The Star Citizen Thread v5

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4) the whole gang gets back to port after a full 8 hour shift of hard work (lol) to sell the goods and split up the profit
5) everybody starts to claim to be the most valuable member of the team and therefore should get double shares, huge fight erupts
6) mining gang splits up and every member starts his own mining operation

wait....did I just make a pro-argument for "emergant gameplay"? /gosh

or... 6)They have a big shootout and kill each other. You happen on the carnage and the fought over money. You make off with the cash. But somebody is looking for it.

This is No 'Verse For Old Men. [smile]
 
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or... 6)They have a big shootout and kill each other. You happen on the carnage and the fought over money. You make off with the cash. But somebody is looking for it.

This is No 'Verse For Old Men. [smile]

Or... 7) While they all fight amongst themselves I come along and park my Aurora (or any other stolen chariot) at high speed inside their nice expensive mining ship, the resulting explosion kills them all and the argument is settled.

Or... 8) The game never gets that far and the imaginatory possibilities for imaginatory outcomes resulting from the afore mentioned imaginatory situation remain limitless and yet utterly unfulfilled in any way.

:)
 
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Or... 7) While they all fight amongst themselves I come along and park my Aurora at high speed inside their nice expensive mining ship, the resulting explosion kills them all and the argument is settled.

:)

Assuming it hasn't glitched out and killed them all by itself before you get there.
 
Assuming it hasn't glitched out and killed them all by itself before you get there.

My plan and action would remain unchanged in the hopes of catching any spectators to the mining ships glitching murder spree and for the sheer lulz of wrecking an expensive chariot without a shot being fired. :D
 
How much can you miss in a single day? Lots. So I excuse for the quote spam, some of which has already been addressed…

True, but in Elite's case the production started before the kickstarter AND they had their Cobra engine well developed before the kickstarter AND a development team and company.
So did SC. They started their production in 2011, according to Chris; CryEngine was well developed before the kickstarter (CE3 came out in 2009); and all of the top brass had their individual development posses, which explains why so many familiar names going back as far as the Origin days showed up during the early CIG days.

In comparison we cannot deny that SC is far more complex in it's design due to scale with 1:1 size ships that demands more time.
Huh? How is the ship scale any different and why does it demand more time? What do you mean here?

This cracks me up! :D
Never mind how wrong it is about, oh, everything, where's that even from? I couldn't find it in the thread.

All of which is moot beacuse now they "transitioned" to Lumberyard. Let's move on.
They are also “transitioning” to megamap, which would actually completely remove the need for most of their buzzword solutions since none of the precision or localising would be relevant to the subjective sim of the player any more. :D

LOL though - they can't even fly to another planet let alone that system's star but they're 100% sold the map IS THAT BIG. It's just blind faith.
They're also sold on it being that big on a unit error that is still present on the main page of the game. :D

First of all, the game does not have 100 sextillion km to explore unless they count in a way that makes my bathroom have as much room for exploration (maybe subject to quantum indeterminacy limits — I haven't done the maths, but it should be fine).
Secondly, the 100 sextillion km is not the same as any number of km³ — distance is not interchangeable with volume.
Thirdly, even if CIG actually meant 100 sextillion km³, that just means that the entire SC universe would fit inside the orbit of the asteroid belt (and even that assumes that the SC systems are still largely as flat as CIG has previously said they are). It's a pathetically low number for a modern space game.

For comparison, EVE has roughly 105 decillion km³ of space to explore (12 orders of magnitude more than SC). ED has, very conservatively, 361 tredecillion km³ of space to explore (21 orders of magnitude more than SC). KSP has a bit over 6 septillion km³ of space to explore (1 order of magnitude more than SC). Betelgeuse has 2.3 octillion km³ of fusion reaction to explore (4 orders of magnitude more than SC). Freelancer had roughly 4 million km³ worth of space (17 orders of magnitude less than SC).

In short, and ironically, the guy doesn't know what he's talking about in regards to this…

Outside of CIG no-one, including all those high value backers, has any idea what the financial state of CIG is. We also have to remember that although CIG is not currently a failure, it is also not a success - it needs to release a completed product to market, or at the very least fulfill it's obligations to it's backers.

And as for development hell? If those interviews quoted a couple of pages back are true then they have not settled on major technologies yet. Oh, and all of that refactoring, ship redesign, failed CitizenCon demo that was crunched for, etc, etc.
That's the funny bit. That funding count is probably doing them more bad than good by now. Not only is it a blatantly false number for a myriad of reasons, but per CIG's own account and descriptions, they're pretty blinded by it. We have the now-classic claim that they're planning scope depending on monthly income (which is nothing short of project suicide), and we have the problem of how willing backers have been as far as throwing money at CIG. Everything they say and do has the halmarks of excess cash thinking, which further reflects on that last bit: of course they're not planning because they have gotten this far without doing so…

But beyond that, we do have an idea of what their financial state is from their official filings. They don't tell the whole story, sure, but they give us reliable ballparks to play with, and they aren't painting a pretty picture…

How would you describe toxic and obnoxious?
By pointing to one, specific, key CIG employee, but that would be in violation of the forum (and especially the thread) rules, so that would have to be done over PMs and with your express understanding that it will not be a nice story.



On a different note, can you even shoot pilots in their ships yet, or do you still have to shoot the ship to damage them?
 
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Slightly OT but still relevant: https://www.youtube.com/watch?v=AXA5OfuZ-dA&t=182s

BioWare removed enter/exit animations for the vehicle in Mass Effect Andromeda because it got annoying, even though it looked good.

MEA now has less fidelity and I has a sad.

(Possibly sarcastic)

EDIT: Andromeda, not 3. Derp.

Now if they would just remove the Origin crap from the game as well so I could get it on more sensible platforms like DRM free GOG.
 

dsmart

Banned

That's nuthin'. Someone DM'ed me a link on Twitter from /r/ds in which those guys were actually arguing about the merits of hardware vs virtualized cloud servers for running games. Seriously, they've actually got a thread going in which they're arguing that the latter is somehow cheaper because "scalability" - reasons. This is precisely how it's easy enough for them to be taken for a ride; while clinging on to the same nonsensical narrative that go the project in this mess, in the first place.

Oh, and they've now resorted to taking stuff we post from here, and creating entire threads for their usual circle jerk. And of late, they're particularly upset about this post; and they've got an entire thread going on about it. I guess my quest to keep their anxiety levels high, continues to work.
 
...Im also aware that they wanted to expand the scope and Im ready to give them a chance to do that...

To say up front not a pop at you Snarfbuckle, but I see this sentiment in any number of guises, broadly saying, 'give them time, be patient'.

But no-one ever quantifies how much time, other than the 'as long as they need' line.

So, let's forget any funding issues, how much more time do we think is reasonable to 'give' them to get to their 'gold' product - aka full commercial release?

1 year? Sure, okay, I guess almost all will wait for delivery in 2018.
2 years? Again I guess many will wear this, but I can't see all being prepared to wait for 2019 to roll around.
3 years? 2020...?
4 years?
5 years?

The point I'm making is that no-one will wait forever. Not even the most die-hard of fans.
 
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*cough* Spectrum *cough*

Hello Wookie, I think you got the wrong idea about Spectrum if you think it's not related to Star Citizen or that it would distract the dev's actually building the game. Spectrum is developed by the Turbulent Studio who deals with everything website related (updates, forum, holographic ship views (already added to ingame version) , organizations, ARK Map (which also will translate to in-game map) and now also Spectrum).

Spectrum is a real-time communication web application built specifically for Star Citizen. Its motivation is to bring Star Citizen into your everyday lives. Spectrum allows you to communicate with other citizens whether you are playing the game, at work or on your mobile. Inspired by popular contemporary communication platforms, Spectrum has been built with the latest web technologies.


Spectrum’s focus is to facilitate community. The customization tools will make interaction within organizations agile and sophisticated. No longer will you have to go offsite for your org communication, you will have full access to private customizable chat lobbies, forums private rich chat and soon voice chat.


Spectrum will not only be a means of communication for the players with each other but for you to engage directly with community managers and developers. Additionally, separate lobbies will be accessible to subscribers and concierge.

So no, I wouldn't consider it a distraction to the development of the game but showing that CIG is thinking ahead and going that extra-mile to provide tools to the community to facilitate communication between players and Org's. Inside and outside the game world.

Lets just watch this thing from the other side of the fence, maybe it becomes appeareant then.

Lot's of words and a lot of basic incorrect information that could only be written by someone who hasn't actually played the game so I'll just highlight the stuff that mostly pop's out.

The map isnt really large.

Yes it really is, 100,000,000,000,000,000,000,000 seamless km3 is what I call a large map:
[video=youtube;t51EDw-mdHo]https://www.youtube.com/watch?v=t51EDw-mdHo[/video]

Star Marine started out with 4v4 and has been enabled to support 8v8 by now. At least I m not aware there is a 9v9 map or mode. And the 8v8 maps I ve seen footage from have been private offline matches meaning its a local network which has pings from 50 to 200+. Nothing I would call "good" PING for a twich based game.

Star Marine released with 2 maps, one for 8x8 another for 12x12. There's no such thing as private offline matches between players. With 2.6.1 Patch and Multi-Region Servers pings are low (20~60) for the majority of the players, even Aussies.
[video=youtube;btMOYJUxtRY]https://www.youtube.com/watch?v=btMOYJUxtRY[/video]

What it seems is that you've read some sketchy forums and blogs and already made up your assumptions about what Star Citizen was, is and will be.

If you want to disregard my opinion because it's positive about Star Citizen that's up to you.

I made it not from blog/forum reading but from having actually played all the Star Citizen iterations since the very first hangar module. Counting hundreds (maybe I've reached the thousand) of hours testing all the game modules, following development as close as one can, researching and and comparing info about other successful game's development strategies and finding many correlations and common issues on the way. All that info leads me to say that I'm absolutely positive that what Chris Roberts and CIG are building is very real and well underway to be a truly remarkable experience for us gamers and specially for the sci-fi/space aficionados.

Slightly OT but still relevant: https://www.youtube.com/watch?v=AXA5OfuZ-dA&t=182s

BioWare removed enter/exit animations for the vehicle in Mass Effect Andromeda because it got annoying, even though it looked good.

Completely understandable, ME:Andromeda main public is console gamers, different audience different tastes.

Wouldn't make sense for Star Citizen as walking to and inside our ships is pivotal to several other gameplay mechanics.
 
To say up front not a pop at you Snarfbuckle, but I see this sentiment in any number of guises, broadly saying, 'give them time, be patient'.

But no-one ever quantifies how much time, other than the 'as long as they need' line.

So, let's forget any funding issues, how much more time do we think is reasonable to 'give' them to get to their 'gold' product - aka full commercial release?

1 year? Sure, okay, I guess almost all will wait for delivery in 2018.
2 years? Again I guess many will wear this, but I can't see all being prepared to wait for 2019 to roll around.
3 years? 2020...?
4 years?
5 years?

The point I'm making is that no-one will wait forever. Not even the most die-hard of fans.

As long as CIG releases updates and keeps showcasing clear progress I don't think people will have problem waiting. As long as the community is engaged and active a game is good waters, it's when you see games without a caring community that see they will die soon, sometimes it's even noticeable in games in development that fail to inspire gamers from the get go, those are the ones surely doomed from the start.
 
To say up front not a pop at you Snarfbuckle, but I see this sentiment in any number of guises, broadly saying, 'give them time, be patient'.

But no-one ever quantifies how much time, other than the 'as long as they need' line.

So, let's forget any funding issues, how much more time do we think is reasonable to 'give' them to get to their 'gold' product - aka full commercial release?

1 year? Sure, okay, I guess almost all will wait for delivery in 2018.
2 years? Again I guess many will wear this, but I can't see all being prepared to wait for 2019 to roll around.
3 years? 2020...?
4 years?
5 years?

The point I'm making is that no-one will wait forever. Not even the most die-hard of fans.

Depends on what we mean is a reasonable timeline for making a game of this type, quality and scope.

5 years is not unreasonable so 2017 is fine.

Delayed to 6 years to 2018, yea, if they have made some serious progress and can SHOW that and give a reasonable explanation to WHY they would need to delay it.

7+...now we are REALLY into development hell and up with Starcraft II in development time
 
Depends on what we mean is a reasonable timeline for making a game of this type, quality and scope.

5 years is not unreasonable so 2017 is fine.

Delayed to 6 years to 2018, yea, if they have made some serious progress and can SHOW that and give a reasonable explanation to WHY they would need to delay it.

7+...now we are REALLY into development hell and up with Starcraft II in development time
Just a slight adjustment: 2017 would make it 6 years (7 in 2018 etc), since development started in 2011 by Chris' own account.
 
Just a slight adjustment: 2017 would make it 6 years (7 in 2018 etc), since development started in 2011 by Chris' own account.

Depends on what you mean started. If it is similar to FD then it can be a skunkworks design on-off between more important project and prototyping so there is no info of how MUCH of development was done during 2011.
 

Viajero

Volunteer Moderator
Depends on what you mean started. If it is similar to FD then it can be a skunkworks design on-off between more important project and prototyping so there is no info of how MUCH of development was done during 2011.

No, it is not similar. And what it is meant by "started" is just what Chris Roberts said, no more no less. And that is fairly well established. Chris Roberts has actually confirmed in several occasions that he had started actual development of SC in 2011. Not only that, he also used that confirmation to explain publicly how the original 2014 estimated timeline was a realistic one that made sense having started in 2011.

I always cringe a little when SC fans tend to handwave those clearcut CR statements or try to compare that actual confirmed development with whatever meaning we prefer to assign to "skunk works".

In reality the "skunkworks" you are referring to for ED are probably similar instead to whatever Chris Roberts may have been doing while preparing the way for SC prior to 2011. I.e. jotting down game design ideas and concepts, keeping in touch with his CE buddies etc. I am sure that when CR left the Freelancer project he really never gave up on his vision and took with him key elements of game design, concepts (even probably some code/logic) from that game that would pave the way for what is today Star Citizen, much as Braben has always kept his vision alive for "Elite 4".


But those discussions tend to have no end to be honest. We can stay here arguing for pages and pages I suspect. Personally, given the timing of their kickstarters and other info available around, I suspect that both games, SC and ED, must have started their actual development (i.e. prototyping, early game designs, concepts etc) around 2011 give or take. Both with probably a tiny team, a handful of people, at the beginning since there probably was not a significant actually financed budget of any kind attached to any of the two projects until the kickstarters hit.
 
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