurate information about how much they are paying for rent. When we were trying to get that data for a competitor of ours one of the things we did was figure out what their costs were. There was open office space in the building they were located so we called the realty office and inquired about how much a lease would be. Did it give us an exact number? No, but it allowed us to get into the ballpark. Predictions that myself and others made a year ago about their estimated monthly burn rate turned out to be fairly on the money when they released their financials in the UK. I looked at their various costs and did an estimate. Others looked at similarly sized publicly traded companies (FDEV) and used their costs as a basis. Both methods are valid and at the end of the day arrived at similar numbers that proved to be fairly accurate. The only part of the project that exists in a vacuum would be the costs of Squadron 42 production with all their mo-cap and actors. Mo-cap cost information is out there and looks to be in the $3M - $5M range between last year and this year for studio rental. Next question are the actors. Which you can look up their "status" and compare to sums given to others for video game work. You can even look to SAG guidelines for pay when it comes for working on digital interactive works.

So we have facts. Facts that with a little bit of work and effort can be double checked and confirmed. Is there some estimation, sure, but you can get usually within 5 - 10% margin of error by using these methods.
 
Yeah, which was the complete opposite from the "Wing Commander with physics" comment made years before. I think that made people think something more like the Diaspora FS2Source mod. Not what we've seen thus far, which is freelancer while sitting in the cockpit.

The modding community will save the game, if they go belly up before or after release we can only hope that they will release the assets made, because there must be a lot accumulated during the years.
 
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I know I'm late to the party...but Sq42 by Q3/4 of 2017?

Really...?

I can't even...I understand delays but this is exactly what a project gone off the rails looks like.

I don't normally go the way of doom and gloom, but man, this looks bad.
 
There is an entire branch of marketing that deals with competitive analysis whose job is to do just that. Especially when you are bidding against other companies. You can get that data. Takes a bit of work, but given the internet these days it's easier than ever. You know roughly the size of the company. You know roughly the salary range for those positions. You can get accurate information about how much they are paying for rent. When we were trying to get that data for a competitor of ours one of the things we did was figure out what their costs were. There was open office space in the building they were located so we called the realty office and inquired about how much a lease would be. Did it give us an exact number? No, but it allowed us to get into the ballpark. Predictions that myself and others made a year ago about their estimated monthly burn rate turned out to be fairly on the money when they released their financials in the UK. I looked at their various costs and did an estimate. Others looked at similarly sized publicly traded companies (FDEV) and used their costs as a basis. Both methods are valid and at the end of the day arrived at similar numbers that proved to be fairly accurate. The only part of the project that exists in a vacuum would be the costs of Squadron 42 production with all their mo-cap and actors. Mo-cap cost information is out there and looks to be in the $3M - $5M range between last year and this year for studio rental. Next question are the actors. Which you can look up their "status" and compare to sums given to others for video game work. You can even look to SAG guidelines for pay when it comes for working on digital interactive works.

So we have facts. Facts that with a little bit of work and effort can be double checked and confirmed. Is there some estimation, sure, but you can get usually within 5 - 10% margin of error by using these methods.

To some people only facts that is according to their vision is valid, no point in discussing the validation of facts as we are in an area of business validation where two models are used. Analyzing and estimation, both methods can be 100% biased due to where you stand toward a company, however if you can leave your personal opinion outside the door, you will reach a more valid conclusion in the end.

And I agree with everything you said in your comment.

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I know I'm late to the party...but Sq42 by Q3/4 of 2017?

Really...?

I can't even...I understand delays but this is exactly what a project gone off the rails looks like.

I don't normally go the way of doom and gloom, but man, this looks bad.

Are you really surprised?
 
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Hasn't the great community interaction and open development department of CIG deigned to announce this on the great portal of community interaction and open development at RSI at all yet?

No letter of information from Chairman Roberts about how this is a great thing and thanks for the support on making the project better and away from the evil publishers.
 
Another interpretation of the German article - if anyone here speaks German.

http://www.heise.de/newsticker/meld...ommt-wohl-nicht-mehr-dieses-Jahr-3314189.html



Some translations:

"The website still mentions 2016 as release date. Also, Roberts stated that Squadron 42 would definitely be ready within 2016, although it was being thought about to delay the release to fix bugs and polish the game."

"In the gamestar interview Roberts states that he believes the fans would react to a delay of SQ42 more positively than to a buggy release and that the developers of Uncharted, Naughty Dog, had also delayed their game to improve it. However, the time between the first trailer of Uncharted and its release was less than 3 years."
 
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