The Star Citizen Thread v8

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People seem to have been having more success then me - after the 10 minute load screen I finally managed to convince my avatar to get out of bed, but the crawl down the corridor made me give up, maybe 5 fps? Really struggling to work out what they hope to learn from putting out the alpha, this it was actually more playable last time I tried it, which must have been a few years ago... maybe by 2021 it will be playable :)
 
I have this imagining of the interviews for this position:

CIG: Yes, you have a very impressive resume and you just might be the person for the job. Your goal will be to make the game work with 1000s of players in a single instance.

Nework dev:

https://media.giphy.com/media/VrSZDlpRaHYje/giphy.gif

CIG: Next!

Hehe

On a more serious note: It can actually be really difficult to spot whether a dev team's boundless ambition is based on cluelessnes or whether they're really geniuses who could actually push the boundaries of what is thought possible. I've experienced both and it's extremely hard to tell as a newcomer. The problem is that if you keep to conventional wisdom, you'll have consistent results but rarely something out of the ordinary or revolutionary.

That said, I foresee no boundaries to be pushed by CIG. If you want to push musical composition to the next level, you first have to understand the classics like Bach, then go beyond them. If you want to move the goalpost of what's possible in multiplayer networking, you first have to understand CAP, time synchronization, optimistic locking, transactions vs. eventual consistency, operational transformation etc. along with the benefits and drawbacks of each approach, BEFORE you can claim to be inventing something new.

And again, MAJOR kudos to the SOE/Daybreak devs who designed the networking for Planetside 1 and 2. While not perfect, for what it does it works exceedingly well.

[video=youtube;IJYRCxhUjMQ]https://www.youtube.com/watch?v=IJYRCxhUjMQ[/video]

This is what Star Citizen is up against, at least according to their own claims.
 
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https://www.youtube.com/watch?v=IJYRCxhUjMQ

This is what Star Citizen is up against, at least according to their own claims.

By watching that video I think Planetside has a better chance to become what Star Citizen wants to be then Star Citizen ever managing to become what Planetside is right now.

Regarding first-player impressions.....not disappointed :)

CiG made yet another mistake with their free flight weekend. Most new users seemed to have wanted to simply try out the alpha and see how far they ve come. For that the PTU installer should ve set/hacked the game to OFFLINE by default to ensure best possible performance. I m sure this would ve resulted in far more people being impressed and getting hooked. Instead without preparation they crammed servers to capacity, no tips or hints when it comes to system optimization or "tricks". Well CiG of all people should ve known best that their pet project isnt up to the task right now. Still they went ahead.

Yeah sure, you have the usual koolaid suspects describing wonderful scenarios and making it sound like a wonder has been delivered. Doesnt do SC any good tho because nobody else can find or see it
 
Many great Free fly experiences, and some bizarre rewritings of history: So how can you play this game? Is this a joke?


Oh is that what 3.0 was? Really?

Why can't they be honest about the game? Everywhere all I see is commandos lying about what's going on with the game, then getting upset at being called shillizens despite actively shilling for the game by lying

Some of them are so protective of their beloved"dream-game"that they will rage on that dude RIG like it´s been ONLY his fault because he even dare trying to play SC with that"hardware"

fx3nonsense.png


By all means his RIG is maybe not the best on this world but it´s still more than capable by todays standards(FX 8320/16gb/Rx570 4gb)
 
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Some of them are so protective of their beloved"dream-game"that they will rage on that dude RIG like it´s been ONLY his fault because he dare to play SC with that"hardware"

http://u.cubeupload.com/goliat33/fxnonsense.png

By the time it's proper released I will be living on Mars under the guidance of our robot AI overlords. But we have a cunning plan! We will release the Roberts virus on them, it's disguised as a space sim. Their egos will not believe that their CPUs will run the program without issue...but we know better. Nothing in the last 200 years can run that abomination without grinding to a halt. The Lord Roberts foresaw our need.
 
By all means his RIG is maybe not the best on this world but it´s still more than capable by todays standards(FX 8320/16gb/Rx570 4gb)
Oh they're so PCMR measuring contest it's funny. I loved the little fit that went through the collective when it turned out the good framerates weren't down to that last mad level of pc spend
 
I've just had a look at SC, using their free flight weekend. I was thinking maybe it might be worth getting a basic package (but I certainly was not going to lay out money to get anything more). This has turned me off the idea. Last time I tried it, 18 months ago, it was a bug-festooned mess, and this still seems to be the case, and their solution to solve the extremely buggy tutorial (which I could not even get through thanks to bugs back then) seems to be to remove access to it, which is absolutely mind-boggling to me. When I tried it 18 months ago, I was saying that it might come out of Alpha and get into Beta about Q4 2020. On current evidence, that might be a tad optimistic.
 
VQL put this post together on the SA forums, quotes from an article written by Wired.com, the article is 10 years old but is uncanny in its similaritites https://www.wired.com/2009/12/fail_duke_nukem/

Broussard was clearly obsessed with making his product as aesthetically appealing as possible. When he brought a few journalists over to a computer to show off bits of the game, he pointed out the way you could see individual wrinkles on characters’ faces and mused over how to make his campfire more realistic.
Broussard soon began pushing for even more and cooler game-building tools: He ripped out the ceiling of a room at the 3D Realms office to assemble a motion-capture lab, which would help his team in rendering “complex motions like strippers,” he noted on the 3D Realms Web site.
Broussard simply couldn’t tolerate the idea of Duke Nukem Forever coming out with anything other than the latest and greatest technology and awe-inspiring gameplay. He didn’t just want it to be good. It had to surpass every other game that had ever existed, the same way the original Duke Nukem 3D had.
But because the technology kept getting better, Broussard was on a treadmill. He’d see a new game with a flashy graphics technique and demand the effect be incorporated into Duke Nukem Forever. “One day George started pushing for snow levels,” recalls a developer who worked on Duke Nukem Forever for several years starting in 2000. Why? “He had seen The Thing” — a new game based on the horror movie of the same name, set in the snowbound Antarctic — “and he wanted it.” The staff developed a running joke: If a new title comes out, don’t let George see it.

“George’s genius was realizing where games were going and taking it to the next level,” says Paul Schuytema, who worked for Broussard and Miller heading up the development of Prey, another 3D Realms title. “That was his sword and his Achilles’ heel. He’d rather throw himself on his sword and kill himself than have the game be bad.” By the end of 1999, after blowing several publicly proclaimed release dates, Duke Nukem Forever was nowhere near completion. Half the weapons were still just sketches, and when a new version of the Unreal engine was announced — one designed for live, multiplayer online battles — once again Broussard opted to upgrade. Worse, former employees say, he did not appear to have an endgame — an overall plan for what the finished product would look like, and thus a way to recognize when it was nearing completion. “I remember being very impressed by the features. It was incredibly cool technology,” says the developer hired in 2000. “But it wasn’t a game.” It was like a series of tech demos “in a very chaotic state.”

It’s a dilemma all artists confront, of course. When do you stop creating and send your work out to face the public? Plenty of Hollywood directors have delayed for months, dithering in the editing room. But in videogames, the problem is particularly acute, because the longer you delay, the more genuinely antiquated your product begins to look — and the more likely it is that you’ll need to rip things down and start again. All game designers know this, so they pick a point to stop improving — to “lock the game down” — and then spend a frantic year polishing. But Broussard never seemed willing to do that.
Broussard was also cursed with money.

Normally, game developers don’t have much cash. Like rock bands seeking a label to help pay for the cost of recording an album, game developers usually find a publisher to give them an advance in exchange for a big slice of the profits. But Broussard and Miller didn’t need to do this. 3D Realms was flush with cash

Other game developers envied the freedom that Broussard and Miller had, at least at first. Developers and their publishers, indeed, are often at war. It’s like many suits-versus-creatives relationships: Developers want to make their product superb, and the publishers just want it on the shelves as soon as possible. If the game starts getting delayed, it’s the publisher that cracks the whip. Broussard and Miller were free to thumb their noses at this entire system. Indeed, they even posted gleeful rants online about the evil of publishers and their deadlines. “When it’s done” became their defiant reply whenever someone asked when Duke Nukem Forever would be finished.
Yet the truth is, Broussard’s financial freedom had cut him off from all discipline. He could delay making the tough calls, seemingly forever. “One day, Broussard came in and said, ‘We could go another five years without shipping a game'” because 3D Realms still had so much money in the bank, an employee told me. “He seemed really happy about that. The other people just groaned.”
 
I love how player's position cloud saved is "a first real pass on persistence", so cute... (wait didn't lord CR say persistence was already in years ago?)

I remember them saying that the next patch after ArcCorp's release would be all about persistence. That was patch 1.2 - August 2015.
 
VQL put this post together on the SA forums, quotes from an article written by Wired.com, the article is 10 years old but is uncanny in its similaritites

The similarities between those 2 are striking.....

StarCitizenForever33.jpg


Pay attention on that Anvil tattoo on Duke arm,I bet that whales will pay a fortune for one of those!!!
 
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Just spent the afternoon working out the basics of Star Citizen during CIG's "free-to-play weekend".

Save your money. Star Citizen is a buggy, clunky tech-demo with insane system requirements and a nearly vertical learning-curve. I have a decent system (quad-core i5 w/16GB RAM, GEForce 1080 GPU and an SSD) and could not get over about 15-20 FPS. The game crashes on average about every ten minutes and the entire game exists within a single planetary system. One thing CIG offers that I like is a community led very busy tech-support chat forum in which I spent about half my time today getting advice about things that should be simple-simon like, how to invert a joystick axis. Their oft-repeated excuse is "It's still in ALPHA test stage". Yeah . . . since 2014. The only game I know that ever went longer in development than Star Citizen without being released is Duke Nukem. That was a (sarcasm) real gem . . .

It IS pretty but to see and run at its best you need to run it on Watson . . .
 
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I tried the the free weekend period. Using the game is real pain. I couldn't get UI to work properly and getting ship to fly is like flipping a dice if controls are visible or not. Finally got to fly but I had to use default hotas cause for some reason I just couldn't put my own keybinds. Might be the same UI problem. I got a few screenshots and they are pretty can't deny that. The path to finished game will be long and hard.


41440186112_d2d9b18c7d_k.jpg


27610501048_fa96558818_k.jpg


41482134771_abb9f76c21_k.jpg
 
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