The Star Citizen Thread v5

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dsmart

Banned
Well, so much for the backers claim that things are taking long because "Chris Roberts is a perfectionist who wants everything done properly"

Chris Roberts: No pressure to make Star Citizen ‘absolutely perfect’

“That’s one of the things I find very attractive about [the project]: I don’t feel the pressure to have this one release be absolutely perfect,” Roberts said. “I feel like it’s an ongoing relationship with the people, the community … . And as things get better, we can improve it. We can improve the stories and add more content. It’s an ongoing process."
 
Hey guys and girls! CIG have found a fix for that detached Port Olisar ring bug!

Take a look!

[video=youtube;7RFw6FSYwdg]https://www.youtube.com/watch?v=7RFw6FSYwdg#t=197s[/video]

Oh..... Well, the *good* news is that a commander managed to deal with it by crashing his ship into the abandoned Aurora that the ring was attached to... So I'd count that as a success, right?






Right?!
 
Hey guys and girls! CIG have found a fix for that detached Port Olisar ring bug!

Oh..... Well, the *good* news is that a commander managed to deal with it by crashing his ship into the abandoned Aurora that the ring was attached to... So I'd count that as a success, right?

So what? You don't see emergent gameplay when it's right in front of you. This is the first job activity implemented in the PU. You don't understand game development.
 
And just to add a counter to the rather frantic CIG defence forcing going on a couple of pages back on this forum, SA member MinorInconvenience neatly skewers Ben Lesnicks' letter in response to worries about the begging bowl referral system controversy, calling the stream of words what it actually was.... "spin doctoring". (As well as calling them a lot of other things, which I've edited out due to their rather coarse nature. But MI gets their point across extremely well regardless.)

MinorInconvenience posted:

Is Ben's stupid gently caressing response to the "referral controvesry" getting any traction? Because it is a pretty blatant piece of spin-doctoring that essentially admits that they don't have enough cash to finish 3.0 without more money.


He starts off his little manure piece by stating:

quote:

The most important feedback to me is the concern over the new player experience. There’s a strong feeling that we should not be pushing new players into the game without a support network.

But then CIG's official answer to this feedback is not to stop and wait until the game is (more) done, but to:

quote:

we’re moving around some resources to support a new player initiative.


Instead of, you know, actually finishing the game, first.


Then Ben goes for the big question on everybody's mind:

quote:

Another big issue we’ve found is what has come across as the... I’d say urgency of the contest. Why such a push right now? That question has a few answers, and I’d like to talk about them
.


Oh boy, I can't wait.

quote:

First of all, you are absolutely correct that we want new Citizens to join the game. But I know this has been categorized as a kind of ‘cash grab,’ and I want to add that I don’t think that’s the spirit of the thing at all. Why? Because we aren’t buying rocket cars and moon boots... we’re putting all that money back into your game
.

What a strawman question-and-response!! Ben misinterprets "cash grab" to mean "Croberts wants a new boat" instead of "Croberts desperately needs more cash to finish the game he has bungled and grossly mismanaged."


But wait, I think Ben let slip a little truth in the next little bit...

quote:

The more backers we bring in, the more staff we hire and the more we can do with the game. And that’s the dream we’ve been chasing, the one you’ve made possible: a game ruled by ideas that fights as hard as it can to always do better instead of being good enough. We try hard to make our marketing fun and immersive and part of the experience... so sometimes the sheer necessity gets lost. Every time we sell the game, development gets better. And there’s nothing else like that in the world
.

Let's break this one down. They currently have 438 or so staff by their admission. The game's feature set is not supposed to be growing any more (no more stretch goals). If those two facts are the case, why do they need more money to "hire staff" to "do more with the game?" Why don't you have everything you already need?

But then the best line in this quote comes: "Every time we sell the game, development gets better."
Really, Ben? Really? How does development get better with more money if you had enough money to finish the game with the features you have already promised? And there it is... the admission. Translated, this statement means: Every time we sell the game, development continues.

I submit this is more damning than Croberts "we can finish SQ42 with the cash we have and use the sales to fund Star Citizen" quote from back in January. Because, based upon statements made in connection with the 3.0 schedule, SQ42 is so tied to the same technology they can't get working for Star Citizen, they have gently caressed themselves and their backers.

The game is doomed unless they harpoon some new whales. Good luck with that!
 
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He (well, John Carmack) is correct if you look at it in terms of modern games and complexity. They put men on the moon with 2 million lines of code, which isn't massive in today's terms, it was about the amount of code in the NT3.51 O/S IIRC.

There are some huge caveats as to how relevant, or much of a good thing, this is, obviously. [hehe]

I can't believe that this actually has to be said.

- - - Updated - - -


Oh yes, absolutely - there is no contest about it.

Prove it. You didn't listen to John Carmack: he says building video games can be more complicated than aerospace, but doesn't make any comparisons about which is more difficult. He did remark that aerospace is bloody difficult because although the systems and subsystems are simpler, they do not behave repeatably and predictably.

This is not a matter of simple vs complex, or complicated: it's a matter of "which is harder", and there is zero evidence that computer game development is in general harder than rocket design.
 
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jcrg99

Banned
And just to add a counter to the rather frantic CIG defence forcing going on a couple of pages back on this forum, SA member MinorInconvenience neatly skewers Ben Lesnicks' letter in response to worries about the begging bowl referral system controversy, calling the stream of words what it actually was.... "spin doctoring". (As well as calling them a lot of other things, which I've edited out due to their rather coarse nature. But MI gets their point across extremely well regardless.)

Ben Lesnick... This Ben Lesnick?

rsi-forum-refund-reason.jpg
 
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Think outside the box/boxes please

Only if you promise to get on the same page. We need to bluesky this, go for the low hanging fruit first and make sure all our eggs aren't in one basket.

We should probably run it up the flagpole at some point too.
 
Only if you promise to get on the same page. We need to bluesky this, go for the low hanging fruit first and make sure all our eggs aren't in one basket.

We should probably run it up the flagpole at some point too.

We need to embrace agile and avoid the inevitable stagnation at the endpoint of waterfall!

Develop the developers, and the product will produce itself!

<runs away>
 
The difference is that the error margin is a bit higher in game development... NASA cant afford 'kinda buggy but good enough', nor can they upload a patch when something goes wrong.

True, although watching some complain about bugs in Elite makes it look like a matter of life and death.
 
And just to add a counter to the rather frantic CIG defence forcing going on a couple of pages back on this forum, SA member MinorInconvenience neatly skewers Ben Lesnicks' letter in response to worries about the begging bowl referral system controversy, calling the stream of words what it actually was.... "spin doctoring". (As well as calling them a lot of other things, which I've edited out due to their rather coarse nature. But MI gets their point across extremely well regardless.)

Pretty much how I read it. Game is broken because the engine is broken, networking is broken, massive staff turnover, no experience in important senior positions (as reflected by their own job ads).

Only question is how long it will limp along before being put down.
 
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Pretty much how I read it. Game is broken because the engine is broken, networking is broken, massive staff turnover, no experience in important senior positions (as reflected by their own job ads).

Only question is how long it will limp along before being put down.

Given an awful state like this, it needs to either suddenly get better or get put down. This ongoing incompetence, masked by that bague mediocrity from Lesnick and Roberts's transparent letter, is just a slow death and tremendously uninspiring.
2fb85ae0b0f8012f2fef00163e41dd5b
 
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True, although watching some complain about bugs in Elite makes it look like a matter of life and death.

I don't understand it.

1) Games aren't life or death
2) You have to expect a functioning product for your money
3) Some people are in to Star Citizen for life-changing amounts
4) Maybe games are life & death after all

:S
 
Video game development is a different field entirely. Famously, when John Carmack gave a speech at Nasa he essentially shat on their floor claiming with good authority that making videogames is much, much harder than sending rockets in space.

Since saying this, Carmack's own space endeavor was created and then stalled and is now basically dead. Yet he keeps pushing the technical boundaries in game development.

I don't think there's a better proof of him having been wrong when he said that. In fact, I'm pretty sure that if you ask him now, he'll tell you that space is hard. Like, really hard.

Making games is easier. Carmack proved it himself ;)


For example, did you know that if you don't figure out how to keep liquid fuel from sloshing around, your rocket will explode? Did you know that if you don't figure out how to balance the different expansion rate of different fuel components during ascent using active pressure regulation, your rocket will explode? Did you know that if you don't design your injector correctly you get pressure oscillation and your rocket will explode? Did you know that if your Did you know that you have to pump fuel at insane volumes, yet you have to be able to control both flow rate and pressure exactly, while also filling the emptying fuel tanks with replacement gas at exactly the right ratio or, you guessed it, your rocket will explode?

rktthsum.gif


Trust me, game design is easy in comparison. You can recompile time and again and just try it out as often as you'd like. In space flight, "trying out" means burning the whole budget of Star Citizen for a single test.

Making a good game isn't easy. But Space is harder. It just is. No debate. Carmack learnt his lesson. Ask him now. He'll tell you ;)



Now can the MATH in game development be more complex? Oh yes, it can. Everything you need for space flight within the Mars perimeter fits on a small piece of paper. It's really easy.
Supersonic flight... not quite that easy, but well understood now and you can build upon a lot of knowledge these days, so you're not flying blind there. Just know that normal aerodynamics calculations will get you killed, and you'll be fine there.

But building a game, and building a space-worthy rocket? Two different animals.

Just because CIG isn't too adept at the former doesn't mean that making games is rocket science.
 
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Since saying this, Carmack's own space endeavor was created and then stalled and is now basically dead. Yet he keeps pushing the technical boundaries in game development.

I don't think there's a better proof of him having been wrong when he said that. In fact, I'm pretty sure that if you ask him now, he'll tell you that space is hard. Like, really hard.

Making games is easier. Carmack proved it himself ;)


For example, did you know that if you don't figure out how to keep liquid fuel from sloshing around, your rocket will explode? Did you know that if you don't figure out how to balance the different expansion rate of different fuel components during ascent using active pressure regulation, your rocket will explode? Did you know that if you don't design your injector correctly you get pressure oscillation and your rocket will explode? Did you know that if your Did you know that you have to pump fuel at insane volumes, yet you have to be able to control both flow rate and pressure exactly, while also filling the emptying fuel tanks with replacement gas at exactly the right ratio or, you guessed it, your rocket will explode?

https://www.grc.nasa.gov/www/k-12/airplane/Images/rktthsum.gif

Trust me, game design is easy in comparison. You can recompile time and again and just try it out as often as you'd like. In space flight, "trying out" means burning the whole budget of Star Citizen for a single test.

Making a good game isn't easy. But Space is harder. It just is. No debate. Carmack learnt his lesson. Ask him now. He'll tell you ;)



Now can the MATH in game development be more complex? Oh yes, it can. Everything you need for space flight within the Mars perimeter fits on a small piece of paper. It's really easy.
Supersonic flight... not quite that easy, but well understood now and you can build upon a lot of knowledge these days, so you're not flying blind there. Just know that normal aerodynamics calculations will get you killed, and you'll be fine there.

But building a game, and building a space-worthy rocket? Two different animals.

Just because CIG isn't too adept at the former doesn't mean that making games is rocket science.

Yeah - but let's be honest - it's not exactly brain surgery is it?

https://www.youtube.com/watch?v=IkmW6PolBVI
 
But building a game, and building a space-worthy rocket? Two different animals.

Just because CIG isn't too adept at the former doesn't mean that making games is rocket science.

And Carmack actually said this in that video. The systems may be more complicated in game development, but aerospace is hard to get working.

He also remarked that the space design he and his team did are done very differently from modern aerospace development.
 
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