The Star Citizen Thread v9

I dont want to dwell much longer on this topic but I gotta side with Thargon on this. For whatever reasons the replies to him has been very vague or elusive kind as if people were scared of answering him bluntly in case he was trying to lure them into an elaborate "trap" or something. I was about to formulate an answer myself which I "think" was meant because face it....neither of the people who brought up the "answer" expressed it clearly but dayrth made a pretty good job already. I am sometimes a little shocked and sad to see trolling and aggravation coming from unexpected sources on this forum but I guess we all have our bad days.....

And to be fair to both, the solution they were mentioning was brought up fairly early in the exchange:

The solution is to not allow people to pay for that advantage. It should be pretty darn obvious.

Though I do agree dayrth did a great job filling in the gritty details.
 
New Sid Alpha video. From the comments section: "Star Citizen can never be pay to win. Everyone who has spent any money on Star Citizen is already a loser." [haha][haha]
[video=youtube;PfSNO2vUPz4]https://www.youtube.com/watch?v=PfSNO2vUPz4[/video]
 
Nah, this is where the real test about the validity of the funding tracker come into light, maybe soon we'll see the fanatics start questioning where is the money come from if they feel they don't buy anymore but the tracker says otherwise.

How would they ever find out? As the paying customer base is highly fragmented and only meets and contacts each other via platforms that are controlled/observed by CiG they have no way to figure out if most of them stopped paying money. This isolation tactic favors CiG and puts em in control whereas the average backer is powerless and can only evaluate his own actions which is less then a drop of water in the ocean. I rather think the collapse of CiG will come as an absolute shock to many who were more then happy enough to keep living in the bubble never questioning, never thinking. For them its going to be "everything is awesome" (queue LEGO movie music) to "Derek Smart was right" with no transition period in between.


Same as Casinos: House always wins.

Have a +1 :)


There was a series of posts on mmo-champion throwing ridicule at CIG's recent justification for selling credits and items.
CIG claim that if you were to join World of Warcraft or Eve Online today you are at a huge disadvantage to people that have been playing for a long time, there is some truth to that but nothing close to the way they want to make it sound.
However, that in no way justifies selling unlimited items and credits, it just puts a $45 backer at a huge disadvantage on the very first day of the game's release instead of 10 years into the game's lifespan. How on earth is that supposed to be a fix for the disparity?

The fact that CiG dares to participate in this discussion without having a released title to show makes this even more hilarious ^^ And of course they take the most successful games as an example. Even if they come out last in that selection they are shining brightly and smelling of roses.
 
All that's happened is this latest thing they tried to slip in under the radar has brought it back into focus big time.

PederP on SA has an interesting take on it;

PederP posted:

I think CIG miscalculated badly with this move. There's a huge difference between selling spaceship pre-orders and in-game currency pre-orders.

Selling ships but packaging them as "pledges" is a perfect way to reconcile the desire to get a headstart on gaming Nirvana with the general disdain of microtransactions, pay2win and even pay2skip. Backers who buy ships are getting two-for-one: supporting development of their dream game (and the good fight against consoles and publishers) and getting something tangible in return. The ships represent CIG's gratitude towards the backers.

Selling UEC is a completely different beast. A lot of backers never really liked this - but the promises about how the sale of would be restricted and not really be a big deal, or even particularly useful to hardcore players, allowed backers to push their misgivings aside.

Buying in-game credits is dirty - it's a way to get what everyone can get, but without in-game effort or time. The backers, and the whales in particular, are happy to given ships for their patronage - badges of prestige and exclusive foci of the gaming universe. The non-backers will have to work hard to get these, if they're even available after launch - limited editions backer rewards are the best.

But UEC can be earned by anyone - and by extension anything purchasable with UEC can be acquired by anyone. This is distinctly non-exclusive. Backers and whales are not interested in a game where they have to pay to stay in the top of the prestige pyramid.

Looking at the concern posts about the removal of the UEC cap, a recurring theme is that the perceived problem is not whales stockpiling UEC now and having purchasing power later. The problem is that whales injecting all these UEC into the economy can cause inflation, thereby increasing the likelihood of nonbackers gaining an advantage over backers through $$$.

UEC purchases have never been capped or throttled to anyone with the inclination to leverage multiple accounts and/or RMT third-parties. Removing the cap seems to opened the eyes of backers to this fact, and they are realizing that the ships aren't quite as exclusive and valuable as they thought. Noone wants to pre-order UEC. Noone likes the thought of post-release UEC purchases being relevant.

CIG are not putting themselves in a good place by opening up the discussion on the role of UEC in the game. Because either UEC is the core currency driving the in-game economy or there needs to be other mechanics gating progression/purchasing power. But that's completely at odds with a sandbox universe and relies on themepark MMO mechanics.

They've promised a backers a wildly unrealistic in-game economy - and unlike any other mechanics they simply can't put a tier 0 implementation place, because the economy is at the heart of progression and player power in a sandbox game. Along with PvP and crafting. The latter doesn't really exist, and has never been a core feature of the vision. As for PvP, that's another thing that is problematic for them to implement, because it's impossible to reconcile meaningful PvP with the wishes of the carebears.

I am expecting the answer from CIG to be some kind of deflection in regards to UEC. It will be explained to be completely irrelevant and buying it not giving any kind of advantage, so this is just a nothing burger. Hah! Take that, goonies!

I pretty much agree with this. It's backer perception. Roberts et al may have misunderestimated the community... :p
 
It is the Freelancer development cycle all over again. Just this time nobody will step in and save the day like Microsoft did, back then.
The only way to save the project would be to remove CR, Sandi and Erin from said project and have someone take over who's able to properly manage a project, but IMHO, it's already too late for that.
The people are in for a rude awakening.

Yup. Any prospective buyer will look at the ~$200m in pre-sales and run for the hills. And we don't know what the actual state of CIG's finances so it may well be worse. I can't see any IP of particular value either.

Chris Roberts roundly insulting publishers may also have burned some bridges. If I was EA/whoever I'd stand at the sidelines and point at this whole story as a validation for my existence.
 

From that, on the bottom of the very last page (from the latest accounts pdf).

"The company has taken advantage of the exemption under paragraph 33.1a of FRS 102 from disclosing transactions entered into between two or more members of the group, where the subsidiary undertaking which is a party to the transaction is wholly owned by a member of the group".

I don't understand the reports or accounting speak but this sounds shady.

Hmm I've just read the FRS accounting rules, its allowed. But where are all the subsiduary account reports? These are not disclosed.
 
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From that, on the bottom of the very last page (from the latest accounts pdf).

"The company has taken advantage of the exemption under paragraph 33.1a of FRS 102 from disclosing transactions entered into between two or more members of the group, where the subsidiary undertaking which is a party to the transaction is wholly owned by a member of the group".

I don't understand the reports or accounting speak but this sounds shady.

Ninja'ed :)

I was about to point that out, as well as 'Amount due from parent undertaking' of 1.9M pounds. Always interesting to see what goods and services are being purchased between parents and subsidiaries. "Administration fees" is always a good one. (They don't say that btw, in case anyone misunderstands).
 
After a quick skim, my first impression is that they would have made a loss except for the additional income from the 'video games tax credit', which I assume is a government initiative to support the gaming industry?

Yes, to be specific the UK game industry. There is some controvery as to whether CIG actually fits the criteria for receiving it, but that is up to the UK government at some point.
 
Yes, to be specific the UK game industry. There is some controvery as to whether CIG actually fits the criteria for receiving it, but that is up to the UK government at some point.

Yes, I can see why many people would think they're not a game dev company because they can't make games. Ok, that was a cheap shot. I admit it. Couldn't help myself. :D
 
No chance.

Nice to see that their accountant doesn't try to describe the whale-milking income as 'donations' though.

My thinking - this is their accounts for the UK manchester office. They've listed pensions payments on those accounts, from that you could infer the salary of the artists / engineers?
 
Was wondering if you could calculate their money-burn rate from those financials.

Cost of sales and other expenses appear to be about 10.5M pounds for the 6 month period. So roughly 1.75M pounds per month (US$2.3M per month). However there's a caveat that they haven't given as much detail about the expenses as I'd like. If some of those expenses are operational expenses unrelated to longer term burn, I can't tell. But I can see salaries + leases are around 9M pounds by themselves, so the 10.5M pound figure can't be too far wrong. Any accountants please step in now. :)

Yeah, I'm guessing about US$2.3M per month.
 
Cost of sales and other expenses appear to be about 10.5M pounds for the 6 month period. So roughly 1.75M pounds per month (US$2.3M per month). However there's a caveat that they haven't given as much detail about the expenses as I'd like. If some of those expenses are operational expenses unrelated to longer term burn, I can't tell. But I can see salaries + leases are around 9M pounds by themselves, so the 10.5M pound figure can't be too far wrong. Any accountants please step in now. :)

Yeah, I'm guessing about US$2.3M per month.

As far as I remember the UK operations account for slightly more than a half of their employees, if CIG's words on the total employment are true.
 
As far as I remember the UK operations account for slightly more than a half of their employees, if CIG's words on the total employment are true.

And the financial statement says 318 employees for the period to 31 Dec 2017. That would mean average remuneration of 7.8M/318 = 24,500 pounds for 6 months, or 49,000 pounds pa (US$63,700 pa). Since the employee count probably includes staff that left and started within that period, the true pro-rata average salary would be a little higher.

Edit: And if the employee count includes many part timers, the average salary pro-rata would be higher again.
 
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Cost of sales and other expenses appear to be about 10.5M pounds for the 6 month period. So roughly 1.75M pounds per month (US$2.3M per month). However there's a caveat that they haven't given as much detail about the expenses as I'd like. If some of those expenses are operational expenses unrelated to longer term burn, I can't tell. But I can see salaries + leases are around 9M pounds by themselves, so the 10.5M pound figure can't be too far wrong. Any accountants please step in now. :)

Yeah, I'm guessing about US$2.3M per month.

Even a quick and dirty low end estimate with 500 staff at 60k USD each is 30 mill a year. Plus 10 mill for the CEO and his wife/bonuses and 20 mill in other expenses gives 60 million USD a year. To keep that up thats a lot of ship sales to "customers". Will they survive 2019?

I have been looking at SC to see if it is worth buying a top end rig and boy is this game going to fail. Financial mismanagement and what is really now a scam to grab cash to finish something makes me sad. I want SC as a game to play and as a competitor to ED to push fdev. Failure of SC will kill future
space sims as who would risk it? I used to project manage IT projects in a bank and know the stench of mismanagement. Many large projects fail surprisingly. Of course I am damned to eternal flaming by the Citizen cult if I say this anywhere near a fan forum. They are crazy bunch!

I suspect one day this will be a film like the Enron one detailing the horrible financial mess it became.
 
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