Derek Smart says he has instructed his lawyers to send a "demand letter" to Star Citizen developer Cloud Imperium Games insisting on a "complete forensic accounting" of the money that has been spent on the game, as well as a solid release date and a refund option for anyone who wants one. Failure to deliver on any of those demands, he said in a post on his personal blog, will lead to the immediate filing of a class-action lawsuit.
Smart has been a very vocal critic of Star Citizen and CIG for some time now. He backed the game on Kickstarter at the $250 tier, but in July his pledge was refunded, and not at his request: "It was obvious he was not a supporter of our project and was just using our visibility as a platform to gain attention and promote his current game and his past games," a CIG rep said at the time. But Smart has continued his campaign against a game he says is simply too ambitious and complex to be developed and delivered as promised.
Today, he said he'd taken the first step toward launching legal action against the studio by sending a letter demanding a full accounting of the situation—legal action he expects will be necessary to force the studio's compliance.
"As all previous calls for accountability have failed, we don’t expect RSI [Roberts Space Industries] to co-operate (hence the need to contact the Federal authorities), with us. Which means that the next steps, depending on how they respond to the letter, would be for a class-action lawsuit (already in various stages of preparation), to move forward and be immediately filed," Smart wrote. "And through that, we’re going to subpoena and depose every single key person, while asking for specific documents during discovery which will hopefully shed a light on what is going on. They will ask for protective orders, try to delay and drag things out etc. We will fight it every step of the way and my guess is that with the Federal authorities involved, it may get resolved even before it gets to trial; and then we’ll have answers either way."
"And if they do fight this, they’re going to do it with your money, simply because they don’t believe that you—the backers—are entitled to accountability. If they had nothing to hide, resolving this matter should be very straightforward," he continued, bold emphasis his. "Sadly, I feel that this is the only way that we are going to get the answers that we are entitled to, before this whole thing collapses and makes it more difficult to sift through; especially where spoliation of material evidence becomes an issue. Not to mention the fact that they have studios outside of North America, which will make things even more difficult to sift through."
"Had [Cloud Imperium Games founder] Chris Roberts and co not maintained a pattern of dishonesty, then when called out, foolishly singled me out, then went for broke and tried to silence me with the actions that they took, and which gave me a clear indication that they had something to hide, we would never have come this far," he wrote. "Finally, in this legal action that I have now initiated, note that I haven’t asked for anything that benefits me in any, way, shape or form. This is not, and never was, about me nor my game."
DEREK SMART
DEREK SMART
DEREK SMART
As an example, one high-level ex-employee shared the story of the Menu Helmet. At one point, according to that employee, Roberts decided he wanted players to have to find and wear an in-game helmet in order to gain access to the menu in Arena Commander. Some developers tried to shoot down the idea, noting that players would grow frustrated if they couldn’t find something as essential as a menu, but Roberts insisted, so a team of developers spent weeks making it work. Then, according to that source, Roberts tried it, only to realize that it wasn’t actually fun. So they scrapped the whole thing and went back to a regular menu system.
Roberts’ account of the Menu Helmet is quite different. In an e-mail this week, he said it had come about because Star Citizen’s main menu UI wasn’t far along enough, and players needed a way to select what ship from their hangar they wanted to fly in Arena Commander. Problem: the hangar is also intended to function as a ship gallery, where you can hop into ships and have a gander at all their immaculately rendered buttons and knobs. Solution: have them wear a helmet to designate that they want to play Arena Commander, not just look around in their ship. Ultimately, Roberts said, once CIG decided they wanted to be able to launch Star Marine from the hangar too, the helmet method started making less sense. So they switched over to an in-game VR Pod. They also added a quick launch menu option for people who’d prefer to bypass all of that. So, according to Roberts’ account, it was still a lot of time and effort expended on a feature that didn’t stay in the game for long, but it wound up making sense in the long run.
Star Citizen will consist of two main components: first-person space combat, mining and trading with first-person shooter elements in a massively multiplayer persistent universe and customizable private servers,[7][8] and a branching single-player and drop-in co-operative multiplayer campaign titled Squadron 42
...
Star Citizen will continue to develop after commercial release via a combination of emergent gameplay generated by players and new content which will be developed by Cloud Imperium Games on an ongoing basis.[6] Players and organizations will be able to own certain production nodes including factories and mines. Capital ships can be owned and operated by players. Select "lawless planets" will feature ground-based combat using infantry style weapons. Personal armaments can also be used to board disabled ships and stations.
...
Squadron 42 is a story-based single-player campaign set in the Star Citizen fictional universe described by the developers as a "spiritual successor to Wing Commander".[17][59] It is being developed by the Foundry 42 UK studio under the supervision of Chris Roberts' brother Erin, who had already worked with him on the Wing Commander series and led the production and development of titles like Privateer 2: The Darkening and Starlancer.[25][60][61]
The interactive storyline centers on an elite military unit and involves the player character enlisting in the United Empire of Earth Navy, taking part in a campaign that starts with a large space battle.[6][17] The players' actions will allow them to optionally achieve citizenship in the UEE and affect their status in the Star Citizen persistent universe, but neither of the two games has to be played in order to access the other.[10][60] In addition to space combat simulation and first-person shooter elements,[60] reported features include a conversation system that affects relationships with non-player pilots and an optional cooperative multiplayer mode.[17][59] The game is planned to be released in multiple chapters, the first of which is expected to be available to eligible backers of the project in the second half of 2015, offering an estimated of 20 hours of gameplay for SQ42 Episode 1 with about 70 missions worth of game play, “Squadron 42 Episode Two: Behind Enemy Lines” and “Episode 3,” will launch in 2016 and 2017, respectively.
Portable 60 quart cooler designed by Ryan Grepper that contains a battery powered rechargeable blender, waterproof Bluetooth speaker, USB charger, cutting board, plates, among other features.
Flow Hive is a new type of domesticated bee hive box with a valve, where the beekeeper can extract honey from the hive without disturbing the bees.
When people say things like "they'll never be done with the game, there will never be a finished product, things will just keep getting updated forever", that sounds like the worst thing ever for a videogame. MMOs have a base, and then the developers decide to modify that base or add to it. A game that is completely freeballed for the next 10 years makes it impossible to care for onlookers.
Two sources pointed to Star Citizen’s unusual first-person camera as an example of this. Usually, video games that use both first- and third-person perspectives display different animations based on how you’re perceiving the game—in Skyrim, for example, your sword swing will look a lot different in first-person than it does when you’re zoomed out of your character’s eyes. For Star Citizen, Roberts wants to maintain the same animations no matter which perspective a player uses—his goal, as always, was to be more ambitious than anything else out there.:dead
But according to two high-level sources, this system has been messy and at times disorienting, leading to several overhauls and delays, including one that pushed the shooter module Star Marine back by months. One source said they had to scrap and redo player skeletons—a core part of the animation system—a whopping seven times.
Roberts, for his part, argues that those ex-employees didn’t have a full understanding of why he chose to spend so much time on this animation feature.
“It’s not an arbitrary decision that was made because, oh yeah, that’d be cooler,” Roberts said. “If you look at games like Call of Duty, you’ll notice that animations are much cruder for players than AI. That’s because the animation was kinda cheating, so they can’t do as much with the animations for other players in third-person. With us, we’re having people sit next to you and fly ships and sit at tables and drink things. We can’t cheat on that. We really needed a way for first- and third-person to be unified. Plus, if you can make that work, it means less resources and assets used, which is another issue for us since we already have such a big game.”
Why would anyone give the guy who directed the Wing Commander movie 87 million dollars to make a video game. ???
Why would anyone give the guy who directed the Wing Commander movie 87 million dollars to make a video game. ???
When that money could have funded Wing Commander 2 instead?
Why would anyone give the guy who directed the Wing Commander movie 87 million dollars to make a video game. ???
Cause his games were fucking great and because starfighter sims aren't made often anymore yet there's still a big market for them?
Cause his games were fucking great and because starfighter sims aren't made often anymore yet there's still a big market for them?
The word scam is maybe too strong because it supposes dishonesty from the start, but that's probably the most insane feature creep that the crowdfunding system created to this day and it's very hard not to get the impression the current bait and switch of the funding is purposely engineered. The designer has a reputation of being a big blowhard and / or insanely ambitious but at this point a lot of backers have been reduced to cultish like defenses claiming that the project itself, completed or not, will be a monument to the PC master race.
The word scam is maybe too strong because it supposes dishonesty from the start, but that's probably the most insane feature creep that the crowdfunding system created to this day and it's very hard not to get the impression the current bait and switch of the funding is purposely engineered. The designer has a reputation of being a big blowhard and / or insanely ambitious but at this point a lot of backers have been reduced to cultish like defenses claiming that the project itself, completed or not, will be a monument to the PC master race.
I need deets and a tldr on all this juicy KS drama.
In the original announcement, Roberts and his team said they’d complete Star Citizen by November of 2014....Two years later, they still don’t have much to show. Star Citizen has pulled in a staggering $87.5 million from fans, and over 200 people are currently working on the game in offices across four countries—in addition to contractors and third-party partners like Behaviour Interactive—but that promised November 2014 release date has come and gone. Today, players can access two parts of the game: A hangar for storing and observing spaceships, and a multiplayer dogfighting module called Arena Commander that contains multiple modes and a horde shooting section called Vanduul Swarm. It’s a fraction of what Roberts has promised over the past few years—an MMO-style sandbox universe with a complete single-player story, a complex economy, and countless star systems and planets to explore—and many fans have wondered why all those tens of millions of dollars haven’t led to more tangible results.
Chris, and Sandra Roberts, you both know that I am right, and where this is headed. And as I see it, this is never going away, and you’re never going to be able to silence me. So, you have the following choices going forward:
1) You, and your wife, Sandra Roberts (aka Sandi Gardiner), should resign, effective immediately, and relinquish control of this company to an interim CEO.
2) Using the same rules you used to refund my pledge, without my asking, you are to immediately process refunds in the amount of $2,134,374 as per the initial Kickstarter crowd-funding effort for those who request it. Those who want to wait to see the end (my instinct, from what I know now, is telling me that the end is looking a lot like a catastrophic total loss of this project), and funded to the tune of $83m on your website, are welcome to do that.
3) Give backers the opportunity to hire an independent forensics accountant, and an executive producer, to audit the company records, and give an accurate picture of the financial health of the company, and it’s ability to complete, and deliver this project in a timely fashion. I hereby offer to foot the entire costs of this effort. And I will put up to $1m of my own money, in an escrow account of an attorney’s choosing, to be used as-needed for this exercise. I will pay this price to prove that I had every right to seek these answers. So this money can either go toward a good cause (righting this ship), or to attorneys who are most likely to burn it all down anyway.
4) If you ignore this, the more time passes, the more articles that myself, and investigative media write, revealing what we know, the more likely it is that this will end in legal (someone suing someone, and opening the flood gates) action, thereby forcing you all to come to court and answer these questions.
As I warned before, unless there is full accountability from you, there is no version of this that ends nicely. If this ends in legal action, in any form, all relevant people who are still with your companies, or who have left, are going to be subjected to subpoenas, and depositions – under oath, as this process unfolds. This will just end up being messy, time consuming, and costly, for everyone involved. As you probably know, aside from your inner circle of sycophants, you and Sandra, have very few people who are going to put their future at risk, in order to lie under oath.
isn't Elite: Dangerous, which is out now, pretty much the starship part of Star Citizen, what with the online features and all?Yup.
and also with a gigantic generated universe like the also not yet finished No Man's Sky is getting so much coverage for?NMS has planets that you can visit. Elite doesn't and I think (?) Star Citizen doesn't plan to have any.
The word scam is maybe too strong because it supposes dishonesty from the start, but that's probably the most insane feature creep that the crowdfunding system created to this day and it's very hard not to get the impression the current bait and switch of the funding is purposely engineered. The designer has a reputation of being a big blowhard and / or insanely ambitious but at this point a lot of backers have been reduced to cultish like defenses claiming that the project itself, completed or not, will be a monument to the PC master race.
I need deets and a tldr on all this juicy KS drama.
Crowdfunding is finance, not a market. Successful crowdfunding demonstrates the existence of people willing to finance in exchange for little (analogous to charitable giving), not the existence of a market.
“Several years from now, when you are surrounded by your loved ones, and they ask you what did you do during the battle for Space Sims and PC games, you can look them in the eye and say; I helped make Star Citizen.”
I also once had a conversation about the game with a guy I later discovered is like one of the main designers or something (he's the fedora wearing dude who seems to be in a lot of videos on their website). Apparently they have some super insane physics system that I can't even begin to comprehend.
Alot of the people who are heavily invested in SC are apoplectic because of the twin-assault of missed deadlines and the Derek Smart offensive. Now is a good time to keep abreast of this ill-fated project because implosion is imminent and tears will be flowing like milk and honey.
Funding continues to goes in (some pledgers gave up to 15000$ and there's anecdotes of a guy splitting up with the wifey over this) and the game has a lot of touchy defenders that may have gone all the way down the rabbit hole. Meanwhile, the new Elite has been crowdfunded at the same time, released and and had a good reception (although the scope is of course narrower and the game is still supposed to be augmented via regular updates before shaping up to what it is supposed to be).
Is this Derek Smart guy some kind of faux online celebrity or something?
"Shut the fuck up Grandpa, this is why we're putting you in a home"Quote“Several years from now, when you are surrounded by your loved ones, and they ask you what did you do during the battle for Space Sims and PC games, you can look them in the eye and say; I helped make Star Citizen.”
https://robertsspaceindustries.com/comm-link/transmission/14839-Letter-From-The-Chairman
:usacry
Is this Derek Smart guy some kind of faux online celebrity or something?
"Shut the fuck up Grandpa, this is why we're putting you in a home"Quote“Several years from now, when you are surrounded by your loved ones, and they ask you what did you do during the battle for Space Sims and PC games, you can look them in the eye and say; I helped make Star Citizen.”
https://robertsspaceindustries.com/comm-link/transmission/14839-Letter-From-The-Chairman
:usacry
This post is appreciated. I've been wondering about this largely due to seeing the $$$ numbers on gaf.The word scam is maybe too strong because it supposes dishonesty from the start, but that's probably the most insane feature creep that the crowdfunding system created to this day and it's very hard not to get the impression the current bait and switch of the funding is purposely engineered. The designer has a reputation of being a big blowhard and / or insanely ambitious but at this point a lot of backers have been reduced to cultish like defenses claiming that the project itself, completed or not, will be a monument to the PC master race.
I need deets and a tldr on all this juicy KS drama.
Because my time once spent playing videogames is now spent seeking out internet drama, I know way too much about this whole thing.
A pretty good summary is in the Kotaku article (http://kotaku.com/why-star-citizen-is-taking-so-long-1724835913) VomKriege posted earlier:QuoteIn the original announcement, Roberts and his team said they’d complete Star Citizen by November of 2014....Two years later, they still don’t have much to show. Star Citizen has pulled in a staggering $87.5 million from fans, and over 200 people are currently working on the game in offices across four countries—in addition to contractors and third-party partners like Behaviour Interactive—but that promised November 2014 release date has come and gone. Today, players can access two parts of the game: A hangar for storing and observing spaceships, and a multiplayer dogfighting module called Arena Commander that contains multiple modes and a horde shooting section called Vanduul Swarm. It’s a fraction of what Roberts has promised over the past few years—an MMO-style sandbox universe with a complete single-player story, a complex economy, and countless star systems and planets to explore—and many fans have wondered why all those tens of millions of dollars haven’t led to more tangible results.
Alot of this money has come from selling 'limited quantity' ships to backers that will be available whenever the game happens to be released.
What the article doesn't get into is the Derek Smart angle. About a month ago Derek called out Chris Roberts for basically marketing vaporware, and even claimed to have inside sources confirming it is as such. Because he can't stand the thought of injustice in the videogame industry, he's made a list of demands (http://www.dereksmart.org/2015/07/interstellar-justice/) for Chris and his spouse:QuoteChris, and Sandra Roberts, you both know that I am right, and where this is headed. And as I see it, this is never going away, and you’re never going to be able to silence me. So, you have the following choices going forward:
1) You, and your wife, Sandra Roberts (aka Sandi Gardiner), should resign, effective immediately, and relinquish control of this company to an interim CEO.
2) Using the same rules you used to refund my pledge, without my asking, you are to immediately process refunds in the amount of $2,134,374 as per the initial Kickstarter crowd-funding effort for those who request it. Those who want to wait to see the end (my instinct, from what I know now, is telling me that the end is looking a lot like a catastrophic total loss of this project), and funded to the tune of $83m on your website, are welcome to do that.
3) Give backers the opportunity to hire an independent forensics accountant, and an executive producer, to audit the company records, and give an accurate picture of the financial health of the company, and it’s ability to complete, and deliver this project in a timely fashion. I hereby offer to foot the entire costs of this effort. And I will put up to $1m of my own money, in an escrow account of an attorney’s choosing, to be used as-needed for this exercise. I will pay this price to prove that I had every right to seek these answers. So this money can either go toward a good cause (righting this ship), or to attorneys who are most likely to burn it all down anyway.
4) If you ignore this, the more time passes, the more articles that myself, and investigative media write, revealing what we know, the more likely it is that this will end in legal (someone suing someone, and opening the flood gates) action, thereby forcing you all to come to court and answer these questions.
As I warned before, unless there is full accountability from you, there is no version of this that ends nicely. If this ends in legal action, in any form, all relevant people who are still with your companies, or who have left, are going to be subjected to subpoenas, and depositions – under oath, as this process unfolds. This will just end up being messy, time consuming, and costly, for everyone involved. As you probably know, aside from your inner circle of sycophants, you and Sandra, have very few people who are going to put their future at risk, in order to lie under oath.
Alot of the people who are heavily invested in SC are apoplectic because of the twin-assault of missed deadlines and the Derek Smart offensive. Now is a good time to keep abreast of this ill-fated project because implosion is imminent and tears will be flowing like milk and honey.
Alot of the people who are heavily invested in SC are apoplectic because of the twin-assault of missed deadlines and the Derek Smart offensive. Now is a good time to keep abreast of this ill-fated project because implosion is imminent and tears will be flowing like milk and honey.Funding continues to goes in (some pledgers gave up to 15000$ and there's anecdotes of a guy splitting up with the wifey over this) and the game has a lot of touchy defenders that may have gone all the way down the rabbit hole. Meanwhile, the new Elite has been crowdfunded at the same time, released and and had a good reception (although the scope is of course narrower and the game is still supposed to be augmented via regular updates before shaping up to what it is supposed to be).
This is even better than I could have imagined. I need a link to that wife anecdote. :lol
Is this Derek Smart guy some kind of faux online celebrity or something?
Alot of the people who are heavily invested in SC are apoplectic because of the twin-assault of missed deadlines and the Derek Smart offensive. Now is a good time to keep abreast of this ill-fated project because implosion is imminent and tears will be flowing like milk and honey.Funding continues to goes in (some pledgers gave up to 15000$ and there's anecdotes of a guy splitting up with the wifey over this) and the game has a lot of touchy defenders that may have gone all the way down the rabbit hole. Meanwhile, the new Elite has been crowdfunded at the same time, released and and had a good reception (although the scope is of course narrower and the game is still supposed to be augmented via regular updates before shaping up to what it is supposed to be).
This is even better than I could have imagined. I need a link to that wife anecdote. :lol
Is this Derek Smart guy some kind of faux online celebrity or something?
The wife anecdote I read on RPS or Quarter to Three forums... not sure if there's an account somewhere.
But you can always go on the Reddit for horror stories (Poe's Law ?) :
https://www.reddit.com/r/starcitizen/comments/2vogfa/wife_just_told_me_to_stop_giving_money_to_that/
A lot of jokes about that in that community :
http://forums.starcitizenbase.com/topic/11031-guide-to-get-wife-spouse-acceptance-for-star-citizen/
https://forums.robertsspaceindustries.com/discussion/176487/spent-all-morning-downloading-new-patch-and-my-wife-won-t-let-me-play
https://forums.robertsspaceindustries.com/discussion/comment/897776/#Comment_897776
:quark
I also once had a conversation about the game with a guy I later discovered is like one of the main designers or something (he's the fedora wearing dude who seems to be in a lot of videos on their website). Apparently they have some super insane physics system that I can't even begin to comprehend.
Was it Ben Lesnick?
(http://i.imgur.com/OHYT5OC.gif)
Derek Smart hasn't got a case, is salty af, and likely worships Chris Roberts behind closed doors while hating himself and his legacy of shit tier titles.That guy is way too far up his own ass for that. He is the chip on his shoulder, from what I've seen.
By relative standards 3 years and 87 million is not an egregious budget or timeline for a project like this at all.
I need to make a kickstarter for a black conservative RPG or card game. I don't have any game development experience or skills but my stretch goals can be to promise to bring chrono, Steve Contra, or Treesong on board (regardless of whether they agree or not). This is a great racket.
:whoo
I need to make a kickstarter for a black conservative RPG or card game. I don't have any game development experience or skills but my stretch goals can be to promise to bring chrono, Steve Contra, or Treesong on board (regardless of whether they agree or not). This is a great racket.Call you game "Quotas" :lawd
:whoo
Nothing but respect and admiration for the deep understanding this team has for their market :jawalrus
Nothing but respect and admiration for the deep understanding this team has for their market :jawalrus
You's an asswipe :lol
Butt Seriously
And while it's true that some games had equally protacted production, the reverse is also true with the new Elite having been already released (and apparently with production starting later or at the same point roughly).
By relative standards 3 years and 87 million is not an egregious budget or timeline for a project like this at all.
Development started in 2011, which means we are approaching year five with very little to show for it aside from an abundance of nifty trailers and a couple bare-bones tech demos. Their are people who are more familiar with game development who can probably comment on whether that's a typical time frame or not.
Micro skin wrinkles and blood flow maps on character faces
Quote“Several years from now, when you are surrounded by your loved ones, and they ask you what did you do during the battle for Space Sims and PC games, you can look them in the eye and say; I helped make Star Citizen.”
https://robertsspaceindustries.com/comm-link/transmission/14839-Letter-From-The-Chairman
:usacry
Almost $89 million now. :doge
Stank.This post is even better if you imagine it said in Gendo's voice.
Stank-stank.
Preferably the Japanese actor, too.
Nash and Altius Management have been ordered to pay their 31 backers in Washington a total of $668 in restitution, as well as $23,183 in legal fees and $31,000 (a grand per backer burned) in civil penalties for violating the state Consumer Protection Act
I have some sad news to report.
Since my recent blog "Star Citizen - The Long Con" went live yesterday, apparently a lot has been going on at RSI/CIG brain trust.
Key issue here is that I linked to a letter one David Jennison wrote when he quit working there.
For the record, I do NOT know this person. Not even on social media. And even when I reached out to authenticate the letter, I got a "no comment" from various sources.
Apparently he had shared it with some people in order to explain why he was leaving so suddenly. And it looks like one of those people sent it to me using a burner email account which is now unreachable. Pretty much how various unknown sources have been reaching out to me since I started writing these blogs back in July.
So today, multiple sources are telling us that the Santa Monica studio is in full crisis mode as a result.
Sources are telling me that Sandi, wife of Chris Roberts, is pointing fingers and publicly blaming people in the office for leaking the letter. A letter which isn't even company property btw. As the story goes, she called two of them "fuckers" in front of their co-workers. And as the word goes, it may have been during that altercation that two people turned in their key cards and immediately walked out.
As it stands, two have quit.
Lisa Ohanian (Ship Shape), gave 2 week notice.
Paul Forgy, quit on the spot - and walked out.
Alyssa Delhotal and James Pugh were reportedly fired under suspicion of leaking information to me. Since I don't know ANY of the above people, it's patently false.
It gets worse...
Meanwhile 9 people in Austin were informed that their jobs are being eliminated in October.
Additional people are reported to be informed today and tomorrow.
As I had mentioned a few weeks ago, multiple sources are telling me that the plan is to close the Austin office by end of this year. People let go so far are Artists, Engineers, and Designers working on the PU (!!!!!).
Also, sources tell me that they are hovering around $8 (!) million in cash right now and still burning around $3.5m (!) per month. Which is why they are now initiating immediate downsizing company wide. Quietly. They are hoping that upcoming sales go well to tide them over in the short term.
As it stands, credible sources tell me that they are going to run out of money at their current sales/burn by Q1/16, assuming they get some spikes from the upcoming sales and anniversary sale in November.
Which explains the Endeavor ship sale that went live in the past 24hrs.
During this downsizing, while consolidating global development in the UK, they are focusing on Squadron 42 because right now it isn't scheduled to be ready for release for another 15 (!) months. At best.
There is so much info coming in right now, that I simply can't divulge all of it without putting people at risk. So I am getting on a call with legal in a bit. I remain torn between my loyalty to industry sources, and my need to alert the industry that, as predicted, as big as this crowd-funding effort was, it is still on track to be the biggest single collapse of an entity in the history of the industry.
I have been sounding this warning bell since July. But I got incessantly attacked for it, and I am still under attack as a result.
I will add another update once I hear back from legal. I will probably just throw up another blog since it's so much stuff to wade through right now.
In the meantime, to those of you affected by this, don't even bother with attorneys or suing them. I got this. Just go find yourselves a new job, take care of your families and keep sending us stuff. This is a crowd-funded company and there are higher standards.
Most of all :
1) DO NOT TRUST THE MEDIA!!! If you want to know which of them to trust and/or talk to, contact me (anon is fine) directly at dsmart@live.com. You deserve to tell your story and I 100% guarantee you that I will make sure that it gets out and goes into the public record via the legal system as you wish for it to be told. Remember, you are going to be around in this industry, working alongside the best of the best, for years to come. Don't make light of that.
2) DO NOT TRUST ANY OF CHRIS'S FRIENDS. If you make the single mistake of talking to someone who knows someone who knows someone, you may find yourself in violation of your exit agreement (if any) and/or NDA signed at hiring. So don't do it.
3) Ben Lesnick cannot be trusted. But you probably already knew that.
- DS
Also, sources tell me that they are hovering around $8 (!) million in cash right now and still burning around $3.5m (!) per month. Which is why they are now initiating immediate downsizing company wide. Quietly. They are hoping that upcoming sales go well to tide them over in the short term.Is that credible source a calculator? Excel maybe?
As it stands, credible sources tell me that they are going to run out of money at their current sales/burn by Q1/16, assuming they get some spikes from the upcoming sales and anniversary sale in November.
“Several years from now, when you are surrounded by your loved ones, and they ask you what did you do during the battle for Space Sims and PC games, you can look them in the eye and say; I helped make Star Citizen.”
(http://i.imgur.com/XhbyQBe.png)(http://i.imgur.com/USJez.gif)
I fucking love this man. :lol
(http://i.imgur.com/XhbyQBe.png)
I fucking love this man. :lol
Derek Smart got what he wanted, RSI has issued a "legal" response today :
https://dl.dropboxusercontent.com/u/4497650/15-09-03_rsi-response-to-demand-letter.pdf
There's some typos and while there's a legal side to it (Cyber stalking), it seems also petulant and childish. Derek Smart is a grade A loon and he would probably be drowning his own vendetta if left to his devices. Unless he have some actual facts on hand.
Meanwhile on GAF, some people actually argue that you shouldn't be able to get refunds :
http://www.neogaf.com/forum/showpost.php?p=179940179&postcount=6500
http://www.neogaf.com/forum/showpost.php?p=179960633&postcount=6526
Because reasons.
"Your clients past career performance, including struggles with tax liens and a bankruptcy proceeding, begs the question what makes him think that he is even qualified to review and properly assess the information demanded of him. The complete absence of any functioning or successful game having ever been released by him in his 20+ year ‘career’ of game development further raises the question why he would consider himself qualified to cast any judgement on Star Citizen."
Only 1 salty glass door review. So probably no mass exodus.
Only 1 salty glass door review. So probably no mass exodus.
eh? scroll down past the first couple and there are alot of negative, salty reviews. Many of them recent.
In other news....
(http://i.imgur.com/AlNlTbm.png)
My money is on Itagaki being the next to pile on. :itagaki
Star Citizen is a game that we backed because we believe in the vision that Chris Roberts has for the game. We want Star Citizen to be done by the man who brought us the original vision. We want SC to be done by the man who brought us the likes of Wing Commander. We want to bring together the game WE pledged for, that WE fought for, and that WE are working toward. Get off our lawn.
Don’t like what we’re doing? Go make your own game. Don’t steal the glory of ours.
Want to show big publishers you’re voting with your credits? Pick up this special spacecraft skin honoring the RSI crowdfunding campaign!
Note: The functionality to apply skins has not been implemented yet and will be available at some point in the future!
For crying out loud, they're even taking pre-orders on the Single Player digital manual :PP
https://robertsspaceindustries.com/pledge/Add-Ons/Squadron-42-Manual-Digital
Also this gem :
https://robertsspaceindustries.com/pledge/Add-Ons/Shut-Up-And-Take-My-MoneyQuoteWant to show big publishers you’re voting with your credits? Pick up this special spacecraft skin honoring the RSI crowdfunding campaign!
Note: The functionality to apply skins has not been implemented yet and will be available at some point in the future!
:mindblown
Hidden in plain sight.
Note: The functionality to apply skins has not been implemented yet and will be available at some point in the future!
"$90 million for what he's pitching, even with a competent leadership, you couldn't do," CS1 wrote. "The thing you have to remember about Chris Roberts is that, before this, he hadn't made a game in 12 years. He has no concept of what can and can't be done today with that amount of money, or for a game like this. Chris Roberts hadn't made a game in 12 years, and he was actively ignoring the input of people who have been in and a part of the industry that entire time."
To this, Roberts says: "How do you or they know this? Which employees said this and what makes them qualified to make that judgement? I know it's what Derek Smart loves to say but he couldn't make a good game with $200m so I don't think his opinion matters. Outside of that, no employee beyond me and a few other key people who are leading Star Citizen would have the appropriate information and overview to make any judgement about the cost of the total project. Secondly, the company uses additional sources of funding such as tax incentives, marketing and product partnerships, but we do not discuss these issues in public for obvious reasons. We always keep a healthy cash reserve and operate our business prudently based on the incoming revenue. It should tell you something that we are actually increasing our global headcount not decreasing it."
The popular consensus among most of the people who reached out is that Chris Roberts is not intentionally a con man. "He doesn't set out in the morning to screw anybody over. He's just incredibly arrogant," CS2 stated.
"Not everyone is a superstar or fits in with the culture"
I know it's what Derek Smart loves to say but he couldn't make a good game with $200m so I don't think his opinion matters.
Wait, where does it say Chris Roberts is a gamergater?
I’m also pretty concerned that your reporter on this is compromised and pursuing her own agenda. For someone who is a self-acclaimed Gamer Gate supporter, which last I checked was about ethics in video game journalism, she’s not been behaving or going about her business like an ethical reporter. Lizzy Finnegan appears in this tweet from Bandit@istheguy:
Tales of first class travels, lavish lifestyles, and seven figure combined annual salaries were near-universally reported. Several sources pointed to one concrete example of potential fund mismanagement, however, and statements from both Cloud Imperium Games and their partner, Turbulent, appear to add some level of credibility to the claim.
t was also alleged that Roberts' wife and Cloud Imperium Games Vice President of Marketing Sandi Gardiner enforced discriminatory hiring practices....It was also claimed that Gardiner used race as a determining factor in selecting employees, allegedly once saying "We aren't hiring her. We aren't hiring a black girl."
....
"She would write emails with so much profanity. She would call people stupid, distinguished mentally-challenged fellow, taco. Accuse men of not having balls. And she was incredibly hostile to other female employees," CS4 stated. "Sandi is very jealous. She has to be the queen bee at the company. Whenever I was around her, I felt like I was in the presence of a cobra who, at that moment, might not have been inclined to strike but was completely willing to. You don't get on her bad side," CS3 added. "There were two things you were told, when you were hired. One, you don't talk about [Roberts and Gardiner] being married, to anyone. Ever. And two, you don't make Sandi mad."
If the allegations are true, then this is just hilarious irony.Wait, where does it say Chris Roberts is a gamergater?QuoteI’m also pretty concerned that your reporter on this is compromised and pursuing her own agenda. For someone who is a self-acclaimed Gamer Gate supporter, which last I checked was about ethics in video game journalism, she’s not been behaving or going about her business like an ethical reporter. Lizzy Finnegan appears in this tweet from Bandit@istheguy:
It is better than I ever possibly could have imagined. Plus Chris responding and somehow tying it in to GamerGate. Derek Smart cackling in the background. Fanboys who have $1000+ invested in the game losing their goddamned minds. This is like the teleological synthesis of internet drama.
"He's letting go people (sic) necessary to complete the game, but then wants to hire a professional linguist to create three brand new alien languages. He's making this entire project impossible," CS3 added.
Like invoking Gamer Gate seems like the worst fucking idea in the world. Why would he even bring that up? No rational person would do that.
This is seriously just two trolls who haven't made video games in over 30 years combined arguing over who is the bigger scam artist.
Like invoking Gamer Gate seems like the worst fucking idea in the world. Why would he even bring that up? No rational person would do that.
This is seriously just two trolls who haven't made video games in over 30 years combined arguing over who is the bigger scam artist.
Star Citizen's funding shot up from an average of about $20k per day to $340k today. :neogaf
I want links of the fanboys losing their minds. :heh
I hereby declare war on The Escapist.
This is a personal decision I have made due to the recent bullshit articles about Star Citizen. I'm sick and tired of journalists thinking they can get away with whatever the hell they damn well like.
I have formally given The Escapist 24 hours to take down their articles and make a formal apology.
If this does not happen, I will make it my mission to spread the truth of their idiocy by sharing our story and this link https://robertsspaceindustries.com/comm-link/transmission/14979-Chairmans-Response-To-The-Escapist in as many comment sections, forums and facebook groups, as well as repeateded emails to any contact details I can find for The Escapist.
I call upon you, the defenders of our community, our frienships, CR's reputation and our game to do the same.
This war is in no way related to CiG.
The Escapist - You have 23 hours remaining.
The Escapist articles seems to lift heavily from Glassdoor reviews, including very specific accusations. Did they even bother to contact actual sources :comeon ? With any normal journalist I would think so, but with videogame ones you cannot be sure...
I'm pretty certain SC is heading to a very bad place as it is. Even if it's not the case, I think it does deserve to be covered in depth by the press. Don't half ass it if you do that tho.
Meanwhile, The Escapist article mirrors the many emails I’ve been receiving for years about work conditions at CIG, which I believe is also where much of Derek Smart’s rhetoric has been coming from – since I’m sure the same people have spoken to him as well.
Interestingly enough, this results in Chris Roberts blaming a lot of it on Derek Smart, but I can easily attest that the emails about work conditions and that rhetoric have been around awhile.
I don't really see how the authors positions on Gamergate really have anything to do with the validity of the article, especially since the underlying claim of "her side" is that misogyny is bad?
I want links of the fanboys losing their minds. :heh
This (https://forums.robertsspaceindustries.com/discussion/287230/i-hearby-declare-war) is pretty good:QuoteI hereby declare war on The Escapist.
This is a personal decision I have made due to the recent bullshit articles about Star Citizen. I'm sick and tired of journalists thinking they can get away with whatever the hell they damn well like.
I have formally given The Escapist 24 hours to take down their articles and make a formal apology.
If this does not happen, I will make it my mission to spread the truth of their idiocy by sharing our story and this link https://robertsspaceindustries.com/comm-link/transmission/14979-Chairmans-Response-To-The-Escapist in as many comment sections, forums and facebook groups, as well as repeateded emails to any contact details I can find for The Escapist.
I call upon you, the defenders of our community, our frienships, CR's reputation and our game to do the same.
This war is in no way related to CiG.
The Escapist - You have 23 hours remaining.
The panel where the evil producers are using the F2P/P2W mechanics to save themselves is incredibly delicious given what Star Citizen has done.Seriously. It looks like an unintentional pyramid scheme now where people 'invest' in limited ships and such that they hope to sell on down the line.
Dreams. Dreams happen now.
I actually watched the Wing Commander movie in theatres. ...yeah.
Didn't that Chris Roberts dude also direct that pile of shit?
I miss goofy side kick Matthew Lillard from movies such as Hackers and Wing Commander and every other mid 90s GenX movie he was in.
Mark Hamill Mark Hamill ...And 4 had the Chairman from Iron Chef America and villian from CRADLE 2 THA GRAVE :drool
Col. Christopher Blair
Malcolm McDowell Malcolm McDowell ...
Admiral Geoffrey Tolwyn
John Rhys-Davies John Rhys-Davies ...
Gen. James 'Paladin' Taggart / Prince Thrakhath nar Kiranka (voice)
Jason Bernard Jason Bernard ...
Capt. William Eisen
Thomas F. Wilson Thomas F. Wilson ...
Maj. Todd 'Maniac' Marshall (as Tom Wilson)
Ginger Lynn Ginger Lynn ...
Chief Technician Rachel Coriolis (as Ginger Allen)
Courtney Gains Courtney Gains ...
Lt. Ted 'Radio' Rollins
François Chau François Chau ...
Lt. Winston 'Vagabond' Chang
Josh Lucas Josh Lucas ...
Maj. Jace 'Flash' Dillon (as Joshua Lucas)
Didn't the Wing Commander movie have worse looking Kilrathi than the games?
And the special effects weren't any better.
Wing Commander 3 main cast
Didn't the Wing Commander movie have worse looking Kilrathi than the games?
And the special effects weren't any better.
The panel where the evil producers are using the F2P/P2W mechanics to save themselves is incredibly delicious given what Star Citizen has done.Seriously. It looks like an unintentional pyramid scheme now where people 'invest' in limited ships and such that they hope to sell on down the line.
Just don’t forget why you clicked ‘Pledge’ way back when – remember the reason?
The Dream of Star Citizen. That’s why.
Despite everything that has gone on, this is the one thing which has not changed and will not change.
Haters will hate.
People who don’t want to see, will not.
Unfortunately, this will also never change.
I re-pledge my complete and utter support for our Chairman, Star Citizen and our backers. No hesitations. No doubts.
http://www.eurogamer.net/articles/2014-10-08-inside-star-citizens-grey-marketThe panel where the evil producers are using the F2P/P2W mechanics to save themselves is incredibly delicious given what Star Citizen has done.Seriously. It looks like an unintentional pyramid scheme now where people 'invest' in limited ships and such that they hope to sell on down the line.
I don't think the backers expect to sell their ships down the line (but you wonder about what the in game economy will be like), I've never seen it said. The price tag is only tenuously related to the ship itself, fans are really buying promises towards a bigger game. It's even better (for RSI/CIG) because it's even more intangible. It's not so much a pyramid scheme than an outright cultish behaviour at this point.
Wing Commander III and IV FMV cutscenes were campy but the plot was solid and the acting was at least adequate / okay.
I don't know what the fuck happened with the same guy directing the film, a bigger budget, and literally every aspect was worse.
https://forums.robertsspaceindustries.com/discussion/comment/5681195/#Comment_5681195QuoteJust don’t forget why you clicked ‘Pledge’ way back when – remember the reason?
The Dream of Star Citizen. That’s why.
Despite everything that has gone on, this is the one thing which has not changed and will not change.
Haters will hate.
People who don’t want to see, will not.
Unfortunately, this will also never change.
I re-pledge my complete and utter support for our Chairman, Star Citizen and our backers. No hesitations. No doubts.
That insistence on being called Chairman is really :doge
I'd love to see a Hideo Kojima film, for the lulz.He's made like five of them.
http://www.eurogamer.net/articles/2014-10-08-inside-star-citizens-grey-marketThe panel where the evil producers are using the F2P/P2W mechanics to save themselves is incredibly delicious given what Star Citizen has done.Seriously. It looks like an unintentional pyramid scheme now where people 'invest' in limited ships and such that they hope to sell on down the line.
I don't think the backers expect to sell their ships down the line (but you wonder about what the in game economy will be like), I've never seen it said. The price tag is only tenuously related to the ship itself, fans are really buying promises towards a bigger game. It's even better (for RSI/CIG) because it's even more intangible. It's not so much a pyramid scheme than an outright cultish behaviour at this point.
Wing Commander III and IV FMV cutscenes were campy but the plot was solid and the acting was at least adequate / okay.
I don't know what the fuck happened with the same guy directing the film, a bigger budget, and literally every aspect was worse.
A month ago, there was talk on the subreddit of funding the legal campaign with a concept ship called the Defender.
This ride never ends :lucasQuoteA month ago, there was talk on the subreddit of funding the legal campaign with a concept ship called the Defender.
:neogaf
https://robertsspaceindustries.com/comm-link/transmission/14979-Chairmans-Response-To-The-Escapist
The drama continues with demands for a formal apology within 24 hours. The letter does seem to aknowledge that the sources could indeed be ex-employees, so there's that.
Maybe someone savvy with the industry may be able to answer me, but does it make any sense for CIG (a company with 260 employees) to have four different offices in Austin, LA, Frankfurt & Manchester ? Are they trying to leech off different public subsidies or something ? Did they buy existing societies ? Surely having all the team under one roof would be less expensive and more efficient ? I have a difficult time imagining how you could justify all the travel expenses that comes with this.
I know Valve has a subsidiary in Luxembourg (For easily guessed reasons)...
It doesn't. Especially for a start-up with no game under them. If they were blowing up and had a sucessful title or two under them? Yeah, making a office in a different location to help them with design would help. But having to rent in four different locations and sync the github (or whatever) depository of code and other shit is too much hassle for a start-up. It's like a studio that is made after someone from a previous developer spins-off because they don't like the direction the studio is going (forgetting actual examples, let's say similar to Infinity Ward? OHHHHH or that Bungie spin-off that made Stubbs the Zombie?) and then quickly collapse after their first title bombs while their former employer either goes onto bigger and better things (Bungie) or collapses soon after.
Version control?
Who is Derek Smart? He's the Orly Taitz of computer gaming.
Update: The Escapist, notwithstanding Cloud Imperium Games' notice and posting, stands by its coverage of Star Citizen and intends to continue to investigate the developing story. Since publishing our original stories, we have been contacted by, and are currently interviewing, additional sources corroborating a variety of the reported allegations. Additionally, if Mr. Roberts' offer for The Escapist to "meet the developers making the game and see how we're building one of the most ambitious PC games first hand" remains open, we take the opportunity to accept such invitation so as to hopefully provide the public with sufficient information and opportunity to vet such sources' allegations and claims for themselves. We have also communicated the foregoing directly to Cloud Imperium Games.
- If the development lasts 5 years or more (like it will, at best), don't they run the risk that some part of the programming may become "obsolete" (like if a new DirectX comes out or something), especially since they have the pretense of making a cutting edge game ?This is what happened to Daikatana and Duke Nukem Forever.
We are contacting you because a) you have violated the most basic rules and ethics in journalism..
I'm not surprised by anything anymore. One of our biggest clients started in housing some of their development and scheduled a call with my boss the other day. He's not a developer, but he had to explain the basics of git to their developers.
A few hours later we get a "who approved the use of git?" email from their CTO. :goty
I wish I was kidding. Back in the day there was talk about some multi-location development houses having problems on that sort of level. This was before GitHub. I'm trying to remember the... yeah. I think it was Ubisoft and Ubisoft Shanghai and Montreal. They'd send the day's work from one location to QA (in Shanghai I think) for Splinter Cell but it wasn't "sync"d to where bugs and other shit would pop-up despite Montreal apparently fixing them that day.
I worked on a game where a designer accidentally checked out every available file. Took like 3 days to revert everything :beli
Cons
People externally trying to kill the project also a lot of "Late Work Days" but that is to be expected.
Tea Boy Interview
Anonymous Employee
Application
I applied through a recruiter. The process took 1 day. I interviewed at Cloud Imperium Games.
Interview
A bightly lite area, wide screen tvs, sky sports on the main tv, a jukebox playing, a monkey handing out free beer. Suddenly a carsleberg girl aproaches you and wafts sweat sents towards you and kisses you on the lips as a welcome. I found this relaxed very much.
Interview Questions
who is derek smart
Pros
CIG is a great place to work in! really disappointed to see a few negative reviews, clearly from some disgruntled former employees who didn't work out. that is their own experience and I can say that's definitely not the same for everyone else here. CIG is a very fun, groundbreaking and challenging place to work in. what makes this studio worth it is the amount of passionate people on this project, working closely with Chris Roberts and the endless opportunities we have that we would never get anywhere else in a regular corporate environment. - benefits package is pretty good! never worked in a place that gave free benefits to their employees, a good amount of time off, and a fully paid holiday break between christmas and new years - very flexible work environment: we work really hard but management is also very lenient and relaxed in giving time off overall I have had a very positive experience working in CIG.
Show Less
Cons
- need to hire more leads/directors to help drive the project forward - need better communication across global studios
Cons
I worked way more hours than I expected because the quality standard was very high. I don't mean that as it was unreasonable for them or they kept tearing my work apart in frivolous ways, though. I just felt like I was working on something special and really obsessed on getting my little contributions perfect. Definitely went without enough sleep sometimes; but that was my choice, not because it was asked of me.
Advice to Management
Keep doing what you're doing. This project blew up larger than you were expecting, which showed. But I also saw many steps being made to streamline the project management while contracting with you guys. So, just keep at it. It was a pleasure.
“started of nice....became the worst place ive ever worked ”
Former Employee - Artist in Los Angeles, CA
Doesn't Recommend
Negative Outlook
No opinion of CEO
I worked at Cloud Imperium Games full-time (More than a year)
Pros
great people...chris is talking a hell of a lot of flak recently but i will say he is great at creating visions...just seems incapable of delivering them was technically fun to use cryengine and surrounded by great talented people....until they were driven away or quit that is
Cons
im sure i will get slammed as a troll for being negative but the fact is the project totally lost its way and assuming it is ever released it will be nothing like the original pitch management are incompetent...maybe dues to pressure to be fair...but that doesn't excuse how certain people treated others VERY long hours which is common in this industry but in this case you are almost slave driven and its not worth it
Advice to Management
for the future of the project PLEASE try listening to your staff before you drive them all away. everyone was always too busy trying to keep chris happy -that was wrong. it seemed like the game didnt matter. check your ego...this is fairly negative i admit but i dont actively want it to explode and fail so please stop trying to control every little detail
It's like Ion Storm, except Ion Storm actually managed to release a few games.(https://i.imgur.com/7XSZH.gif)
I would also like to point out that this was made by a couple QA testers and a Producer just today while play-testing a build. This was not meant to be a grand trailer for FPS, but more-so some fun clips we put together in excitement for tomorrow. :)
Couldn't post this at /vg/ because they keep banning me for three days every time i post about the game's lack of progress.
I know a guy (used to be bosom buddies with Ben Lesnick back in the day) who is an actual, no-shit investor in Cloud Imperium. Pre-Kickstarter (when they were still hoping to buy the Wing commander License back from EA) he was given the opportunity to buy in, so he dropped $55k. Gets a share of any profits (starting with commercial release of Squadron 42).
All this escapist stuff had him a little worried, so he exercised his rights under the investment agreement (there's only like 3 other investors left, because the rest exercised an option to get bought out when crowdfunding reached $25 mil) to look at some financials, but he's been rebuffed repeatedly for almost a week now.
Suddenly, people getting refunds the past couple days were getting refunded by a movie development company owned by Ortwin Freyemuth, a German entertainment lawyer and movie producer who worked with Roberts at Ascension Pictures (before they got sued into oblivion by Kevin Costner because they jerked him around for a year, promised him $8 mil for a film, and then never paid him or made the movie; Roberts and Freyermuth were basically blacklisted after that).
Also if you look at the British website for Companies House, you can see that Foundry 42 hasn't filed any of their legally-required fiscal paperwork with the government. It was due in December of last year. Fines are racking up, and Chris and Erin Roberts (as well as Ortwin Freyermuth) actually face criminal charges and unlimited fines and civil penalties.
https://companycheck.co.uk/company/08703814/FOUNDRY-42-LIMITED/summary
They we have Derek Smart with an inside source, and he has now announced two dozen firings before they were made public. They've had the same 65 supposed job openings listed on their website unfilled for almost 7 months now.
None of these things point to a financially-stable company.
The best joke I've heard in all of this that Chris Roberts is the second coke machine Derek Smart has beaten up
That's not a government website and it indicates that a tax return was filed about a year ago which seems kosher.
I also don't understand why a private company would have to disclose financial reports to the public.
Maybe there's no stream, maybe it's just a mockup of their idea of what a stream would be like.
I wanted to update everyone on some organizational changes we are making to maximize our creative synergy and development abilities.
It’s no secret that having a distributed development structure presents challenges as much as it provides advantages. Without this approach we wouldn’t have some of the most talented people in the industry working on star Citizen. There are people in Los Angeles, Austin, Manchester and Frankfurt that are only working on this game because we have offices in these locations. We truly have a WORLD CLASS team.
(...)
As with all reorganizations there will be some roles that will no longer exist in their current location – we are really trying to reduce the single man outpost syndrome – as well as concentrate feature teams in single locations. In the event relocation doesn’t make sense for the roles that are now redundant we are at the minimum giving the small number of people affected five weeks’ notice as well as two weeks’ severance to allow people to try to land on their feet. In some cases we are allowing for work until the end of the year to give even more runway. This is the not so great part of the reorganization as we will definitely be losing some hardworking and talented people and we haven’t come to this decision lightly but ultimately we felt we owed it to the backers and the game to make sure we were allocating our resources effectively. So for the people in this category I’m sorry and hope the big lead-time helps.
It won’t be an easy road. We’re very public and there will always be obstacles trying to block our path, whether they are normal problems that crop up in development or outside agitators that are threatened by a completely crowd funded project building a dream game they wished they had the talent or support to build.
Well, have you vetted them ? Did they show you paystubs ? Are you DEREK SMART ? Why do you want to kill Star Citizen ?
Reading reactions to the recent CitizenCon, a lot of backers got the impression the FPS module was merged away in the MMO. That the thing is even to be speculated upon show is an indictement of how opaque the marketing is.
Star Citizen is a master class in deceitful marketing. There's no denying they communicate a lot, in fact they overload their backers weekly with minute list of bugs and tasks... While changing the TOS without notice, never aknowledging delays until after the fact or adressing elephants in the room (why is the FPS alpha that was weeks away in March still not out ?).I'm as skeptical as the next guy, but it's not that intransparent. As a backer, it was impossible not to notice the ToS change. Arena Commander displayed a modal message, and I'm pretty sure CIG sent out emails as well. They also explained why the FPS got delayed (after the fact, but still): What they had was buggy as hell, so they ended their relationship with Illfonic and worked on it themselves, then decided that, as maintaining separate branches for Arena Commander, Star Marine and the PU alpha was inefficient, they'd merge first, then focus on fixing the FPS stuff. That obviously led to further delays, but it was something they had to do sooner or later anyway.
Reading reactions to the recent CitizenCon, a lot of backers got the impression the FPS module was merged away in the MMO. That the thing is even to be speculated upon after a promotion show is an indictement of how opaque the marketing is, to the point of not clearly conveying what the core features will be.
I honestly didn't get the impression they were that forthright with this info. Judging by the RSI forum itself, not meeting the September release of Star Marine wasn't even really aknowledged, it just happened. Last week update still seems to imply a separate release for the FPS, and now it's supposedly not the case anymore. To be clear, I don't even postulate active malicious intent : I get the impression the communication is a mirror to the development that tends to get lost in the details while missing the big picture.The official forums are a cesspool and pretty useless as a source of information. You basically have to watch AtV and RtV to stay up to date. It's not ideal, but they don't actually have a huge marketing and PR team (and what they have is in Santa Monica, while the heavy lifting is mostly done in Europe), so it's to be expected I guess. I don't think it actually reflects the development itself. Well, I hope it doesn't... :-\
And I have no idea what's going on with Star Marine either.
I heard that if you give them $900 though, they will send you a JPEG with "YOU ARE BEING SCAMMED" written in comic sans across a white background.Will this have voicework?
I feel some frustration in that I have already recruited most of my friends into the game (one of them just last week!) and that I will not be rewarded simply because of my unlucky timing.
I've already recruited probably 70 people.
Special purpose entities aren't indicative of anything in and of themselves. They might be necessary to get tax credits or they might be a way of hiding losses. Really have to look under the hood.
The annual income of investors part is what surprises me. I would have thought most kickstarter investors just have money to burn but if you're making <$10k/year you're either a college student with a part-time job or really underemployed. I'm really curious how they ended up with a nearly perfectly negative correlation between income and being a KS investor for this game (is this a trend on KS?).
Most pledges are below $200 which sounds okay for a PC game but the percentage of investors who make the big donations of $500+ apparently stays pretty constant at around 5% regardless of income level.
Which means that poor people seem to be more likely to invest in this game and presumably no one is paying too much attention to their personal budgets as far as deciding what investment tier to go into. It's like this game breaks all the rules of economics.
:deadThe annual income of investors part is what surprises me. I would have thought most kickstarter investors just have money to burn but if you're making <$10k/year you're either a college student with a part-time job or really underemployed. I'm really curious how they ended up with a nearly perfectly negative correlation between income and being a KS investor for this game (is this a trend on KS?).
Most pledges are below $200 which sounds okay for a PC game but the percentage of investors who make the big donations of $500+ apparently stays pretty constant at around 5% regardless of income level.
Which means that poor people seem to be more likely to invest in this game and presumably no one is paying too much attention to their personal budgets as far as deciding what investment tier to go into. It's like this game breaks all the rules of economics.
Well aren't poor people more likely to be charitable in general?
The annual income of investors part is what surprises me. I would have thought most kickstarter investors just have money to burn but if you're making <$10k/year you're either a college student with a part-time job or really underemployed. I'm really curious how they ended up with a nearly perfectly negative correlation between income and being a KS investor for this game (is this a trend on KS?).
Most pledges are below $200 which sounds okay for a PC game but the percentage of investors who make the big donations of $500+ apparently stays pretty constant at around 5% regardless of income level.
Which means that poor people seem to be more likely to invest in this game and presumably no one is paying too much attention to their personal budgets as far as deciding what investment tier to go into. It's like this game breaks all the rules of economics.
The annual income of investors part is what surprises me. I would have thought most kickstarter investors just have money to burn but if you're making <$10k/year you're either a college student with a part-time job or really underemployed. I'm really curious how they ended up with a nearly perfectly negative correlation between income and being a KS investor for this game (is this a trend on KS?).
Most pledges are below $200 which sounds okay for a PC game but the percentage of investors who make the big donations of $500+ apparently stays pretty constant at around 5% regardless of income level.
Which means that poor people seem to be more likely to invest in this game and presumably no one is paying too much attention to their personal budgets as far as deciding what investment tier to go into. It's like this game breaks all the rules of economics.
I don't think it breaks any economics rule, unless you believe in individuals being "objectively rational". I don't know if we have any point of comparison with another crowdfunded project but it's not totally unexpected that the wet dream of big hard videogames would mainly attract young people (thus poor), though I expected age brackets over that to be more prominent with some of the nostalgia pull of the project. Maybe that is where the RSI/Reddit bias comes into play, working dads harping for a new Wing Commander might not be wasting time there in the first place.
EDIT :
Derek Smart has a new blog post ready, he's seemingly going all in on that Star Citizen / Gizmondo / Swedish organised crime angle... :lol
EDIT :
Decent article from a designer (Although I can't judge how expert the technical points are)
http://massivelyop.com/2015/10/21/ascents-lead-dev-offers-insight-on-the-star-citizen-controversy/
Holy shit, SC backers are taking angry dumps to what is a very mild article in the comments.
During my time at Cloud Imperium Games I have been subjected to the following verbal abuse: Been called homophobic slurs, mentally disabled, female genitalia, female dog by management of the company. Founders of the company routinely scream at employees. All of this was reported to HR with no action taken. The management have forced employees to enforce illegal hiring practices such as: "We are not going to hire her, we're not hiring a black girl" "We won't hire her, she looks like she has a hairy [private parts]" "Make sure to check their education field on the resume, if it is from too long ago don't interview them, they may be over 40 which makes them a protected class and harder to fire" All of this was reported to HR and no action was taken. Management frequently discuss drug use and desire to use drugs in the office and inappropriate discussion of their sex lives in front of employees Management misappropriate projects development budget. They have: Taken 1st class trips to Paris, Milan, London, Bora Bora, Rio de Janeiro, Australia, Venice, and several more locations all paid for using backer funds. Taken money directly out of the company coffers for personal expenses. Buy fancy clothes, expensive dinners (over $1,000), private chefs, lease three Porsche vehicles, and lease a mansion all using company money. This was reported to Executive staff multiple times and no action was taken. Executive management (remaining, the honest ones all left) are powerless to affect change as they live in fear of being fired by the founders. Morale at all studios is extremely low and the culture is often referred to as similar to "A Game of Thrones" with the management often compared to Joffrey Baratheon. You never know who is going to get fired next (head on a pike) for no reason whatsoever. The company lies. It lies to employees, it lies to its backers, it lies to the media. It lies to everyone. If I haven't scared you off yet and you still want to join the company here is one last reason to sway you. If you get hired you will only have the job for another couple months before the company is out of money. That is why myself and 35+ other people have been told their last day next month in addition to the 25+ people that got fired or quit in September. Save yourself, you've been warned. Standard stuff: No 401k No profit sharing Medical plan has a $5,000 deductible before it kicks in 80+ hour weeks are mandatory to avoid falling behind or being fired/singled out of the herd Most employee positions are made salaried to avoid paying overtime
I have been working at Cloud Imperium Games full-time (More than a year)
Pros
Pay checks don't bounce.....at least so far. Smart people in the development ranks. Some really smart people. Love working with those who have passion.
Cons
Complete and Total Financial mismanagement. The rumors within the company are rampant. Many fear they will lose their job in weeks. Communication is poor. Development is stunted, reprioritized and ridiculed
Advice to Management
CEO needs to go....Cannot believe how abusive senior management is.
I'm not spending a dime unless 2.0 is out then - I don't think I'm alone.
I'm just at full exhaustion of looking at my hangar, and the $ amount on my RSI profile, without anything meaningful to actually do with it.
If 2.0 launches and it's awesome, with Retaliators and Constellations everywhere then maybe. But we know the Redeemer and Freelancer haven't even been given game-ready passes yet, so they won't be in.
Stepping stones, my friend, stepping stones. Once the full product is out, you will be satisfied in knowing you helped make many people's dreams a reality, mine included. Regardless of how much you spend, it helps, and will be worth it if it means getting the BDSSE.
https://www.reddit.com/r/starcitizen/comments/3rcfqi/94_millions_reached_congratulations_citizens/QuoteI'm not spending a dime unless 2.0 is out then - I don't think I'm alone.
I'm just at full exhaustion of looking at my hangar, and the $ amount on my RSI profile, without anything meaningful to actually do with it.
If 2.0 launches and it's awesome, with Retaliators and Constellations everywhere then maybe. But we know the Redeemer and Freelancer haven't even been given game-ready passes yet, so they won't be in.QuoteStepping stones, my friend, stepping stones. Once the full product is out, you will be satisfied in knowing you helped make many people's dreams a reality, mine included. Regardless of how much you spend, it helps, and will be worth it if it means getting the BDSSE.
no time for doubts, just keep spending money :doge
Several dozens of ship concepts have been on sale so far and they're all at different levels of completion. Some can fly in the alpha. Some more can be seen in the hangar only. A lot of them have not yet be modeled.
According to a community spreadsheet, 27 of a little over 100 ships plus variants known (a couple non playable) are flyable as of now.
So for those keeping count, that's 1 in house MoCap studio, 2 rented MoCap studios, and now a 4th studio under construction. For a game where you supposedly spend most of your time stationary in an aircraft. Nope, no wasteful spending here. :doge
So for those keeping count, that's 1 in house MoCap studio, 2 rented MoCap studios, and now a 4th studio under construction. For a game where you supposedly spend most of your time stationary in an aircraft. Nope, no wasteful spending here. :doge
Gary Oldman ain't gonna animate himself, bruh.
Also, Imaginarium is one of two mo-cap studios they rented from, the other being Cubic Motion (https://www.reddit.com/r/starcitizen/comments/2i9u03/star_citizens_immense_character_potential/)
So for those keeping count, that's 1 in house MoCap studio, 2 rented MoCap studios, and now a 4th studio under construction.
Now they are building yet another mo-cap studio and an entirely new office in Santa Monica (https://www.youtube.com/watch?v=oSYLH8bhVck&feature=youtu.be&t=1381), backer-funded of course.
:itagaki
So this is totally happening. You've been warned.
http://voxday.blogspot.com/2015/11/b...rek-smart.html
You should have warned us it was some dumbass blog with this posted directly under your announcement:QuoteQuote Originally Posted by Some dumbass blog
The mainstream media is finally beginning to recognize that perhaps they don't actually want to live under Sharia or in a third world hellhole after all. Mass immigration is on the verge of DESTROYING Europe.
I had looked him up when he showed up with the Hugo award stuff and he's the perfect combination of creationism, anti-vaccine, pick up artist, hates gay people, it's like someone wrote him as a caricature. Just one random example from last year:QuoteDo you believe a country is better off when women cannot vote?
The reason women shouldn’t vote in a representative democracy is they are significantly inclined to vote for whomever they would rather f***. Hence the studies about height and hair being relevant to US presidential politics. That’s why women’s suffrage was pushed by the Communists and why it is the first plank of the Fascist Manifesto.
Yeah I just saw about the move, but couldn't find the passage about the mocap studio. It was unclear to me if they were doing another studio or moving the former one, are they straight shooting about that
What are some of the other planks of the Fascist Manifesto?
Asking for a friend.
It's not just in Open Source Software that SJWs are actively looking to discredit and disemploy individuals they have targeted. I received this just yesterday. Someone needs to get that man a copy of SJWAL, stat! And be sure that you provide anyone you know to be under attack with a link to The SJW Attack Survival Guide (PDF). Note that apologizing not only make it worse for the target apologizing, but for the subsequent targets as well. Do not apologize. Never apologize. Don't even let the merest glimmer of the notion think about crossing your mind. Own your actions, own your words, and stand by them under fire.
Mass migration is war. And enabling mass migration is anti-civilization, societal treason and a war crime.
Derbyshire's frank talk about blacks merited permanent banishment into utter darkness. Providing a sympathetic platform to a pedophile, well, that's just good Christian behavior, at least according to this particular non-Christian.
(...)
The truth is that neither National Review nor NRO are on our side. They're moderates and they're down with Salon, the SJWs, the cucks, and the pedophiles.
Labels: cuckservative, media
Breitbart Tech observably notes the mysterious silence in the technology media concerning the explosive claims of feminists "taking runs" at OSS project leaders and Linus Torvalds being targeted for disqualification by the Ada Initiative. (...) What's happening should not be surprising, as the attempts of SJWs to destroy technology through social justice convergence is the entire objective of the "diversity in tech" movement. It's not about improving technology at all, it is about forcing a white male stronghold into the same sort of submission to which other industries have been subjected.
Destroying the evidence won't do the Army any good. Everyone knows that the standards were dumbed-down and that the women who "passed" the course are frauds and an insult to all real Rangers, past and present. Want to argue otherwise? Fine, show the records.
The First Amendment isn't merely dead
It is outdated, irrelevant, and at this point, civilizationally destructive. John Wright explains:QuoteThe First Amendment was never anything but a cease-fire and peace treaty of a Christian v Christian civil war, which was extended, out of Christian charity and and English sense of fairplay and goodsportsmanship, to Jews and other religions.
It was never a suicide pact, never an invitation for socialists at home and soviets or Islamists abroad to overturn our system of protecting our God-given liberties.
Labels: cuckservative, media
Meanwhile on Quarter to Three
Derek Smart :QuoteSo this is totally happening. You've been warned.
http://voxday.blogspot.com/2015/11/b...rek-smart.html
Tom Chick :QuoteYou should have warned us it was some dumbass blog with this posted directly under your announcement:QuoteQuote Originally Posted by Some dumbass blog
The mainstream media is finally beginning to recognize that perhaps they don't actually want to live under Sharia or in a third world hellhole after all. Mass immigration is on the verge of DESTROYING Europe.
Quora :QuoteI had looked him up when he showed up with the Hugo award stuff and he's the perfect combination of creationism, anti-vaccine, pick up artist, hates gay people, it's like someone wrote him as a caricature. Just one random example from last year:QuoteDo you believe a country is better off when women cannot vote?
The reason women shouldn’t vote in a representative democracy is they are significantly inclined to vote for whomever they would rather f***. Hence the studies about height and hair being relevant to US presidential politics. That’s why women’s suffrage was pushed by the Communists and why it is the first plank of the Fascist Manifesto.
http://www.quartertothree.com/game-talk/showthread.php?74871-Star-Citizen-Chris-Roberts-lots-of-spaceship-porn-lots-of-promises&p=3874569&viewfull=1#post3874569
:preach
Whoever wins, we lose. The delicious tears tho.
What are some of the other planks of the Fascist Manifesto?
Asking for a friend.
Now CIG is selling "Concierge VIP black card" to backers who pledged over 1000$. Only ten dollars each for this beauty :
https://twitter.com/SandiGardiner/status/656464979852288000
There must be some humor lost on me, because Concierge is a bit of a loaded term over here now but heh...
brb, shorting hope.I've been trying this for almost three decades.
brb, shorting hope.I've been trying this for almost three decades.
No returns yet.
Funny story I recently organized my pennies into pre-82 and post-82. Coinage nerds know why. :doge
Seems I was confused about Vox Day : He is not a former Marine writing strategy book, but a game designer and fantasy author. He is also the lead editor of the company publishing him, and that's why he spoke in the first person about the success of the 4th Generation Warfare e-book. Sorry for the mistake.
"There’s three people that have been influential for my entire life, and one was John Carmack, one was Steve Jobs, and one was Chris Roberts. "
:doge
I didn’t go to the one last week, CitizenCon, because it was in the UK. I could’ve. I had no block financially, but I was just doing the math: I was going to spend 30 hours on an airplane to be in Amsterdam for 20 hours, then to fly home again. That would be miserable. So I chose to use all that money on airfare to buy a bunch of Endeavors. [Laughs] So I bought a five pack of Endeavors instead.
Funny story I recently organized my pennies into pre-82 and post-82. Coinage nerds know why. :doge
My eleven year old son learned how to type 40 words a minute at age eight in order to earn more gaming privileges.
QuoteMy eleven year old son learned how to type 40 words a minute at age eight in order to earn more gaming privileges.
My favorite abusive parents are the ones who don't even realize they're being abusive.
QuoteMy eleven year old son learned how to type 40 words a minute at age eight in order to earn more gaming privileges.
My favorite abusive parents are the ones who don't even realize they're being abusive.
i have heard all sorts of obliviously appalling shit from nerd/techie parents. :-\
My friend yesterday told me about some forum a friend of hers stumbled upon full of parents cut off by their kids. And tons of them were encouraging each other to try to essentially "kidnap" grand kids or ignore restraining orders. Disturbing.Holy shit. As if to dispel any remaining mystery about why they'd been cut off...
http://www.pcgamer.com/meet-a-fan-who-has-spent-30000-on-star-citizen-ships/
People think that this is a scam, all those haters. There’s that—I’m not even going to mention his name—the one guy, I know you know who it is, who keeps ragging on it. But this stuff is real. I’ve met these people, I’ve sat down with these people, I’ve felt their passion. This is real. And all of the things that are being negatively said about Chris and the whole crew at Cloud Imperium are false. They’re just breeding drama.
Every time they release a tech demo and new playable features, there’s a huge surge in incoming signups and pledges. It takes a long time to make a game. Blizzard will make a good portion of their game in secret. Look at Diablo III. It was silent for how many years, under development for nearly a decade before it was even announced? Star Citizen is the antithesis of that. It’s a game that’s crowdfunded so being open to the community is the requirement. But that initial tech development window feels like an eternity to impatient people. They want it now, they want it now. Why isn’t it now? Why are we not getting anything now? And we’re just now starting to taste their efforts, in major ways. Like at Gamescom, when they gave us their multi-crew demo. And CitizenCon, when they gave us even more of the multi-crew and the Star Citizen Alpha 2.0 demos … This is real. It’s not vaporware. And I believe in it
My friend yesterday told me about some forum a friend of hers stumbled upon full of parents cut off by their kids. And tons of them were encouraging each other to try to essentially "kidnap" grand kids or ignore restraining orders. Disturbing.Holy shit. As if to dispel any remaining mystery about why they'd been cut off...
http://www.pcgamer.com/meet-a-fan-who-has-spent-30000-on-star-citizen-ships/I want to make fun of the guy but
Everybody has an iPad and an iPhone.
Oh god I know people who have kids and have cut off their parents. The amount of crazy that comes with that :kobeyuckMy friend yesterday told me about some forum a friend of hers stumbled upon full of parents cut off by their kids. And tons of them were encouraging each other to try to essentially "kidnap" grand kids or ignore restraining orders. Disturbing.Holy shit. As if to dispel any remaining mystery about why they'd been cut off...
It's a form of delusion and entitlement which should be challenged and instead these people find a feedback loop.spoiler (click to show/hide)tell me if this sounds familiar[close]
2.0 Early 2016, but in a downgraded smaller form.
The delay is already being explained :
"we suffered some unfortunate news in our Lead FPS Programmer falling off his bicycle and breaking his wrist! This certainly wasn’t in the schedule so with him out of action for a few weeks we’ve had to pool some resources from other areas to help pitch in with getting 2.0 out of the door. It’s certainly not what we needed at such a critical time in the project but these things do happen."
Source : https://robertsspaceindustries.com/c...lopment-Update
QuoteLove the way that guy suddenly disappears when Sandi shows up. =pThe mo-cap studio lighting is very bright and you have to walk through 5 of them to get to that office.
Why is Sandi wearing sunglasses? Is it because she's now a Hollywood film star?
Anniversary of what?anniversary of the previous anniversary's anniversary!
Happy anniversary, Star Citizen! Late November marks the end of Star Citizen’s original campaign. One year ago, Chris and the nascent development team broadcast a 24-hour event to push for funding for Star Citizen’s original stretch goals. The massive success of that event (and the overall campaign) prompted us to decide to make Star Citizen entirely backer funded… and it’s a decision we haven’t regretted!
This anniversary sale is a thank you for the tremendous support and dedication all our backers have shown to make this game a reality. Many backers have asked for an opportunity to pick up some of the limited ships offered earlier in the campaign, and so we are giving you that option today. But before we get to the ships, we want to be absolutely clear: purchasing additional ships is NOT necessary. Sales like this are about supporting Star Citizen, about offering additional ways to start the game and about helping us expand the overall vision… but nothing beyond a starter package will ever be necessary for a backer to get the full Star Citizen experience.
wait, these ships come with insurance policies? I un.hh... k.
wait, these ships come with insurance policies? I un.hh... k.
EVE is like over a decade old and had this sorted. ide. :doge
So i probably piqued a coworkers interest when talking about star citizen when he asked if i was a gamer since he was thinking of building a gaming pc. my eyes lit up and he is definetely interested but when asked how deep i am since i seem like a fanatic, i simply stated "Grand Admiral" well...he looked it up and is flipping over how i can possibly think that i can spend so much in a game that isnt even out yet, while i preach the truth of 2.0, so he sees the worth to me for the money i pledged, while i am perfectly happy shelling out even more these last 3 days.
i ended up drawing a sketch of my fleet (along with rough price) and what i envision myself commanding into the dark black.
(http://i.imgur.com/aZ2N3BG.jpg)
i am more impressed with myself than even he is, as i started with a simple superhornet 3 years ago.
Feel free to sketch your fleet out, and with my fleet, what would you guys do??
PS. yes, i am part of a very dedicated squadron inside a large org and can fill these spots anytime no prob.
(http://www.ultraimg.com/images/KRQJ3Y.gif)
(http://www.ultraimg.com/images/v1GgnZ.gif)
(http://www.ultraimg.com/images/KRQJ3Y.gif)
(http://www.ultraimg.com/images/v1GgnZ.gif)
97 Million US Dollars
(http://www.ultraimg.com/images/KRQJ3Y.gif)
(http://www.ultraimg.com/images/v1GgnZ.gif)
Reading more... and I see "whenever one of your recruits becomes an active player by purchasing a Game Package (with minimum value of $40 USD)...." (...) I guess wait and make them spend more...
I made the mistake of buying 4 $30 packs on the assumption that i could gift it to friends who join and it would count to the referral. Instead i have 4 Auroras i don't want or have any use for.
Get a second job as a Wall Street executive.(http://www.ultraimg.com/images/KRQJ3Y.gif)
(http://www.ultraimg.com/images/v1GgnZ.gif)
97 Million US Dollars
"i am more impressed with myself than even he is"
:dizzy :dizzy :dizzy
The fanbase for this abortion is beyond mind boggling.
36 fucking grand. You could have purchased the ultimate videogame lair with more games than you could ever play inside. This thing is a cult, they're focusing on revenue gathering more than making a game. They've sold you an idea, now they're consuming your SOUL
36 fucking grand. You could have purchased the ultimate videogame lair with more games than you could ever play inside. This thing is a cult, they're focusing on revenue gathering more than making a game. They've sold you an idea, now they're consuming your SOULThat's almost three Hermes shearling bombers :-\ :'( :'(
I'll just play content starved Battlefront for 60 k thxI'm waiting for a cheap goty/complete edition of that. :-[ $30 to blow bros up in SW seems fair. $120? gtfo of here.
https://www.youtube.com/watch?v=S8_NqLgZHEo
Hey everybody,
I wanted to address confusion about the AC2.0 trailer. I know that the line about everything being playable in Alpha 2.0 had some backers excited thinking that Alpha 2.0 had gone live, or that it is about to go live tomorrow. Unfortunately, that is not the case! We are really sorry for folks mislead by that card, and so I’d like to explain exactly what happened.
What happened? We had an opportunity to get the 2.0 trailer exposed to a much bigger audience, but that required our turning in the trailer a while ago. At the time, we were on track to have 2.0 on the live servers by today or tomorrow. Unfortunately, as folks testing and observing know, we were hit with a slowdown bug that seemed to come out of nowhere. (For those not following the testing chatter, that’s why you haven’t see a PTU build in the last two days.) Knowing what we do now, we would have liked to have changed the exact wording on the trailer. Unfortunately, it was locked in well before the event.
So to be clear: Star Citizen 2.0 is not live for everyone yet. It’s currently available on the Public Test Universe (PTU) for the first 110,000 Citizens. An increasing number of folks have been helping us test builds for the past week, and everyone involved can attest to the fact that we’ve been doing some serious bug squashing. For now, Arena Commander 1.3 (and the Hangar and Social Modules) are available for everyone. We’re running a ‘free fly’ right now, so anyone who registers for an account can try out single-seat dogfighting, racing, Vanduul Swarm and more.
The plan is to roll out Alpha 2.0 to the live server as soon as we’ve resolved the current blockers. A whole lot of backer test pilots are helping make that a reality, and we will keep everyone updated as it happens. Keep watching the Comm-Link, enjoy free access to 1.3 for now and we’ll have Alpha 2.0 out to everyone as soon as it’s ready to go.
Ben
I wish all other game companies were as honest and quick to act as you guys are , your dedication to your fan base is outstanding to say the least
Ultimately these small screwups occur because their marketing and PR isn't a big operation. They don't have the scores of eyes to vet every single thing, catch every messaging problem.
Would people really want them to become the impregnable fortresses like EA or Activision?
Man, if they were really being straightforward, they could have headed off the backlash by having a clarifying post in the forum PRIOR to the misleading trailer being aired.
As seen on The Game Awards 2015! A brief look at some of the MANY gameplay opportunities available to players NOW in Star Citizen Alpha 2.0.
they should have ran with this one imo.
https://www.youtube.com/watch?v=Go1oFvxUoeI
they should have ran with this one imo.
https://www.youtube.com/watch?v=Go1oFvxUoeI
I barked laughter at the 0:55 mark.
Also, rad song; Shazam says it's M83's "Outro." I'ma buy that shit right up.
(http://i.giphy.com/tUilVT3gQDqyk.gif)
(http://i.giphy.com/tUilVT3gQDqyk.gif)
https://gifsound.com/?gif=i.giphy.com/tUilVT3gQDqyk.gif&v=UwAzXBCCQrQ&s=106
It was worth the 100 million US bucks for this masterpiece(http://i.giphy.com/tUilVT3gQDqyk.gif)
https://gifsound.com/?gif=i.giphy.com/tUilVT3gQDqyk.gif&v=UwAzXBCCQrQ&s=106
Limited ship packages to be sold post the release of the game (https://www.reddit.com/r/starcitizen/comments/3wuopo/chris_roberts_says_ships_will_be_sold_post/)Wow who didn't see this coming? :doge
As usual it's next to impossible to know whether it is a broken promise or not, considering just how over the place and vague CIG has been with all this.
The most mind-blowing thing for me is the way the minions discuss this game like it's a done deal and the final package will be exactly like it is in their heads. Do these people have absolutely nothing else in their lives of any value whatsoever?
they should have ran with this one imo.Wow. I really should download the alpha
https://www.youtube.com/watch?v=Go1oFvxUoeI
also I am reposting a youtube edition of part of the livestream because it is a great example of unintentional cringe comedy. It's as though he's realizing, live on camera, what a disaster his own project is.
http://www.youtube.com/watch?v=ZWq8ynUq7wM
also I am reposting a youtube edition of part of the livestream because it is a great example of unintentional cringe comedy. It's as though he's realizing, live on camera, what a disaster his own project is.
The part where he's railing against the people who made the chat interface...I mean...how can you not know
HELMET! HELMET! HELMET! HELMET! HELMET! HELMET! HELMET! HELMET!
Time is a Flat Circle
https://www.youtube.com/watch?v=CXJZbPI5nKE
its the video game Renaissance. a true 4th gen video game.
Console gamers cant even imagine the concept of Star citizen.
I would say: "remember Rogue Squadron from n64? That but made MMO", and leave it there.
Imagine stepping out of bounds in COD and getting to keep going... and going and going.
Time is a Flat CircleWell it's a good thing that this was a free event and nobody had to pay any money for it, otherwise you'd have a lot of angry people in the audience.
https://www.youtube.com/watch?v=CXJZbPI5nKE
What I don't get is what they really want to do with this game.:doge
It seems they're going for space combat sim. But that seems really hard. Because what is space combat sim?
If you have a racing sim, you model stuff after actual racing.
If you have a train simulator, you model it after real trains.
What are these guys supposed to model it after? How can you do a space combat sim when that kind of thing is actually really much more based in fantasy?
What I don't get is what they really want to do with this game.
What I don't get is what they really want to do with this game.
It seems they're going for space combat sim. But that seems really hard. Because what is space combat sim?
If you have a racing sim, you model stuff after actual racing.
If you have a train simulator, you model it after real trains.
What are these guys supposed to model it after? How can you do a space combat sim when that kind of thing is actually really much more based in fantasy?
Time is a Flat Circle
https://www.youtube.com/watch?v=CXJZbPI5nKE
The MixMaster is connected to eight different beverages and has a rotating set of nozzles. Pressing one of the eight associated buttons causes the corresponding beverage to dispense until the button is released. Alongside the seat of the passenger that ordered the drink and the time remaining before a reputational penalty starts to accrue is the formula for the desired concoction. A formula such as 1-1-4-8 would indicate that two parts beverage 1, one part beverage 4, and one part beverage 8 are required. The quality of the drink – displayed on the MixMaster – is determined by how accurately the portions were allocated. If the player isn’t happy with the quality of the drink they can simply press a key to discard it and start anew, but ships carry a limited supply of beverages so this tactic should be used sparingly. Upon acceptance of a drink it is moved to a conveyor belt on the side. Thus, players can prepare multiple drinks in a row and then move to deliver them, or one player can mix the drinks and another can focus on getting them where they belong.
While a passenger in Coach would be fairly forgiving with regard to slow delivery times and a poor mixture quality, travelers in Business Class and up would expect much more, and repeatedly disappointing them would have an adverse effect on their opinion of the flight, and ultimately the player’s reputation.
The point is mostly, CIG's aim with Squadron 42 is give the Far Cry vibe to the gameplay.
Well Around the Verse is up. In this one they talked about how they modified the editor in order to show something, and they have animators (using motion capture) and artists creating a virtual ship sales floor.
So to recap on confirmed new content for 2.x,
-Ship sales floor to purchase ships
-clothes to purchase.
-shops to sell items,
-shops to sell weapons
Up to $109 million now.
Up to $109 million now.Star Citizen actually a stealth SuperPAC confirmed.
https://www.youtube.com/watch?v=QbEpxwR6JVwIt was planned as a trilogy ever since the initial Kickstarter campaign. Higher tier pledges included the sequels.
Apparently they currently have plans for two single player sequels already...
It was planned as a trilogy ever since the initial Kickstarter campaign. Higher tier pledges included the sequels.
Will there be story updates or expansions?
We’re going to be constantly updating the universe from our end. We’re not interested in having yearly updates. We will have a team of people adding content on a weekly or bi-weekly basis. So we’ll be always adding data, stories, and campaigns as well as reacting to what the players are doing. Because of this the universe will be affected by the actions of the players.
Yes, the sequels were initially supposed to be expansions (called "Mission Disks", because Wing Commander), but that's really just a semantic detail. They were continuations to the main story, and the first one even has an official name since December 2012 (Behind Enemy Lines). What changed was really only how the game is sold. Initially, it was supposed to be a $60 game with mission disks sold seperately. Now it's all individual stand alone titles, and the base game was split in two, the MMO and Squadron 42.It was planned as a trilogy ever since the initial Kickstarter campaign. Higher tier pledges included the sequels.
Was it ?
I'm reading the higher pledges that were possible and see no mention of sequels or upcoming parts. The FAQ from December 2012 states that :QuoteWill there be story updates or expansions?
We’re going to be constantly updating the universe from our end. We’re not interested in having yearly updates. We will have a team of people adding content on a weekly or bi-weekly basis. So we’ll be always adding data, stories, and campaigns as well as reacting to what the players are doing. Because of this the universe will be affected by the actions of the players.
Discussion from last April seems to indicate that the form of sequels or expansions was very much an evolving matter up to that point :
https://forums.robertsspaceindustries.com/discussion/249912/squadron-42-episode-1-included-eh-responses-from-ben-length-scope-explained
My understanding is that up to that date, there was more question of an expansions disc than an already planned trilogy of sequels.
Maybe I'm wrong, it's hard to keep track of that stuff considering just how vast the official communication has been.
I mean, the marketing has been pretty successful tho? :yeshrugDepends on how you look at it I guess. A ton of people talk a lot about the project, but they usually know very little.
Things to look for soon ......
There are 3 trailers . Best one has Craig Fairbrass in he is pretty awesome..one will be released soon. The Stimporer is being selective
Apparently one of the A listers is not happy at all about being associated with this Fuck up and is currently seeking distance. ........a lot of distance .......off grid physics distance.
The animation system is so fucked they have to reshoot mo cap......The budget set aside for this element of the game has over run by 12 times the initial estimate !!
Chris is really pissed about ED I mean really pissed. Its everyone fault but his of course
This forum and any forum that has any SC content is read by paid peons CONFIRMED. To be fair , they do adjust policy (with regards public facing issues ) in response. So.....
No more of that fake news report bollocks, more dev interviews etc. This in itself is amazing
Ben is actually in a really bad way. I am not taking the piss here but please remember he is a human being and is clearly in a lot of trouble .
3 ! Yes 3 high profile ship jumpers in the foreseeable.
There have also been some rather explosive conversations behind the scenes with some very disgruntled top tier Wales. there is a genuine concern that these people band together ........
Other than that its business as usual: The Vanduul are up for a rethink by the looks of it as they didn't go across as impressively as was required. Slight concerns about scale/ships are now becoming real panic blockers and the blame game has begun. SQ42 Ep 1 or 10000 will be here next year , late next year .
For anyone that still has money in this, if what they want is a visually impressive but really boring first person dog fighting game running at 3 fps with loads or terrible and I mean fucking terrible cutscenes then sit tight it may still happen and you will be very happy.
Anyone that bought into this for an open world alternate reality where you can roam the verse and be who you want to be, farming and raping and grieifng and parkouring etc . I suggest that you rethink your investment..... and be fucking quick about it
At ease commandos
Real progress ends the second that [Chris's] vessel docks in 'Wimslow, the heart of Manchester'. However more people internally are waking up . This project will see completion , 20% what was promised ... In and around .. 2021! Seriously, that is what is being bandied around. 'There's plenty of cash, ignore the noise . It gets done when it gets done.'
$111 US Million Dollars
Just remember this. Most games take 5 to 10 years in development behind closed doors. This game has only been in development for a couple.
We’re working on optimizing code but we’re actually in the middle of a massive backend rewrite – completely changing the way the serialization works to a much more efficient, logical way. Which is the item port- the item 2.0 system we’ve talked about, which we’ve recently got going. It is a fundamental part of that, because we’re restructuring some of the way that entities are set up – so we’re changing it completely from the way it was done in the old CryEngine to be a very component-based setup, much more logical, and we’re only really serializing data that we need to serialize rather than big globs of data and it’s not nearly as, I guess, fixed as the old system was. Because the old system was really built for small, 16 player or 8 player, multiplayer games – deathmatch, FPS shooter-style whereas we’ve got something that we need to be up for long times, hours or days of time have the server up and have hundreds of people on it.
QuoteWe’re working on optimizing code but we’re actually in the middle of a massive backend rewrite – completely changing the way the serialization works to a much more efficient, logical way. Which is the item port- the item 2.0 system we’ve talked about, which we’ve recently got going. It is a fundamental part of that, because we’re restructuring some of the way that entities are set up – so we’re changing it completely from the way it was done in the old CryEngine to be a very component-based setup, much more logical, and we’re only really serializing data that we need to serialize rather than big globs of data and it’s not nearly as, I guess, fixed as the old system was. Because the old system was really built for small, 16 player or 8 player, multiplayer games – deathmatch, FPS shooter-style whereas we’ve got something that we need to be up for long times, hours or days of time have the server up and have hundreds of people on it.
Turns out CryEngine ain't good for large player counts and maps. Who would have guessed ?
And partly that was because the server on the physics step was running at a much slower framerate than the client so we’re working on things to make all that better, it’s a work-in-progress, it will take a little while to get going but once it does, it will be better and there will be a lot more people in the instances and we’ll be moving smoothly. So these are all things that the network team is working on – I wish we had more members of the network team, we have essentially about 4 engineers that work on the game server network side and then we have another 3 that working in the backend services side. But if any of you out there are network engineers and wanna work on a really ambitious game, let us know, because we’ve had open positions for this for quite a while.
We’re always looking for good people because the things that we need is networkers, there’s a big need for us on the engineering side, AI is a big need and physics – if there’s any physics geniuses out there but if you talk to anyone in the game business, those are all the areas that are it’s genuinely hard to find people. We’re moving along and it’s going to be pretty cool when it’s all said and done, cause it’s basically building a system, I’ve talked about it before, that the next generation of how you build these online cloud-driven systems, so we can distribute it across many servers and process more than you would in traditional single-server setups.
So anyway, probably a long answer for whether or not there will be spaces for more additional pilot players, but there you go.
I'm actually weirdly kind of derek smarts friend now. I mean literally. Like he gave me a draft of that blog to read before he pushed it live.
He was a backer and obviously he's DEREK SMART a celebrated and loved game designer.
The whole lawsuit stuff is the most delusional part of his rants, but heh... Who knows ?
I'm actually weirdly kind of derek smarts friend now. I mean literally. Like he gave me a draft of that blog to read before he pushed it live.
“So, really what we’re doing with Star Citizen is we’re working on the game, adding features for an incredibly ambitious design – I don’t think there is any other game that is trying to do as much as we’re trying to do. So, degree of difficulty 11, not 10. And, we’ll have what we determine is a minimum viable product feature list for what you would call Star Citizen the commercial release which is basically when you say, “Okay, we’ve gotten to this point and we’ve still got plans to add a lot more cool stuff and more content and more functionality and more features…” – Which by the way includes some of the later stretch goals we have because not all of that is going to be for ‘absolutely right here’ on the commercial release. But we’ll have something that we’ll think, ‘Okay yeah, not everyone can play it but it doesn’t matter – you can load it up, it plays really well, it’s really stable, there’s lots of content, there’s lots of fun things to do, different professions, lots of places to go, we’ve got a really good ecosystem.’ So, when we get to that point that’s when we would say, “Now it’s not alpha, it’s not beta, it’s Star Citizen 1.0.”
Is there... any reason Derek Smart feels entitled to lead this campaign? Is he an investor? A concerned fan? Publicly celebrated cyber-stalker?
Sure, there's no doubt a lot of shady stuff at the developer, but why does Smart think he's owed this privilege?
Derek Smart being covertly advised by members of The Bore, a shadowy occult society that critics allege to be manipulating the game industry in pursuit of their own mysterious e
However, Polygon has learned that Roberts will not be on hand. Cloud Imperium will not be participating in the PC Gaming Show despite agreeing several months ago to do so.
A representative for Cloud Imperium tells us that Roberts sent PC Gamer his regrets just a few weeks ago, saying that his schedule won't allow for a trip to Los Angeles. In fact, the studio is skipping E3 entirely.
Instead, the spokesperson tells us that Roberts will be devoting all his efforts to work on Squadron 42 at his studio in England. The rep added that the studio will have something to show at Gamescom in August.
The Senior Ship Animator Jay Brushwood is in London working on ship enter and exit animations
Hannes is Cinematics Director and is back briefly from London
He talks about the process of mocap and how the process went a lot smoother this time
Scheduling can be hard as they have to plan around when certain actors can and can’t have beards
Don't people just want space game?
Don't people just want space game?Of course.
I want to believe but this stuff reeks of mismanagmennt and scope creep. Missing targets like this over and over again would get any regular PM sacked immediately or have the project get shredded. Hence why oversight cough ahem is useful sometimes.Don't people just want space game?Of course.
But why stop there when you can be a space bartender?
They've probably spent more on actors/mocap than anything other part of the game.
They've probably spent more on actors/mocap than anything other part of the game.
[–]therealdiscolando 29 points (11 months ago)
Pretty much what has been said a few times: our own mo-cap studios have their uses, but for a massive, motion-picture quality story in Squadron 42, we needed a bigger boat, hence Imaginarium.
May Report
(...)
Focusing on designing additional phases of ‘Try On/Inspect Mode’, each clothing asset will have a specific camera record that ‘zooms in’ to specific parts depending on what you’re trying on
Ex: trying on shoes, camera will zoom in to your feet
Also specific ‘Try On’ animations for the character as well
Rob and Robert have been working with Character team to create briefs for/schedule in additional assets for future releases
The goal is to have new clothing assets ready for every new release
Sometimes just material/texture variants of existing assets, sometimes brand new assets from all new clothing line/manufacturers
Focus for 2.5.0 will be to have some more grungy frontier clothing
Hi everyone,
I've recently raised an issue with CIG via Customer Support and when I logged into my Request I was quite surprised to see that my account is flagged as the following:
Grey Market Trading
High Maintenance
Snowflakes
Here's the zendesk access to monitor progress of your Request history: https://cloudimperiumservicesllc.zendesk.com/hc/en-us
If you're interested in seeing how CIG has labelled you in their system it will be clear when you access any open Request. Here's a screenshot of my latest one: http://imgur.com/5S1NIYE
EDIT: Another image, showing the dropdown box when I try to create a new Request http://imgur.com/ZmRBxAQ
Enjoy!
Cheers,
BH
I have no idea what is going on. :lol He's pissed because they secretly tagged him with things to make sure they could ignore his shit and he found out because they couldn't secure their hidden tags on him? :lol :lol :lol
Plenty of "you can't leave the cult !" dudes in here...
[–]dante80 3 points 3 days ago
I don't really think it is a coincidence. I am happy though that CIG is addressing this issue properly. Customers should not have been able to see those tags.
[–]alluranRSI alluran, Trader, Trades: 57 0 points 15 hours ago
and I don't think you or anyone else can offer a sound explanation.
Shit changes. Circumstances change. Third party vendors take more or less time to penetrate new markets than expected. Hell, even if they'd used Windows Azure, which HAS AU datacenters - it would have been a pain (or possibly impossible/illegal) for them to use AU datacenters.
I understand that CIG has changed it's tune on a few things, and I understand the frustration that can come from that. I just don't think NOW is the time to be jumping up and down about it.
If we were live, and SC was a massive hit, and there were hundreds of people constantly playing it, sure, I'd be right there with you saying "this sucks CIG - fix it". But it's not. We're in super-early alpha. NO countries have servers except NA right now, which is just as much a design decision, as it is a business decision.
It's hard to get good metrics, if everyone is sitting on a different server. It's hard to engage people in the game if everyone is in a solo instance. Could CIG spin up AU servers right now? Yes, absolutely. Do I think they SHOULD spin up servers right now? Not a chance.
I'd much rather the money I've spent (which is also in the 5 figure range - so it's not about the amount invested here :P) went to completing the game in a timely fashion, rather than spinning up spare servers that hardly anyone is going to be playing on.
As for the other tags like Greymarket Trader? You and I both know you were undercutting CIG by a good 10-15% due to the exchange rate / tax loopholes that they recently closed. Plenty of people did it - was a nice perk of having Aussie credit cards. It's also pretty easy to ascertain just by looking at trade logs. Has the person bought and sold ships (especially at prices below market value via the EU tax/exchange loophole) repeatedly within a short period of time? Have they got a large volume of trades? Hell, you mentioned you had 59 tickets - chances are some of those are related to the graymarket themselves, I don't know.
At the end of the day, it seems to me like you have made a big issue out of these flags, which clearly weren't meant to be public, and instead of informing CS (seems you were already at the page anyways), you created a forum post and reddit post about it, causing a bunch of PR work for CIG. I think that would fall under "High Maintenance" pretty well, don't you think? :P
Does it suck that they were publicly visible? Sure.
Should CIG have issued an apology for allowing you to see those tags? Probably.
Was there anything wrong with CIG having the tags in the first place? Nope, not at all.
–]Beer4TheBeerGodRSI Beer, Trader 16 points 4 days ago
Turns out that I'm a Snowflake after all!
Also I just realized that they added "aka Beer4TheBeerGod" to my handle, which is actually "Beer" on the RSI forums.
[–]aTrillDog 7 points 3 days ago*:dead
collecting info about non-affiliated browsing habits
it's not isolated to Beer here, other goons got their forum names sleuthed out and added as well, and all labeled as goons.
Sean Tracy:
Well there's a lot of LITTLE STUFF but there's some BIG TICKET ITEMS and some of the BIG TICKET ITEMS all centre around SQUADRON 42 so we've got AI and CINEMATICS... and a lot of people would think that they're not necessarily related, but within STAR CITIZEN they absolutely are, because we NEED to be able to SIGNAL these AI to transition into the very CINEMATIC MODES that we've got... we've got SO MUCH performance capture that we want to ahhh... allow this player to experience... we've got these HUGE NAME ACTORS, we want you to be WITHIN THAT STORY but at the same time we don't wanna just cut out to a... DECOUPLED CUT SCENE where a camera's flying around... we want you to be LIVING in this world...
Brian Chambers:
That's the one thing, I mean the... I was answering some questions earlier and they were like 'oh, are you gonna do a TRANSITION and then it's a... just a BIG CUT SCENE with no interaction and the answer is IT'S ALL OVER THE PLACE, there's so many things that we're creatively doing seamlessly... sometimes the player's on rails... sometimes you cut away but only for CERTAIN REASONS if it helps with the STORY and all that... and all that with AI in it, that's just... MESS
Sean Tracy:
That's right and we... you know... we... we got them REACTING to you, we need them having CONVERSATIONS with you, we need them giving you MISSIONS, we need... ah... all level of... all levels of different INTERPLAY between it... and then... we've got so much CONTENT that we HAVE TO GET IN so we have to figure out the BEST WAY to get it in because... uhm... SURE we can do these... the... the kind of OLD STYLE WAY were actually plugging in very bespoke scripted sequences... but AGAIN when we've got HOURS AND HOURS OF CINEMATICS, when we've got... hours and hours of GAMEPLAY that has to play between the two... we have to be very intelligent over how we actually implement this... this WORK
Brian Chambers:
And in part of that process, at least that I've been involved in, I mean, we're creating a system that from the foundation is going to... allow for all these different TYPES of events, behaviours, the different WAYS we want them triggered... all the VARIABLES we want them to do and not do... and that I think is what a lot of that focus has been on, is 'OK, what is that SOLID FOUNDATION' and get the rest of those, just FEW QUESTIONS that are UNANSWERED, get those SORTED.
Sean Tracy:
Right and when we have so many questions like that... it's a lot easier for everybody to get TOGETHER, uhm... because... like... LIKE YOU SAID we... we... we COLLABORATE really well across the STUDIOS... BUT!... Ah... There is something to be said for ALL OF THE PEOPLE being in ONE PLACE because you get this one little question HERE, this one little question HERE, before long you're DEATH BY A THOUSAND PAPERCUTS because... ah... if you've gotta wait a few hours for that answer you can't just really quickly COME UP WITH A NICE DESIGN PLAN so... there's things we're ADJUSTING like the ANIMATION PIPELINE to make it so we can accomplish all these AI AND CINEMATICS
"You acknowledge and agree that the Game and the pledge items delivered to you may differ in certain aspects from the description of the Game and those pledge items that was available on the Website at the time of your Pledge."
"However, you acknowledge and agree that delivery as of such date is not a firm promise and may be extended by RSI since unforeseen events may extend the
development and/or production time."
"you agree that any Pledge amounts applied against the Pledge Item Cost and the Game Cost shall be non-refundable regardless of whether or not RSI is able to complete and deliver the Game and/or the pledge items"
"YOU AGREE, THEREFORE, THAT YOU WILL NEVER ASSERT OR BRING ANY CLAIM OR SUIT AGAINST RSI, ITS PARENT COMPANY, DIVISIONS, SUBSIDIARIES, AFFILIATES, OR ANY EMPLOYEES OF ANY OF ABOVE, WHICH IS RELATED TO OR BASED ON, INCLUDING BUT NOT LIMITED TO; (I) A CLAIM THAT YOU “OWN” ANY VIRTUAL GOODS IN THE GAME, (II) A CLAIM FOR THE “VALUE” OF VIRTUAL GOODS IF RSI DELETES THEM (AND/OR TERMINATES YOUR ACCOUNT) WITH A REASONABLE CAUSE AT RSI’S SOLE DISCRETION"
Holy shit that TOS, is that even legal?
PLEASE READ THESE TERMS OF SERVICE (“TERMS OF SERVICE”) CAREFULLY. BY CLICKING THE “ACCEPT” BUTTON AT THE END OF THESE TERMS OF SERVICE BELOW, OR BY USING THE WWW.ROBERTSSPACEINDUSTRIES.COM WEBSITE AND RELATED WEBPAGES (THE “WEBSITE”) OR RSI SERVICES OR ANY OF THE CONTENT MADE AVAILABLE VIA THE WEBSITE OR THE GAME LAUNCHER. YOU AGREE THAT THESE TERMS OF SERVICE ARE ENFORCEABLE LIKE ANY WRITTEN CONTRACT SIGNED BY YOU.
The biggest bug they patched in 2.4 was the ability for people to get their money back.
2.4 is Live!! (https://robertsspaceindustries.com/comm-link//15377-Star-Citizen-Alpha-240)the pledged items and game will differ because they are making it better and more epic, duh :doge
...Also, they've updated the ToS! (http://pastebin.com/bmgXMxtV) There are some significant changes:Quote"You acknowledge and agree that the Game and the pledge items delivered to you may differ in certain aspects from the description of the Game and those pledge items that was available on the Website at the time of your Pledge."Quote"However, you acknowledge and agree that delivery as of such date is not a firm promise and may be extended by RSI since unforeseen events may extend the
development and/or production time."Quote"you agree that any Pledge amounts applied against the Pledge Item Cost and the Game Cost shall be non-refundable regardless of whether or not RSI is able to complete and deliver the Game and/or the pledge items"Quote"YOU AGREE, THEREFORE, THAT YOU WILL NEVER ASSERT OR BRING ANY CLAIM OR SUIT AGAINST RSI, ITS PARENT COMPANY, DIVISIONS, SUBSIDIARIES, AFFILIATES, OR ANY EMPLOYEES OF ANY OF ABOVE, WHICH IS RELATED TO OR BASED ON, INCLUDING BUT NOT LIMITED TO; (I) A CLAIM THAT YOU “OWN” ANY VIRTUAL GOODS IN THE GAME, (II) A CLAIM FOR THE “VALUE” OF VIRTUAL GOODS IF RSI DELETES THEM (AND/OR TERMINATES YOUR ACCOUNT) WITH A REASONABLE CAUSE AT RSI’S SOLE DISCRETION"
Sounds good, where do I click? :marimo
I've also read they removed a clause stating to release their financial info if the game was not delivered by 1 June 16... I can only imagine their burn rate vs forecast is appallingly bad.
However, you acknowledge and agree that delivery as of such date is not a firm promise and may be extended by RSI since unforeseen events may extend the development and/or production time. Accordingly, you agree that any unearned portion of your Pledge shall not be refundable until and unless RSI has failed to deliver the relevant pledge items and/or the Game to you within eighteen (18) months after the estimated delivery date.
(...)
In the unlikely event that RSI is not able to deliver the Game and/or the pledge items, RSI agrees to post an audited cost accounting on the Website to fully explain the use of the amounts paid for Pledge Item Cost and the Game Cost.
Amazing footage from the upcoming game !
https://www.youtube.com/watch?v=y2vgHOXeps0
AMD dude who is part the AMD game promo thing posted:
We're partnered with them [CIG], of course. We are. It's four months before E3 and we're getting our PC showcase set up. We're reaching out to get demos, sizzle reels, all kinds of different promo stuff. We hear back from a lot of people; there's some new stuff, new games, new partners, all that. Absent is a response from CIG.
Someone else here handles all that, she's calling and calling thinking there's some mistake or she's not getting through to the right people. It's now three months until the PC Gamer showcase and there's nothing on the table from CIG. She's trying to set up a conf call or a face to face with CIG and there's nothing solid set up.
She finally talks to someone over there and is assured we'll get a slice of scripted gameplay and some cutscene stuff with the big name A listers on the project. E3 is what, six weeks away? Maybe seven at this point.
A week later what we get a package with a disc, no explanation, table of contents, nothing. On it, there's nothing new, [its] a mashup of all their previous trailers. It's not even cut differently. We have the Hamil one, the Oldman speech, some fighters shooting things and some FPS segments that were lifted straight out of the last con they did. They're all just dumped into a "Promo" folder on a blu-ray.
She's thinking this is a mistake, they sent us the wrong material -- easy mistake to make, you throw in an old disc instead of the one you just cut, it got handled differently, an intern misunderstood what we wanted, whatever. So she calls them up again, no response, emails, nothing.
Two weeks later we get what is referred to around here as the "Letter." Capital "L" letter. The email is addressed to everyone high up at AMD, not even the gaming guys but the chip designers and the heads of departments. The PDF attachment is a rambling statement from Chris about how we're pushing him into something he doesn't think is necessary, he has a vision and that it's "too important" to be disrespected like this.
The decision was made to drop them from the show after that. Probably from our partnership as well, but that's above my head.
So we’ve now got the network guys doing a really good overhaul of the network code to make sure it really does do what we need it to. Not 100% sure just how long that’s going to take yet, hopefully it’ll be out in the next couple of patches. We want to make sure that it is stable and we don’t have the issues that we have now plaguing us in the new system – so we’re going to make sure we really stress that properly.
MW: Yeah, it’s going to start making itself into the PTU towards the end of the year – it’ll be well, it’ll feed into SQ42 as well – it’ll be, for example, a Bartender won’t just stand there as a rigid NPC, won’t just dispense missions, it’ll go around and talk to various other patrons of the bar – it’ll pull the drinks, it’ll have a conversation with you if you’re not getting directly getting a mission from him – just to try and flesh these characters out and make them really rounded and feel like they’re really there and they are a proper person.
Local Physics Grid is being improved and refactored
I contacted Cloud Imperium Games four days ago to clarify the impact of this change to the ToS and to ask for comment on why the change was made. We have yet to receive a response, but in the meantime, potential new Star Citizen backers are advised to exercise caution.
http://www.kotaku.co.uk/2016/06/20/star-citizen-changes-terms-of-service-to-make-it-more-difficult-to-get-a-refundNot as bad as I thought tho.. A lot of comments would have been downvoted into oblivion not too long ago... Only a matter of time before the tides turn and the townsfolk get their pitchforks.QuoteI contacted Cloud Imperium Games four days ago to clarify the impact of this change to the ToS and to ask for comment on why the change was made. We have yet to receive a response, but in the meantime, potential new Star Citizen backers are advised to exercise caution.
The reaction by the most vocal backers will surely be reasonable and lovely.
EDIT : They are...
https://www.reddit.com/r/starcitizen/comments/4oytmd/star_citizen_changes_terms_of_service_to_make_it/
“Several years from now, when you are surrounded by your loved ones, and they ask you what did you do during the battle for Space Sims and PC games, you can look them in the eye and say; I helped make Star Citizen.”
Quote“Several years from now, when you are surrounded by your loved ones, and they ask you what did you do during the battle for Space Sims and PC games, you can look them in the eye and say; I helped make Star Citizen.”
I have a lot of loved ones and that topic has come up a total of um, zero times
You think after they got busted for using watermarked stock images before, they'd be more careful. :lol
QuoteBest wishes at your new job. Who is taking over VR in Star Citizen? Can't wait for VR in the Best Damn Space Sim Ever!
Thank you! I'm not sure who will be taking over VR duties, we're still figuring stuff out. Probably someone in Frankfurt.
Found it! Monthly report June 6th:QuoteSaitek was gracious enough to provide us with a Saitek X-56 Rhino H.O.T.A.S. peripheral so we were able to put the controller through its paces after a very short fight over who got to use it first.
So they didn't get a prototype, they got a free stick that's already released to consumers. Sounds like the whole idea of an SC HOTAS is essentially scrapped. We're going to get a rebranded version of the barely iterated upon version of the seriously flawed X-55.
And I think you're right, the high end stick is not going to happen if that's the case.
Our other “big” focus is the full Stanton system, which will be about a billion kilometres across, with procedurally generated planets. CryEngine was never built to simulate so many object so we’ve been working on full rewrite of everything in CryNetwork to get everything in place
It really doesn't matter though man. When the game comes out, if it is objectively good then those people will come back and play it if they love sci-fi games.
And hopefully at an increased cost. I backed this game early because I thought it would be a better deal, financially.
Depending on how long and glorious SQ42 ends up being, I wouldn't be surprised if it goes up in its exclusive price. It may end up being 75 for the cheapest package with just an Aurora (45 from either SC/SQ42, and 30 instead of 15 for the other game). We can't say that CIG didn't warn us that the price would go up, and I wouldn't be surprised about this increase in price for both games due to SQ42 being a massive game.
I kind of want RSI to rub in in there faces with success upon release when all the review sites say 10/10.
Personally I would love to be there and see the expression on the face of people who refunded, the moment they realise that they shouldn't have refunded as they worried for nothing. I would just laugh in their face.
Engine re-writes. The final act has begun.
Engine re-writes. The final act has begun.When has rewriting an engine at this stage of development ever signaled a problem?!
Subject: "Why don't you just leave?"
It's sad that you sign up for this forum, just to be a filthy goon and ruin the reputation of a great game, made by a great and visionary developer.
Chris and His team has delivered more content in 4 years of development than most developers does in a lifetime. And much much more is coming!
Let those of us who have faith in His vision enjoy our game in peace, please.
https://www.restorationhardware.com/
The number of asteroids has been increased again, and it has gone too far.
Actual Result: Refuel sound did not stop after refueling and could be heard by everyone on server
Expected Result: Not to die when exiting any ship.
Actual Result: You die when you enter the ship or the ship moves away from you Expected Result: Get in the ship without the die part.
Citizentalk will not be coming out today as it’s not ready yet. 10 for the Chairman may not return either as they’re changing their video format.
Talking about ATV 100. It was originally planned to have it be a two hour episode (...) they split it up into probably four episodes. No it’s not because of us, it’s just easier for the viewers to digest and enjoy. Over the coming weeks you will therefore see ATV 100 part 1 (this week), ATV 100 part 2 next week, then part 3, then part 4. (...) They’re completely revamping their video content as seen in ATV 100 which will be the standard from then on, shorter, but more concise segments and wanting to keep the runtime to 30 minutes or less.
They’re in the middle of drastically changing their video content, but nothing is set in stone so everything they’re discussing can change, they just want to explore a variety of ideas and take all of your feedback seriously from the forums, chat, etc. (...) There’s a poll on the subscriber den about voting for their favourite segments in the past to give them an idea of what the majority like. (...) Lots of changes are happening and some things may take time like the CitizenTalk that isn’t coming out today and may not come out next week even, but bear with them as they go through the changes. They take the subscriber funds seriously and they sure to never use development funds for Community content.
Lando just explained on Captain Richard's stream that they found out that they didn't have the footage they wanted because CR and Sean Tracy wanted to speak about some of the more cutting edge stuff that there simply wasn't enough footage of. And they found out that they didn't have it until an hour before RTV went live.
Chris is reported to now be building a FUCKING MOVIE SET at Imaginarium studios in the UK where they've done some mocap work.
Such jobs stress-Back 2 work on #StarCitizenSquadron42 today w/out a day off Someone has to guard the universe!#Whew
EDIT : Oh god, the latest Derek Smart rumor millQuoteChris is reported to now be building a FUCKING MOVIE SET at Imaginarium studios in the UK where they've done some mocap work.
http://www.twitlonger.com/show/n_1sorq6p
If true :neogaf
Seriously, there is simply NO GAME.
Me too! Working on #StarCitizenSquadron42 all day today & all this week!
With that in mind, we shot what was essentially a pilot for something called "Citizen Talk" that we thought we'd be able to put out on Friday. (...) But the simple truth is that it wasn't very good. On Friday morning we weren't happy with what we had (...) So the segment is not cancelled. It is the first major evolution of 10 for the Chairman since that show began. It's just not ready to launch, yet, and we're going to try again once Chris returns from the UK. This also has the added benefit of giving Sean Tracy and the team time to improve the visual elements of the show we're hoping to include as well. When it's ready, it will be the same segment we intended to release on Friday, just crafted better.
https://www.youtube.com/watch?v=C8TcOfn5UVQ
:neo
With that in mind, we made what was essentially a beta for something called "Star Marine" that we thought we'd be able to put out on Friday. (...) But the simple truth is that it wasn't very good. On Friday morning we weren't happy with what we had (...) So the module is not cancelled. It is the first major evolution of Star Citizen since that game began. It's just not ready to launch, yet, and we're going to try again once Chris returns from the UK. This also has the added benefit of giving the team time to improve the visual elements of the game we're hoping to include as well. When it's ready, it will be the same module we intended to release in 2015, just crafted better.
But in the interview at 28:08 he tells us that the Bengal has about 90 Turrets and missile launchers.
(...)
So the Bengal alone would at this point hold players:
45 (Turrets) +
6 (Minimum human crew) +
5 (Ship security) +
20 (Pilots/crew of the smaller ships)
--------------------
65 Player in the Bengal alone... at least. Probably quite some more.
And this is not adding any ships that might be escorting the Bengal.
They said in the past that a Bengal can be owned by an ORG, but cannot log off but is continously persistent and so if an ORG hold one they need to have crew for it 24/7
there are 2 levels in the hangar.. and the 7 gladius u see there are just at the very front of the hangar..i think u can put up to 30 of them in there AT LEAST. So the crew should be even higher ;)
I see a crew of at least 360 people, however not all of them have to be players of cause.
The figure would be far higher than this. The Bengal is supposed to carry 100 Hornets, so that's 100 pilots plus 95 gunners, and that's not even counting things like Marines, Damage Control Teams, Medical, Deck Crews, etc.
A Bengal probably needs 500 crew.
All in all I could see an Org needing a 500 character crew, or maybe even more, to have a combat ready Bengal. And this still doesn't include close quarter combat troops for boarding actions.
20 fighters is way less than what the Bengal will hold.
I'd expect 100+ fighters on a Bengal.
I am content that Chris's bottomless pit of drive for perfection will not let us down, no matter how many netcode workers quit between now and then, someone will get it done.
Most games don't redevelop their source code as much as Star Citizen is, I believe that's a very important thing to remember in this development. They have a vision for the tech they need to make the game they envision happen. People are working to make that tech happen, so the game can happen.
Given the large numbers of personnel necessary to not just operate, but supply and finance such a vessel, which member will be the guy who logs into the game to play "Star Accountant?" I mean all those people will want to be paid semi-regularly. Right? That alone will be a full time job.
The Bengal is going to be a set-piece for SQ42 and possibly a static space station in SC.
It will not be something players can fly, do battle with, or otherwise take advantage of those 90 turrets in the PU. The game simply cannot handle 16 players, let alone 10x that number.
I realize CIG made a lot of promises with the bengal, and until they can actually show their servers can handle it, its safer to assume its not going to happen.
The game simply cannot handle 16 players, let alone 10x that number.
https://www.reddit.com/r/starcitizen/comments/4s1dfy/what_gas_cloud_tech_should_look_like/
Entering self parody status
QuoteProblem 1: Gas clouds would have a heavy impact on performance.
Problem 2: Poors with shit computers will complain and want to turn off gas clouds.
Result: Everyone turns off gas clouds because they can't see people to shoot if they're turned on.
"Let´s stay on the trees forever, descending might be dangerous!"
In 20 years we will have nearly reached singularity. This tech is five years out tops.
I am content that Chris's bottomless pit of drive for perfection will not let us down, no matter how many netcode workers quit between now and then, someone will get it done.
Most games don't redevelop their source code as much as Star Citizen is, I believe that's a very important thing to remember in this development. They have a vision for the tech they need to make the game they envision happen. People are working to make that tech happen, so the game can happen.
I set up Avid suites in Los Angeles and Manchester, with my main suite located in London's Soho. With all of this material to ingest, log, sync, edit and export
About the Bengal Carrier :
https://www.youtube.com/watch?v=tpalZlE4FC8#t=1603s (https://www.youtube.com/watch?v=tpalZlE4FC8#t=1603s)
(http://i.imgur.com/0m7Cx6a.png)
Is it normal to create as-is unusable assets for games :confused
Do not expect anything small and unimpressive about the initial release of SQ42, CIG has tens of millions of potential customers riding on it being a Holiday Season blockbuster. That means if it were a hit, with 20 Million sold there would be 800 million dollars of immediate income at $40 per copy.
CIG will try to maximize their potential by going big and impressive on SQ42.
Squadron 42 is the teaser to turn Star Citizen into the WOW killer.
I have no idea of your credentials and I have none of my own for judging how many copies SQ42 will sell. I was merely defining the play field. If SQ42 merely makes you really happy at 2 million copies, then SC will be starting from double the customer base which WOW started at. 1.5 Million. If SQ42 were a hit then SC would eclipse WOW at it's highest point of 12 million from the outset.
This reads like old PS2 porting development woes. "We couldn't figure out how to fit the PC-version map into memory and didn't have anyone who could alter the Unreal Engine so we broke it up into eight chunks with loading inbetween."
And ditched half the animation frames.
https://forums.robertsspaceindustries.com/discussion/comment/6815989/#Comment_6815989QuoteDo not expect anything small and unimpressive about the initial release of SQ42, CIG has tens of millions of potential customers riding on it being a Holiday Season blockbuster. That means if it were a hit, with 20 Million sold there would be 800 million dollars of immediate income at $40 per copy.
CIG will try to maximize their potential by going big and impressive on SQ42.
Squadron 42 is the teaser to turn Star Citizen into the WOW killer.QuoteI have no idea of your credentials and I have none of my own for judging how many copies SQ42 will sell. I was merely defining the play field. If SQ42 merely makes you really happy at 2 million copies, then SC will be starting from double the customer base which WOW started at. 1.5 Million. If SQ42 were a hit then SC would eclipse WOW at it's highest point of 12 million from the outset.
:comeon
I thought I was dreaming. I spawned in Olisar with a steady 60 frames. I thought it was just a sudden peeking but when it remained steady when I came down, I immediately wrote in the chat - "first"
People started following with second, third but the frames remained a steady 60 FPS. So even when a couple of us started calling ships and lifting off to do out stuff the frames remained. The Pirates spawned but the frames remained.
Everybody else was commenting the same thing in the chat. It was a topic of the session. Nothing else could have been. People reported crying out of joy.
I really want to believe you. Do you have the Shadowplay recording?
That is so exciting. The low frames is worse than all the bugs right now.
Dude, change the title to include an AMA, this is no small feat.
One thing though..even at 60 FPS the ships feel like snails. There's absolutely no feeling of speed at least not at 200 m/s. And space feels more like a dusty desert than vacume.
moved to Concern
Of the one million user accounts that includes the Roberts Space Industries platform, 500,000 fans have already pre-purchased content in the game, which is actively involved in its funding.
QuoteThe game simply cannot handle 16 players, let alone 10x that number.
Yeah that's what I've been thinking all this time, the vision does not even remotely match up with what is architecturally feasible with CryEngine
QuoteThe game simply cannot handle 16 players, let alone 10x that number.
Yeah that's what I've been thinking all this time, the vision does not even remotely match up with what is architecturally feasible with CryEngine
:lol
Wish Crobert never went all crazy with this mmo buzz and just made Squadron 42 with instanced multiplayer modes like a sane developer. After playing Elite for way longer than it deserves, the multiplayer elements are just bad... Excluding combat. Not to mention the game overall is a terribly boring fetchquest. Adding to that, extended, repetitive animation sequences also suck, entering your hanger every.... single.... time for immershun becomes really, really tiresome and SC looks far worse than Elite for this.
“There was nothing special about this situation. The fact that this particular party used a complaint form that is online and openly available doesn’t make this any different.”
"Takebacks", CIG said, "are not compatible with the whole concept of crowdfunding since it is simply not fair to the fundraising backers who join our community every month."
After a lot of silence on the part of CIG once again there has been *something* poking the hornets nest in Manchester. Picked this up from a game devs meet and greet,
This I have been unable to verify despite my best efforts:
Some workers are currently tight lipped in regard to ongoing work of the project which is obvious but for a different reason. They are trying to discover leaks which are apparently unrelated to Derek Smart rather information leaking from the studio on their ongoing work. Not too sure what they mean by unrelated, this apparently ties in to their customer service team. It has been speculated their management team is merely suffering from paranoia and likely jumping at ghosts for whatever reason. From the sounds of it they are trying to prevent future leaks rather than deal with information already out there.
This I can confirm as somewhat genuine, although I am still skeptical:
Some developers have been asked informally not to attend game developer events outside of CIG or to have contact to other people in the industry, other game studios without approval from management. This seems to tie to the point above from a different source which offers some small amount credibility. To me it sounds more like a cult than a UK company.
These are genuine after speaking to third parties at a few of the meet and greets, and another company:
They are attempting recruitment drives again in Manchester, sadly they have managed to piss off some recruitment agencies in the process over constantly changing requirements, long delays at responding to possible hires, odd informal background checks on new hires to verify they are who they say they are, odd reference requirements for positions which are driving one recruitment agency half mad. Along with arbitrary requirements on possible hires which change last minute, sometimes it takes CIG 2 weeks to respond.
Some other local companies are upset and unhappy that CIG got a large part of the funding pie from the local council. It seems they stumped up more money than they should have from the local government which meant other companies did not get an equal or entirely their share. This is in reference to CIG creating UK jobs and business which some other local game development studios are understandably upset over.
So, it turns out I have an inside source of sorts. I have a friend who works at significant (as in, they make real AAA games that sell by the boatlaod) non-indie games company in Manchester. (Bear in mind I have a loving ton of friends due to the sheer number of events I attend, I have no idea what most of them do in the real world. I literally didn't know till now what they did for a living)
Here's what they had to say about the situation.
Foundry 42 are poaching staff members from other companies by overbidding on wages.
So, bin those ideas of CIG paying "industry minimum/industry standard wages". They are spending over the odds, enough to lure people away from successful companies.
Can't divulge source, they asked to remain anon
There are not, at present, any "big reveals" planned for the Showfloor Booth at Gamescom. In the past, we've never made any reveals from the Showfloor Booth, those were always saved for either the Press Booth (also referred to as the B2B Booth) or our "Gamescom Party Event" (The big livestream event.)
This year, we will be streaming gameplay live from the Showfloor Booth, using the current build of Star Citizen at that time, and doing giveaways and generally having fun and celebrating Star Citizen.
While all things are subject to change in game development, this is how things stand at present. =)
QuotePerhaps Lando doesn't have all details. While he is the CM. He also "just" the CM. And with 4 studios some stuff might happen behind closed doors. Or in Foundry 42 (UK or Germany).
He also might have a different idea of what a big reveal is than us.
Yep, agreed. I think that the most probable route CIG is taking is simply using the crowdfunding money as a collateral for a standard line of credit. Any company that is developing a product for sale is functioning that way, since it needs a steady outflow of money for development and things like monthy salaries etc. The amounts they have received so far are enough to give them access to more than $250M of credit, given the standard financial practices. $250M is btw a pretty conservative estimate.
I don't see any trouble coming from the financial side, anytime soon.
A company I work with grosses ~50 million dollars every year and every year they sweat bullets about their line of credit for less than 5 million dollars being renewed.
What happened to vaulting and sliding?
The first we heard about it was in January (...) Then again in FebruaryQuotewe've got things like vaulting over obstacles and stuff and that isn't going to be in 2.2 but it'll be in 2.3 for instance... ultimately it'll have the equivalent of being able to do parkour with sliding and ledge grabbing and all the rest of the stuff.
And then it got dropped from 2.3, didn't appear in 2.4, and now we've got a feature list for 2.5 where it is once again absent. Where did it go?
Quoteif CIG is going to hype up a feature for several months, they really need to stop going completely silent on it afterward.... there are dozens of features they have done this with. It really undermines their credibility.
Dude, they're just trying to do their jobs and their best. They have a million things to worry about, and the more they worry about this type of thing, rather than simply making their game, the longer it will take.
I think it's important to note that with the level of realism they're going for, sliding us fairly ineffective, it's a great way to get into cover a moment ahead of the gunfire headed your way, but if you tried to baseball slide around a corner you'll likely find that with their aim system you'd be hitting nothing, as this isn't COD. Also, since realism is a point, realistically you'd tear your suit eventually and the deathlock would get you. Just sayin. I am looking forward to vaulting and their version of a cover system.
What happened? Game development happened.
"Yeah, good job we don't have a publisher", I say as I vibrate through the floor of my Mustang, "Who knows how much content we'd be missing and bugs we'd be dealing with", I say as it explodes, flinging me through the void around one of the three space stations in the only system.
A company I work with grosses ~50 million dollars every year and every year they sweat bullets about their line of credit for less than 5 million dollars being renewed.
Yeah that's what I would expect. It often seems to be glanced over that while the funding raised is impressive, it was achieved through a non stop 4 years of aggressively pushing preorders and overpriced virtual goods. They may have stable revenue but their only chance at a major payout now would be a moderately successful release of an actual product.
So is this the most feature creep-y dev story ever or is there something worse out there?
http://www.pcinvasion.com/star-citizen-squadron-42-reality-tv-showwell at least something from this game will release :aah
A Squadron 42 casting session will be featured on a real tv show :heh
Star Citizen fans. Read this news bite. And standby for more during gamescom. (...) Can you picture this guy [Borean note : Actor who's been a mainstay in British soap Coronation Street] on the bridge of an Idris?
Actually, that's not what I said at all.
"Procedural generation footage will most likely come at Gamescom during the course of the event. They still aren't doing a big fancy presentation, but will reveal things over the course of the Gamescom event."
Absolutely none of that was said. Those are assumptions being made on the part of those making the summaries.
"AtV is not the good time to show that. There might be a cool event in Germany coming up in a month that would be the perfect time to show procedural gen off."
Close. I never said Germany.
Misunderstandings come when people read summaries instead of watching the shows, and the summaries are incorrect and possess statements that were never made.
https://www.reddit.com/r/starcitizen/comments/4u41i9/reverse_the_verse_episode_104_inn_summary/
Imperial News Network, the biggest fan site for Star Citizen, get called out by Community Manager discolando for plainly making stuff up in their summaries of the videos.
Fan expectations getting out of hand even for hype artists like CIG...
https://www.reddit.com/r/starcitizen/comments/4u41i9/reverse_the_verse_episode_104_inn_summary/
Imperial News Network, the biggest fan site for Star Citizen, get called out by Community Manager discolando for plainly making stuff up in their summaries of the videos.
Fan expectations getting out of hand even for hype artists like CIG...
Well, turns out this month's PC Games feature just so happens to cover the procedural planet stuff ahead of Gamescom.
You're in the project, wsippel, right ? Are you worried or confident ? What are you most reasonable and optimistic assessment of the games (SC and SQ42 part 1) being completed or going gold judging by whatever we have at our disposal now ? For all the sarcasm and bias I harbor with the project, I'm still curious to hear your opinion on this.
Nobody can verify obviously, but CIG stated a while ago that they don't actually need any more money at this point, and that all the money they got in recent months would be set aside for post-release stuff. Yet people constantly bug them to do new concept sales (which is true as far as I can tell), and would you honestly expect them to leave money on the table? Why should they? To appease Derek Smart and folks who only seek drama and don't actually care about their games to begin with? And lets be honest, if they stopped taking money tomorrow, those exact same people would use that as ammunition - spining it as damage control or something.
We're getting word that CIG-UK have hired a firm to root out leakers via social media. More as this develops.
Chris is back from London after finishing up some pickup performance capture shoots for Squadron 42 and some Persistent Universe captures as well. The current Squadron 42 script is at 1,255 pages.
Cliff notes of the latest CIG broadcast :QuoteChris is back from London after finishing up some pickup performance capture shoots for Squadron 42 and some Persistent Universe captures as well. The current Squadron 42 script is at 1,255 pages.
https://forums.frontier.co.uk/showthread.php/259596-The-Star-Citizen-Thread-v5?p=4291135&viewfull=1#post4291135
Just how many times can he be come back from shooting in London ?
He was already engaged in "reshoots" a month ago (Mark Hamill tweet + why Roberts was unavailable for a video with... Sean Tracy, I believe ?). There was also talks of additional "smoother" mocap sessions in London being integrated back in the beginning of June. Sounds either like along string or several days peppered through the agenda, on top of a rather generous principal photography.
He was already engaged in "reshoots" a month ago (Mark Hamill tweet + why Roberts was unavailable for a video with... Sean Tracy, I believe ?). There was also talks of additional "smoother" mocap sessions in London being integrated back in the beginning of June. Sounds either like along string or several days peppered through the agenda, on top of a rather generous principal photography.
Each session took two to three months, with some breaks. That might seem like a lot, but apparently, it's really not: http://www.gamestm.co.uk/features/the-evolution-of-motion-capture/
Derek Smart @dsmart Aug 2
for those miffed about Sandi appearing in a soft-core tickle video on pornhub, u may as well stay off the Internet tomorrow. Fair warning
Derek Smart @dsmart Aug 2
And you should probably read up on "18 U.S. Code § 2257" of the US legal code by tomorrow, and what that means for adult performances
Derek Smart @dsmart 3h3 hours ago
It's her. And the tickle stuff is tame in comparison to what I have now received. Blog going live once I get legal (and moral) clearance
Derek Smart @dsmart 3h3 hours ago
It's her. And the tickle stuff is tame in comparison to what I have now received. Blog going live once I get legal (and moral) clearance
Derek Smart @dsmart 3h3 hours ago
I remember back when I wrote a blog outing them for nepotism. Everyone said I was wrong. Until they were forced to come clean.
The first thing I bought was the Rear Admiral package. I remember, because it was like $250, I was like, ‘that’s insane! That’s an insane amount of money for a game! Hell no!’. I don’t know why I caved. It looked cool. So I bought the Rear Admiral package and then it went all downhill from there.
https://www.reddit.com/r/Games/comments/4wirgc/star_citizen_development_controversy/d67txf2
:neogaf
QuoteQuoteWhat does Star Citizen do that nobody else has yet?
Not trying to contribute to the craziness of that OP but the answer to your question is Localized Physics Grids.
The interiors of ships have their own physics. You can walk around them, climb ladders, sit in chairs, even if the ship is upside down and flying at 1000 m/s. Also, you can seamlessly transition between physics grids as well. It's buggy sometimes but you can absolutely jet pack through zero gravity into the cargo bay of a moving ship, land on your feet, then walk around normally as the ship you're on flies away.
I'm sure there's other things SC does that are new but this is the one that impressed me the most
Except that Call of Duty: Infinite Warfare has done localized physics grids. Space Engineers does it too. Dead Space has physics grids.
Plenty of games give you the ability to get on a ship/vehicle and do things in it while the ship itself moves around or does things independent of the player's movement.
It's not something new or groundbreaking in the industry.
Derek Smart did confirm today that the last vestiges of Firefall have been let go. A guy I worked with that we hired from there wouldn't even talk about how bad that place was.I heard that things got better at Red5 after it was bought by an incompetent Chinese conglomerate that no idea how to run an MMO or video game company.
QuoteQuoteQuoteWhat does Star Citizen do that nobody else has yet?
Not trying to contribute to the craziness of that OP but the answer to your question is Localized Physics Grids.
The interiors of ships have their own physics. You can walk around them, climb ladders, sit in chairs, even if the ship is upside down and flying at 1000 m/s. Also, you can seamlessly transition between physics grids as well. It's buggy sometimes but you can absolutely jet pack through zero gravity into the cargo bay of a moving ship, land on your feet, then walk around normally as the ship you're on flies away.
I'm sure there's other things SC does that are new but this is the one that impressed me the most
Except that Call of Duty: Infinite Warfare has done localized physics grids. Space Engineers does it too. Dead Space has physics grids.
Plenty of games give you the ability to get on a ship/vehicle and do things in it while the ship itself moves around or does things independent of the player's movement.
It's not something new or groundbreaking in the industry.
:dead
Derek Smart did confirm today that the last vestiges of Firefall have been let go. A guy I worked with that we hired from there wouldn't even talk about how bad that place was.I heard that things got better at Red5 after it was bought by an incompetent Chinese conglomerate that no idea how to run an MMO or video game company.
Derek Smart is really going hard on this line of attack, and he's trying to straddle this weird line between "Oh ho! Look at what Chris Roberts' wife was up to when she was younger!" and "But I'm not saying there's anything wrong with that, I'm just providing the information." And I really don't understand how this is meant to help his crusade against RSI.
I wouldn't be surprised if a lot of CIG employess were oblivious to the constant Internet warfare going around their work, to be honest. It sounds pretty likely that work days are perfectly normal, mundane affairs, far away from the cartoonish evil caricature some critics have drifted into.(http://i.imgur.com/EH9V4BC.gif)
EDIT :
No Man's Limb
(http://i.imgur.com/qRFGIFi.jpg)
Maybe I'm mistaken but I remember the Crysis player model to do this when viewed in 3rd person mode...
Well it's nice to see a SC stream, but a little bit more Action would be fine
Are these guys on the stream developers? It seems they're just guessing and making vague statements, while aimlessly wandering around an empty hanger. Lots of "Wouldn't it be cool if you could do X" statements.
Capt. Richard just said on stream that SQ42 has no release date... :-/ I hope that's not the official line but I somehow doubt it, surely the streamers were briefed before the start of gamescom.
They are playing 2.4.1! Please show something new!
Wow this is awful. They need to update the gamescon detail page so we know when to avoid these youtuber panels. Best case scenario, we don't see them anymore after friday.
Why do they get people with no idea about the game to make the streaming?
Well ... that was painful. I've watched all the guest streamers before, and I can only say please CIG ... let them do what you sent them to do. The community manager kept going on, and on, and on and ON about all kinds of rubbish. Sorry, I want to see the game showcased, not hear endless pitches for why I should install better twitch TV, or send Twitter things. Seriously, let the guest streamers do their thing, and it would not have been nearly so painful to watch. Indeed the only reason I did watch was the giveaways - but for those, it would have been a total waste of time.
And for reference - the screen overlay is RUBBISH. So much crap on the screen, such a small viewable area of actual gameplay - then add in engagement ranges, and enemy ships might as well be triangles for all we can't see. I know the streamers can all fly, and can all entertain - but today was just not good. Please CIG, step back and let them run the segments: I don't give a f*** about your tacky model aircraft or the wide shot of people standing in line. Let the streamers show the game, and share their favorite elements of the game with us. They know what they are doing: CIG today made it look like they did not. Live streaming a camera falling off the wall, held on by gaffer tape ... really?!
(https://s3.postimg.org/up2k9wzo3/P9_QBB1_N.png)
:-\
(https://cdn.discordapp.com/attachments/188332576459587584/215507532964298752/f1b0d4670cf48dea465092120f5ea272.png)
Haven't watched the demo, but a candid question nonetheless : if the stuff is ready enough to be demoed, why is it the supposed 3.0 and not the next update to hit ?
Haven't watched the demo, but a candid question nonetheless : if the stuff is ready enough to be demoed, why is it the supposed 3.0 and not the next update to hit ?
Because it isn't ready for prime time yet. There are still known glitches and important features are still work in progress (netcode, AI).
I really have a hard time following the logic here, to be honest. If it is a vertical slice or a playable prototype depending on some major rewrites being correctly implemented before turning into a reality for the players... it honestly doesn't guarantee it will be delivered in due time. CIG track record with schedules, including their latests 2.X alphas, is not exactly stellar.
Anyway, it seems pretty obvious that they should have something related to SQ42 for CitizenCon.
In my opinion, like, we're gonna try to get the Stanton system for everyone at the end of the year with the big release at the end of the year, and you know, that's got four major planets and a bunch of moons and secondary areas like asteroid fields and stuff, like forty space stations and a huge amount of area, and that, I think, is, you know, plenty of, hundreds of hours of gameplay going between just because the amount of detail and, you know, the things that you can do vs. otherwise, [in games like NMS] you just go to star system after star system and just, it's kind of the same thing again and again.
Also VR implementation will be easy (I always heard quite the contrary ?), player orgs will be able to build bases and to colonize planets (!?) because procedural generation ?
Meanwhile CIG still haven't managed to reduce the size of its alpha updates to patch form...
http://i.imgur.com/3JRxi3z.mp4
Grabby Hands means that you can load every part of the ship if you so desire… but in all likelihood, you won’t ever want to do that on something as large as a Hull E. Loading can be done automatically via your mobiGlas under normal circumstances (and then the cargo itself can be organized through the console interface.)
When you land on planets, a lot of the unloading of cargo is done via a cargo manifest and handled by the local commodities broker, so you won't have to do a lot of manual unloading/loading of cargo. There will be some kind of special style cargo, like contraband or smuggled goods, where you might have to find a buyer for that particular item rather than just going through a vanilla commodities broker. Most of the time it'll be handled in the background, and you'll negotiate prices/amounts using your manifest with the local commodities broker, they'll buy it then offload it from your ship. But there will be some places where you land where there might not be big infrastructure, so you might have to load some cargo into, say, your rover and take that to a camp a few kilometres away, or maybe deliver some cargo to a lone explorer out there somewhere. Most of the big trading stuff will be done in a higher level way, which is kind of how it'd be done in real life, we thought that always unloading it manually could get pretty boring.
I will say, though, that players can put down cargo wherever they choose, allowing salvage to be dropped in the rear if they can find the space for it, but that loose cargo and salvage will not be as safe and those inside dedicated cargo holds on other ships. Transporting loose cargo is done at a pilot’s own risk and is not recommended.
Will Maiden (WM): OK, so for 3.0 we’re going to have the ability to pick up the box, take it to your ship, put it in your ship and take that ship to market – which will allow us to sell whatever you find. Now it’s going to either come from salvage, ships you find out in the debris field; stuff you take off other people’s ships that you pirate; stuff you are going to get given on missions. You can also go to market – pick up whatever you want to buy, whatever they’re selling, that’ll automatically get put in your ship and you can take that out to sell that as well. We’re hoping to get all sorts of trade routes – buy stuff from here, sell it to there, take stuff from there, go somewhere else – traders will go to port and they will just buy from a computer two-hundred to three-hundred units of steel or whatever and that will automatically be generated on your ship. So they have a really time of just buying what they want, getting back into space and trading whereas salvage players, pirates – they can physically walk up to a box, pick it up, manually take it over to their ship, or take it to a market and sell it. So they have a much more lengthy gameplay but it should be fun for them to be able to see what they are taking and individually picking what they want.
We’ve obviously already got cargo boxes built, we’ve got ships where the interiors are already set up – so we can start placing: here is where cargo will fit, here is where we can store it. Those will probably come along side-by-side and then we should be good to go. We’ll be able to see very quickly once it’s down inside your ship, it gets locked to that ship. Then all we need is on the other side, markets being set up – we’ve already got a few at Port Olisar, GrimHex and we’ll be seeing some at Levski – places where you can take those items. Instead of talking to someone and buying a gun you’ll be able to say “Hey I’ve got ten tonnes of cargo in the back if you want to buy that”. So with having trade routes that gives us then the opportunity of pirates, finding out about those trade routes. Coming and camping on them, waiting for transports to come in. Grab them, steal their cargo. So then we’re going to have, hopefully, players wanting to protect their cargo. They start hiring mercenaries to come and protect them, and then bounty hunters to hunt down the pirates that stole off them in the first place. So hopefully from having that initial cargo route from one or another, we should be seeing a lot more careers being built around that.
So you should be rewarded with twice the income for being lazy, and uncooperative by cutting your round trip time in half?
I agree, but can't this be *optional* to the individual player. i.e. if the player wants to carry boxes then let them fill their boots. If 100% immersion is what they want the that is fine. They've gained nothing additional other than their satisfaction for doing it. Having it magically appear for us people who only have an hour in the evenings between family life for gaming, should also be catered for with no penalties.
CIG has already addressed this. The purchase of UEC with real money is the time equalizer for those who don't have a lot of gaming time. Not game mechanics. If you don't have the time to wait, then pay to have it loaded quickly. If you don't have the UEC, go to the cash store and buy more so you do.
So yeah : it's automated. Except when it isn't. :yeshrug Sounds like a mess of a design.
Don't you if it's true but no one objected to that after the message... Isn't that a textbook recipe for pay 2 win ?
Anyone approaching this conversation as if CR just gave out a release date is an asshole
They also have the single player game to deliver and for that there's much less pussyfooting about what constitutes a finished product. It's supposedly much less complex and open and I think most backers, even the optimistic ones, expect something tangible by Q2 2017 at the latest.
But, no, the Hull is actually one of the ships that as soon as the SQ42 ships are done, witch I think is gonna be September, October maybe November time
Consider us on SQ42 we will behave like Naughty Dog, which is like, it has to be right, it has to be polished. So i don't want to make any prediction on that, but the content will be done by the end of this year, and then it's a matter of the polish time. So.. (...) I can't tell you how long it's going to take to polish and make it all work and make it all super smooth."
And its true. 90% of the bickering in every discussion about Star Citizen,not only in this thread, is based on ignorance about how game development is indeed a troubled non-linear mess of fluid as in adapt as you go decisions. (Ooking from the outside it looks chaotic and unprofessional but its just how things are done in this type of business.
I really don't follow Star Citizen but ever week Derek Smart spams about the horrible war atrocities Chris Roberts commits by making this game. It's kind of funny, lol.
Gamescom allowed us to introduce you to Miles Eckhart, who represents our first crack at a PU mission giver. We captured the actor during the July shoot and it was incredible to see the subtlety of the performance translate into the game.
In addition, our FPS team has been refining and implementing new game modes for Star Marine. Since it will be a focused FPS experience with its own specific maps, we’ve tidied up a lot of the code and repurposed much of the CrySDK.
We’ve also started developing the damage and destruction pipeline for the ship items. Ultimately we want to create a system so when you pop open the ship panels and see your items, we can visually represent damage so you know what’s gone wrong and what needs to be fixed.
Cloud Imperium Games is named in a suit as the defendants. D & M Contractors are the Plantiffs. The other parties involved are Vanilla Shell Inc. which is run by Ira Siegal. According to a person familiar with the project, Siegal is the real estate agent for Chris Roberts.
(...)
I called the Plantiff’s Lawyer’s Office and I was able to learn the basics of the unfolding ordeal from his assistant. They explained to me that D&M Contractors were looking to get paid for work they did at Cloud Imperium Games, and for whatever undisclosed reason that didn’t happen.
Will "Soulcrusher" Leverett: Hi guys!
I know everyone's super excited for 2.6.0 but I wanted to set appropriate expectations. I don't like to speculate (as you know) but we're looking at several weeks of work that have to be done which likely puts us into October before we're ready for Evocati testing.
Please be respectful of your NDA status and keep this information to yourselves. No need to stir people up unnecessarily.
As soon as we have more information on it, you'll be the first to know!
-WL
Can Confirm. There was an online game I played about a decade ago (Ultima Online), and when you submitted a help ticket in game, a Counselor would pop over within seconds to assist you, or elevate your ticket to a GM who actually worked for Origin Systems.
Counselors were unpaid volunteers. The devs would sometimes send them thank you gifts, or do other stuff to show appreciation for the work they do helping solve thousands of problems a day that didn't actually need GM attention. That all changed when the company decided not to send out Christmas gifts one year (or something like this), and a few counselors got pissed and tried to sue the company for not compensating them for their time.
Well, that pretty much ended the Counselors in the game forever. Help tickets would often take 30+ minutes of waiting for a GM to answer silly questions from newbies, and if you got disconnected it didn't hold your place.
So whoever those counselors were... Thanks Jackass
QuoteCan Confirm. There was an online game I played about a decade ago (Ultima Online), and when you submitted a help ticket in game, a Counselor would pop over within seconds to assist you, or elevate your ticket to a GM who actually worked for Origin Systems.
Counselors were unpaid volunteers. The devs would sometimes send them thank you gifts, or do other stuff to show appreciation for the work they do helping solve thousands of problems a day that didn't actually need GM attention. That all changed when the company decided not to send out Christmas gifts one year (or something like this), and a few counselors got pissed and tried to sue the company for not compensating them for their time.
Well, that pretty much ended the Counselors in the game forever. Help tickets would often take 30+ minutes of waiting for a GM to answer silly questions from newbies, and if you got disconnected it didn't hold your place.
So whoever those counselors were... Thanks Jackass
Those fuckers expecting some consideration for unpaid labor !
Preparations for performance capture shoot for 3.0 are well underway and will begin shortly after CitizenCon finishes with Chris flying out a few days after CitizenCon.
“I'm actually bad at that,” he claims. “I'm a big softie and always giving people extra chances, but I'm trying to be tougher on our organisation because every time we're in a situation I think we can turn around, but the person doesn't turn it around, they get a little more bitter and pissed off, and then the exit is more noisy.”
Another source flat-out believed that Star Citizen could not be made. “Not what they've promised, absolutely not. If it happened then I would believe in God.”
The moment when a clown from Kotaku is calling his bs article an investigation...
The glorious day they are going to shut down that click bait website. So I can see what are all these bloggers going to do after they join the unemployment queue. I'm sure every business intelligence firm is going to be amazed by their investigation skills.
This is false as Chris would never give Kotaku an interview. He stated a couple of years ago that he would never do that. They are yellow journalists. Those quotes are suspect. At best, they were quoted from somewhere else and he'd NEVER throw another company under the bus. Those quotes about Illofinic are fabricated. Chris refused to say ANYTHING negative about them, even when we all knew what was wrong. The last people he would say them to would be Kotaku.
It was mostly innuendo and hearsay. No real newspaper editor would ever publish that article. No real journalist would ever submit an article that was "unnamed source said this, then another unnamed source said this."
These articles are the poster children of emberassingly shitty 'journalism'.
Of course, unnamed sources at Kotaku and PC Gamer have repeatedly told me both authors are crack-addled pathological liars with a penchant for goat-fucking. (...) Real journalism quotes exactly ZERO anonymous sources.
(https://s-media-cache-ak0.pinimg.com/564x/46/23/58/46235847ddbd0e668af284216bd45c8b.jpg)
Is there like a video history of all this?
I'm pretty late to this whole game. I will say one thing. Regardless of whether this will be a success or failure. All you Star Citizen backers have sent one huge clear message to the gaming industry: "We're sick of the your shit games, shit politics, and you're share holder dick sucking cough no mans sky cough. We're funding our own game fuckers".
If nothing else... I hope the industry wakes the fuck up.
Well played SC backers. Well played.
- the leaker back in august told me there was new mocap going to be put in after citcon in october
- but! sandi has been getting paid to do the fill in mocap for the female models for the last few months and! sandi will also be in the new scenes in october/november
- these are not technically "reshoots" since its new material, but had to be added since some actors are no longer available or desire to work with roberts and the script was rewritten (again, for the 3rd time after principle shooting)
- the last leak on mocap shooting was $29m, is now a projected $40m+ (one person said 60m but I dont believe that)
(...)
unconfirmed :
- ortwin [Freyermuth, business partner of Chris Roberts & attorney] is now distancing himself from the project, requesting a buyout
confirmed :
- legal ramifications for unpaid overtime due to an "anonymous letter" sent to the california labor commissioner
Having run this website for eight years now, and having worked with Chris Roberts on interviews for four of those, I often experience déjà vu during our ongoing discussions.
For the CitizenCon demo, though, a special planet has been created for a “Homestead demo.” This planet is more Earth-like in its biome distribution, containing forests, oceans, mountains, and deserts; the Homestead demo won't see inclusion in 3.0 and is purpose-built for the CitizenCon unveil of Planets V2. Roberts elaborated:
We're […] taking one of the missions that's in Squadron 42 and showing how that would feel, from the briefing, to the ship, to taking off, to the mission, and the combination of flying and FPS stuff, so those are the two things we're going to show. We're going to show full-focus this is what V2 planets can do for you, then this is what Squadron 42 is going to feel like and play like, and this is the experience of a mission in SQ42.
6m goal : Star Citizen will launch with 100 star systems.
One of the long-term schedule challenges is building out the universe that we've – in all the stretch goals, we got up to 100 star systems, I think we have 110 now – we're not going to have them all done on the day of release. We're going to try to get a good chunk of them through
What makes all of this even more curious is the fact that Smart is reportedly a completely different person outside of the spotlight: friends and colleagues describe him as kind and caring. This dichotomy is not lost on Derek Smart himself. In an interview with Polygon, he worried about what his daughter will think about him when she becomes old enough to Google his name. “I don’t want her memories of her dad tainting her ability to progress in life,” he said. “I know I haven’t done anything bad, and have made mistakes, I’m only human […] I didn’t kill anybody, I didn’t steal from anybody, I just made a game that I wanted to make and I may have not succeeded in reaching other people’s expectations, but I don’t really care. It wasn’t about them. It was about me and what I wanted.”
The Cutlass is a prime example of the consternation that CIG’s ship-selling policy was causing among fans. It was originally pitched as a hybrid between nimble dogfighter and intergalactic freighter. When it was finally delivered, buyers were deeply disappointed: the ship was far too bulky and slow to hold its own against enemy craft. To remedy the situation, CIG elected to design two new Cutlass models, to co-exist alongside the original. Upgrading to one of them—to what the players thought they were getting when they shelled out $100 for the first Cutlass model—would cost an additional $20 or $50, respectively.
(...)
The Cutlass debacle also brought to light a thorny issue with CIG: its stewardship of the Star Citizen community, the very people who are providing Chris Roberts with a release valve for his vision. The debate about the Cutlass has been raging for as long as the game itself has existed, and it hasn’t always been civil—which is to be expected when someone forks out $100 and doesn’t get what he or she expected in return.
This is how community manager Ben Lesnick explains the toxic Cutlass debate on RSI in a YouTube clip: “We love the thread, there’s lots of great feedback. But let’s be absolutely clear. There is also lots of dinks out there, who are there to fight and talk about how ‘they betrayed us and you all need to get refunds for your Cutlass and they lied to us and this is all part of a conspiracy’…you guys suck! And I’ll say it right here on the livestream: don’t be that guy. If you’re going to be that guy we’re gonna ban you from the forums.”
https://www.youtube.com/watch?v=dYUmuplhjak
(...)
When I read this quote to Chris Roberts, he is at a loss for words.Quote“I don’t think, I don’t think, he couldn’t have possibly, that’s not Ben.”
You can look it up on YouTube.
“Well, he must have been doing it as a joke or sarcastically. Do you know where he was? I am pretty confident that’s not him because I know him quite well. It is not the way he is.”
Are you saying he didn’t say these things?
“I don’t know, I have to see it. I know him well, and that is not his personality at all. In the case of the Cutlass, there is an ongoing joke in the community that ‘the Cutlass is the ship that hasn’t had the love or the Cutlass owners always get screwed’. Some group is always the downtrodden group, so the Cutlass owners themselves sort of take it on and they make jokes about it like on our online forum and stuff like that. So, I haven’t seen the material but my guess would be that he’s making fun of that reputation.
I will tell you that there is no one in our organisation that looks down on anyone that is part of our community. And we even put up with the people that are deliberate, like, we are actually quite nice even with people that we know are specifically trying to be trolls, trying to cause trouble.”
(https://s-media-cache-ak0.pinimg.com/564x/46/23/58/46235847ddbd0e668af284216bd45c8b.jpg)
Is there like a video history of all this?
It was mostly innuendo and hearsay. No real newspaper editor would ever publish that article. No real journalist would ever submit an article that was "unnamed source said this, then another unnamed source said this."So this guy has never read a newspaper article? That's pretty impressive.
These articles are the poster children of emberassingly shitty 'journalism'.
Of course, unnamed sources at Kotaku and PC Gamer have repeatedly told me both authors are crack-addled pathological liars with a penchant for goat-fucking. (...) Real journalism quotes exactly ZERO anonymous sources.
roughly 80 percent of insiders — with equal numbers of Democrats and Republicans responding to the post-debate survey — said Clinton did the better job at the debate, including 99 percent of Democrats and 57 percent of Republicans. Only 21 percent — 1 percent of Democrats and 43 percent of Republicans — picked Trump as the winner.
“No contest,” said an Iowa Democrat — who, like all respondents, completed the survey anonymously. “Trump held it together for 16 minutes and fell apart.”
“We get up to a hundred calls a day from Hillary’s low-income supporters complaining about multiple unauthorized charges,” a source, who asked to remain anonymous for fear of job security, from the Wells Fargo fraud department told the Observer.
Some years ago, a USU journalism professor brought legendary newsman Jack Anderson to Logan to give a talk about covering Washington politics for more than 50 years, including his role in breaking several stories in the Watergate scandal.non-journalists confirmed
After the talk, Anderson visited the Herald Journal newsroom to share his wisdom with our young staff, and one of the questions asked of the Pulitzer Prize winner was what he thought about using anonymous sources.
“Anonymous sources are the only sources,” Anderson responded
George Broussard @georgeb3dr 27 sept.
No professional developer I know would recommend you continue buying $$$ spaceships in Star Citizen. That said, have fun. It’s your $.
George Broussard @georgeb3dr Sep 27:lol
@lowtax @dsmart Video games are no joke motherfucker.
From the earliest days of development, CIG had made heavy use of contractors: CIG had used them when building a prototype to show investors, and when CIG was struggling to hire staff at its US studios, the company leaned on contractors to cover the gap. While CIG had only 48 internal staff, in October 2013 it was employing a further 91 contractors.
“Initially, because Chris wanted to get things delivered so quickly, he went to a lot of different outsourcers,” Erin Roberts, global head of production, told me. “It did become quite apparent early on that we weren’t getting the kind of results [we wanted], either technically or visually, and it would need so much more extra bandwidth.”
Animation rigs were shared across all of the studios working on Star Citizen. These skeletons could be slotted inside a character model and animators could create animations they needed for their specific aspect of the game. (...) “If anyone in the core CIG team changed one of those rigs, they needed to retarget every single animation to the new skeleton.” CIG did that “several times”, which was “an absolute pain in the ass for the animation team”.
When I brought this up with Roberts, he explained that internal problems CIG had caused this. When Illfonic started work on Star Marine, they were using a character model that had been created by the Austin character team. However, Roberts tells me, “we weren't particularly happy with the output we were getting in Austin”, so character production was moved to the UK, where CIG “had the opportunity to hire people who had experience with CryEngine”. Roberts explained that this led to the UK team creating a new character model (and the skeleton to go with it) from scanning real-life actors, which was on a slightly different scale to the previous ones. This meant that all the animators had to retarget their animations.
For the record, we did look into all kinds of wild claims about how Cloud Imperium Games is spending its money, and found nothing reportable.
It is difficult, after all these months of research and having heard from so many people involved with the project, to seriously entertain the notion that Star Citizen is some kind of intentional scam.
So, here goes: based on all the evidence, I believe there is a decent chance that Star Citizen will make it to some form of release. But I don’t think it will happen within the next couple of years
Expectation versus reality appears to be a problem on both the developer and backer sides of Star Citizen.
Hold-ups, company restructures, personality clashes within studios and – and by his own admission – the perfectionism of Chris Roberts, Star Citizen’s creative figurehead, have all been the source of delays. For the first several years, Cloud Imperium Games simply did not have the resources to make Star Citizen as Roberts envisioned it. According to those at the studio now, that has changed, and they are finally in a position to push forward. But the amount of time and money has been expended in the meantime, even by the most conservative calculations, is enough to make anyone wince.
They actually have a poo poo ton of QA. I don't harp on about it too much, but I know someone in the UK games industry, and crobbleco has been serial poaching some amazing talent and dumping them on QA duty.
QA for lovely mocap that is.
Not joking. Virtually all their QA staff spend their days watching and reporting on what I've been told is some of the worst written and buggiest cutscene tripe they've ever seen
https://www.youtube.com/watch?v=dYUmuplhjak
Yet another thread by someone with zero understanding of the technical achievement CIG just displayed.
Regardless of the fact that we all KNEW SQ-42 wasn't coming out this year and the fact the we KNEW 2.6 wasn't ready yet, people still had it in their heads that we were going to see one or both.
That's a completely unrealistic expectation and you cannot fault anyone but yourself (not the op but people in general) if you hyped yourself that hard
Just a quick note, in the presentation Chris states 3.0 is the end of the year release, and jokes that he hopes it won't be December 19th like last year.
(http://i.imgur.com/PmQtFFk.jpg)
His "white paper" (https://forums.robertsspaceindustries.com/discussion/318207/my-corvette-white-paper/p1).
I just appreciate that our civilization has advanced to another level of meta-abstraction: while lots of backward people still think paying lots of money for imaginary items is already weird, cybersophisticates can enjoy the thrill of spending big on imaginary imaginary items. But how can we ascend to further levels yet?
(http://i.imgur.com/QBrf2FD.png)why are you posting images from Herbalife support forums in the Star Citizen thread?
Hey guys!
Its a friend of mines Birthday, and hes having a pretty shitty one. I decided to buy him and myself Star Citizen to cheer him up, but apparently I cant gift him it for 30 days?
Is this right? Any way to make his birthday a little better without being a month late?
Because your account is new, you can't gift the pack you bought to his account for 30 days. Since it's the first purchase and within the 14-day refund period, you might be able to get a refund on the extra package, and give him the money to buy his own so he can play immediately.
(...)
Make sure you explain the situation clearly, I know of at least one instance where someone had their entire account refunded and closed instead of the stuff they asked for.
Also be aware that the concept of refunds (even partial) is a bit of a touchy subject.
Update
Per the request of many readers, I’ve changed the headline. Before it read “indefinitely” which means “for an unlimited or unspecified period of time” according to the dictionary and, you know, the English language.
I talked to Chris for a bit at the Arsenal Bar. I learned a couple interesting things about Star Citizen that were of some interest to me. These may have been shared somewhere else so I apologize in advance if they are common knowledge. I hope I'm not revealing anything said in confidence. I didn't think it was so I thought it would be OKAY to share.
Idris Update
It's not necessarily being withheld from backers because of SQ42 (I've read this a lot so I asked)
Idris is missing Items 2.0 stuff like doors, etc. being wired up properly so it's not completed yet
Idris is so large with the number of items and complexity it's spawning would cause the PU servers to struggle. The example he gave was how the Starfarer already causes current servers to struggle and image how much more so with the Idris being so much larger and more complex. This means StarNetwork (net code) has to be completed and polished.
Chris doesn't want to put it into the PU until the StarNetwork (net code) can supported at minimum two Idris (Idri?) and several other ships so there can be a good battle between them. It's no fun for there to be just one in the game. It's inclusion needs to provide fun and meaning. So the back-end needs to comfortably support more than one Idris.
The Idris has 50~ NPCs living on it in SQ42
Capital Ship NPC Crews
In the long term, you should be able to fly the larger ships without other players using just NPCs; it just will be very limited in efficiency and quality. Obviously, NPCs will be far less quality than humans since they will be able to plan and react instantly to your commands. This gave me hope concerning the numerous multi-crew ships I've pledged.
Star Marine
SataBall is coming in the future
All us Idris owners have wanted for literally years is answers on expectations of on delivery for a $1000+ virtual spaceship that due to repeated miscommunications we've been told to expect Soon™ for year after year.
Yes, you obviously have it hard seeing your $1000 pledge grow 3x the size, and almost match the $2500 unarmed Javelins that people have pledged for. I feel soooo sorry for you.
Next up was Turbulent (the guys who built the game’s website, backend, and community systems). Intro aside, that one droned on for a whopping 25 (!) minutes; which seemed like an eternity, seeing as people were waiting for the main event. (...) At the end of the presentation, hardly anyone was clapping. And if you listening closely, you will hear one of the devs on stage say “Johnny’s not going on stage again“ (https://youtu.be/XuDj5v81Nd0?t=3120). Yikes.
What they showed off in those last videos already looks better than any game ever made. I have complete faith in Star Citizen.
http://www.pcgamer.com/inside-the-hardcore-fanbase-keeping-the-star-citizen-dream-alive/
We spent CitizenCon with the game’s most dedicated backers to find out why they still believe.
It's a good writeup of a reporter being at CitizenCon.
First comment tho :dogeQuoteWhat they showed off in those last videos already looks better than any game ever made. I have complete faith in Star Citizen.
Does seem possible that he got a good deal on the ring, it didn't work out and is trying to trade a $300 ring up to a $600 Glaive.
So sad that some people in the comment section are trashing this game ever since the NMS debacle happened. I bet even when the Star Citizen 3.0 patch comes out, these people still trash the game and call it a scam.
Someone tried to trade an engagement ring for a Star Citizen JPEG ship
https://www.reddit.com/r/starcitizen/comments/58t142/has_trading_gone_too_far/
TheGallery 8 points 2 days ago
Sorry bro, but jewelry is, inherently, nearly worthless. The only reason it's so pricey in the first place is because of marketing and a controlled importation system. The ring isn't even WORTH half as much as what you bought it for.
Im a Chef. I cook a lot of chicken. If I'm cooking a piece of chicken and its not finished even though the customer was told it'd only take so long, should I just give them half raw chicken because it was "promised" to only take so long? You cant just set a timer, there are different thicknesses that require longer than normal, the grill may be recovering heat from something else that was recently done to it, etc.
That is what a lot of people are asking for. The same people I'd bet that ripped into companies like EA for releasing games too early. The same people that'd likely get really sick if they ate half raw chicken as well...
I wrote almost a whole page trying to explain what was wrong with your arguments and deleted it again:
Long story short; Some of you guys are in the wrong community; call of duty is searching.
Quote* They're planning a new crowdfunding project[Note from myself : alleged rumor being reported (on SA I guess)]
2019...
They said I was dead. They said PC was the future. Now they say VR is the future. I am a console/mobile hybrid game with exciting micro-transactions.
<A city street, a car screeches to a halt, Chris Roberts is sitting in the driving seat, he steps out - car screeches away>
Hi, I'm Chris Roberts. A few years ago I was making a crowd-funded PC game until I got burnt out and took a break. Now I'm back with City Citizen the best damn city car theft auto mobile hybrid game with micro-transactions ever.
Went out drinking with a friend last night..
“We are, we do! Work towards something. We work hard at making progress. We do! But that progress is changed every week. Every day sometimes. How can anything ever be finished if entire teams of employees are retasked at any moment? People lose momentum. You lose sight of what the project is. It just becomes one unfinished thing after another. One of Roberts’ lackeys tells you to drop something, you do. Then two weeks later Roberts is screaming at some poor guy because he did as he was told. “Not by me.” That’s the response you hear a lot from Roberts.”
“The best one, absolutely, deals with [a brand new employee]. It’s his, what, third day? He’s in the break room and Roberts storms in but is real quiet. Pulls the guy out and walks him in front of some other workstation. “What is this?” Roberts goes. The new guy, right outta college, is shitting himself. What could Roberts mean? Was something wrong with the desk? Was this where he’s supposed to be sitting? He’s got no idea.
“You know what this costs? You’re taking my time, everyone’s time,” and now Roberts is shouting, “it’s like you don’t care how much you’re costing us. Do you like spending my money?” Chris stands there, arms crossed, waiting for a response.
[The new guy] is scared stupid. He starts blubbering and apologising without having any idea what’s going on, right?
Chris points to the chair, “Sit your ass down and get it right.” He then storms off again. Poor guy has no idea what the fuck to do.
Turns out Chris thought he was [completely different employee]. He never apologised. Never went back to check if anything was fixed. [New guy] quit by week three.”
QuoteWent out drinking with a friend last night..
“We are, we do! Work towards something. We work hard at making progress. We do! But that progress is changed every week. Every day sometimes. How can anything ever be finished if entire teams of employees are retasked at any moment? People lose momentum. You lose sight of what the project is. It just becomes one unfinished thing after another. One of Roberts’ lackeys tells you to drop something, you do. Then two weeks later Roberts is screaming at some poor guy because he did as he was told. “Not by me.” That’s the response you hear a lot from Roberts.”
“The best one, absolutely, deals with [a brand new employee]. It’s his, what, third day? He’s in the break room and Roberts storms in but is real quiet. Pulls the guy out and walks him in front of some other workstation. “What is this?” Roberts goes. The new guy, right outta college, is shitting himself. What could Roberts mean? Was something wrong with the desk? Was this where he’s supposed to be sitting? He’s got no idea.
“You know what this costs? You’re taking my time, everyone’s time,” and now Roberts is shouting, “it’s like you don’t care how much you’re costing us. Do you like spending my money?” Chris stands there, arms crossed, waiting for a response.
[The new guy] is scared stupid. He starts blubbering and apologising without having any idea what’s going on, right?
Chris points to the chair, “Sit your ass down and get it right.” He then storms off again. Poor guy has no idea what the fuck to do.
Turns out Chris thought he was [completely different employee]. He never apologised. Never went back to check if anything was fixed. [New guy] quit by week three.”
Consoles?
If that's true, I want a refund. IF I wanted half assed console games, I would of bought something from Activision or EA.
I really hope this isn't true...
QuoteThat would explain a lot of stuff they do - to get the game more and more arcade-ish.
Don't be a rumor mongerer
First attempt at editing software
Chris is back from Europe after doing some 3.0 mocap and meetings.
Star Marine is being tested daily with QA
(...)
Combat emotes are hooked up to allow signally to friends to taunting enemies.
(...)
Star Marine is going to be a more tactical FPS.
Lighting won’t be designed to contrast the player, instead to be more realistic.
When lighting maps, thought went out to how it would have been lit - ie. how would the pirates have lit this?
When lighting maps, thought went out to how it would have been lit - ie. how would the pirates have lit this?
QuoteWhen lighting maps, thought went out to how it would have been lit - ie. how would the pirates have lit this?
:crazy
HOW INDEED
"CASH ONLY"? Holy hells, how sketchy is that?
Pirates are, historically, very discerning about lighting. It only makes sense to extrapolate that sensibility into the future. In fact, if you look at Ice Pirates, it's quite well lit.
QuoteCIG needs to stop slacking and start selling real estate.
I know many will protest but come on guys you know it has to be done. First person universe, the game with everything needs everything. Big potential for all concerned, devs and players. Search your feelings you know it to be true.
Absolutely!
Real estate sales would be a winner, there already were several threads in the past about it.
I would definitely go for it, even though I fear that the cheap marketing tactics would apply in this sector as well.
QuoteQuoteQuoteThis statement makes you sound like an abused wife. Keep taking punches to the face but stay loyal to your "loving" husband.
Im sure your wife also knows what its like to be abused. Amazed you kept that MPV status with the attitude you have.
o_O
Well he shouldn't have been running his mouth
Secondly, the price remains the same. There's simply a $20 savings if you use new money.
"CASH ONLY"? Holy hells, how sketchy is that?QuoteWhen lighting maps, thought went out to how it would have been lit - ie. how would the pirates have lit this?
:crazy
HOW INDEED
Pirates are, historically, very discerning about lighting. It only makes sense to extrapolate that sensibility into the future. In fact, if you look at Ice Pirates, it's quite well lit.
https://forums.robertsspaceindustries.com/discussion/comment/7210581/#Comment_7210581
A comic to explain the current heated debate.spoiler (click to show/hide)(http://i.imgur.com/Z7nZ2wv.png)[close]
"Interesting... so you do see that company as your dad ? And yourself as a deformed child ? Mmmmmh."
https://forums.robertsspaceindustries.com/discussion/comment/7208363/#Comment_7208363
I for one had $11,000 USD put into this project and was a proud content creator to boot making Star Citizen cinematic videos for both INN and [REDACTED]. All of which is totaly gone now with any confidence that C.I.G can pull this project off. After being part of the tech crew that visited C.I.G Austin in Feb this year to conduct recorded interviews with both the marketing and development teams I soon came to notice a repeating pattern, only that I had to sign an N.D.A I would release the details of these conversations.
Shortly after returning I had both my financial advisers and lawyer retrieve my $11,000 pledge from C.I.G. I still wish the project all the best of luck and hope this game is built, but one thing is for sure, disrespect and mislead people who have injected the cash to build your project; the REFUND option will become very real for a lot of backers.
The information I was given was given under a signed NDA so I can not speak publicly about it. I can say it was to do with the so called NETCODE though.
The Esperia Prowler will go on Concept Sale on Friday, November 18th during the Anniversary Livestream for the introductory price of $425. It will have LTI.
The "ultimate space sim": that is what Freelancer was always supposed to be. (...) This was Roberts' vision and his dream. It also began in 1997, a time where video games were still quite primitive in comparison to what we have today. Perhaps his vision was simply too ambitious for that era of video games. (...) The reason for the delays from my perspective is that he sees this as his last chance to fulfil his ambition to create the best space sim ever made. Back in the days of Freelancer, creating such a game was practically impossible due to the limitations of technology. Today, there are no such restrictions or limitations in video game development.
I feel trapped in computer games. I can’t always do what I want. Sure, there’s a certain amount of freedom in many games, but not enough for me, I hate being constrained by the narrative framework built into the game. I get frustrated when there are not all the freedoms, options and choices I want. No, I don’t really like computer games. (...)
Born solely from a crowd funding project – the biggest ever according to the Guinness Book of Records – Star Citizen has changed what the computer game is, and what it can be. Roberts maintains that he didn’t just want to produce another computer game, stating ‘I want to create a universe’. Well, he’s pretty much done that. (...)
If you land on a planet you can walk around and interact with locals and other players, whether you chooses to pick fights, trade, co-crew starships together or just chew the fat. (...) And each world is unique and genuinely has its own feel and character. (...) You need to keep be aware of differing atmospheric conditions and gravitational effects, all of which are scientifically sound, but add to rather than detract from the drama of the game.(...) The feeling of realness and authenticity extends beyond the physics. The politics and economics of the game worlds respond to player actions.
Do not diss negative threads by others especially those who have been around a while, they are not all by REDACTED, in fact if you reply to a non positive thread with 'hi REDACTED' does that make open you up to a ' hi Chris' or 'hi Lando'
redacted some words in OPs thread that have no place to be discussed on these forums
So many Star Citizen tattoos, what do they do, brand their employees?
Ships going on sale but with price bumps
890 Jump - increase from $600 to $900
Idris-P - increase from $1250 to $1500
Javelin - increase from $2500 to $3000
Caterpillar - increase from $245 to $295
Going forward, these cash sales will focus on newly introduced concept ships and top tier limited capital ships.
I guess you can see where the talent was at that operation, then. Probably their CTO was a linchpin employee, and with that person gone CryTek was unable to actually produce.That was in 2004 while they were working on Far Cry. Their offices were raided by police, acting on what Crytek managment believed to be a tip-off from a former employee*. Apparently they got away with a warning the first time (despite the police estimate of six digits in damages), but a second raid a month later found that they still hadn't acquired licences. :lol I assume they settled, can't find any further references (i.e. too lazy to search for another 15 minutes).
The whole thing honestly seemed like some magical tech but a very shady situation. Anyone else remember when they were exposed for running their business on pirated copies of 3D software?
Derek Smart is frothing at the mouth at the upcoming financials for the EU based aspects of RSI. He apparently is gonna use it to reveal how Chris Roberts used shell companies to funnel money to his family and friends or something.
Derek Smart is frothing at the mouth at the upcoming financials for the EU based aspects of RSI. He apparently is gonna use it to reveal how Chris Roberts used shell companies to funnel money to his family and friends or something.
Yeah that's another thing I took a look at, he had some confusing graph (http://imgur.com/IM5RwwS) on how the different entities are interlinked or something. Really the only thing of note to me was that apparently there's three separate entities in the UK (plus the German office which is a subsidiary of one of those). It's not new that the company setup is incredibly obtuse (It's not even clear if it should be called Roberts Space Industries or Cloud Imperium Games), but it's yet another sign and while not in itself proof of foul play not a very good one.
Otherwise there's a livestream due very soon, backers expect at least to receive the 2.6 alpha before Christmas.
Funding is reported to be stable, may even top last year's results. November 2016 was, if I can trust the fan spreadsheet, their second best month ever with 7.7m$, so despite all the drama, confidence still runs high I guess ? Really I'm surprised by how resilient the model is. Them claiming 200m$ raised is a possibility (October 2018 at a constant rate).
Meanwhile today Derek is saying the shoe is about to drop and we're about to find out they are out of money and it would need another $100mm to finish it.
TL;DR for anyone who missed it - stream quality was really bad, lots of segments had no audio, they kept cutting to the wrong thing and having to stall for time. Also there were lots of pre-recorded bits with cringey comedy attempts. No new info in the stream at all, everything is on the monthly report or store page.
SQ42 seems really far aware, the Vanduul are still in the concept stage with them unable to show off a finished armoured model, and there's a laundry list of stuff still to do:QuoteItem 2.0, Subsumption AI, Subsumption Mission System and asynchronous Object Container Streaming are all core systems that will power Squadron 42. In addition, there is some significant low level animation and lighting tech that we need to finish up to realize the goal of real time player interactions and conversations.
3.0 got talked about only a little, but also seems rather far away, they mentioned the procedural planets was like the only finished bit, only just started working on atmospheric volumes, so nowhere on stuff like atmospheric flight model. They're also reducing the size of the landing zones to make them more feasible.
After we made the decision before CitizenCon that the Squadron 42 vertical slice wasn’t ready to be shown publically, we spent some time on reviewing how far off we were and what we wanted to achieve in order to be comfortable showing a full chapter of S42 gameplay. After all the effort we expended for CitizenCon, we didn’t want to spend additional developer time polishing intermediate solutions if it wasn’t going towards the final product. A slick demo isn’t that helpful if it pushes back the finished game, so we decided that the priority should be completing full systems over getting the vertical slice into a showable state. (...) One of the lessons we learned from the last CitizenCon was that by attempting to show both the VS and Homestead, we overloaded our pipeline. (...) So while it may be disappointing not to see something this year on Squadron 42, I believe it’s the best choice for the long term good of both Squadron 42 and Star Citizen. It’s critical that we focus on finishing up the core systems we’ve designed to handle the needs of both games, as without them, other parts of the development team are blocked from finalizing key gameplay.
After that stream I'm going home to hug my kids and tell them i love them very much. There aren't enough bar citizens that'll keep me happy after that mess. I need comfort.
/facepalm
QuoteQuoteDear CIG,
fire your head of the marketing department.
Im sending in my CV today.
They can't fire the chairman's wife.
Chris can certainly fire his wife. But a man who fires his wife, typically won't be her husband for long.
This was the most disappointing, cringeworthy thing CIG has ever done.
They should have told us they weren't going to show any Squadron 42 or 3.0 stuff as soon as they knew that was the case, rather than waiting until 10 minutes before the event to tell us about one of those things, and leaving us guessing until the end of the event for the other. Tell us when things go right, and tell us when things go wrong.
Star Citizen will make history (at least in the gaming community) because:
- insane example of the short hype of the kickstarter-concept before the fall
- insane example of how calculated hyping in videogaming is a never ending thing even after so many cases of consumer deception (especially noteworthy if you look at the fanbase of Star Citizen, many white, male people from the US and Europe who probably experienced many of these cases)
- insane example of the post-fact age we entered with the popularization of social media where you can make stuff up constantly and there is a reality-bubble for every strange interest (from cat-fetishization to conspiracy theories to Star Citizen)
- insane example of male domination in video games with Star Citizen being some strange virtual world that attracts men by enabling them to create an hypermasculine identity (big machines, big guns, big tasks, funnily a lot of male dominated working class activities like delivering cargo, killing other men etc.) (not only are female avatars absent, but in in this 'living and breathing' universe there is not one stereotypical female activity offered; everything associated with femininity is completely absent; the only activity in this context was the stewardess job that obviously did not survive)
x btw: actually I think the masculinity in Star Citizen plays a big role in its financial success. If you regard the game as a playground for masculinity where men compete with other men over being successfull (only ways of success in the game are basically killing other guys and making more cash than other guys) and you regard the space ships as the most important status markers that are visible to other players then one could reason that the race for bigger ships is actually a competition over masculinity (which is connected to power). It might make sense that some men heavily invested in the game and its implicit masculine competition (they take it serious) are motivated to spend a lot for powerful space ships to be in a better position within the competition. (Indeed, I have never heard of any female gamers who spent insane amounts of money on this strange game)
For once, a post I found interesting (if perhaps overreaching) and not just cackling :
https://forums.frontier.co.uk/showthread.php/259596-The-Star-Citizen-Thread-v5?p=4910717&viewfull=1#post4910717QuoteStar Citizen will make history (at least in the gaming community) because:
- insane example of the short hype of the kickstarter-concept before the fall
- insane example of how calculated hyping in videogaming is a never ending thing even after so many cases of consumer deception (especially noteworthy if you look at the fanbase of Star Citizen, many white, male people from the US and Europe who probably experienced many of these cases)
- insane example of the post-fact age we entered with the popularization of social media where you can make stuff up constantly and there is a reality-bubble for every strange interest (from cat-fetishization to conspiracy theories to Star Citizen)
- insane example of male domination in video games with Star Citizen being some strange virtual world that attracts men by enabling them to create an hypermasculine identity (big machines, big guns, big tasks, funnily a lot of male dominated working class activities like delivering cargo, killing other men etc.) (not only are female avatars absent, but in in this 'living and breathing' universe there is not one stereotypical female activity offered; everything associated with femininity is completely absent; the only activity in this context was the stewardess job that obviously did not survive)
x btw: actually I think the masculinity in Star Citizen plays a big role in its financial success. If you regard the game as a playground for masculinity where men compete with other men over being successfull (only ways of success in the game are basically killing other guys and making more cash than other guys) and you regard the space ships as the most important status markers that are visible to other players then one could reason that the race for bigger ships is actually a competition over masculinity (which is connected to power). It might make sense that some men heavily invested in the game and its implicit masculine competition (they take it serious) are motivated to spend a lot for powerful space ships to be in a better position within the competition. (Indeed, I have never heard of any female gamers who spent insane amounts of money on this strange game)
The aristocrats patriarchy and all that but there's probably some underlying dynamics at play in the community
http://www.polygon.com/2016/12/23/14062698/star-citizen-amazon-game-engine
'More than four years into development Star Citizen changes game engine
Game will now run on Amazon’s Lumberyard instead of CryEngine'
http://www.polygon.com/2016/12/23/14062698/star-citizen-amazon-game-engine
'More than four years into development Star Citizen changes game engine
Game will now run on Amazon’s Lumberyard instead of CryEngine'
Two in-game missiles for $70 real bux (https://forums.robertsspaceindustries.com/discussion/364909/70-for-2-talon-typhoon-ix-really), still no way to earn the currency to buy them in-game, and users calling the price 'cheap' vs how much they'll cost buying them later.
As much as I like to sit here and laugh at the well documented clusterfuck that is Cloud Imperium Games and Chris Roberts himself; it's actually pretty shitty.
It's misguided game studios like these that ruin it for the rest of the game industry. There are indies and real game development teams out there who work hard to secure funding and when this shit blows up, which it will, it'll add yet another reason for investors (angel/VCs/banks/etc) to second guess funding individual games or publishers.
A lot of the "well documented fuckups" are actually uninformed people talking out of their asses. Yes, you could spend $70 on a bunch of missiles, but you don't have to, and you really shouldn't. As mentioned above, you can get them for free. The big outcry and fuckup before this one, the engine change, was bullshit as well, as I explained a few days ago. I follow the development closely, I have money in this, and I admittedly have my fair share of doubts as there are real problems, but all the made up problems and controversies certainly don't help anybody. Well, except for DS' ego and Polygon's ad revenue.
Edit: Checked the last page and was going to call it off
Quote from: Dark ReaperDark Reaper:rofl :roflQuote from: Stroj
Given that it's an armament designed specifically to destroy large expensive ships, it should be expensive itself. If you can pay $5 to launch a torpedo that will destroy a $1k ship, then you'll see the economy ruin the value of large ships. Their counters need to be expensive too. You see this in military history all the time. If a cheap weapon can easily defeat an expensive target, then the target tends to become obsolete.
Exactly, when a musket costing one month's wages was invented and it defeated a suit of armor costing one year's wages, the suit of armor became obsolete practically overnight.
Or, you know, you could buy those missiles with REC, which you get for simply playing the game. You don't even have to win anything or perform particularly well to earn enough, and it takes maybe half an hour: https://robertsspaceindustries.com/electronic-access/Weapon-Roms/Talon-Typhoon-IX
What if you bought those missiles, fired them, and
they missed their target
As much as I like to sit here and laugh at the well documented clusterfuck that is Cloud Imperium Games and Chris Roberts himself; it's actually pretty shitty.
It's misguided game studios like these that ruin it for the rest of the game industry. There are indies and real game development teams out there who work hard to secure funding and when this shit blows up, which it will, it'll add yet another reason for investors (angel/VCs/banks/etc) to second guess funding individual games or publishers.
Yes, you could spend $70 on a bunch of missiles, but you don't have to, and you really shouldn't.
Come on, you know REC can't be used for buying items, it's rental credit and atm the store items can only be bought with non-virtual currency. It serves as both an almost neverending fundraiser for the game and capitalizing on SC whales.
What if you bought those missiles, fired them, and
they missed their target
Whats going to keep Martin Shkreli from coming in and just fucking with the economy.
Whats going to keep Martin Shkreli from coming in and just fucking with the economy.
As much as I like to sit here and laugh at the well documented clusterfuck that is Cloud Imperium Games and Chris Roberts himself; it's actually pretty shitty.
It's misguided game studios like these that ruin it for the rest of the game industry. There are indies and real game development teams out there who work hard to secure funding and when this shit blows up, which it will, it'll add yet another reason for investors (angel/VCs/banks/etc) to second guess funding individual games or publishers.
Because it's so high profile? Surely there are already more than enough high profile failures in game development anyone investing should be highly cautious. That's why this is happening right? Because no-one aside from obsessive nerds would fund a new space sim, so now they get the bloated development of their dreams. Of course, no-one will fund another Crobert game following this flopping, but he also made the money already, and it's only individuals money in (relatively) small sums. I don't think this is going to change investors perception of the viability of game development on the whole. Just another scrap on the fire.
Whats going to keep Martin Shkreli from coming in and just fucking with the economy.
Primarily the fact that there is no economy right now...
But yeah, this is a very valid question. I absolutely don't think CIG thought that part through properly. Everything they've said and done in that regard so far has been extremely questionable. From the fact that they plan to sell (limited amounts of) in-game cash for real money to the idiotic "90% of the market will be NPC-driven" idea, I have very little confidence in CIG in that regard. They should probably hire an economist or five to figure that stuff out. Or just play Eve for a bit.
Whats going to keep Martin Shkreli from coming in and just fucking with the economy.
Primarily the fact that there is no economy right now...
But yeah, this is a very valid question. I absolutely don't think CIG thought that part through properly. Everything they've said and done in that regard so far has been extremely questionable. From the fact that they plan to sell (limited amounts of) in-game cash for real money to the idiotic "90% of the market will be NPC-driven" idea, I have very little confidence in CIG in that regard. They should probably hire an economist or five to figure that stuff out. Or just play Eve for a bit.
Isn't that SC in a nutshell? They didn't think ANY of it through. Star Citizen is just feature creep with a seemingly endless supply of money and no one stopping to think about what any of it really will take. They're building an MMO on a game engine made for single player FPSes!
Also Derek Smart claiming its all gonna come crashing down again, which I think he says like once a month. STAY TUNED!
Edit: Guessing it is this https://beta.companieshouse.gov.uk/company/08815227/filing-history you can read the financials for the UK portion of the massive CIG/RSI conglomerate.
2.5 has had the peak numbers, at 31k BR players, over the course of a little more than 3 months. That number drops down to 2.5k for players that have played over 2 hours, what I would consider a bare minimum of playtime to be even close to considered as "spending time playing the game", as opposed to just hoping in to check things out. That is 2,500 out of 31,000 that we know CAN play the game, because they have bothered to download it and test it out. So we know that 28,500 players tested it out and didn't bother really playing. Even if we ignore the total backer count, that's an 8% retention (and that's being super lenient considering 2 hours is NOTHING in play time, but we can chalk it up to being alpha).
The highest BR retention was patch 1.0.1 and 2.1, with 12%, while patch 2.4 and 1.1.5 saw the lowest at 5%.
(...)
The average retention rate for all patches is 9% though, and I think that is the most important figure. 9% is bad. Retention weeds out players that backed but are waiting for a more final patch that isn't super alpha, so it weeds out the "alpha" excuse pretty decently.
As much as I like to sit here and laugh at the well documented clusterfuck that is Cloud Imperium Games and Chris Roberts himself; it's actually pretty shitty.
It's misguided game studios like these that ruin it for the rest of the game industry. There are indies and real game development teams out there who work hard to secure funding and when this shit blows up, which it will, it'll add yet another reason for investors (angel/VCs/banks/etc) to second guess funding individual games or publishers.
Because it's so high profile? Surely there are already more than enough high profile failures in game development anyone investing should be highly cautious. That's why this is happening right? Because no-one aside from obsessive nerds would fund a new space sim, so now they get the bloated development of their dreams. Of course, no-one will fund another Crobert game following this flopping, but he also made the money already, and it's only individuals money in (relatively) small sums. I don't think this is going to change investors perception of the viability of game development on the whole. Just another scrap on the fire.
Nah, you read me wrong. It's good that this is being talked about. While half of me finds it comical the other half is SUPER bummed out about how this looks like it's going poorly.
Also yes, this changes people's minds on thing. Investors and "industry analysts" are super sensitive to this however nothing has really happened yet. Current views are they have a shit ton of cash and no product. No one really cares about the gossip, lol.
"missed every dateline ever" is a lie, they hit many deadlines. And by the way there were never any deadlines, there were estimations.
Before this nobody was ever going to invest in a space sim anyway. The combo of Elite Dangerous and No Man's Sky both being terribly shallow and repetitive gameplay wise with a rapid rise and fall in popularity, and financial flops to boot, surely already cemented the demise, after a brief renaissance, for space sims on a large commercial scale. So I guess you could look at this project as the only hope.The way Elite's designed I can't imagine that game being updated enough to ever be any fun beyond the first few hours of exploration.
Idk maybe i'll be proven wrong about Elite, but every time they update with something promising it turns out to be a simple reskin of some prior ability and you never get any additional depth. Like you're just skimming along the surface of what should be interesting content. I haven't gone back to it for a while though, and some of the latest updates do sound promising.
They've also apparently cut two of their special subscription insider news shows or whatever and only left people with their basic community stream, which is just boring people playing the game that subscribers already own.
I wonder how much more they're gonna turtle up and stop talking to the public, and how their fanbase who was sold on "being a part of every step and having transparency that big companies dont have" will rationalize it. Nevermind that CIG isn't nearly as transparent as they want the fans to believe.
So what do you see? cool hu? nice! well yes.
But if this image is showing real time moons and planets moving around suns. Then it actually means allot more.
CIG will KNOW the exact time and date over all time zones as to when and where each solar eclipse like this is to take place.
So in posters and videos screens there will be announcements not to forget on such a date the great Eclipse of whatever!!
This would and should mean that creates tourism, so a ton of AI, as well as human players will need to services of tour ship operators to ferry them to these events, this in turn means rich pickings for pirates which in term means more need for security escorts.
This also would create an event for those of us with ships like the Reliant News van. Gotta record those moments in history.
So what is a very nice screen shot, is actually a whole load of stuff to do.
But if this image is showing real time moons and planets moving around suns. Then it actually means allot more.and if it's not?
https://twitter.com/dsmart/status/819983982767046660
So it isn't about exposing CIG, its about Derek's ego.
"In this project, things go very fast, even if it does not appear outwardly as if it would go ahead quickly. One constantly has the feeling: We need to finish getting this thing, we need that raushauen, people waiting on it. The community is awesome, but you already feel that they have a huge appetite for everything they can get. And if times a while nothing comes, then they are a bit grumpy. (...) I will no timetable or an assessment for an appointment rausgeben, but there is still much to do. For 3.0-Star Citizen is something like a complete game with all the important corners. "
One may accuse Roberts megalomania, however, speak his previous technical success for him. For more and more playing on safety games industry that rarely even take a risk or something truly groundbreaking new venture, the project is certainly much needed breath of fresh air.
Whether it really is as good in the end, as the Roberts would like, we will find out all probability even, perhaps even this year. However, as with a rise in the unknown regions of a high mountain, we a significant degree will it still have to be patient.
Roberts reassured: "First of all, we always have a decent amount of money in reserve, so if all support would collapse, we would not suddenly incapacitated. We plan the scope of the development based on what arrives monthly by the people to support. I'm not worried, because even if no money came in, we would have sufficient funds to complete Squadron 42nd The revenue from this could in turn be used for the completion of Star Citizen."
People ask but CIG is not interested in answering yet. I'm seeing devs repeat what they said 6+ months ago and I'm starting to have some doubts about just how far we are in either 3.0 or SQ42.
36 minutes of theory, wouldn't it be kool if we, and this is how we want it to work. Not a single statement of " This is how it is, we have it nailed down, and are developing it." I love this game, but I am getting so very tired of concepts without anything to show.
QuoteQuoteQuoteAnything about new clothes? Or cloth physics? Rugs I can place in my ships? Towels? Socks? DSWR-Shirts? Anything?
This is a known goon. Please don't feed the troll.
Counterpoint: DO feed the troll because it will be more fun than that boring as fuck video.
Oh look. ANOTHER goon with absolutely nothing better to do in his (or her) day except to trawl SA, reddit and God knows what other sites just to make papa Derek happy. Please kindly gtfo already.
https://twitter.com/dsmart/status/819983982767046660(http://i.imgur.com/v3kxpvL.jpg)
So it isn't about exposing CIG, its about Derek's ego.
Q: Will individual planets have unique terrain and how will this contribute to gameplay?
A: Planning a lot more ecosystems and variety than was shown in the Homestead Demo. There will be different challenges in terms of weather, wildlife and resources, more variety of ecosystems than Star Wars
[29:43] Q: Will it be possible in the distant future to ‘retire’ your character to a planet for a quiet life? Like a mini game ala Harvest Moon.
[31:59] Q: Will other races or factions use different currencies and will there be variation in exchange rates?
A: Starting out there will just be UEC but longer term there may be currencies for Xi'an and Banu although player’s probably wouldn't trade in those. Much longer term, (i.e. if/when there are playable alien races) it would probably make sense to have currencies for those races. Even then we probably won't have an identical translation mechanism everywhere which provides opportunities for arbitrage, etc.
https://twitter.com/dsmart/status/821899836307947520
:comeon
Having a make-up artist is perfectly normal, especially if you have even a minimum amount of lighting. You would shit on the poor production value if they hadn't and came in raw on camera.
Plus it's probably not a grievous expense if the artist is contracted just for shooting days. There's probably quite a few counts of ludicrous money spending taking precedence on that one.
On the project management side, department heads from all four studios were in LA this week to continue high level meetings on a number of topics, including the 2.6.2, 3.0 production schedules, which we'll provide more specifics on 3.0 as soon as they are set. It’s easy to rough in a schedule for what we want to accomplish, but fleshing out the details and getting revised bids from all our leads around the world takes time and an immense amount of coordination.
Game development is not an exact science. You can't accurately predict when something will be done
Lack of concrete dates is a big + in my book.
Free translation what C.R. said: The custom Star Citizen Hotas is currently on hold. Since Logitech bought Saitek, the communication is very slow. Because they made the Hotas together with Saitek, Logitech can't use it without CIG. They have to make a new deal and if this doesn't happen, they have to find a new partner and start from scratch. It's really disappointing because they put much effort into this.
Gamestar asks, how cities like Terra Prime will work in 3.0. C.R. answers: Some time ago when people extracted files from the game, Terra Prime should be only allowed to be flying at from a specific angle. Because of this, areas near the "road" where highly detailed and further away objects not. But this changed. Now you can fly to Terra Prime from every angle (over Terra Prime still with restricted paths). But this means that the city has to be fully detailed and fleshed out.
But you will definitely be able to swim. And there will be boats and some ships will be landable on the water.
New ships will be introduced through ingame events like the Intergalactic Aerospace Expo. There will be official races and Sataball matches (Sataball after 3.0)
The author also analysed the stretch-goals. He mad a list and added a comment on it. I will not copy or translate the list because I think this isn't really interesting and if I remember correctly this is already done by the community somewhere. But the summary from this analysis is:
32 goals reached
31 goals partially fulfilled or currently in work
48 goals not yet in work or no info on them
1 goal (100 Systems on release) maybe not doable (Subjective assessment)
Of course 100 systems on release isn't going to be doable if you want to make each and every system basically an entire game's worth of interesting and non-copy-paste content.
I have no issue whatsoever with ANY stretch goal being post-release if it means the core functionality can be pushed sooner.
It was never planned to be on-release anyway. Stretch goals are not guaranteed for at launch, especially that one.Quote$6m stretch goal:
Star Citizen will launch with 100 star systems.
And until CIG folds you cannot say he isn't going to deliver. He's promised to deliver the stretch goals....what he hasn't done is promise that the money which unlocks them is the same as the money needed to implement them. Nor has he provided a date when the stretch goals will be implemented. He is also on record as stating that the game will not launch with all the stretch goals, and also that in the event that funding ceases, the game will indeed NOT have all the stretch goals implemented
People have paid for the stretch goals. And now he is asking for the money to actually add them to the game. To make the game bigger and richer.
People have paid for the stretch goals.
And now he is asking for the money to actually add them to the game.
My son wanted in on this and spent $35 on a space ship only to find out he can't really do anything with it. This was about a week ago.
If they are still working on the tools to make the AI to begin with then there is no AI for the devs to get working in the first place. You have to have the tools before the devs can have something to build with it. Then and only after that, there has to be content creation. Zurovec just indicated that they haven't started creating quests yet. AI alone will not build that by virtue of existence. What this means is that there never was a SQ42 demo/slice, there is no work being done on 3.0 (that was all scripted in the CryEditor with a guy sitting there with a mouse and stick basically lipsyncing for the sole benefit of driving the concept sale) and none of these things will even be close to finished or released this year or next.
The architecture team working on 3.0 tool sets haven't yet turned it over to the rest of the team. Tony states this pretty plainly and at the end of the episode, Chris Roberts reiterates it, saying:
"Once we have the foundation in place, we will be able to tie it in to the mission manager and the mission system itself and create some really emergent and immersive scenarios."
Unsurprisingly this means no work has yet been done on mission design for 3.0, an overdue admission made perhaps a little less painful by the promise that the tools in development should at least make the creation of missions a less arduous task for the rest of the developers.
I can't find the actual quote (because it was from waaay back near early 2013), but CR had said during an interview that "building Star Citizen will be as hard as going to the moon [for the very first time]". (...) Let's also not forget the time when John Carmack himself (of id Software fame) confessed to the aerospace industry that "the work that I do in video games is actually far more complicated than the aerospace work".
Obviously lives are typically on the line in the aerospace industry, but from a technical/engineering standpoint I think it's pretty clear how difficult engineering Star Citizen has been, and will continue to be.
So props to the keyboard wizards at CIG for getting us back to the moon.
When Tony talked about players being able "to form long lasting relationships with NPCs" I laughed out loud, anticipating the absurd lengths to which our theorycrafting will go.
QuoteMore great theory crafting.. hope we see some actual gameplay of it sometime this year.
Would you say that to Chris Roberts's face?
At least it will be more eventful than my life
https://twitter.com/dsmart/status/819983982767046660 (https://twitter.com/dsmart/status/819983982767046660)
So it isn't about exposing CIG, its about Derek's ego.
I don't follow his ramblings, but from what I've absorbed at a distance, this is consistently true for Smart. Has he talked about whether or not he's on the autism spectrum?
QuoteWith the new Lumberyard Engine and its easier to use integration functions, will we be seeing more talk of possibly moving back toward VR support for this game? My Dream is Star Citizen, a VR Treadmill and a VR Headset.
Hi @SaturnSquared. Sorry to say, do not hold your breath for this. Ignoring the render tech for VR itself (which given the work we've done, would definitely be a read-and-rewrite job, not a merge-this-file job), making a game properly VR compliant takes a lot of work at the design and testing level regardless of the engine used. We'd probably need to get the framerate up a bit higher too, come to think of it.
In an end-of-year livestream by Roberts Space Industries in December, the question of VR support was posed to CEO Chris Roberts who said that the company would be refocusing efforts on VR support in early 2016. VR community regular David “Mageoftheyear” Watson kindly transcribed Roberts’ response for us:
The status of VR integration is that we’ve been pretty busy with getting [Alpha] 2.0 [out] and we’re trying to get 2.1 so I would say we still have some stuff to integrate from the most recent CryEngine drops. They’ve been actually doing quite a lot of VR, I’m pretty sure you guys have noticed that they’ve completely doubled down and they’re all VR now.
So there are some updates on VR that we need to integrate in. It’s a little more complicated because we’ve changed the engine so much, we’ve changed the rendering pipeline to enable us to do a lot of things that we need to do so it’s not very easy. Nowadays we’ve diverged from CryEngine where we don’t take regular updates from them any more although we will cherry pick certain features that maybe we’re not working on that we think would help out well and VR is a good example of that.
So it’s really just a matter of getting some engineering time in the Frankfurt team. The Frankfurt team… [includes many of] the guys that originally did the VR work at Crytek so they know it pretty well but I would be expecting it to get up to speed with the most recent [VR] stuff sometime early next year.
I really did just mean "don't assume that just because of a bullet point engine feature, that it's suddenly right around the corner". Similar to if someone had asked whether the engine change means we might suddenly start releasing builds for consoles or something.
I'm a big fan of VR too, and as and when it gets too the front of the schedule I hope I get to work on it.
Many of the problems you find with VR, from my experience at least, are only detectable once you have the technological components in place. Some you kick yourself for not spotting at the design stage, but others are just... something looks unexpectedly flat, something else sends you crosseyed when you try to focus on it. Some piece of camera work reliably makes people queasy, while another sequence that breaks all the best-practice guidelines somehow doesn't.
Sorry for any misunderstanding, my point was that some of the key obstacles to VR support aren't about whether the engine has the technical capability for it. That kind of thinking leads to, well, this guy explains it better than I do. I'd prefer we don't accidentally and permanently ruin anyone's ability to enjoy VR.
"Virtual Reality is here!
We have backed Oculus Rift and will support it in Star Citizen / Squadron 42. Who doesn't want to sit in their cockpit, hands on your joystick and throttle, swiveling your head, to track that enemy fighter that just blew by?"
Someone should put a muzzle on Ben Parry before he keeps concerning people over goals and engine changes.
Quote“Several years from now, when you are surrounded by your loved ones, and they ask you what did you do during the battle for Space Sims and PC games, you can look them in the eye and say; I helped make Star Citizen.”
https://robertsspaceindustries.com/comm-link/transmission/14839-Letter-From-The-Chairman
:usacry
that's copyright infringement?
looks like anything i'd see if i were to be so low as to walk into a walmart...
for cereal?
Maybe that site stole it from CIG and are trying to claim the opposite.....
I just find it funny people have sunk thousands and I personally met one of the biggest donors who's in for around a million dollars if not more in a game that's not even close to finished for ships that not even CiG knows the actual in game value of. I imagine there's going to be an ocean of tears a month after launch day when the cognitive dissonance sets in.
Some old stuff :That reminds me of something I saw on a recent foray into the Codex:
(https://i.imgur.com/X2CBk6V.png)
:donot
Motion Capture work for #squadron42
Q. Can I take Lumberyard and make my own game engine and distribute it?
No. While you may maintain an internal version of Lumberyard that you have modified, you may not distribute that modified version in source code form, or as a freestanding game engine to third parties. You also may not use Lumberyard to distribute your own game engine, to make improvements to another game engine, or otherwise compete with Lumberyard or Amazon GameLift.
Why are there watermarks in the pics? :lol
I remember I sold someone a cover picture once for their magazine and they kept complaining that its too small, took like 12 mails and me directly talking to the designer to figure out they were using a tiny preview image I never seny them :lol
https://forums.robertsspaceindustries.com/discussion/comment/7514585/#Comment_7514585
This will likely have a dependency on the 'room system' being developed in LA so it's something we intend to address later in the year, and is a required feature for both 3.0 and Squadron 42.
Cheers,
Ali Brown - Director of Graphics Engineering
https://forums.robertsspaceindustries.com/discussion/comment/7514585/#Comment_7514585
This will likely have a dependency on the 'room system' being developed in LA so it's something we intend to address later in the year, and is a required feature for both 3.0 and Squadron 42.
Cheers,
Ali Brown - Director of Graphics Engineering
Comment removed for being too CONCERNING.
I'm hoping for some gameplay options for the Herald that will reward real-world tech skill somehow. Maybe some kind of a scripting language you can use for offensive and defensive programs. Perhaps writing and selling them could be an in-game career...
they have actually stated that a while ago, that all in game news at bars etc your in ship radio will be real time in game. originally i think they said CIG moderators would be the primary users of the news vans, like the cig media team would be in game as the news corporations covering player events, kinda like EVE does with player wars and stuff. pretty sure public use of them is secondary.
Recording and reporting the news? Investigations? Doing clan based promo videos etc IN Engine? Streaming through twitch via some kind of built in game function versus external programs... etc etc etc...
sq42 is totally folded into the PU (think gamemode like AC or SM)
sqlude "grossly mismanaged" and not due until 2018 or very late 2017
"A working 3.0 is years away."
features "are being cut like sliced bread" in order to hit this year
"Biggest failure? Communication."
more mocap for integral roles
"Current funding is completely insufficient. Backers need to reach deep if they want to see a beta release."
The Backend Team has been hard at work on a massive project to refactor our entire backend infrastructure to a new architecture we’re calling Diffusion. Diffusion will be a truly cloud-oriented service architecture that will help improve high scalability and availability for our services. It will be powered by a top level “coordination” layer written in a proprietary language developed by our Lead Server Engineer, Jason Ely.
In addition to developing Diffusion, the Backend Team has been supporting UI Team in implementing the new in-game Leaderboards.
Calix prototyped how players could interact with the world and items
We’ve also continued working on creating more clothes for our shops and building outfits for new NPCs that will soon be seen on our various planets.
The Narrative team has been continuing to meet with designers at the various studios to chip away at narrative needs for 3.0, like fleshing out the mission stories we’ll be able to generate for players and looking at the various storytelling possibilities for the various environments. We’ve also embarked on a significant task of starting to build a database of text needs for Squadron 42 which will outline any terminals, Galactapedia entries, etc. that need to be in-game.
We’ve also been having weekly discussions with Britton, our esteemed xenolinguist, who’s continuing to build out the Xi’an language. These conversations have led to some deeper dives into the Xi’an society, so hopefully we’ll be able to reveal some of that to you soon.
early iterations of Item 2.0
The majority of the ATX Design Team’s time the past couple months has been spent defining details for PU “Shop Archetypes” (some examples include Clothing Shop, Bar, Security Kiosk, Hospital, etc.) and creating design documents outlining details that are specific to each archetype. Each type of shop will have universal requirements that will apply across every shop of a specific type and this will help us save time in the long run when we then drill down into specific shop locations for upcoming landing zones and space stations.
We’ve also been busy building the pillars of what will become our first iteration of the PU Economy by establishing various details concerning in-game commodity types, trade routes within the Stanton System, and white/black markets.
We kicked off the new year by putting some new to be announced ships into concept
We are also allocating more resource to work on the growing universe. Soon we’ll have four concept artists working out moons, nebulas and space stations, no small task! Work has begun on the first three surface outposts.
The S42 Design team have been preparing for the incoming new Mission System that will replace large elements of the levels that had previously been implemented with Flowgraph.
Part of the Cinematics team is currently in a sprint to push towards a “final” look and feel for the conversation system that is used for talks between the player and NPCs (which the S42 campaign features a lot of).
We want our conversations to feel “filmic” while still allowing the player freedom. Invoking a “cinematic” feel first and foremost means changing the lens to values that are more akin to how a film camera would depict a character.
The Level Design team in Frankfurt is prototyping the modularity systems for Satellites, Surface Outposts and Space Station Interiors which is almost complete. Currently, the Environment Art team is providing us with greybox versions of the components that we will use to assemble the modular locations.
With our locations, the main goal is always to use them to complement upcoming systems, provide a base for future game play
The Oxygen, Breathing & Stamina systems have started being implemented and soon we will have players begin to carry their own oxygen supplies or risk turning blue in the face. The system should handle everything from how the oxygen tank delivers breathable air to the helmet, to how the player breathes said air and how his body converts that into actual usable stamina.
If 3.0 isn't at least out on the PTU (in whatever form) by the time GamesCom 2017 is over, I'll gift the first person to call me on this post a <$200 ship of their choosing.
so if they fail to deliver it before Gamescom they get an extra $200
nice
Valentine's Day Sale
Nothing says I love you like a Super Hornet. Celebrate Valentine’s Day by snagging a multi-crew ship for you and the one you love. Even if you prefer to fly solo, make sure to visit our store page on Valentine’s Day to see what special ships will be available
Aegis Vanguard Warden + Battlefield Upgrade Kits
By popular request, we are also making available the Battlefield Upgrade Kits (BUKs) for the Vanguard line, which allow captains to swap between variants on a single chassis. Please note that these upgrades are not available in the current alpha build of Star Citizen; their functionality will be added in a future patch.
250 USD
Can my kid play with the ship he bought yet?
I would say it might be the first AAAA game, solely made for PC performance without console limitations!
Employee counts show that CIG technically didn't have a decent sized team for an ambitious project such as this until 2016
No fast travel! Yessssss.
IMO FT ruins games.
It takes sooo much out of the game.
I'm so glad CIG is sticking to having no instant warp BS.
That makes for a cool potential with the game, where if you meet someone who's travelled from one end of the galaxy to the other they'd be really experienced and maybe a minor celebrity.
It definitely adds a huge logistics component for the orgs that want to span multiple systems. They're going to have to be very careful about where they commit assets, as moving them around could take considerable time.
I would love LOVE if traveling to another system... let alone to a system across the galaxy.... was a major feat rather than just a "matter of fact."
I'd think for the most part, UEE Citizens would spend their lives within on star system, and maybe even one planetary system.
I really don't want to feel I can go anywhere at any time, and getting across the galaxy should be a multi-day (at minimum) adventure.
Sounds like SATA ball is pretty much shelved.
OK I am WAY out of the loop here, can someone tell me in a sentence you can do in this game RIGHT NOW if you dropped a hundred bucks on it
Thread on the official forum is :maf
https://forums.robertsspaceindustries.com/discussion/372011/celebrate-2-6-1-show-your-support-buy-a-chit
Don't know if people are that sour or if the usual shills have moved over the new forums in the Discord-like platform.
Right.... I can't wait for UEC purchasing to come online so this shit stops.
What if we didn’t give you just an estimated date, but instead shared our internal schedule? No filter, no hedging. You see what we see. (...) So for Star Citizen Alpha 2.6 we’re going to share our internal schedule and its breakouts on a weekly basis.
Basically production has to cull all the relevant data, go through IC reports, see what worked, what didn't, what still needs fixing, make priorities, then examine progress on intended features, put that all into some production calculus that's way over my head, and then spit out a schedule. Some patches take longer than others, so I don't know when the first version of the 2.6.2 schedule will be ready, but I don't think it's gonna be tonight.
I see that we have evolved from getting the content/patches delayed at the last possible moment to getting the schedule with the stuff that will get delayed at the last possible moment delayed at the last possible moment
Luckily the sales are still on time.
So are we speculating here that this is a possible large investor?
http://gamingbolt.com/star-citizen-interview-a-game-as-infinite-as-the-universe-itself
Chris told us that he wants the game to achieve the kinds of visuals that were in James Cameron’s Avatar.
Right now, we’re very focused on delivering this on PC. But could it be on the consoles? Why not?
So our immersion is there, and the VR technology is absolutely on our radar to work on in the future. It just depends on when we get there and in what order we will do it.
How long do you think Star Citizen will continue to evolve?
Can forever be an answer?
When do you think Squadron 42 Episode 1 will come out?
We have an idea, obviously, a firm idea of what we are trying to achieve, and what we would like to do, but- we won’t be sharing any specific information or dates. But we do have a good grasp on what the goal is we want to achieve, and achieving it, for Episode 1 as well as for our Star Citizen 3.0. I can’t say more than that, but we have a very firm idea of where we are going.
QuoteQuoteI backed star citizen because i wanted a downloader client that would push my router and internet connection to their absolute limits and beyond. Something that would suck up every bit of bandwidth so I could get the most out of my connection. And i can safely say, CIG has delivered.
It's like a homemade ddos system
Hell, I think my entire street knows when I forget to fix the default download settings
Question to those with the tech knowledge: It seems to me that the new netcode in 3.0 will be revolutionary, and is sort of a make-or-break for the whole vision of the game. Without it, they can't handle objects en mass across such massive play areas. They obviously think they can solve it. If and/or when they do, it will instantly change the nature of online gaming by allowing almost unlimited sandboxing. Can they license this out as proprietary, given that they bought the code base from CryEngine, and make a shit-ton of money from it? Because it seems to me that's what's really at stake here: either they get that right and become one of the biggest gaming companies in the world overnight, or they have to scale back the universe sectors in order to accommodate masses of players. Am I right? I admit I don't know enough about coding to figure this out.
Exactly. The fans sometimes lose sight of the fact that we're currently writing history.
QuoteApocraphon: Will there be something to the effect of FPS dungeons/instances? Something like taking a five man FPS team into a Vanduul mining station or arms factory and either steathing or killing everything that moves on your way to the objective?
Chris Roberts : Yes. Absolutely, that's actually a core part of the PvE FPS gameplay mechanic we're designing for the PU. We're coming up with a really cool mission building system for the PU, Tony talked a little about it earlier, but missions won't necessarily be stand-alone, some will interlink, or drive into other ones. We've got an awesome NPC/Boss-NPC system, if anyone has player Shadow of Mordor and liked their nemesis system, this takes it another level beyond that, it'll add a much more personal level of interaction, your actions will effect those NPCs and those around you etc.
Netcode rework aka StarNetwork
Meanwhile they still haven't released the player female model they've been working on for over 9 months now.
Now on to something else, that I noticed from last weeks ATV.. they seem to be using this texturing, to try and fool us into thinking its a 3D object..and at least to me its incredibly obvious.
[images in spoiler]If you go to last weeks ATV and scrub over to 8:55 (https://youtu.be/NGzDI2wUqf0?t=8m9s) you can see what I'm talking about better, it looks like its supposed to be a 3D asset..then as the player runs over it, it kinda flattens out and is just a texture with clever shading.spoiler (click to show/hide)(http://i542.photobucket.com/albums/gg430/BettyofDewm/moon3d%20rock_zpsb0xjceov.png)
(http://i542.photobucket.com/albums/gg430/BettyofDewm/moon2_zpsur5gshre.png)[close]
PU Animation team: create animations for NPC characters to interact with environment including replacing rough retargeted animations on the female with properly shot animations of female performance (...) With Code and Design, researching better ways to implement hundreds of animations developed over the years, for example creating an entire eating experience for characters specifically NPCs
We did learn today on the Happy Hour that they've had a breakthrough on the capture and animation side, one that allowed them to save stages of edits for animations into an EDL that could be applied quickly to models. Apparently it turned what was a half day or longer job up until recently into a half hour task.
Sean Tracy said that absent the EDL tool, they projected they'd be dealing with animation issues until 2025. So at least one big bottleneck they've opened up.
Q: What are the plans for loading cargo on bigger ships? Will it be manual, using specialised ships like the Argo, or automatic?
A: It won't be "click a button and you're done". It will take a significant time to unload and would generate missions for NPCs and players. The current design is being iterated as it works well for smaller ship but doesn't scale so well. The goal is at bigger ports there will be loading and unloading services (and players could even take on that role) but at smaller ports the crew may have to do it themselves.
Q: Clarification on loading/unloading, manual or automatic or both? Long term goals?
A: You will have the option of loading a ship manually or automatically, but that may depend on where you’re at and what size of ship. A very large ship may have automatic loading as that’s what normally would happen whereas a smaller ship landing at a remote location would have to unload by hand. Long term they hope to build more devices to help players move objects around for loading and other purposes.
Basketball / Air Hockey confirmed ?
https://www.reddit.com/r/starcitizen/comments/5zvrx5/basketballair_hockey_confirmed/
This needs to be added to the game. Not only because the game already actually has basketball (in the Javelin hangar), so it exists in lore, but because it would be both FUN and support EMERGENT GAMEPLAY. All we need is the ball, and the mechanics Calix threw together ... the rest (such as full contact rules with melee weapons or shooting hoops to pass the time waiting for friends to log in etc) player could make up.
And no, we don't need fancy animations. But those likely already exist anyway, for NPC crew idles in Sq 42. After all, that hoop on that Javelin isn't an accident: it screams "scene: NPC shooting hoops."
• Service industry or fine dining experience a bonus
It's a synonym for "Delay"
Hey all,
What is says on the tin, we need people online and testing 2.6.2e. Even if you just download and can log on for 5 minutes!
On a related note, I saw some questions about how more players would participate with the long-awaited delta patcher system. We're hard at work on this and are happy to say we're reaching some very critical milestones!
Well the delta patcher is only going to be useful for builds after 3.0 I think. Since the jump from 2.6 to 3.0 is pretty much going to be like re downloading the whole game I would have thought. I have been anticipating the delta patcher to go Live after 3.0
Cinematic team:
Work on new SQ42 scenes and polishing existing ones.
Evo Herzig has been busy building the core foundation for AI movement.
His work has been about taking mocap data which is used for fixed and predictable scenarios, to unpredictable and varied interactions.
Completed first pass on refactoring the perception for spaceships to allow AI to interface with spaceships when inside them and control the behaviors of AI on spaceships.
The Benefits of Castration self.starcitizen
Submitted 3 hours ago by jadesuccubusDoctor
Hello, my fellow citizens! I'd like to go over some medical notes in regard to bounty hunting and helping those that do similar jobs obtain some extra safety and budget flexibility.
In the live game, if you do higher risk work there's going to be a major factors on if you make money: Ship capacity.
What I refer to is if you have a ship with four prisoner pods, you're capped at a maximum of four prisoners via the pods at once. The storage capacity will influence which contracts and missions will generate profit or loss due to this cap: EG five capture contracts in one area may require a return trip and additional fuel/time cost or lower the profit beyond what it could be due to increased expenses. I've previously made a thesis on helping bounty hunters here, however new information has been laid out since then.
In particular, one bit may aid lower budget bounty hunters, mercs and organizations that don't yet have a lot of resources to increase their safety nets and cost-effectiveness: the combination of the limb damage system and the ability to place people in crates.
If you are a poorer player starting with only a humble aurora to your name, you may not be able to have multiple prisoner pods - but you could instead have a single storage crate for that you can stuff a human in after removing their arms and legs. You may even be able to create makeshift crates such as using a mustang's bathroom or simply keeping the body on the floor, if the arms and legs have been removed and they cannot move or attempt malcompliance.
Remember: a requirement to deliver someone alive does not necessarily mean in one piece - if they need to confess, they need to speak. They don't need to walk, see, hold things, or have testicles producing testosterone that increases aggression, upper body strength, and risks of malcompliance - so if you have a simple medkit, these non-essential items can be removed by crippling the arms, legs, and torso into a ruined state then halting the bleeding.
This may allow a humble aurora/mustang pilot, or other organizations that need to reduce costs and increase profit margin so they can upgrade their equipment faster, to have more saving power and more flexibility for taking on jobs as well as bigger cash reserves for safety nets. Suppose you are a small family organization and the only member on is a low-budget kiddo with an aurora that plays with his father. You can have more credits on hand to help him out if he's mauled by pirates if your profit margins are higher. At the risk of making a cliche, think of the children!
If it is not possible for a target with ruined arms to open doors, you may be able to safely store prisoners in a bathroom, closet, box, on the counter in a mustang, under the bed, or in any other random location, which will allow much more flexibility in which ships can take on which jobs and much less restriction on storage space for prisoners. That means higher profit margins!
Hopefully, the reduced weight of the lost limbs will allow some space efficiency like placing multiple prisoners in a box. This brings up another point though - the importance of castration.
It's listed that the torso on the medical diagrams will each have consequences for being ruined - in the case of the torso, it encompasses the groin, heart, lungs, and though they are non-essential many males seem to consider them so, testicles. Presumably there will be related penalties to a ruined torso. In the case of a male NPC, the removal of the testicles can mirror soviet medical experiment results IRL - that the lack of testosterone production will reduce rebelliousness and malcompliance risks. This has several effects on a real human:
A) The subject will not have as much upper body strength and will not be as likely to instigate a prison riot or be as difficult to restrain.
B) The subject will suffer negative psychological effects due to the loss of testosterone production and may be more compliant with interrogation, forced labor, protracted detainment, etc.
C) The subject will in addition to being unable to assault the bounty hunter or otherwise disrupt the operation due to limb removal, potentially slip into depression and can be controlled via medications that will make them more dependent on the prison, or if they need testosterone for forced labor, it can be provided by supplement rather than produced naturally, for the same reason of increasing compliance due to dependency on provision of the supplement. To be fair, I got that idea from half life 2's stalkers that have their organs removed to hook them on a nutrition provided by the combine and cause them to starve in the event of malcompliance and hands removed for tool grafts - which I think is an excellent idea if prisoner management becomes a thing in-universe.
The effects of the above could be placed in for NPC's to increase the ease of an interrogation, reduce costs, increase compliance or confession chances, or any other possible benefit of the above, should castration be included in torso ruining in addition to the heart, lungs, and others. Most males I know seem to consider the testicles a critical item so I think it's fair the removal of them have consequences, at least in the case of male human NPC's. Possibly also an option for capturing and interrogating Vanduul if their physiology has similar consequences for their removal, so this may be very helpful for management of Vanduul prisoners as well.
Anyway, TL;DR: due to the ability to "hide" a person in a crate, it may be possible to forcefully place a prisoner in a crate or mundane location such as a bathroom via crippling the arms, legs, and torso/groin. This could allow lower budget organizations, casual players, poorer players, smaller orgs, etc. to have more flexibility in which members and which ships can take which roles, and help overcome lower profit margin penalties that would otherwise occur. This could be especially helpful for small family orgs that have say a parent and a child that are playing together and may not have a lot of free time and need some higher profit margins. It could be helpful to them if a humble aurora can be used to cart around prisoners instead of needing to obtain a ship with a full prison pod loadout first. Similarly, this could increase flexibility of other ships such as a freelancer or cutlass red to take on a non-traditional role and store captives in this manner.
Thank you for reading, and I hope this was helpful to you; especially for those just starting out, and those that must start from little at live! May fortune favor you.
<3Mwah
~Doctor Jade
when this officially crashes will it somehow kick off a chain reaction that will bring down the world economy?????
when this officially crashes will it somehow kick off a chain reaction that will bring down the world economy?????I suspect a lot of student loan money to have gone into this, so sort of? Maybe?
It's a shame Derek Smart made mortal enemies of the people who actually want an autistic space sandbox with a 100 page manual.
(http://i.imgur.com/v2o91fq.gif)
Considering that after 2.6.3 there won't be anything to download for months I think it's ok.
As expected, but with the update going live too that means next 2 weeks should be getting 3.0 schedule. If they wanted to stall they would release it live next friday to stall
QuoteI don't know why anyone would think they have more credibility this time than all the other times.
Erin Roberts reputation and the fact that we expect a schedule. Ben is merely echoing what we already knew.
Quote3.0 is the first release that I think really qualifies as an Alpha build. It's the first time we're actually going to see something representative of the finished game that they're building towards.
(...)
It is certain to be the single largest update the game has every received.
So, is this a good thing? Yes, absolutely. To complain that we won't see another minor update first would be like complaining that you don't get to watch more trailers because the film is starting.
Imagine waiting 4 hours in the cinema with no trailers and just one pack of popcorn. Alone.
This is real life scenario.
Is 3.0 close? Who knows. Define "close".
"You know, the interesting thing about scheduling is, they're living entities, you can't just say, 'Oh we've made a schedule we're done!' it's, 'Oh, we've made a schedule, now we can start.'"
Ahahaha, this is a complete goddamn abomination and I love it. No project manager would ever sign off on this horseshit. What does a horizontal row mean? I mean in one row you've got weapons, "item 2.0", in-game chat use, and ship to ship refuel system. So a row can't possibly represent a single team or a series of deliverables that have to be done in sequence. It kind of looks like they just told everyone "In order to put out a minimum viable product, please list all of the work you'd have to have finished" and then crammed all of that end-to-end on a "Chart" with no regard for actual timelines or whether or not any piece of it was dependent on any other. Not only is it poorly designed and visually confusing, with bars apparently scattered randomly up and down the chart but it assumes massively parallel work flows that just aren't loving possible. Some highlights:spoiler (click to show/hide)- "Network/Backend" has as many as eight simultaneous priorities in May alone. And it's not small stuff! "Server Migration" and "Network Bind/Unbind" and "New Message Queue" and "Physics Serialization" are all going out at the same time. Well! I'm sure your database won't be a right clusterfuck after you do all of those simultaneously through different people in the span of a couple of weeks.
- "Fist Combat" is on a different track from "Throwable Weapons" which is apparently happening in parallel with "Knife Melee." "Takedowns (Front, Side, Rear)" are happening simultaneous with "Knockdown/Knockback." So that's at least 5 separate takes on how players are going to do physical damage to each other, all in the space of a loving month, all scattered willy-nilly around the chart. No reason to put those back to back or maybe even combine them into one cohesive system! Nope!
- It sure is a good thing that basically everything is going to be done by May! I was a little worried because we hadn't seen one bit of planetary tools, or solar system tools, or object container: load and unload, but it turns out they've just been working on them all at once, this whole time, for five years, and they'll all be finished in the next month! What a nice and satisfying unit of time- just far enough out to be a little vague, but close enough to feel like real progress is happening. It's definitely not a massively telling visual representation of your own project managers lying to you about when poo poo will get done. It's just that literally everything they've ever worked on is about four weeks from completion, right now. Whew!
- They promised us a ship pipeline and boy are they set to loving deliver! Look at that, as many as 12 simultaneous ship projects at once! They're finishing an average of four a month, every month, for the next 8 months! Half of these ships are marked as finished before things like Ship To Ship Refuel or Cargo System or Player Manned Turrets are done! How the gently caress are you going to deliver rovers years before you have your planets?
- Also, on ships: I'm really enjoying how individual variants are assigned different tracks with randomized completion lengths. See how many times you can find the words "Cutlass" and "Freelancer" on that chart, ships that have been in the game for 3+ years. It's weird, I don't see the Javelin that they just put out a 30 minute video about on there at all! Or the Idris! Or the Bengal carrier! In fact it looks like it's mostly
variants of existing small craft from here to 2018.
- Also also on ships: glad to know that they're done selling ships forever, since apparently they have not made any time for new ship concepts or development on this chart.
- I'm loving the loving time they assign to some of this stuff. Tell me more about how "Game Persistence" is apparently a two week project but your "Omnisky Laser Cannon" art or whatever the gently caress is going to take six goddamn months of work?!?
- "Inventory System UI" apparently starts a full month before, and takes twice as long as, "Inventory System Gamecode." Okay!
- "In-Game Chat To Use Spectrum" apparently starts months before, and takes longer than, "Spectrum Integration In Game." Sure am glad this schedule passed a rigorous review process![close]
Yes, this is definitely a fully realized diagram and not the last-minute throwing together of about 5 overwhelmingly untruthful department reports from completely buried project leads. Given the last 5 years of delivering 1 to 2 minor changes per month, I am completely unsurprised that they found yet another way to promise that literally everything is right around the loving corner. I look forward to the celebratory ship sale.
We had originally hoped to deliver most of the Stanton Landing Zones with the first release of Planetary Tech, but that proved optimistic once the talented team at Behaviour, who had built ArcCorp, Levski, Grim HEX and had begun work on the remaining landing zones of Stanton, moved off Star Citizen and onto another Behaviour project in December. We had been steadily shifting our reliance away from external resources and we felt it would be unfair to block them from the opportunity to work on their own game. Unfortunately, replacing an Environment team of over 20 is no small task, which has set back the progress we had originally planned to make on the landing zones of Stanton. As of today, we have just about replaced the team with internal hires and we are continuing to hire additional environment artists as fast as we can find ones that meet our quality bar. The Environment Team is now some 37 artists strong, so long term we feel we are better situated to deliver the vast amount of locations that Star Citizen and Squadron 42 needs.
QuoteQuoteDo we know why the mining is missing ?
According to Disco Lando, Mining will still be in 3.0 but doesn't have a completion date currently.
That is SO NOT what I said. I said it wasn't on the schedule because we don't have the schedule ready to release for it yet, and that like every schedule before it, the schedule we have will be updated regularly as new information is available.
I have no idea when or what patch it's going to be in. After the release of this schedule, I know what you know as far as the schedule goes and what's in each patch.
Too cheap.
I'm fairly certain a lot of it comes down to the subsumtion AI taking a lot longer than anticipated, it is supposed to drive all NPCs, especially the 24-hour cycle of wroking-eating-sleeping-relaxing. As I understand it CIG are looking to do what was tried in Skyrim and Oblivion, only a lot better and realistic. It was sort of mentioned a few times, but I certainly agree that they could have spelled it out better.
QuoteQuoteMining was always slated for 3.1 as per the slides on the CitCon.
They had announced a while back that mining was moved up to 3.0. Looks like that promise was too optimistic.
My suspicion is that Brian Chambers was working with a different working definition of "3.0" than what we received when he said that at the time.
this is worse than shit-tier project management ... it's, like, dev-tier project management
https://www.youtube.com/watch?v=qOjXfNnhxf0#t=10m7s (https://www.youtube.com/watch?v=qOjXfNnhxf0#t=10m7s)
https://www.youtube.com/watch?v=qOjXfNnhxf0#t=10m7s (https://www.youtube.com/watch?v=qOjXfNnhxf0#t=10m7s)
This is a 20min video remake of "HD towns are hard brehs".
Son of Everything DC & Marvel3 days ago
This video was essentially a big middle finger to all these people saying "star citizen is taking too long and they don't have proper business structure!"
Almachainz3 days ago
THIS is the kind of work that publishers like EA and Activision take for granted and disrespect because all they care about are deadlines and money, not quality.
Beobachtungsposten3 days ago
Now, i see what goes wrong in the company where I work. CIG Good work! Best Working flow i have ever seen for a such big project,
https://starcitizentracker.github.io/Days since start: 1612
Also, I showed that image to another veteran game dev, who isn't overly familiar with Star Citizen and he asked if it was their old schedule and they were rebooting. I told him no, that is the current new schedule.
In other words at first glance the thing looks like a fuck up.
https://starcitizentracker.github.io/Days since start: 1612
Also, I showed that image to another veteran game dev, who isn't overly familiar with Star Citizen and he asked if it was their old schedule and they were rebooting. I told him no, that is the current new schedule.
In other words at first glance the thing looks like a fuck up.
~10% are stagnant
>50% haven't even started.
To be fair, if your target is a 10 year project, then you'd be on the right path.https://starcitizentracker.github.io/Days since start: 1612
Also, I showed that image to another veteran game dev, who isn't overly familiar with Star Citizen and he asked if it was their old schedule and they were rebooting. I told him no, that is the current new schedule.
In other words at first glance the thing looks like a fuck up.
~10% are stagnant
>50% haven't even started.
And $150M
The major change this week in 3.0.0 is the delay of the network bind / unbind, which is now schedule AFTER the 3.0.0 release. Since it's a stetch goal, I think it's safe to say it probably won't be met, and therefore not included in 3.0.0. This has important implications, since it's the component responsible for improving dramatically the FPS by reducing the amount of useless data each client has to process.
Another big change is the volumetric fog, which has been delayed by 25 days. But it's still far from being a problem, since it was scheduled very early.
QuoteThey promised to make the game we all backed for with literally less than HALF the money of what we have currently pledged.
This argument here. This angers me.
I didn't back that shitty old original small scope game. I backed AFTER they started adding all sorts of bad ass shit. I backed for the features that have delayed it for 1-2 years.
The game they promised would be fully backed with 23 million is not the same game they are making now, that should be pretty obvious. Then a basic question remains, why wouldn't they try to make the game larger and better if take can rake it more money, why stop? I'm not following your reasoning at all other than to really safe the development and release something that likely could be much more.
The only thing they promised is to try to make a game.
Welcome to development.
Can't handle it? Leave. So far Star Citizen's development is pretty on-par for the games industry.
I'd like to bring forth (again) the point that Ben has never been a reliable or trustworthy source of information since day one and has openly admitted to lying to us in one of his posts.
I'll also throw back at you something Mr. Roberts said:QuoteDo not believe anything said unless it is on the front page of the website or said by me directly.
What we're paying into here is for Chris Roberts to face-fuck the entire triple-Asshole industry with an entirely new level of game production. This is precisely why I bought more than a starter ship. I know there are others out there - heavy rollers - who feel the same.
Oh look another uneducated soul who sees the word goon in my name and instantly equates it instantly with a bunch of social justice wankers.
I'd like to bring forth (again) the point that Ben has never been a reliable or trustworthy source of information since day one and has openly admitted to lying to us in one of his posts.hey fuck you buddy
QuoteI honestly even have trouble believing the "they're out of money" accusation. If they're out of money why don't they soak the whales for more?
They're selling a ship that doesn't exist yet for $350.
https://www.reddit.com/r/starcitizen/comments/67hw2n/the_citizens_016/
http://www.thecitizenscomic.com/
Star Citizen webcomics :goty2
Speaking of the sale, I wanted to take a few minutes to discuss why we do things like Concept and Flight Ready Sales as I see occasional discussion about why we are still raising money after collecting almost $150M from crowdfunding.
Simply put; because we want to create the richest most fully realized universe that Gaming has ever seen.
(...)
But because of the continued support, we were not only able to hire the world class team we have in Frankfurt, and then allow them to make rapid progress in developing technology that will deliver Crysis-quality planets, we were also able to make the decision to go all in and deliver fully realized worlds and moons to visit and explore.
(...)
Our goal with Star Citizen is that every location, every star system feels like it exists holistically in a universe with palpable history. We can’t rely on magic formulas to do this; we want human hands guiding the creation.
(...)
Most 1stperson engines support a 128km2 patch of detailed landscape at most. We are aiming to deliver multiple star systems, populated with whole worlds and moons you can circumnavigate, all with living ecosystems and AI populations. The scale and detail we are going for is mind boggling.
(...)
But if you like our ambition and want to support further, if you think it is a worthy cause, if you want to make sure that all the features we are working on are given the time to be built right, then contribute how you feel comfortable.
https://pbs.twimg.com/media/C95967WXoAErDkc.jpg
Check out totally not Groot.
https://www.reddit.com/r/starcitizen/comments/68leg3/why_is_star_citizen_so_important_to_me/
Why use your lawyer as an actor in arguably the most pivotal, important patch for the game thus far?
Months spent at The Imaginarium with experienced professional actors and at this crucial juncture they fall back on a guy from legal as one of two mission givers demonstrating their tech and the immersive universe being built?
(...)
If that's the case then why the break from performance capture on every other character in SQ42 and SC including the other 3.0 mission provider, Miles Eckhart?
A rigged performance capture character with cleanup done by animators looks quite different from a character animated entirely by hand. Surely they have their character performance pipeline established at this point, two months from 3.0 release and SQ42 imminent.
probably for fun. I also assume his work cost less than an actor
Miles was a basically a show put up to give us a proof of concept. That aside, to answer your question: They break away from performance capture because they simply are not going to be able to performance capture everything that is requried to be animated further down the line.
QuoteI dunno, they call themselves CIG but the website is RSI and their buildings seem to have both RSI and CIG logos all over them, and when they send emails they're either from CIG or RSI depending on what they're about so I have no clue at all really.QuoteQuoteQuoteCEO of Roberts Space Industry? Don't they mean Cloud Imperium Games?
There are a bunch of companies and each one is under a different umbrella depending on the country. Or something. Just typical corporate legal tax loophole things. Basically every company does it.
Sure but I thought RSI was a fake one for in-game use?
eh... who knows... there was a CPA that looked at the tax filing from Foundry 42 and he found they were doing the things any real corporation would be doing. I can't remember if RSI is part of that or not since that's on the US side and we never got to see those tax filings.
It's not really a big deal.
QuoteQuoteCommon mistake, what with the website being called RSI and all
It's not much of a mistake as the main company is named Roberts Space Industries International Limited
Interesting. Is CIG inside of that or the other way around? Or are they equal? At the bottom of the website it lists them both seemingly equally:
"Cloud Imperium Games Corporation & Roberts Space Industries Corp. & Cloud Imperium Games UK Ltd. & Roberts Space Industries International Ltd."
I like that the last thing on the Beyond 3.0.0 schedule is "Drowning": http://i.imgur.com/Y1LnwwR.png. Are you trying to tell us something, CIG? =P
:lolhttps://youtu.be/Thkv_SLEjes?t=6695 (https://youtu.be/Thkv_SLEjes?t=6695)
https://www.youtube.com/watch?v=Thkv_SLEjes#t=5918s (https://www.youtube.com/watch?v=Thkv_SLEjes#t=5918s)
https://www.youtube.com/watch?v=Thkv_SLEjes#t=7051s (https://www.youtube.com/watch?v=Thkv_SLEjes#t=7051s)
So at which point exactly will people finally accept that this is essentially an elaborate scam?
So at which point exactly will people finally accept that this is essentially an elaborate scam?
A couple more years still, at least. Unless CIG closes or Roberts is caught with a suitcase full of cash while he boards for a country with no extradition treaty to the US. Even then I'm sure you'd still find believers.
Oh my sweet summer child. 3.0 is not going to silence the critics, 3.0 as it gets delayed and trimmed back is going to be gasoline on the flame. It will release and really not be that big of a deal, because the key features that were going to make it so impactful have been pruned and delayed. It will be a few more bones on the skeleton of a game that is SC Alpha 2.6. But what was promised for 3.0 was flesh on the bones, and that is now simply not going to be true, lobbies will still be limited, the world will still be just one planet and a few moons. This would not be an issue if this was just 2.7, but it's not just 2.7 its 3.0 and 3.0 has been the subject of hype both from the community and the developers for nearly a year now. "3.0 is the patch that is going to prove all the critics wrong!" And its going to be nothing much really, a few more ships, a couple moons and a rudimentary missions and trade system. 3.0 is the patch everyone has been telling everyone to hold out for, 3.0 is the patch that's going to change things. And 3.0 is going to be just another alpha iteration. The letdown is going to be crushing for all the people who only sort of pay attention to the game, and if history is any guide, 3.0 is going to be conveniently delayed until Citcon or some other media/hype related date and, the nothing will be rolled out with great fanfare, silence on the status of SQ42 and of course, a sale! A sale for another big ship, probably its will go on sale slightly before the announcement that Sq42 will not be out in 2017 either and a sheepish deflection of the reality that the actual major content feature of 3.0, the Crusader system, with multiple planets and enough space to get truly lost in won't be coming in 2017 either.
3.0 is not going to silence the critics, it's going to silence even more long suffering defenders of this game who will no longer in good conscience be able to recommend that people buy in. 3.0 is not going to be the beginning of the game, or the beginning end, it's going to be yet another mile marker in development terms and the monotony with which it passes is going be the cue for both another round of media criticism and perhaps the biggest community shitstorm yet. The pot of community patience is beginning to boil over, everyone knows it, and when it's made clear that yet again the hype is hollow and there is no substance people are going to be intensely disappointed.
They don't know how to make it, obviously. But they never set to make it, only to try and make it. CR, in one of his latest letters, said how they were "holding their end of the bargain for all this time". They have already competed their contract with the backers.
I think that backers that feel unsatisfied with the progress need to come to terms that they haven't bought a game with a set number of features. They gave money to Chris Roberts to start his own company, which happens to be making a game with some of the mentioned features.
Well yeah, people don't realize that they funded a company to TRY and make a game. They didn't buy a product. If CIG doesn't deliver they just have to release documents to show that the money is gone. The only thing that they are obligated to do is keep working on a game until they no longer can, which is exactly what they've been doing. I think that the difference between working on something and completing something is monumental.
Edit: With CIGs response to this thread. I'd like an apology from all the rude redditors who impugned the intelligence and expertise of my friend who correctly evaluated many of the problems with the code. CIG says that the things he pointed out are indeed errors and even "hacks" in the demo build of the code they showed.Ah, the ever faithful.
Logical Fallacy detected: Appeal to Authority:lol
http://i.imgur.com/EPqab0p.jpg
QuoteIt's still a huge sum, even by this industry's standrads. Especially when you consider that for now very little of it is going toward marketing.
not really, plenty of games have had much much larger budgets and smaller dreams.
As an aside, one thing that has always stuck out to me was Sandi's Twitter, or maybe its her Facebook, lists her as an Actress first. Besides the fact that she can't act, shouldn't she be our Marketing VP first?
I have swam through an ocean of shit because of this game and yet I still I am here hoping and praying it actually lives up to the dream.
Look, I've been a backer since kickstarter and I love the project. I also realize that Chris has great vision and terrible focus and Sandi has great greed and terrrible vision. It's just the way things are. These guys are fumbling around with too wide of a goal and some star players.
That moment when they charge you $5 to upgrade your ship jpg :rash
plenty of games have had much much larger budgets
Quoteplenty of games have had much much larger budgets
Grand Theft Auto V, Star Wars: The Old Republic, and maybe Destiny. That's it. And neither of those games had a production budget much higher than $140 million.
As a former Whale I agree with your sentiment... while most forgot the petty slights (because it didn't affect them directly) I remembered...
Take the vanduul Scythe... When it was first being sold CR stated it would be the "only insurable alien craft in the game"
This was later downgraded to only insurable vanduul craft in the game when the banu and Xi'an scout were coming out.
And then downgraded again to only insurable FULL vanduul craft in the game (the esperia replicas were a loop hole to break the previous statement without FULLY breaking it)
Need Kara to weigh in on whether this is a typical corporate tax loophole that basically ever company does, or whether this is immersion breaking.
CIG backtracked on charging 5$ for the exchange token :good thing there is a clear execution plan for all this. :doge
https://www.reddit.com/r/starcitizen/comments/6bitxf/new_5_ccu_fee_cancelled_0_ccus_will_expire/
https://www.reddit.com/r/starcitizen/comments/6by3m6/comment/dhqfasb
:lol
https://www.reddit.com/r/starcitizen/comments/6by3m6/comment/dhqfasb
:lol
"Misleading: Was never in pre-release scope."
Huh?
All those docking collars on all of the first ships and it's misleading?
This was clearly in the pre-release scope. As the kickstarter states:
"Title: PIRATE: A digital copy of the finished game for your PC with your Drake Cutlass spaceship ready to fly + 2,000 Galactic Credits + Tractor Beam + Docking Collar + Exclusive access to the Alpha and Beta + Digital copy of game soundtrack + Digital copy of the map for the game universe + Digital 42-page Star Citizens manual (digital tier, no physical rewards)"
You don't get much more pre-release than the Kickstarter.
QuoteIts a good decision. Think about how this would work.
As Matt said in the post, cargo doesn't fit through, so that is out.
People would have to EVA through the tube anyway, or else ships in different orientations would be a nightmare. So moving ship-to-ship is no different with or without a docking collar. Its a matter of EVAing with a tube around you that has complicated animations and tech, vs just EVAing in space. Maybe there is an argument for Atmospherics, but Airlocks will have basic EVA suits on them that are stocked as normal ship supplies IIRC.
So what else would they be used for? You will be able to match speeds for moving ships, which takes care of pirating. Mag locks and grapples are going to be a thing. There isn't really a reason for them to put the extra work into specifically having docking collars.
Other than them already being on ships and people having planned on using them when they pledged?
QuoteQuoteI appreciate that they have to make tough calls, and I'm not a game developer at all. That said, I don't really see how EVA is a viable option for rescue. If you have a disabled ship with intact atmosphere, but injured crew, are you supposed to stuff this guy with a bleeding leg into a spacesuit? Will they maybe make a vacuum sealed stretcher?
They've described vacuum-sealed medical pods for search & rescue in-fiction before, so hopefully that'll get implemented. That would also probably solve some of the physics issues of having to drag around a floppy body.
They have air-tight medical bags nowadays, for maintaining quarantine on highly-infectious patients during transport. Shouldn't be hard to do 900 years in the future, even in hard vacuum.
I think it's only perceived as not okay to people who don't really understand the state of the game, and the fact that CIG is often talking about concepts. Expecting a concept - be it a ship, a game mechanic, or a piece of art - to make it into the game in the state it was concepted as (or at all) shows a pretty fundamental misunderstanding of how development works.
As long as CIG stays true to the spirit of the game (which, admittedly, is a nebulous concept), they have few other obligations to backers when it comes to specific mechanics. There's no reasonable expectation that every idea they have will be implemented as planned, if at all.
Now, could CIG be better about communication this stuff? Absolutely. But that's a different discussion.
None of this makes any sense. We're talking about basically some kind of tube that connects two ships? That's a major technical issue?
None of this makes any sense.
ROVER AND DRAGONFLY IN SHIPS
Players will be able to transport the Ursa Rover and the Dragonfly inside ships that are big enough to hold them
Work on this is delayed due to needing ship physics to be altered to allow for vehicles to be placed inside
ETA is 2nd June (was 31st May)
PHYSICS SERIALIZATION
This will fix a few long standing threading issues between the network and physics code which will improve separation of physics and netcode for better maintainability.
Delayed due to Network needing to fix bugs that were blocking other departments from continuing their feature work.
ETA is 2nd June (was 26th May)
My other remark is that the production report CIG gives us is getting more and more inconsistent week after week. Text is contradicting images on an increasing number of tasks, and the global schedule is itself drifting away from the 3.0.0 schedule on their common tasks. I'm doing my best to maintain consistency in my reports, but don't be surprised if there are a few dates jumps here and there. CIG, if you need any proofreading, I can help!
Hello everyone, my name is Brian Chambers and I’m the development Director of Frankfurt Office of Foundry 42. This past month the team welcomed a few new members, bringing us up to a total now 74 employee’s. (...) The game programming team in Frankfurt has grown over the past few months. The team is currently three people with one lead and two regulars.
Wouldn't it be hilarious, if come to find out all the 400 odd staff they have, is just CIG counting the entire staff of all the companies they're contracting work out to, not just the people that are actively working on the CIG contracts.
Also been shown the official internal schedule. OMG!! It looks NOTHING like the public one. It projects both games to 2021 <-- LOL!!
I think it's only perceived as not okay to people who don't really understand the state of the game, and the fact that CIG is often talking about concepts. Expecting a concept - be it a ship, a game mechanic, or a piece of art - to make it into the game in the state it was concepted as (or at all) shows a pretty fundamental misunderstanding of how development works.With a little tweaking, this could be used as an all-purpose excuse for every kind of failure ever.
As long as CIG stays true to the spirit of the game (which, admittedly, is a nebulous concept), they have few other obligations to backers when it comes to specific mechanics.
You mean a different picture? :doge
(http://i.imgur.com/98f26p1.jpg)
I'm not trying to be shitty, and I can see that you're getting the whole 9 yards from this post, so just take this as info with no other intent on it except to inform...
The update we get on Fridays is their internal schedule, which are agressive goals for each department to finish a particular item by. Sometimes these finish early, more often they go past. But they are not deadlines, and they are not release dates by any means. This is meant to give us an idea of where they're at, and how close we're getting to the next big milestone.
The very fact that's its updated for us every Friday confirms that this schedule is always changing. People in CIG arent,getting in trouble when they dont make these goals because they are just that, goals. And aggressive ones at that.
Don't take all your responses too hard here. Most major gaming publications make,the exact same mistake you did, although, I feel that they make the mistake a lot less innocently, and even viciously at times... But for 4 years, whenever CR says a date, people instantly say that we are being promised said thing by that date, and that the moment it passes, CIG has lied or cheated us or whatever. Some of us here are just a little passionate about not twisting those hopeful goal dates, into concrete release dates.
CIG is in an odd position. They have to deliver their alpha patches with an abnormally high degree of polish (...) It's fun to call ourselves investors, and the quotation "backers" as if we are secretly using the wrong word. The reason we are indeed backers, and not investors, is that we have no legal stake in the company, and have no legal power, or say in the direction the company goes, nor its product. We are fortunate that CIG chooses to listen to us; and it is also arguably to their benefit that they do, they are still under no obligation to do so. So call yourself an investor all you want, you're still a backer.
You mean a different picture? :doge
I've recently repeatedly made the bad decision to read responses at Quora.com — recently Star Citizen was offered as an answer to the question "What game has the best graphics?"
Realizing that I was dealing with a special form of crazy, I backed slowly away from the keyboard, avoiding engaging the responder.
I think the perfect balance of this is the game "Hacknet." If you haven't played it and are interested in the hacking mechanic in SC, just get it - it's a good game.
I think an easy to use yet hard to master system would be great for all of the mini games.
Yeahn a 'connect the circuit's game or 'navigate the maze' game would be shitty. But an original, simple scripting language that everyone would have to learn would be legit.
QuoteQuoteIn a lot of senses this is what CIG has been doing all along. Lot at what they have in mind (can't stress that enough) for game elements like Mining, healing, E-War and repair and maintenance. They plan on creating deep systems for their respective mechanics.
In my opinion while I think maybe they could pull it off for one or two mechanics, I very much doubt they'll be able to do this for all of the ones they said they would do.
Why not?
I think SC's development is going to take many years before everything is complete (although it will be more than playable long before then). If everything goes to plan then money won't be an issue, nor time. This isn't a game with a traditional publisher dictating a deadline, which often leaves devs wishing that they could include a certain mechanic but just couldn't fit it in, why would they not be able to include deep mechanics like these?
They still have an infinite amount of time to work on this once they get to the minimum viable product. Which is what they are considering their release candidate(I think). What's stopping them from doubling down on every mechanic at that point? Nothing.
If all goes well this will likely be the next EVE online, a game that runs for more than a decade, they'll have an infinite amount of time to continually improve upon this game.
maybe CIG could contract Zachtronics to do some of the advanced minigame design.
I could totally see players developing "hacks" in an ingame lab for later use in live situations.
As much as I love Hacknet, I would like the SC hacking to have the capability for even deeper and more detailed hacking mechanics since I got the hang of Hacknet really quickly. This allows more experienced people to make a real profession out of E-war and still have a Hacknet level easy version for newcomers.
That would be interesting, you would probably see secretive groups of players acting like the NSA, hacking into ships and bases and just learning random things about other player groups that could be used against them. Would be cool if you can hack in and listen to player comms and listen, even hack into an organisations mail system.
I was hoping they would actually implement a proper virtual network, with end nodes (like doors, coms, lights and such), firewall, routers etc. The deeper into the ship systems you want the more hardware you have to get through.
The defender could have traps, detecting and trying to cut off the attacker.
I'd like to see a player be able to swipe "code" from lower level hacking experience which can be used to do more complex things or do things faster. Further each componant manufacturer would have its own code base. So if you own an Origin product and practice hacking it, you might be able to hack Origin products a bit easier.
If the ships do not have fully functional and realistic HVAC / plumbing I'm canceling my preorder.
QuoteThat would be interesting, you would probably see secretive groups of players acting like the NSA, hacking into ships and bases and just learning random things about other player groups that could be used against them. Would be cool if you can hack in and listen to player comms and listen, even hack into an organisations mail system.
I feel like this mechanic would become completely OP unless there were some really good countermeasures that regular players could use.
The problem is they are mocaping empty boxes.
Of course they are still doing mocap. It's something that can be added on the fly once it's been processed, and it doesn't take weeks.
It takes days. CiG has a very efficient process for importing mocap data.
What?
You think they mo-cap SC in advance?
Only SQ42 had mo-cap in advance, since they had a script.
SC does not since it is a MMO and they are JUST creating NPCs and stories.
Their mini mo-cap studio in the US is basically a prototype where they are rapidly prototyping around it, to deliver NPCs and stories on the fly.
QuoteYou know they have 7 weeks till the deadline right? they are likely just doing pickups anyway, it says "wrapping up". Also I'm sure they have tools to speed up processing of sequences, they did do a shitload of R&D.
Estimate. Not deadline. Can still be coming later , weeks or months even.
This is still a thing huh. :lol
(https://thumbs.gfycat.com/CourageousJampackedHind-size_restricted.gif)
https://www.reddit.com/r/starcitizen/comments/6ett18/atv_item_20_new_box_carrying_animations/QuoteThe problem is they are mocaping empty boxes.
This is still a thing huh. :lol
They added another $5 million in the past two months [if the funding tracker is accurate].
We could play board games with the other players on the ship. (kind of how table top simulator works) Could you imagen playing space gwent on your way to Mars? Or a game of chess on the table in the constolation?
(...)
If they really wanted to exceed expectations (more then they have) imagen being able to browse the internet from an in game console, then we could browse Reddit from mars. Or watch game of thrones on the way to crusader. Just imagen what that could mean for gameplay having a full browser ingame.
Read a book. It is what i did when I was trying to load into AC 0.8.
QuoteI just don't get you people. You are dreaming about features like wiping your ass on the toilet, pulling up your pants, scratching your ass and smelling the finger... come on! They can't even do the core gameplay ffs.
If the worst comes to pass and Starcitizen ends up just being a dream, at least we dreamed hard. Even if it was on the toilet.
They are swamped with requests, Id expect 3 weeks before you hear back from them.
2 weeks is about average for CS response. especially since we just had a sale end and a holiday last week.
also it's the weekend.they don't work weekends.
Yeah that's our customer support since Chelsea left, unfortunately. None of my questions have been answered recently, at all.
You have spent an extra 300. Then you would be concierge and get faster service.
I am 50% joking, and sadly probably 50% correct.
QuoteWe live in the era of instant gratification.
The following video explains the issue that can easily be applied to the expectations some have of CIG but which isn't met in a timely manner. Yes, it is taking long but the soft reboot shows they are in a much better place than they were. I think it is best to see 2015 as the real start of the project.
https://youtu.be/QXWNChoIluo
The game is 4 years late lol
gif of david lynch calling lawyers at universal.
Serious question: Why aren't these people playing EVE Online or Elite Dangerous?
Is Chris Roberts some kind of charismatic cult figure?
This week, we're back into heavier delay territory. All releases have been delayed by 2 weeks
so in a part of that huge dump I got the other day and who even knows or cares if its real butQuotehello
- continued funding through Amazon and other partners (??) is contingent on several major milestone releases in the next 18 months
full commercial release of Star Citizen in 2018
"It's a promise we can't keep. We all know it."
- sq42 prelude was supposed to hit early this year and is now listed internally as N/A
- "We are going to focus on making the best MMO experience possible and that means integrating all our hard work and ideas [from SQ42] into it."
- first half of the year, travel expenses over $400,000
- "They are using backer funds like airline miles."
- strains between upper management and employees "at a boiling point"
- "I think things were all smiles until [our investors] started asking where the money was going."
- (rehash) almost all the old mocap data is severely unusable, 10s of thousands more man hours to get it into a working state
- expect a large trailer for new content for SQ42 now called Star Citizen: Squadron 42 / Star Citizen: First Strike
- NPCs and questgivers will include full SQ42 cast
- "That's our NPE (new player experience), that's it. You come in, you play [what was called SQ42], you're in our universe already, it's an easy transition. Credits roll and you're at your ship and suddenly with all these other players and it opens up and you say, 'Wow.'"
- Turbulent taking large percentage of backer funds
- Turbulent contract renegotiated to now include SC 2017 releases as "MVP" or "EA commercial release" as some monies are tied to that
QuoteFirst thing we are told is, "Shut the gently caress up about your job." Everything is treated like we're discussing troop locations. Make a tweet or share a picture? Gotta go through [one of the CS team members]. It's all very carefully coordinated.
quote:
QuoteIt's madness. We're kicking down the foundations of everything that's been built over the last two years. Coming in and seeing what [outside contractor] did with the AI was amazing. I thought, "Did they have no oversight? No direction?" It was a jumbled mess. We're the janitors trying to clean it up by burning the house down. I don't know if it's going to work.
QuoteThe new [Item 2.0] is a disaster [for the art and design teams]. We are rebuilding entire cockpits for ships that haven't been touched in years. Then someone new, it's always someone new, says, "Hey, this ship looks a bit dated, you think?" and we all immediately shut the gently caress up because the next thing you know the entire ship is being redesigned, again. Or maybe for the fourth time. Meanwhile we still have to design all the new elements directly into the cockpit. How can you do that when the entire ship comes back and everything is in a different place?
QuoteI wonder if they plan to buy the imaginarium, where they filmed all the SQ42 scenes. I think it went bankrupt a couple of months ago.
I believe Chris got to shoot there cheap because he is buddies with the owner.
They're going to need a cheap place to film all the scenes for the episodes after SQ42.
Possible. or even buying some of the equipment Imaginarium owns is also possible.
I should point out that this is not necessarily a bad thing, nor is it clear what the loan is for. What this tells us is that money has been loaned and secured against assets owned by CIG - this is fairly common practice in the case of commercial loans.
To bank with Coutts you must have at least £1,000,000 in tangible assets and in any event they are selective about their clientele; which implies CIG is doing well.
Nonetheless thought it was an interesting discussion point.
It's extremely good that a company we gave 150 million dollars to has at least a million pounds of assets
Contains fixed charge.
Contains floating charge.
Floating charge covers all the property or undertaking of the company.
Contains negative pledge.
That "everything up as collateral" is a legal requirement for the type of loan. There are really only two ways to back a loan by cash or investment assets. You need a way to guarantee that you won't spend that cash or get rid of the investment and leave the bank with nothing for collateral. So instead, you put up "everything" for collateral. This is basically a fancy way of saying you promise to pay and if you don't the bank has claim on liquidation of assets to cover their costs.
As such, for legal reporting you don't put on the form that you are backing it with trust fund XXX - even if that is what you told the bank and showed them. There is a simple check box that tells the courts if the bank has claim on assets to recover the loan or if it does not. In this case, you get a much better interest rate by backing with cash then trying to get an unsecured loan. The lower the interest rate, the better the chance you have to not lose money on the process.
If I were to guess (and I haven't seen their finances - this is just what I would do) they have realized that the pound is likely to drop. Instead of transferring cash from their US subsidiary, they secured the lowest interest rate loan they could using this type of backing. They then put the cash in a short term financing vehicle with a 3%ish rate of return and will sit on it until the loan comes due.
Isn't EVE more of an MMO style click on things to attack game? While this is more like actual space warfare?
EVE online is a terrible game.
Eh, I'm not sure what to think about the whole loan thing. Could indicate financial troubles, but CIG uses Hollywood accountants, and we all know Hollywood accounting is super shady and intransparent. Also, money is dirt cheap right now, you can borrow at close to 0% interest, so it might be worthwhile/ profitable for companies even if they don't actually need a loan.
It's almost as if gaming publishers that pay journalists WANT a self-published game to fail so they can stay relevant...
To bank with Coutts you must have at least £1,000,000 in tangible assets and in any event they are selective about their clientele; which implies CIG is doing well.I enjoyed this defenders post about the loan. Because ~$1.25 million in tangible assets for an actually operating company of this supposed size that has produced what we actually have seen plus all the publicly shown real estate and office decor?
Not Recommended
0.7 hrs on record
POSTED: FEBRUARY 15, 2014
I purchased this game when it first game out. That was my first mistake. This game is empty, broken, and virtually unplayable. There is no explanation about how to play or WHY to play the darn thing in the first place. At $20, this game might seem forgivable, but it is not. There are better things to spend your money on, and even if this game goes on sale for $1.00, DO NOT WASTE THE MONEY ON IT! Pretty much everything written about the game features is a lie. It plays terrible, it sounds terrible, and it looks terrible as well. Don't waste your time with it.
Some goon made the good point that the amount of the loan (which is probably at least a couple of millions since it's equal to the tax rebates that can be expected) was never added to the funding chart. Which speaks of its vagueness.
one thing i love about derek smart's involvement in all this is that like five years ago or whatever he went semi-sane and was talking about how Steam was going to allow him to finally do all the shit he promised back in the day and building off a basic model with backers was a new future for gaming and seemed like he had gotten over his old self
he even put all his games, including that new one he's been working on for like twenty years, on Steam for free for a while...then Star Citizen came about and he's gone right back to his old self :lol
edit: http://store.steampowered.com/bundle/883/3000AD_SCIFI_COMPENDIUM/QuoteNot Recommended
0.7 hrs on record
POSTED: FEBRUARY 15, 2014
I purchased this game when it first game out. That was my first mistake. This game is empty, broken, and virtually unplayable. There is no explanation about how to play or WHY to play the darn thing in the first place. At $20, this game might seem forgivable, but it is not. There are better things to spend your money on, and even if this game goes on sale for $1.00, DO NOT WASTE THE MONEY ON IT! Pretty much everything written about the game features is a lie. It plays terrible, it sounds terrible, and it looks terrible as well. Don't waste your time with it.
I can see few scenarios even without wage discount where having your own NPC's might make sense. Mind tho that it is all very vague at the moment and information given is sometimes even outright conflicting across the years.
- Vast majority of NPC's available on market are strictly one trick ponies. If you hire a pilot off the job market that is what you get and he is probably not able to do anything else for you. But what if you need a NPC that can do two, perhaps even three different things as the need arises? You have two options - finding one through "quests" and convincing him/her to join you (probably at premium price) a la Mass Effect, or you make your own!
- Custom NPC's do not have moral compass. Not all NPC's you hire are willing to break the law but your custom NPC will not blink an eye if you tell him to throw few bodies into the reclaimer furnace. The are considered a part of player character and thus will most of the time just do what you tell them to do. Within some limits probably, even a custom NPC might not be willing to do just outright suicidal shit.
- You might be able to arrange beneficial combination of personality traits (many of which are hidden from you when you hire NPC off the market), say for example, exceptionally optimistic and able to eat anything even if it squirms around still without getting mood debuffs.
- Custom NPC's might be unable to betray you. even if you treat them like crap. They might be able to leave your service though thus vacating the slot.
Yes, interesting you brought up packs though. Tony Z recently mentioned that there would be a couple of types of crew. There will be characters we expect with specific attributes that can perform roles on the ship and also there will be crew "packs" that basically come in bulk and include the fluff roles that make a ship feel lived in that players would never bother adding to crew (janitors, cooks, etc). The details are up to speculation but I think the ultimate idea is that this pack will be cheap enough that we'll all buy/hire them so the ships has the fidelity of a real working ship while gameplay wise we pay real UEC to hire smaller amounts of real NPCs that do actual gameplay things.
Pretty cool if it pans out.
I even hope they allow our AI crew to be robots, so I don't even have to pretend to like fake people.
No, you're certainly right in that CIG (or their low budget supplier) hosed up, because lots of people who pledged after the campaign closed but before cards were printed wanted one, but CIG said it was a campaign reward only, then they backflipped. Then the first shipment went out, and lots of the non-Roman characters (things with umlauts etc) were all hosed up and not printed, so they decided to do another run to fix that and allowed people who missed out to purchase one in that run.
They then continued with the non-Roman character fuckup for their Subscriber Wall (identical fuckup to the backer card printing): http://sanctuaryrepublic.com/forum/topic/3721-find-your-name-on-the-virtual-wall-of-honor/ which was apparently already in production when they showed the image to the public and people complained about issues in their name. I haven't seen it in person, but I am sure it's either a) not fixed, b) reprinted with more backer money, or c) in storage or landfill somewhere.
https://twitter.com/SC_Facts/status/880898078299086848
https://www.youtube.com/watch?v=BWLVI_mnn2I#t=193s (https://www.youtube.com/watch?v=BWLVI_mnn2I#t=193s)
(http://i.imgur.com/8XskLWb.gif)
https://twitter.com/dsmart/status/881579785788510209
Its what, the new Star Wars Battlefront should have been. But of course its EA and they always make sure to do the bare minimum. Regardless of a games past history. XD
We will have the first real form of Persistence
They want if possible to get the Delta Patcher in Alpha 3.0
Mining is the next mechanic being added after 3.0 & will land in 3.1.
Again with 3.1, there will be more shops, locations, stuff to buy, missions and content.
Erin is very excited about Jobs and Roles that support and lead on to player interaction a lot of which will hopefully be coming with Alpha 3.1.
They are adding Tracked Vehicles, Static Defenses, Tanks, Missile Systems & more.
And a lot more of this is planning on coming with 3.1 as well
They have plans for Base Building mechanics later down the road too
They still plan to show the Vertical Slice (...) They will show the VS when it’s at that AAA polished WOW stage. There will be a public schedule for SQ42 as well, it wasn’t specified when this would occur OR the depth of that schedule BUT it was said that it would be when they were ready.
Ground & Space Battles both can be of epic scale & in a lot of situations will bleed over to combat over ground, air & space.
The System allows for an Idris to go close to a planet and unload it’s weaponry. They are adding Tracked Vehicles, Static Defenses, Tanks, Missile Systems & more. (...) They will have control of systems dynamic too, if you force out the Vanduul of a system in the PU then that system may get colonized by humans or military outposts & patrols might pop up from the UEE.
Pushing the Vanduul out of a system would be hard BUT it is possible and part of the game mechanics BUT also would be large scale invasions from NPCs that could take control of a system if players & other NPCs don’t protect it.
But there will be massive NPC Fleet Battles, that players can get involved with if they want, which will also feature heavily in SQ42.
The Engine that they have built and now use can build any game, it’s a massive Universe simulator, that you could create a game OR a mode on a single planet to an incredible high level of detail OR just focus on a system OR larger.
actually if you read between the lines, the backer is asking if cargo loads will be realistically simulated down to the balance of the load and whether or not ships can fail to achieve orbit
CiG guys goes "YES! OF COURSE!" then lays out mechanics that do none of that. Based on what he is saying it will just be a cargo slider and your ship burns more fuel the higher the cargo slider. As for achieving orbit every ship will be able to (meaning that mechanic doesn't exist) and it's explained away as "No ship will have a cargo hold large enough that it can't achieve orbit!"
Backers read that and see it as explicit agreement of their cargo loading fantasies, CIG guy masterfully over explains the way cargo works in most other games already.
Agreed. I love the Fidelity™ they are putting into the game. Most games treat cargo is "units", sometimes with volume, but SC is more granular, more personal, because we are not our ships.
Its what, the new Star Wars Battlefront should have been. But of course its EA and they always make sure to do the bare minimum. Regardless of a games past history. XDLike here's the thing though, DICE actually did it. Even the first of the new Battlefronts has an insane scale and level of chaos at 64 players that still looks like the friggin films. (Because it's Battlefield...but with Star Wars...which the original two games were as well.)
"The Engine that they have built and now use can build any game, it’s a massive Universe simulator, that you could create a game OR a mode on a single planet to an incredible high level of detail OR just focus on a system OR larger."https://www.youtube.com/watch?v=T8dvMDFOFnA
TaylorSwiftOkay.gif
We actually have a full Universe simulation that runs… we actually don’t need it to run on any particular bank of servers. It just actually runs on one server, and it simulates about 20 million AI agents.
Didn't they claim to already have a baseline of Persistence quite a few months ago ? :yeshrug
3.1. is the new Jesus patch ?
Is that the Vertical Slice they were barely days from finishing last year but later said they aborted because it was expanding efforts on something that ultimately was a demo separated from the main branch ? What ?
CiG guys goes "YES! OF COURSE!" then lays out mechanics that do none of that. Based on what he is saying it will just be a cargo slider and your ship burns more fuel the higher the cargo slider. As for achieving orbit every ship will be able to (meaning that mechanic doesn't exist) and it's explained away as "No ship will have a cargo hold large enough that it can't achieve orbit!"
Full universe simulation and 20 million AI agents just feels like them throwing out nonsense with no context.
Unlikely. The original vertical slice was, as you wrote, a different branch. The new VS should be a polished section from the actual main branch.
It's just agent-based economic modelling using AI, with the number of agents being around ten times the number of registered players. It's purpose is to limit the player impact on the economy. It's not nearly as amazing or outlandish as it sounds.
Ehhh, do you have some evidence for that ? The reddit OP I posted calls it "the Vertical Slice" and the rest of the sentence also implies it's the same one ("They still plan to...").
They still haven't demonstrated they have a functioning economic model, game area, NPC AI or even a definitive flight model to feed into that, yet they had it 2 years ago on a server ? I'm not a game developer but it's hard to buy.
Also, random stuff : Illfonic, who was once contracted to do the "Star Marine" part of Star Citizen but whose work was binned after merging proved impossible for some technical detail, is the dev behind the latest "Friday the 13th" game.
it's shocking how fast they've progressed in my opinion
if you know anything about games development, you can be damn sure the tech they've developed while expanding several studios alone is shocking
that they're making progress this quickly and doing it out in the open for everyone to see is absolutely unprecedented
CR wanted 3.0 to be out before 2017, and if they had glued their procedural planet tech onto the current 2.6 framework, they likely could have done it. But then people would have complained that item 2.0 wasn't done, they would have complained about the serialization not being implemented, they would have said that the planets and moons looked unfinished, and that since the NPC's had zero AI the universe felt empty.
Him stating an accurate release date doesn't change the end state of the game or when it's released. It does affect revenue which only increase how soon we can get the game and how many features it has. Which means if he tells us we get it in 6 months but we get it in 12, if he didn't we likely would have gotten less in 14 had he said originally 12.
I thought they had said that they were not working on the vertical slice anymore because it wasn't representative of the game with the proper back-end systems in place. Now they mention it again in a studio update so it makes me wonder what happened. Did they start it all over? I wouldn't be surprised if it's completely different than what they had last year.
QuoteQuoteCome off it mate - what the 3.0 demo last year was is a game environment which is simulated in a heavily code-driven manner, is highly interactive, and written to react accordingly to all manner of input. Sure, there were many mechanics that still need to come, but that was the core of an alpha-state game that was being iterated upon, not a hastily-built on-rails demonstration of a specific feature.
I can say with a strong degree of confidence that much of the code written for that demo will not make 3.0.
(...)
I'm not Derek Smart, I'm not saying that the whole thing was faked, obviously it ran on top of a development build with a lot of added core functionality with a lot of work behind it, I'm just pointing out that it was intended to be representative of 3.0's functionality by using a lot of temporary and bespoke code.
That's an excellently put, cogent argument there.
What's funny about it though is that my entire comment was quoted nearly verbatim from one of yours 10 months ago.
15 fps with 4 cutlasses landing on a planet doesn't give me confidence.
I AM NOT EXPECTING BETTER FRAMERATES but to say "there are other performance-improving netcode fixes" implies you think 3.0 will run better than 2.6. I swear to eat a bag of shit if thats true. If we get a minimum of 30fps on a 1080ti, i will eat a bag of feces and put it on youtube.
I'm $70 poorer and I don't even know what i'm buying :(
Is it me or is CIG stepping up their game of delivering new vehicles, or at least make them finished enough to put up a sale. It almost looks like a new vehicle every other week. Is this an indication of their pipeline improving,?
Yup, this is also my guess too. They talked about procedural city planets last year in the month or two after Gamescom/CitizenCon and haven't really mentioned it since.
I remember they said for procedural city planets (meaning planets that are almost all a massive city) that instead of being 100% explorable they would have X many land ports on them and then like a computer system on the planet would guide your ship in for a landing. You could move up/down/left/right while being guided but you more or less were being tractored in and follow a set path. Something along the lines of this solves the problems of players just flying around crashing into buildings all the time, but also made more sense in the lore as more civilized planets like that would have more strict laws and lanes where ships can go.
Which honestly to me sounds fine, I can't imagine the amount of effort and time it would take to make one planet that is one big city, yet alone many. So if those planets are just an hand fun of really detailed city areas to explore, I'm ok with that!
Todd Pappy on the answer after the Strechtgoal Levski: "When C.R. makes a stretch goal, that means it has to be in the game in the given time. Often it depends on how important it is for C.R. Let's say, it's very important for him. The NPC Miles Eckhart, too."
In the Demo they have problems with the elevators and the physics grid, so they had to use commands.
Shortly after they used the new nox bike, the game crashed.
In one room they find the corpse of the missing person. (Sadly the interaction system in the demo fails) But now 2 enemies are coming from behind and start to fire at you.
Not everything that will be in 3.0 could they test. (trading, insurance and stamina).
Many apps and improvements on systems are missing in the demo.
Between 7 and 14 missions will be in the game. How many it will depend on how many problems they have to face until 3.0. But they will add them via updates.
Until last year. They worked on Kythera and CryAI, but C.R. didn't want two systems. Brian Chambers: the foundation has to be perfect for such an important part of the game. They had to make half a step backwards and build it right. Both systems got merged together into the subsumption AI.
I show features when they are not ready and polished, but for SQ42, I don't want to do this. If I show it, it has to be like Activision or Bethesda is unveiling a new game at E3, only with the difference that everything we show is ingame. (...) He wants to show the finished system without any compromise solution and workarounds. With the current status is C.R. very happy:"When the people see it, they will understand and they will be very happy about it". It's done when it's done. If we can see SQ42 didn't want C.R. us to tell.
Someday, Star Citizen should contain around 100 star systems with over 300 planets and moons.
(...)
For release C.R. is aiming for 5 to 10 star systems.
Smart has another Elijah trance :
https://mobile.twitter.com/dsmart/status/885144183945789442
This isn't EA where they schedule 8 things and if timmy-the-imported-slave doesn't finish them they spray some jiz on the done work and publish.
More awkward translations from Gamestar :
https://as.reddit.com/r/starcitizen/comments/6nc6j6/gamestar_the_technique_behind_star_citizen/QuoteSomeday, Star Citizen should contain around 100 star systems with over 300 planets and moons.
(...)
For release C.R. is aiming for 5 to 10 star systems.
More awkward translations from Gamestar :
https://as.reddit.com/r/starcitizen/comments/6nc6j6/gamestar_the_technique_behind_star_citizen/QuoteSomeday, Star Citizen should contain around 100 star systems with over 300 planets and moons.
(...)
For release C.R. is aiming for 5 to 10 star systems.
That's already more than I expected, honestly. And I think it'll ultimately be two or three star systems at launch, and maybe ten in total. See, the thing a lot of people miss is that initially, every planet was supposed to be essentially just a single landing zone. Like Freelancer back in the day. You approach a planet, request permission to land, and the auto-pilot would bring you down to the single fleshed-out location. Everything outside that landing zone was supposed to be a Potemkin Village. That was before Foundry42 designed the procedural planet tech. Now there's free atmospheric flight, and a single stellar object can have multiple cities, outposts, crash sites, small settlements and what have you, so it should be a lot more dense. And hardly anybody really likes the No Man's Sky or Elite Dangerous approach, with hundreds of millions of solar systems and even more planets, where everything is ultimately really just copy-pasta with fuck-all to see or do. CIG always had a "quality over quantity" approach. Plus, they want people to run into each other, which is kinda hard if the universe gets too big and open.
"One of the long-term schedule challenges is building out the universe that we've – in all the stretch goals, we got up to 100 star systems, I think we have 110 now – we're not going to have them all done on the day of release. We're going to try to get a good chunk of them through, so the creation of all those planets with the additional interest... it's not just about the planet, it's about the planet with its local ecosystem in terms of life. So, there are plans to have animals or creatures down there, but also not just the major landing locations, but other smaller locations.”
Simply put; because we want to create the richest most fully realized universe that Gaming has ever seen.
Chris Roberts spoke of over 100 systems with fully explorable planets less than a year ago, after deciding on using procedural generation.
This idea that 100 systems was an outdated promise based on an obsolete design has been immacutely concepted by backers on reddit.
Chris Roberts spoke of over 100 systems with fully explorable planets less than a year ago, after deciding on using procedural generation.
I know he did, but it never seemed realistic to me.QuoteThis idea that 100 systems was an outdated promise based on an obsolete design has been immacutely concepted by backers on reddit.
I wouldn't know, I barely visit the subreddit and don't read the drama threads. I think it's pretty obvious that it was based on an older design, because we know what the original design was and what the current design is. And I had a hard time believing they could do 100 systems even with the original design.
Apologies then, I had some doubts reading your precedent post if you were endorsing the superfan narrative (all according to keikaku !") or expressing your own suspicions on previous claims. And I agree that I would be "impressed" if they even manage to create a handful of planets up to the level of detail and gameplay options they hyped (as a side note, in a piece by "RedBull games" last year, Roberts speaks of 100 systems being roughly 400 planets). Which open up a whole another can of worm because below a certain threshold one wonder if the whole spacefaring element -notably so called "exploration" gameplay- even make sense.
They also finished up the second sprint for “Buddy AI”. Designers can now specify if they want to keep the AI in front or on the side of the leader or player. This sprint also brings the ability for an AI buddy to take cover in front of a player, and moving from cover to cover point while following the player. This is the first step in having companion AI that will intelligently follow you and and help you out in combat.
I've built versions of the game Star Citizen promises to be multiple times and I'm uniquely positioned to know the risks and challenges in achieving Star Citizen. Its not going to be easy. I'm sure some things will not work out the way I intend, and there will be some things that I never envisioned that become awesome features. That is always the way of development. I've spent a year doing the research and prototyping. I have a plan on how to achieve what I've laid out. I wouldn't have gotten on stage at GDC Online if I didn't think I could build Star Citizen. It may take a little longer than 24 months to deliver all the features (as precision on development timelines is always tricky this far out), but whatever happens, you as the backers will get to see the dev team's progress, play early builds and have an insight into high end development like never before!
what the fuck
now this game has car combat huh
Love the landing at 1'20" :lol
Not super cohesive. Love the landing at 1'20" :lol
https://www.reddit.com/r/Games/comments/6orld6/star_citizen_alpha_30_trailer/
Not only that, but the [RSI] website is run by another company... one who is evidently spending far more time working on stuff like Spectrum (that's the same folks, right?) and less on updating an old website to ensure all the information (especially in the archives) remains factually correct.
I completely understand, this is the game a lot of have been waiting for our entire lives. But I want to play this game FOR the rest of my life, so I will wait.
But in 1943 Hitler said Germany would win the war. So it must be true today also.
Comparing SC to other games will lead to oddball results any day of the week. Just about everything they're working on with SC is bigger and better than other games in the past.
Hey guys! This is a case of things being lost in translation; Chris was asked a specific question about how many systems we expect to have online at the point that we've got most of the core mechanics completed and we would consider the gameplay experience suitable for a larger audience. There are no changes with regards to the planned amount of systems which are well documented on the current Star Map.
A large article appeared in the German GameStar Magazine last week stating the following:
"Future Content is already been worked on: Update 3.1 brings the first Version of Mining" (Translated from original Text in German: "Auch zukünftige Inhalte sind bereits in Arbeit: In Update 3.1 wird die erste Version des Minings eingeführt")
At a different point it says:
"After 3.0 CIG hopes to release another update still this year, which will bring the Mining Profession". (Original Text: "Nach Update 3.0 hofft CIG noch in diesem Jahr ein weiteres Update zu veröffentlichen, das den Mining-Beruf bringt.")
Source: GameStar 08/2017
3.1 is a much smaller patch than 3.0 and many of the resources that were on 3.0 have since finished their tasks for that patch.
As such I expect 3.1 is already being worked on by some members of the overall team intended to touch various aspects of it.
Stop using pre-2016 quotes from Chris Roberts :brazilcry(http://www.cgwmuseum.org/galleries/images/cgw_137-01.jpg)
Stop using pre-2016 quotes from Chris Roberts :brazilcry(http://i.imgur.com/fvXD64W.png)
Hours of full motion video filmed on real sets with 35mm film. :whew :lawdArguably the best part is how bad the $30 million film looks in comparison. It even has a worse cast than III and IV!
Found an even better image when I looked inside one of the issues in the archive:Stop using pre-2016 quotes from Chris Roberts :brazilcry(http://i.imgur.com/fvXD64W.png)
Railgun and Volumetric Fog Eta was passed nearly 2 months ago and were still not updated...
But hey, it's only 3 weeks since I first posted it and I tweeted it to disco and zyloh last week, looks like it's not important to update these
QuoteI'm sad that this is 21+. I was hoping I could bring my kids to watch the stream and meet some other space geeks.Not sure how well kids would work in that kind of environment as it's basically going to evolve into drunken space degeneracy over the course of of night
But the date ranges have been - and always will be - estimates. They're well-informed, educated, experience-based estimates, but at the end of the day, they are still estimates. (...) The dates keep us accountable, too! Gives us a nice goal to work towards, and we all work better when we're trying to hit a target.
and yet, they keep pushing forward with tech that other companies already want to buy. Multi-Billion Dollar companies like Intel have partnered with CIG and have had staff on Intel Developers Forum, as well as financing their events like Gamescom, on top of dumping prototype (at the time) SSDs for use in their machines.
Pretending CIG can't do it because of some delays is extremely uneducated thinking, but I expect nothing less from the likes of you.
Quotethe consistent waves of ship sales
What do you suggest they do? Have the people who work on ships do nothing until other systems are ready to go?
I fuckin hate them having to explain themselves like this. Like yeah fam it's disappointing and of course delays are annoying. But a lot of people are slagging the devs off for working hard and calling management incompetent when they have no idea of the process at all.
It's not healthy criticism, it's just getting annoyed that a date they shouldn't even have to show us is getting pushed back.
This heresy fam.
Regardless of opinion right now. If CIG pull this game off as hoped, these delays won't matter. Even if it is years from now. The gaming world needs CIG like electric cars need Tesla. Who else will voluntarily spend millions on r&d and every penny on one project.
What are you trying to acvhieve with being "pissed off" though? What do you want CIG to do now? Admit the project is a scam and 400 people working in 4 different studios are all fake?
That thread is bullshit. The project keeps going forward, 3.0 keeps getting closer. They work as hard as they can to deliver BDSSE. Nothing has changed. So what's the point of this behavior?
A release date includes estimates for how long unexpected delays will take, as well as an additional bit of buffer time just in case. Release dates are meant to be accurate representations of when you can expect it to be released, as you would imagine.
However an internal schedule intentionally ignores any buffer time and any potential delays. It's strictly to keep everyone on task, and to see how much known work still has to be done. It doesn't bother taking into account how much time it will likely take to fix unforeseen bugs and delays, that's not its purpose.
I shouldn't have used the word estimate, they aren't estimates, there internal development goals. And, at the top of that page where it says caveats, it states that they are 'very aggressive' goals. Meaning that they are unlikely to be met.
I'm fixing the word estimate, I misused it, and it's being clung to too tightly.
My personal view is that being impatient/frustrated with schedule slips doesn't achieve anything for me. The only utility of a large outcry about this is to push the team harder if they've been slacking, but it should be abundantly clear that CIG have been working their butts off to get 3.0 to us. They want it in our hands as much as we do.
I see it as having a mix of causes: first exposure to the realities of game development, a culture of instant gratification & short attention spans, and general cynicism.
Player Count & General Stability
Currently, performance and stability drop sharply once the active players in a server reach 12-15 players.
Rotating and Orbiting Planets
We are very keen to make the Stanton map feel more organic as a real environment and having the planets rotate and orbit will really help with this. This will also introduce a proper day/night cycle when you’re on a planet surface which in turn opens up further gameplay possibilities.
Player Interaction System – User Experience Improvements
We’re want to give players the ability to more intuitively interact with items and objects within the game, but also find ways to indicate to the player what type of interaction they would be performing (pick up, start conversation, push button, etc).
A guy I know just announced on FB (and there were announcements on LinkedIn) that he is joining CIG in Santa Monica.
We’ve decided to remove the ‘aim dates’ for our releases
Why do I keep getting rejected for project manager positions when project management this bad exists in the real world?So you're saying you don't have any experience with bad project management. That's not what we're looking for in this position, sorry.
A guy I know just announced on FB (and there were announcements on LinkedIn) that he is joining CIG in Santa Monica.
Sounds like a plea for help.
I say look at it this way; raising a kid takes 18 years of development minimum, and they usually turn out like shit anyway. Some of them grow up with giant dreams requiring giant money, and sometimes that requires dumb kids like us to throw away some of ours. These weekly dev videos are so damn cool on their own. We're going to appreciate this journey long after we've reached destination 3.0.
QuoteSo, the dates which were always wrong by two weeks, every two weeks were infact their best projections, not the strict internal dates to whip them work faster? Not that either way could reasonaly explain being wrong for months."Strict internal dates" is something you completely fabricated to attempt to give your trolling credibility. No dates are strict and CIG have said that since 2013. One thing they have always said is "its done when its done". They only gave dates to attempt to quell the whining. We've switched from dates to no-dates and back again 4 times now.
Anyway, "Aggressive internal dates" =/= "Strict internal dates". Try again.
You never worked on a big project before. That's clear.
I think it's also clear that you don't know much about this project to have this opinion. Given what's on display.
QuoteI remember Erin saying we'd have 2 or 3 big releases this year, which was viewed as being much more realistic than Chris' 3.0 - 4.0Maybe he meant press releases :S
Doesn't look like that'll happen either.
lol some of those posts... apparently chris gave out unrealistic dates to encourage coders to move faster.... yes, cuz that's how project management works on a multimillion dollar level :lol
lol some of those posts... apparently chris gave out unrealistic dates to encourage coders to move faster.... yes, cuz that's how project management works on a multimillion dollar level :lol
that stuff in the Shenmue thread I posted about how Yu Suzuki has more relevant game development experience than Roberts reminded me
the last game Roberts was actively involved in direct development of, had a total staff of 30 people including ALL the programmers, artists, sound people, etc.
everyone else involved in Wing Commander IV were the people doing the filming side which was basically handled by non game industry people and then handed over to the developers after it was shot
EVEN Freelancer which he had no role in other than "game concept" still had a core team of less than 50 before Microsoft bought the company and threw men at getting the game out
he's trying to skip 20 years of game development "advances" in staff and management sizes and still trying to create the most complex game in the industry
https://www.reddit.com/r/starcitizen/comments/6tl88b/whats_the_daydream_that_keeps_you_here/
:(
I've been here a long time, you could even say the beginning. I'm certainly not the first to pledge, i can't claim that, but my number runs sub 4500 out of 1.8 million or whatever it is now. For me, Star Citizen is the daydream. I know there are a lot of jaded people out there now, angry at delays and perceived dishonesty of some sort or another; however, it's important not to lose sight of the big picture, of what SC represents to PC gaming and PC gaming veterans in particular. Indeed, CIG could have just been another EA, pushing out badly-ported console dresh appealing to lowest common denominator gamers (I'm looking at you, every Battlefield game after #2), or another Ubisoft, releasing rehashed crap nobody even asked for (Assassins creed 567: Cromagnon armageddon! anyone?), or worse still, ruining beloved titles by turning them into weeaboo chinese cartoon versions, like Deus ex 2: Boss fight boogaloo (thanks, square enix...), and dare i say it, dumbed down versions of hilariously dark and intelligent games like the Fallout series (I mean, C'mon Bethsoft, you can do better). Sure, you would have maybe had your game sooner (Fallout 4 was 6-8 years in dev. and doesnt even scratch the surface of what Chris Robers is attempting), but at what cost?
No, CIG is making something that we have not seen since the golden age of gaming, since games like Half-Life, Fallout 1 and 2, Baldur's Gate: 2, X-Wing, the original Deus Ex... Games which captured imaginations and defined genres.
For me, Star Citizen is an investment in the dream. To see everything I've ever wanted in a PC game in one title and a big fuck you to mainstream devs who think they can push unfinished, recycled, low-effort crap on seasoned gamers and expect them to like it.
I'm getting older now, and SC will likely be the last PC game i ever play, but i'm ok with it taking a while, because i know it's going to be the best one.
Why is there air blowing out of his armpit. Why does he look like he just came. at the end.
QuoteDid nothing happen with that referral thing? Who won the trip to gamescom nobody? (Serious question)No, nothing, no announcement. And don't bring it up on spectrum either. Mods will chew your ass if you say anything about it.
It's cute that you think the performance will get better and not stay the same.
These type of popular early access steam games never leave alpha or beta. It will become a bloated mess until it dies just like all the others that have failed to fill the void. It's a trend at this point and people keep falling for it.
It will never be in a finished state, why would it be? it's making them money hand over fist.
Lots of perspective/context is always being lost. When folks jump in here or other SC related threads or topics and they don't know or care to know the beginnings -whys, whens, wheres- of the project. Still they want to lecture and sprout absolutes the time it's taking to make the game.
QuoteIf they had to show progress to backers, backers would have bailed out long ago.
Uh? why are you shit posting?
All internal schedule are going to be iffy with new tech or tackling new endeavors, hence why they use estimations to map out the possible outcome. Eitherway the use of an estimate isn't a hard science.
QuoteGiving a conservative ( or even pessimist ) release forecasts, that's managing people expectation. It's being willing to share a.. less attractive date as what is the more reasonable level of expectation people should have.
Ugh, you really don't understand and i can't remember enough in detail to ramble and debunk. They aren't handcuffed by the limitations of a deadline or a release date and that's the point.
How are 7 million people allowed to be scammed by money grubbing knockoffs of games that aren't even fun? Shit seriously looks like a Chinese rip.:lawd
Like, loot creates in an early access game? Come on now. Someone needs to call the FCC or something because this is getting ridiculous.
EDIT: Oh wait didn't Bluehole get bought by Tencent?
:thinking:
There are no arbitrary skill leveling in SC. It will be strictly player skill. The only thing you can 'earn' will be the reputation with different factions (e.g. UEE, guilds, pirates, etc...)
And players, they plan on adding ingame elections and politics after release
Jobs, politics, physics based toilet mechanics... what won't this game do.Simulate space combat.
QuoteThis week, all UI tasks are delayed by 2 additionnal weeks.
note the explanation for this:QuoteDuring recent gameplay reviews with the directors, additional items of polish and general feature feedback have been received and incorporated into the schedule to achieve the desired level of polish we require before releasing.the word "polish" is used 33 times in the whole document. I think people who project out to 2018 for this release are overshooting. the game is a buggy mess, but half the reason they keep delaying it seems to be add more features because they have high standards and want to impress everyone out of the gate
There is nothing untoward so far about CIG's development process, except for perhaps Chris spouting estimates that would make more sense two-three decades ago.
But yes, most people agree that the atmospheric flight model is too "floaty" and don't like it. Brian Chambers said this is definitely only a first pass.
Summary for people who haven't been watching
They can only play for 10 minutes at a time because they're on the same server as the public. QT and MobiGlas is turned off from the build, Daymar only, 12 players in an instance, and it looks like combat damage is off too - maybe to stop griefing? We also haven't seen any cargo or missions. It's still a bit unstable, missing atmospheric effects and crashing on stream a few times.
They're mostly showing off new armour and weapons, the Nox and Ursa, and some of the new ships like the Cutlass, Prospector and redone Aurora in between showing ads for those. Have visited a small spaceport that contains ships, a small outpost, a plant alien, a crashed Caterpillar and a sort of mothyard so far. Flown out of the atmosphere and to the dark side.
EDIT: Atmospheric flight model - https://clips.twitch.tv/BlatantExpensiveCroissantNotLikeThis
It's still a bit unstable, missing atmospheric effectsthat's what you get for taking that six month chunk of dev time for GAS CLOUD out of the schedule CIG, IMMERSION DESTROYED
How's the gamescom booth going over?
NOT showing Sq42 at gamescom, BUT work is coming along nicely according to Chris. "The wait will be worth it":crowdlaff
CR is very exited for planet tech, but admits it has made development take longer. Says its worth it though
Again confirming no SQ42 showing at GC
They want animations and AI to look and move as if it was a prerendered cinematic. 1 of the things holding SQ42 back. They basicly want movie quality
"Final assets" need work for sq42
Their AI is also very challenging to do. Very complex behaviour
All AI and missions in SQ42 and 3.0 are all running in subsumption. Good sign IMO
"Don't want to spoil the demo for friday, but it's pretty cool"
"The time we stop adding stuff and making the game better, is the point where the game dies as an online game" Although he still wants to get to a point where they add onto something, and not building the base for it
QuoteI was just talking to someone in Spectrum chat about the possibility of catching someone in freefallThey tried that earlier but he just clipped through the ship.
We did it : development only started the year they originally expected to release.
https://www.reddit.com/r/starcitizen/comments/6w4d1r/this_needs_to_be_said_again_full_star_citizen/
Judging by the file accesses - nope.
Mega-map tries to load absolutely everything your PC can handle, then dumps 99% of it when CIG's server sends a "run now" message.
It loads assets you'll never use. It loads assets you will use, and then promptly dumps them. It then reloads them yet again - and again dumps everything when you are playing in a stable session - and has to load then yet again in that session.
It's all sorts of absolutely crazy. You can monitor this behavior in real-time using nothing more complicated than process monitor.
So episode one is what people will play this year and that's the one that has seven... the equivalent of 70 Wing Commander style missions and it's formulated a little differently than say the old Wing Commander because the Wing Commander it was like you flew a space mission and then you're aboard the ship and had some conversation, you flew another space mission. Whereas in squadron 42 you can fly a space mission and then land, get out, get into a firefight with some pirates then chase another pirate, he gets into a ship and takes off, you get into a ship and chase him, so you know in the old sort of Wing Commander format that's actually three missions but it's all sort of one fluid thing that happens. There'll be three sort of checkpoints so to speak of in squadron 42 for those kind of things, but it would sort of all be one overall mission.
So we're sort of thinking it's like 20, I think it's 21 chapters or so, and each chapter sort of is a segment of missions that's sort of a kind of fluid, so they sort of do this and then maybe you'll stop and be talking around and dealing with people and get into some action and then it sort of goes on like that.
So it's the equivalent of about 70 missions Wing Commander style. I think we think is about 20 hours of gameplay. It's pretty drat cool like I said, we're gonna have some we have an awesome cast and then you'll be spending time with them for the next.
So episode 2 is behind enemy lines which I think everyone that backed until like six million gets for free, and then episode three would be the year after that. So we're sort of thinking that we'll have each one of these each one of them is the equivalent of a huge triple A, you know Call of Duty or better because I mean we've got a much bigger campaign.
I am, at this very moment, drinking at the orange international food festival with two sc employees and a couple blizz and activision dudes and we are all loving making GBS threads on sc and crobbers
lol the poo poo they are talking about everyone there, just holy poo poo
the company is hosed. get a refund. there's no secret build, just as I thought behavior scripted last year's 3.0 demo and then hosed right off after the checks stopped coming
star citizen is a hodge podge of over 200 different programmers, all with different loving tasks and goals an comments and engines, it'll never ever be more than the jittery bullshit mess we currently have
also things are tied directly to loving framerate in the engine, so that's why some people on poor rigs can clip through poo poo easier than people on 5k dual titan rigs
Jesus I knew they were loving dumb but this is amazing. amazing
like at one point you're creating your character for sq42 (which is just the SC character creator basically, no one really knows what is going in what game at this point) and [Chris Roberts] wanted a scene where you stare at yourself in a mirror as you change poo poo (like fo4) but instead of just rendering the character model as a separate scene in the mirror with canned head movement he wanted some super crazy poo poo like mirroring the entire scene as you changed yourself into super "level 5" or whatever heads that slowed the entire scene to a crawl because you were loading some intense poo poo into vram because the loving bathroom you were in had multiple mirrors that crobbo all wanted reflected, even if you can't loving see it
QuoteWhat was Crobber's reaction to the Gamescom show and it's reception, if you were told?
why did everyone gently caress up, why didn't anyone tell me poo poo was broken, why aren't we further along, why don't the backers pledge more, why don't people understand what we're doing here, why aren't things working properly when the outside contractors had them working fine, why can't we do things better, why can't we hire better programmers, why do we have to keep paying contractors who already dropped out of the project, why do we have to pay actors more, why are we not making more money, why aren't we close to finishing 3.0, why are people afraid to come talk to me about issues, why can't I get a straight loving answer from you loving idiots, why are our monthly expenses so high, why aren't outside contractors interested in working with us, why aren't people impressed by FOIP, why can't I go on vacation, oh I loving can BYE
the best is the tales of crobbo wandering around the office and pointing out certain employees as "high risk" or "low performing" while everyone in hunkered down and trying to loving do this impossible poo poo he wants
QuoteWe've been told we still have jobs, but not if we will be getting paid for them.internal rumor is that chris is getting rid of the programmers first, as they've been, in his words "underwhelming"
lol
I mean we are all drunk here so who knows how much this is all hyperbole or exaggeration but these dudes are super loving lit about cig
the other guys tried to cut in with "yeah it's bad at company x too" but the cig dudes steamrolled over them with some of the most unbelievable "my company is a teainwreck" stories and we are all just stating at them agape and hehing
This leads to two flaws in the model. First, the model assumes you're using a strict Definition of Done (http://www.jamesshore.com/Agile-Book/done_done.html). When a task is marked complete, the model assumes that the task is completely done--it's been integrated, reviewed, bug fixed, and everything.
But that's not what CIG means when they mark a task "done." It looks like CIG marks tasks "feature complete" when the initial requirements have been coded. They still need to integrate it with other teams' work, test it, bug-fix it, have it reviewed by directors, and make changes in response to feedback. But my forecasts don't account for that extra time.
CIG doesn't use a strict Agile approach.
QuoteQuoteDid you not read the OP where I just discussed its flaws in detail?
Yes. But that implies the flaws are close enough to reality that theres a point for you to even post this.
When I started this series, I thought it was. Now, I'm not so sure. But I'm going to carry on in the name of intellectual honesty. Expect more discussion of what worked and didn't work in the future.
"No Bamboozles" means I'm not bullshitting you, not that I'm infallible.
CLOUD IMPERIUM RIGHTS LTD.
Incorporated on
29 August 2017
Sarsapariller posted:
So, the Derek method:
1) Make an ambiguous reference to an apocalyptic ending for CIG.
2) Thread laughs at you, but a couple industrious people start rooting around and turn up some dirt.
3) Immediately post the dirt and claim it is what you were predicting all along.
4) Repeat for two plus years.
how do you dox someone whose info is all public again? and who tweets their own job changes?
If humanity were just as cynical as most people in this thread we would still be living in caves laughing at people trying to make fire.
Some people have spent a lot of money on the game - have you ever thought about putting in a spending limit?
Chris Roberts: I know some people don't think we say it, but I do - you don't need to spend any more than the base amount. That's all you need. I definitely think there are some people out there who just like the idea of supporting this. For them it's their hobby. I have friends who aren't necessarily into computer games but maybe they're into golf, which can be a pretty expensive hobby.
i mean, what a fucking dumb naive question jesus
Derek is still rolling with it, claims the $330 Swofford talks about is the guy's own account, and the $45k is the org account. He says the guy deleted his reddit account to avoid drama.
When... when we were ON SET in... in... and ah... FILMING and PCAP it... it was... it was really important you know cos the game was... er... really much FILMED LIKE A MOVIE and as we... as we went about TRACKING and trying to manage and maintain the CONTENT it was very clear that we needed to focus on the IMPLEMENTATION side and to use that as a way to track how the... the PCAP should be cut up and the way it should be ORGANIZED so... UTILIZING THAT BACKGROUND OF IMPLEMENTATION I made sure that we TRACKED OUR PCAP in a way that was ultimately feasible to edit... edit the project and... and... and... and uh... actually track how... how it was being cut up and... and uh... and... on... on the uh... on the EDITING BOARD.
So every flight controller is its own AI. When you hailing a tower to request landing or takeoff, you're gonna be in contact with an actual SUBSUMPTION DRIVEN AI which, um, has... depending on the station a unique voiceline or a generic one...
a GENERIC computer system which also picks up if there's for whatever reason, no flight operator available. Because our flight operators are actually like physically placed in the station, so... you could basically stand in the station, see him talking to someone and whoever is on the ship will see the same thing. So it's a... uh... ONE TO ONE TRANSITION.
That's pretty much Star Citizen development in a nutshell, I think. They've become so obsessed with all these extremely minor details that they don't have time to actually build a working game.
(https://i.imgur.com/3dXkGxA.gif)
Fan art !spoiler (click to show/hide)Ironic ?[close]
https://forums.robertsspaceindustries.com/discussion/194314/cig-staff-tribute-photo-montage-art-work-dedicated-to-the-hard-work-of-individuals-within-the-teams/p1
Some examples below (spoiler ag for size...)spoiler (click to show/hide)(https://i.imgur.com/Jan4eI8.jpg)
(https://i.imgur.com/FqXu2kJ.jpg)
(https://i.imgur.com/btNpmYT.jpg)
(https://i.imgur.com/UvQ1fA2.jpg)
(https://i.imgur.com/x22QztR.jpg)
(https://i.imgur.com/rkVrYUh.jpg)[close]
Squadron 42 will be the focus of our Holiday Livestream in December, where we will preview some gameplay and share our roadmap for its completion
QuoteThey could have learned from the "Answer the call 2016" last year.
Nothing's ever good enough, right? Can't ever admit that maybe they've done something right.
Psst. Your bias is showing.
QuoteIt's marking hype that capitalizes on that, but it's not a release date.QuoteThat "answer the call" means nothing. It's not a official release date indication something, that should have been obvious after it changed the first time.It'd be bizarre to expect people not to interpret it as a release date, so even if that's true, which it isn't, it'd be pretty silly.
Found this via the refund subreddit.
I'm seriously hoping this is a photoshop. Because if it isn't.....
(https://i.redd.it/xm58c0ofiorz.jpg)
Eh, ahhh I wanted... to mention it at project leadership meeting but it's important that the... QUALITATIVE feedback, uh... is filtered through, ah... TARD... and we'll make priority calls on it 'cos... there's some STUFF like you know, the 10001 error codes, yes with them we're definitely... we're definitely fixing, but then you know there's some SUBJECTIVE feedback of like, "I don't like THIS or I do like THIS" or whatever, now some of those issues they're calling out we already know about we're already working at addressing...
I always get a bit WORRIED because first of all we're getting ah... kind of SUBJECTIVE feedback that's sort of ANECDOTAL and so you know someone can have a strong OPINION but you know like, that could be THEIR opinion and maybe different to someone ELSE'S opinion as to whether it's a bug or not... so it has to go through the FILTER of us on the very HIGH LEVEL of the kind of DESIGN SIDE to make sure that you know, it's something that we wanna AGREE because a lot of the times people can't see the BIG PICTURE when they're making, ah... you know... FEEDBACK 'cos they don't know where the, you know, they're like, "WELL THIS IS MISSING! I NEED THIS!" and we're like 'yeah, no we know it's missing', it's kind of like on our TASK LIST, we're working on it right now, and we understand that... you know... it hurts your ability to dogfight if you can't see the status of your TARGET... or the status of your SHIP
QuoteEKD said in burndown that there are 23 must fix issues for the official SC alpha release. He means for live, not PTU.
Edit: Blimey! I got it exactly backwards. Glad Disco cleared it up.
Next Evocati phase.
No. Waves are groups of people. Phases are development milestones. We got Transit out to Evocati. We're working on getting Shopping and Cargo out to Evocati, next.
Those are the bugs you're seeing counted down on ATV at present.
Putting dates on games is something an amateurish publisher would do. I'm glad CIG realized putting a time limit on perfection is foolhardy.
The Gamechanger has now all-but-been-confirmed to be a Outpost / Player-Colony builder
That clearly says it's a kinesiology and xenolinguistics ship
Q: How's the Nox and other bikes?
A: The Nox is very uncontrollable and tends to flip to its side. The DF can spawn upside down and is jerky at best. Both bikes can be placed inside the Cutlass and other multicrew ships, but getting them inside in one piece without dying is very challenging. The URSA I have not tested because there's a known issue with the ASOP terminals where some ships don't show up even though they're available in the patch.
Q: How's the moons?
A: Tricky to get to atm. When first QTing to a moon, the ship stops about 500km away, so you have to go back to the star map app and select 1 of 6 bouys or "OMs" to get closer to them. Then you have to max out your ship's speed with AB to travel about 100km to reach an outpost or station. For example, from Port Olisar to Levski, you select Delamar as your destination on the star map app, then after arriving you select OM3 to get close to Levski, then after that you point your ship towards where Levski should be and you wait about 5 minutes in max speed to get to the vicinity of Levski where you can ping the ATC guy to give you a hangar to land on. The moons themselves only have 5-7 outposts marked on the star map, but there are roads, derelicts and un-marked buildings that you can explore just by flying around. Other than that, the moons are very sparse between marked outposts and bikes are too buggy to effectively roam around moons.
Q: You mentioned there are NPCs in the build?
A: Yes, patch 3.0.0a had them roaming around doing their own business in Port Olisar and Levski, but they were buggy and get stuck in doors. In later patches, CIG decided to freeze them in a line in Port Olisar, so we'd make memes about them in ETF Spectrum. You can't interact with them yet, and Miles spits out the same greeting line at Levski.
Yes and I am saying even if Star Citizen MMO part gets cancelled and only Squadron 42 releases at a quality level comparable to Kingdoms of Amalur I would be ok with that.
Of course it's better to get the whole package but chances of that are fairly slim.
In a single server instance we can currently have up to 40 players in Area18 or 24 players in Crusader. Matchmaking tries to put you in the same instance as your friends, but beyond that it is luck of the draw which instance you will end up in. However @H0wland is correct in that our goal is that eventually everyone will be in the same instance.
It is our hope that the New Ship Matrix will be the starting point for your Star Citizen theorycrafting adventures, as we detail the stock loadouts each ship will begin with
QuoteI see this comment over and over again like 3rd party companies are doing it for free. Why don’t people see money as a resource?How do you know that?
If they are paying someone to build something then that is money being spent that could be used elsewhere. Why is that so difficult to understand?
Maybe the company cut a deal to get a lot of eyes/publicity on the product? It's not the first nor the last time it can be done, neither of us know - why bitch about it?
QuoteOn the flip side of this coin, how much do you think it costs to pay 300+ employees a year?
Probably 12-16 million a year, they probably pay lower than average due to it being a start-up. They have made some bad investments in the past though, I forget the name of that company that did their FPS- messed it up so badly they had to redo it themselves costing even more money.
they never had release dates. Only estimate dates, chris always said that. If fans believed that these were release dates, then it is fair to say that that is on them, not on cig.
Clive Johnson CIG@cjohnson October 14th at 02:35 pm
To give you an update on the specific technologies you asked about :
Server meshing - not started yet. Our plan was always to make the single-server experience better and more optimized first.
Server meshing is going to build on the technologies we're creating for single servers, so these all need to be in place before we can start.
Also it is going to be challenging and complex work that will need the focus of the whole network programming team, so once we start work on it we don't want to be fighting a war on two fronts.
The budget for Wing Commander IV was $12 million. 20 years ago. And that had a 14 month dev cycle from III.
I'm going to go out on a limb and suggest they might be spending more than that a year now.
The cast for Squadron 42 includes Gary Oldman, Mark Hamill, Gillian Anderson, Mark Strong, John Rhys Davies, and Andy Serkis
QuoteThe cast for Squadron 42 includes Gary Oldman, Mark Hamill, Gillian Anderson, Mark Strong, John Rhys Davies, and Andy Serkis
Things are falling apart and have been since the middle of last year. I've had six people ask me to go on record or reveal sources lately (I've declined). I'm sure they've talked to Bootcha and Beer and outside contractors and current/former employees and god knows who else.
I know you'd like to imagine that somehow, Chris and Sandi and Ben and Jared and Tony and Erin are really, really nice people, who care about the backers that gave them millions.
Here's the thing, and I'm trying not to be mean, just as real as possible: they don't give a gently caress about anything but money. The product that you'll get delivered in 3 weeks is an absolute travesty and that's going to be it. They'll continue the Live support for the game, promising additional content and increased player counts, but this is it; 3.0, in the state at which is arrives, is going to be Star Citizen. That's it.
When that happens, when the dreams are no longer just accessible in the mind but available to be played on the keyboard, that's when things are going to go into an absolute loving frenzy. Chris Roberts and everyone else in his little tower understand this. They 100% understand.
I'm sorry your dream space game is going to be an absolutely janky piece of poo poo with almost no content but what the players create for themselves. I really am. As a backer, I'd liked to have played a fun PC space game, too.
But this is it. This is what you're going to get. And it's just, it's just awful. It's really, really loving bad.
hello
all of these are god knows how credible
chris roberts is transitioning away from any game or art design to focus more on company matters
someone close to chris (sean tracy??) will be handling all end stage design and art approvals
expect 3.0 features in 2018 at the minimum
sqlude is still scheduled for this year
sqlude is working off a different engine branch than 2.6/3.0 (???)
mocapped assets are undergoing redesigns (again)
some mocapped characters have changed due to rewrites, causing dialogue to be re-recorded
crawling/wall/fast attacking vanduul were too "problematic," will now stand and fire normally
AI still broken (shooting through walls, instakilling the player, animations not firing correctly, spazzing out into the great beyond on death anim)
netcode still broken
updated design docs are forthcoming and will detail some "minor" changes to scope
larger ships with full player crews will be hamstrung fighting against AI ships until problems are fixed
larger battles are still not possible (2018/2019 minimum) and SC will focus more on smaller player driven skirmishes
end year sales "barely put our nostrils above water"
One of these days, I need to sit my ass down and read up on this. I played around with the early betas but some time down the road more or less lost interest. I didn't exactly get my PS4's worth of entertainment out of my PS4's worth of dollars, but that was 50% expected and 50% too long ago to still matter.
Is there a convenient summary/timeline (beyond the obvious "step 1: idiots give Roberts money; step 2: more idiots give Roberts more money")?
I mean, this is the internet. Someone out there has to have a "CGI watch" blog or something. Even if it's only to chronicle their butthurt over lost gambling money.
Interesting things. The sale comes with some construction material and also with a UEE claim license.
I mean, it'll probably be expensive to get once in the PU, but after you have it, the only real significant recurring costs of using it will be the materials and claim licenses if you want to expand your initial settlement's acreage.
There could be property taxes. That would be a reoccurring cost.
QuoteHonestly, based on the rate they are selling them, the amount they made available, and the imminent second wave of them I feel like they are "limited" only to take advantage of artificial scarcity to sell more of them.
I agree with the author of this post about the whole artificial scarcity argument.
SPACE PROPERTY TAXES
In case people missed it due to Citcon excitement, today's Burndown summary:
- Crash/disconnect problems mentioned in Evocati confirmed, testers/devs have no idea why it's happening.
- Erin getting frustrated as to why fixes are taking so long.
- Something about networks, I honestly couldn't understand the guy's accent. Something about aiming to get the ping down so that the game reaches 30fps?
- They're still not sure what exactly the point of the evocati are ("We use them mainly for networking and performance" "don't we want them to give gameplay feedback?").
- More schedule shuffling.
- Bug with shops where the shops just don't work (no items appear), apparently they had this problem before; Erin: "Can't we just fix it like we did last time?".
- Bug with icons appearing huge.
- Airlocks stopped working, again .
- Dev: "We're finally seeing the light at the end of the tunnel" .
https://issuu.com/newbayeurope/docs/mcv928_27th_october (https://issuu.com/newbayeurope/docs/mcv928_27th_october)
Star Citizen bit at p18
(https://i.imgur.com/urGhmA9.png)
(https://i.imgur.com/oR0dnmZ.png)
So the movie they ripped off for this CitizenCon is... *drumroll* Blade Runner. Including namedropping Tyrell Building.
Goons seems to think the bullshots are better this time round.
Was gonna post to say the backers seem delighted by the keynote which in the end is what matters to CIG. Reportedly Croberts said they will try to have at least an alpha iteration each quarter next year (so... Same promises than a year ago ?) but I haven't double checked that.
4 more years !
It's turning into Second Life in Space. With shiny HD graphics.The longer they work on it, the more affordable those shiny HD graphics will be for the end user. So I guess that's a plus. :doge
Most of the missions for 3.0 are fully functional and any that require bugfixing and polish will be done in the remaining weeks. A few more missions are being worked on until mid-November, so there is enough time for thorough testing.
So, now that the ship well has run dry, we are getting pieces of land. After that, what is left? Virtual slaves? I wouldn't mind a village of desperate, nubile, ...errrrr... cough, I mean, skilled subcontractors. Who also happen to be supermodels. :-*
You are late : CIG already talked extensively of NPC you could hire for crewing ships.I mean, could you preorder them like ships or lamps, or are you talking about henchmen you can hire to send your ships around and make some money on your behalf in the eventually finished game?
It was a black card pop-up party.
QuoteYou buy a black card that is sold in very limited amounts on the store every now and then. It's around 35USD if i remember correctly. That will get you emails with the time and date. However it's not a secret and the date and place was public knowledge as it has been posted on this site multiple times. I believe everyone is welcome to show up at the meeting, they ask you to bring a friend in the emails.You have to qualify as a Concierge level backer by having spent at least $1000 before you could even buy a card.
only religion where you can take a beer with your savior
Something Jones 3.0 Live Blog
https://www.twitch.tv/theastropub
The buildings to the left and right of the flight path as he lands at Levski are 2d sprites - you can see them sliding around, they aren't attached to the ground. Shadows are baked on. It's quite obvious. e: if someone can grab this that'd be amazing, it's a live stream and I don't know what I'm doing.
So the seamless planetary landing is:
1: You fly to a waypoint in orbit
2: You fly down to the waypoint on the ground
It's a pre-determined flight path.
The travel between planetary bodies is pre-determined as well.
Performance-wise it is running like utter , it's really bad.
Mocap NPC at Levski, his hands clip through his body as he emotes, that's allegedly the problem with all of the SQ42 mocap
Single digit frames inside Levski base everywhere
BPM monitor on HUD and Mobiglass don't match
"This game is early access, if you aren't interested in early access it ain't for you"
11-14 fps in Levski pretty much consistently
Background music stuttering badly, .5s gaps of silence in the bg music
"50 players per server now, this has also decreased the fps"
Miles Eckhart NPC not working, wasn't able to interact, "there's really no point in going to Levski right now, you can't do missions right now"
PLAYER TWO HAS ENTERED!
Another player has arrived at Levski, let's see how this works. They arrange to meet at the 14fps statue...
Music is stuttering and skipping with a vengeance now
PLAYER 1 is waiting at the bar, PLAYER 2 is coming down the stairs now...
"Can I live with 15fps? No of course I can't live with 15fps"
PLAYER 3 on chat "It's just crashed on me, I'm gonna leave it there"
PLAYER 2 "It's so laggy it's hard to tell what the I'm looking at"
PLAYER 2 arrives at bar, PLAYER 1 can't see him
PLAYER 2 on voice chat "Scam! Get a refund!"
PLAYER 2 is trying to interact with Miles Eckhart, PLAYER 1 can see Eckhart interacting but can't see PLAYER 2
Aaaaaand PLAYER 1 exits the game
- end of live blog thanks for listening get a refund -
Remember, this is not representative of whatever the procedural planets will be like in Star Citizen 1.0 release version. These are procedural planets/moons in pre-alpha Star Citizen 3.0. Work in progress, pardon the dust.
You know what really breaks immersion IMO? Irreversible, unrewindable, non-pausable entry+exit animations.
Can't even look around while doing it :/
That was really jarring when I first tried SC after coming from a game where camera control was only taken away during full on cutscenes.
I mean the camera is tied to the character model head. Unless they plan on giving you free movement of the whole head, it would be difficult, as that requires you to interrupt keyframes.
For example, getting out of a cockpit and turning around to climb down a ladder. It's not like you could just keep looking away from the ship, as your head would end up backwards. So, maybe forcing the view to change according to the body orientation, but within a realistic range of natural head movement. Just like real life basically.
I'd be stoked on that. And I cannot see any other solution within the unified camera view and character head/body design.
Same, i look outside the screen to avoid sickness due to these strange camera moves...
Your post seems to assume that the current animations look convincing. Look at what your guy does getting into a seat, then imagine getting into your car that way.
I cant wait to see you in a parking lot trying this - looking like a weirdo robot who gets into his car while his neck and eyes are laser-focused on a single point, then putting his hands on the wheel before even attempting to start the car.
Quote from: Known "enthusiast" LethalityThis is not going to change. Those transitions are what make the game work conceptually.How would looking around while climbing a ladder break the conceptual workings of the game?
QuoteMUH IMMERSHION!!!!!Hey mods--Can we make a rule about this fucking clearly derogatory taunting drrisive line & the stuttering vatriations thereof as bullying already?
So aren't we like 5 years from the end of the crowd funding campaign now?
https://www.reddit.com/r/starcitizen/comments/7eq0f4/i_drove_45_hours_each_way_to_get_a_beer_with_the/
I drove 4.5 hours each way to get a beer with the man. Worth it.QuoteIt was a black card pop-up party.QuoteQuoteYou buy a black card that is sold in very limited amounts on the store every now and then. It's around 35USD if i remember correctly. That will get you emails with the time and date. However it's not a secret and the date and place was public knowledge as it has been posted on this site multiple times. I believe everyone is welcome to show up at the meeting, they ask you to bring a friend in the emails.You have to qualify as a Concierge level backer by having spent at least $1000 before you could even buy a card.Quoteonly religion where you can take a beer with your savior
Will I have an advantage over other players if I buy a claim license now?
No. Licenses can be bought for UEC in game and no one will be able to claim land before the mechanic is available in game for all. People that own claim licenses now, during the anniversary sale to support development, and people that earn the money in-game to buy one will be on equal footing assuming they have enough UEC, especially as there will be millions of locations for people to explore and claim within the Universe over the life time of the game.
Squadron 42 doesn't have a plot... but you can!
A claim beacon is a staff-shaped piece of hardware used in conjunction with a claim license to procure a section of land. Upon insertion into the ground the beacon will activate and a small memory module near the tip will be encoded with the precise coordinates of the area. The module can then be detached and taken to a UEE Planetary Development office in order to execute a claim license on the designated property, assuming the property hasn’t already been purchased by another. Beacons also serve as remote monitoring stations, capable of transmitting real-time weather information and motion detection alerts to the owner, with the latter particularly useful in helping to determine if someone may be seeking to exploit your property without your permission.
The costs come in for the servers, the projected costs, if we do go ahead and release into beta next year [2018]. I don't know specifics but I know it's a lot. There's been some ask for how we continue to pay for that upkeep since the original deal fell through.
Most of us feel subscription costs are the only way. There's no possible other way to keep the lights on here. I know a lot of our backers will be upset but, again, that's the nature of game development. Things change. Plans change. How can we cover support for a live game that requires hardware and software solutions still being developed? When the multiplayer blocks are still being built? There's no other way, at least none that I can see.
Prices are being still being discussed.
Additionally, the more accounts you have with a certain level of status grant bonuses to credit production (?? no elaboration here) and your mission queue (?? or here).
https://www.resetera.com/posts/1567900/
:rkelly :boring
No, I'm not trying to create a system in which I can plant beacons on every major planet and then have the inaccurate beam randomly vaporizing other peoples stuff which they probably spent real money on.
Though a true "ultimate space simulator" would allow me to become an intergalactic terrorist. Just saying.
I can't be the only one to find it to be disingenuous, Something i'll expect to read in a click-bait article.
Yes while technically "Star citizen" as a name of an IP and an intellectual property was first conceived in 2012, The SC which many are playing right now, posting screenshots and videos on, Certainly hasn't been in development since 2012, How about we go through some major points:
1- The awesome Tony Zurovec, Our persistent universe director was hired in june 2014
2-The frankfurt office everybody loves opened in july 2015, With much less devs than it has now.
3-Many of the senior and big developers working on SC now came from Crytek, That happened in 2015.
4-By the end of 2014, CIG had 160 devs, That's almost one third of what they have now (450+), 70 of those 140 were in UK making mostly SQ42
5-Almost all of the ships and assets created in 2012, 2013, And 2014 had to be redone to fit the new ship pipeline and quality standard, And we can be certain that most of the assets created for SQ42 in those same years had to also be redone.
So in my own personal (conservative not optimistic) estimation, SC in it's current fidelity and scope we're seeing now, has been in development for about about 3 and a half years, Basically since mid 2014.
Considering how SC is pushing the envelope on many aspects of game development coupled with their obsessive attention to details, The work and progress they achieved in those 3 and a half years is reasonable, If not great.
Edit: By the way, I consider myself a victim of this '2012' BS, I avoided this game like the plague ever since i heard of it in 2014, Because all i heard was it's been X years in development since 2012 and hardly anything to show for, Even when one of my friends showed me the planetary landing in gamescom 2016, My reaction was "Is this all they achieved in 4 years and over 100m dollars?" , I truly thought it was a scam, Luckily i became very curious about SC at the beginning of 2017, And when i became knowledgeable of SC development history, The '2012' date echoed in gaming websites which i was personally exposed to, just felt disingenuous and didn't give an honest picture of SC at all.
Now some of you might think "Star Citizen is not a cathedral". While you are right on one hand you are also wrong on the other.
If you look at the scale that SC has and also look at the dreams that SC aims for, it should be seen as a "gaming cathedral".
Weather its in a Cutty red rescuing a stranger, or in the endeavor Hope saving people I have never met, I don't want to have to constantly worry about people jumping out of beds and wandering my ship trying to fuck my shit up.
A. Funding tracker. This was the best Aniversary sale ever. Funding for this year will likely surpass last year, making it the best ever.
B. Reddit and Spectrum are super excited and gushing about 3.0. Very few complaints, just shittons of "my first landing on Daymar" screenshots etc.
C. Streamers are way more active post patch and their viewership is up.
D. Any negative threads left are quickly buried and usually ship minutiae related. Before the patch there were near daily threads about deep critical things like "are they lying about progress?" etc. That's gone now.
Like its obvious releasing 3.0 to PTU, whatever the state, was objectively the correct decision. It was not the "unmitigated disaster" Derek and others said it would be.
Pooping Not implemented
QuoteNow some of you might think "Star Citizen is not a cathedral". While you are right on one hand you are also wrong on the other.
If you look at the scale that SC has and also look at the dreams that SC aims for, it should be seen as a "gaming cathedral".
Some People call me the space game dev, yeah
Some call me crowdfunder of love
Some people call me Crobbler
Cause I speak for the Freyermuth of love
People talk about me, baby
Say I'm doing it wrong, doing it wrong
Well don't you worry backers don't worry
Cause I'm right here, right here coding at home
I'm a nitpicker, a dumb grinner
with a lawyer, and a sinner
I play whale music in the sun
I'm a coker, I'm a bloater
I'm a midnight coder
I don't care if my games are fun
Wooo wooooo
Wooo wooooo
Wow, they are STILL pretending they will have VR support despite every single thing about the project making it very unlikely? Slimy. I know a guy who used to work for Oculus who was around for CR's visit. Called him a blithering idiot. Then did a masturbation gesture.
Yeah that's the Star Citizen line ever since CR got drunk at a Bar Citizen a year and a half ago or so and pontificated that VR was worthless until it was a form of sunglasses. So you get the true believers parroting that on reddit and the like.
All of us having a blast playing ED in VR for years now are somehow mistaken, I guess. Because CR can't do it, it MUST be worthless. I mean, he's a VISIONARY. He knows these things. I just wish he didn't con me out of a few bucks on the back of VR support!
CIG Matt Sherman - Cutlass won't have the Flashfire working ever. We're still looking into exactly what we'll be doing for the people who've purchased it, so can't say what will happen in that regard, but in-line with the recent Shipyard posts, Manned Turrets are always there, you won't be ripping them out completely for a mount replacement like that.
Released with 1.3 in Oct of 2015
No longer operational as of 2.2 in March 2016
Removed from the store sometime around Dec 10 2017
I don't understand how after five years, $150M+ in funding and a massive team, this can still look like a school project thrown together by a couple of students.Go back a few pages and look at their schedule process.
46.
Sections 2.2.1, 2.2.2, and 2.6 of the GLA contained a promise by Defendants that they would keep the underlying technology for CryEngine (including computer source code) confidential and not share it with anyone else without first disclosing that third party and obtaining prior written approval. 47.
Section 2.2.1 of the GLA states that Defendants shall not "publish or distribute the CryEngine in any way, be it in source code or object code." 48.
Section 2.2.2 of the GLA states that Defendants shall not "use CryEngine in any manner which may disclose the CryEngine source code or other Crytek proprietary information to any third party not otherwise authorized herein." 49.
Section 2.6 of the GLA states that a third party developer is permitted to access the Crytek technology so long as Defendants obtain "prior written approval" from Crytek and the third party developer enters into non-disclosure and non-competition agreements with Crytek. 50.
On May 6, 2015, Defendants began posting a series of videos online titled "Bugsmashers." The videos contain excerpts of information from CryEngine that were confidential, in breach of the GLA, and should not have been shown to the public. The series continues today. 51.
On August 26, 2017, news reports announced a partnership between Defendants and a third party developer, Faceware Technologies. Upon information and belief, as a result of the partnership, Faceware received access to the underlying technology for CryEngine (including computer source code). Defendants did not disclose this third party developer's involvement to Crytek, let alone obtain Crytek's prior written approval. This was entirely in breach of the GLA.
Defendants knew Crytek's right to display its trademarks and copyright notices in the Star Citizen video game and related marketing materials was a critical component of the GLA. Yet, by at least September 24, 2016, Defendants' co-founder Chris Roberts publicly sought to minimize Crytek's contribution to Star Citizen, stating that "we don't call [the video game engine] CryEngine anymore, we call it Star Engine" (https://www.youtube.com/watch?v=fDROliuDczo (https://www.youtube.com/watch?v=fDROliuDczo)). 34.:trumps
Shortly thereafter, Defendants removed Crytek trademarks and copyright notices from the Star Citizen video game and related marketing materials in breach of the GLA
spoiler (click to show/hide)*Having spent over three digits on Pokemon Go, I realize the irony. :doge[close]
Derek Smart must be jizzing his pants.
They're suing one of the most promising companies using their engine. One that could pay major dividends to them in the future.
A complete and compilable version .... so Crytek expect a fully working bug fixed engine? Would have been hard to do so since CIG extended the engine a lot so any bugfixes applied to it would have been irrelevant to Crytek or would always have been non complete/not compilable since the CIG and Crytek version started to drift from eachother (64bit etc).
Can CIG even be found in breach of contract when no final game has been published?
I HAVE HERE FOR THE COURT ANOTHER JPG
*entire courtroom groans*
I guess instead of war bonds CIG can start selling bail bonds
Oh that’s gonna back up the production pipeline :teehee:bow
Oh come on, i've been waiting for this game for so long and it's made so much progress. Couldn't they wait until the game is essentially finished and making money before suing?
Star Citizen is never coming out
The user was warned for this post. Don't make inflammatory drive-by posts.
https://twitter.com/dsmart/status/941012531086266368
The Age of Star Citizen is finally over. Maybe next decade.
Tall Poppy Syndrome. Plain and simple.
CIG: too fail to be big.
I've got a contact at CGBot that explained what went on regarding SC, and the folks there weren't close enough to CIG for the kind of gossip on those leaks.
To elaborate, CGBot is based in Austin, but all the work is actually done in Mexico. They deal almost exclusively with asset production, and in the case of SC they designed the original Hornet plus a lot of work on objects, interiors, clothing, etc.
The extent of their contact with CIG was art leads being sent concept art and receiving really lovely feedback, no budget (as in, memory, polygons they should use), having constant minor revisions forced upon them, and the entire company put through the grinder essentially with volume of work combined with the aforementioned. But CGBot was actually in dire straits at the time so they needed the work, then once they could bow out it was a "never again" thing for the company
and how far up the food chain are the lawyers who signed onto the filing?
James Y Pak - an actual IP lawyer who wrote code, was part of the team that Zenimax used to slap Oculus around
Kevin J. Minnick - part of the Toyota team on the unintended acceleration trials
P. Anthony Sammi - Too much to list, go read his profile, but he's a PARTNER. Skadden isn't a two tier firm, all partners are the same; so while he isn't a name partner he is one of 380 around the world for Sakdden who has a stake, he's not some small time fish like you think is on this lawsuit https://www.skadden.com/professionals/s/sammi-p-anthony
Kurt Wm. Hear - co lead on the Zenimax, also a partner (see above). Not some small time associate
https://www.skadden.com/professionals/h/hemr-kurt-wm
So, two partners attached with 2 associates. Par for the Course on a high profile case like this. All 4 lawyers have immense experience in IP cases and all have been on big name trials related to them. This is an experienced and capable team.
This all sounds well and good, but having read the complaint, I find it hard to believe they're as awesome as you make them out to be. There's some portions in there that really stretch the truth to a point I'm wondering if they know what they're fucking talking about. I mean in one section they're claiming CIG switched to Lumberyard when they were supposed to be exclusively on CryEngine and later they claim that Faceware was shown copyrighted CE source code at a point AFTER the supposed switch to LY and they also claim that Bugsmashers is still making episodes showing CE code, except, they're on LY now as part of the complaint. So either they're inept, or dishonest.
OR are they trying to claim that despite switching to LY, CE GLA still applies and overrides CIGs licensing with LY since LY is amazon's version of CE?
I mean, that's quite a spin they put on the situation and makes me feel like despite their oh-so-holy pedigree, they're capable of being full of shit.
It sure seems that at least some of their arguments are legit in the complaint but it also seems like they've stretched truths beyond reasonable limits so the whole "they're too prestigious a firm to ever do that" rings hollow to me.
However, IANAL, so i'll be watching all the updates with interest. Maybe their original agreement does somehow override CIG's license with LY and makes LY code equivalent to CE code and all LY licenses worthless?
Didn't something similar happen with Too Human? Like Dyack claimed they had customized Unreal too much or something and shouldn't pay Epic, but a judge thought differently and ordered every copy of the game destroyed. :lol
“I distinctly remember a theater review of the ‘Chinatown’ level, which was so broken that it was completely unnavigable, even by the lead designer playing it,” a source says. “Dyack’s only note was that the ‘lights should be more red.’
Another source recounts an anecdote from a different theater review. “The game was an unplayable disaster [in the review], but he got fixated on a static mesh of a non-interactive grey truck in the background. He gave the company a 20 minute lecture on the fact that he’d never buy a grey truck; he wanted it painted red.” Accordingly, some SK employees sniggered behind their backs at Dyack: “We jokingly coined the phrase ‘paint the truck!’ for other ridiculous, off-the-hip ‘executive orders’ that sprang forth from Denis’ mouth,” says the same source. “Incidentally, I played the game after release... the truck is still grey.”
“At SK, publishers are viewed with an extremely adversarial perception,” a former employee said.
This belief revolves around the principle of “getting the initial contract signed for a fairly low amount. They want to get the contractual and financial hooks into the publisher. This is accomplished by promising massive worlds, epic player-controlled stories, and an overall ‘fantastical’ experience. They leverage this by talking about Eternal Darkness endlessly.”
Once a publisher signed the main contract, SK delivered assets for “months and months,” according to several sources. “Characters, rooms, FX, concepts. This gives [the publisher] the impression that progress on the game is occurring when, really, they were just getting a totally unorganized mess of assets."
The entire situation raises the question: Exactly how much money in refunds has the team behind Star Citizen given out?
We asked a spokesperson to share those numbers with us. They declined to comment.
We’ve confirmed that the case is open with the Better Business Bureau of Los Angeles and Silicon Valley.
“We wrote to Cloud Imperium,” said Steve McFarland, CEO of the BBB. “‘Certainly, you cannot expect consumers to wait indefinitely for a return on their investment.’ We have not received a response.”
Croberts is going to start a new crowdfunding campaign for legal defense. The $4 million stretch goal would be founding his own law firm(s) (called Roberts & Associates, LLC, Robert & Associates LLC, Foundry42 Law, LLC, and more!) instead of seeking outside counsel. Also, because all the money from crowdfunding will go straight into the new law firm, it's 4x dollar-for-dollar more effective than how existing AAA law firms operate. It will revolutionize the law industry.
This is an affidavit stating that my funding was in no way influenced by Crytek's involvement , and it was given freely and solely to Chris Roberts based on his early work, his vision, and the chance to help bring the vision to reality. I further state that the engine to be used had no bearing whatsoever on my decision to donate.
Didn't something similar happen with Too Human? Like Dyack claimed they had customized Unreal too much or something and shouldn't pay Epic, but a judge thought differently and ordered every copy of the game destroyed. :lolDyack claimed something like that Epic wasn't providing updates to the latest version, nor support for it, so Epic had broken the deal first...then he claimed they essentially rewrote everything but like how files are loaded or whatever...except he hadn't read the Unreal licensing agreement and i think even tried to countersue without doing it
So, I just heard something about the Star Citizen stuff at the 2014 Aus PAX. I can't verify this but I have no reason to assume it's based on lies. What was interesting is I don't think this has been ever mentioned there.
A friend of a friend had a pre-order pack which got him into the reveal of the FPS module, some kind of VIP exclusive event for certain backers.
Roberts gets up on stage and does the presentation and talks the talk about how great it is and so on and then a "lady space pirate" came up on stage and "took him hostage" in some kind of roleplay skit.
Then Squadron 42 stormed the stage and rescues Roberts, arrested the space pirate lady and put her in cuffs. Hooray, pirates have been stopped, all hail Squadron 42!
Then Roberts addresses the crowd. "What should we do with her?" he calls.
The crowd shouts in reply.
"STRIP OFF HER CLOTHES!"
Friend says he left soon after.
They're basically saying the "switch" to Lumberyard looks like CIG hoping it was a way out of the licensing agreement with Crytek without having to scrap their work. :hitler
They're basically saying the "switch" to Lumberyard looks like CIG hoping it was a way out of the licensing agreement with Crytek without having to scrap their work. :hitler
But... that's exactly what happened lol.
Towel
Ortwin Freyermuth studied law at the University of Göttingen and at the University of California, Los Angeles, where he completed his Master degree with a thesis on film distribution and copyright law
That should read: "Massively Overpowered wins 'lowest denominator click-bait journalism of all times' award".
Man, how much dumber and unresearched can 'journalism' get!?
massivelyop.com is litcherally the worst gaming related website ever
SC worst business model.. after having raised over 160 mill in crowdfunding?
This is 'Gaming journalism' in a nutbag ladies and gentletards.
“Our graphics team have really created something [where] I haven’t seen any other engine [that] allows us to do proper holographic tele-presence. None of it is pre-rendered or faked, it’s all live – and possibly for longer term gameplay it’s pretty exciting.”
- I've seen cig patch notes refer to these missions as if they should be functional multiple times now.
- I've seen cig employees say "yes they are functional but people cannot reach the reputation level needed to activate them".
They now reduced that cap and are again referencing these missions as if they were functional before but could simply not be activated.
Yet i have not found a single screenshot or second of footage of these 2 mission givers - specifically:
- miles eckhart
- ruto
functioning.
Does anyone have any evidence that these missions are actually functioning?
https://www.oneangrygamer.net/2017/08/star-citizen-holo-projection-is-real-time-without-pre-rendering-says-roberts/36529/WHAT DOES THIS EVEN MEANQuote“Our graphics team have really created something [where] I haven’t seen any other engine [that] allows us to do proper holographic tele-presence. None of it is pre-rendered or faked, it’s all live – and possibly for longer term gameplay it’s pretty exciting.”
Stop trying to derail the thread. OP has some legitimate concerns and the legal action by a hack firm like Skadden on behalf of the nearly-bankrupt CRYtek is just noise to CIG. Wednesday and Thursday will set the record straight.
WHAT DOES THIS EVEN MEAN
http://www.cgmagonline.com/2017/12/19/crytek-v-star-citizen-closer-look/
Some obversations about the lawsuit.
https://www.reddit.com/r/starcitizen/comments/7k9r0l/does_anyone_on_this_planet_have_footage_of_the/
Does anyone on this planet have footage of the "hero missions" in ptu 3.0 functioning.Quote- I've seen cig patch notes refer to these missions as if they should be functional multiple times now.
- I've seen cig employees say "yes they are functional but people cannot reach the reputation level needed to activate them".
They now reduced that cap and are again referencing these missions as if they were functional before but could simply not be activated.
Yet i have not found a single screenshot or second of footage of these 2 mission givers - specifically:
- miles eckhart
- ruto
functioning.
Does anyone have any evidence that these missions are actually functioning?
Confirmed broken:lol
https://www.reddit.com/r/starcitizen/comments/7l310b/miles_eckhart_and_ruto_missions_are_not_currently/
And there it is.Cheeky quotation marks aside, this reminds me of the time a bunch of No Man's Sky fans pored over random noise in textures trying to find hints to the portals that were confirmed to not be in the game. It was kinda sad to watch. One guy pushed conspicuous looking stone spheres around some ruins, thinking he'd get something to trigger somehow by placing them in random spots.
A moment of silence for the people who "wasted" a fuckton of hours trying to get them to trigger.
Quote from: some redditeurAnd there it is.Cheeky quotation marks aside, this reminds me of the time a bunch of No Man's Sky fans pored over random noise in textures trying to find hints to the portals that were confirmed to not be in the game. It was kinda sad to watch. One guy pushed conspicuous looking stone spheres around some ruins, thinking he'd get something to trigger somehow by placing them in random spots.
A moment of silence for the people who "wasted" a fuckton of hours trying to get them to trigger.
Upon beginning a new game in Dark Souls you're offered the chance to pick a starting "gift" to help you on your travels. These range from very useful, like a master key that can unlock any door, to forgettable, like 10 fire bombs. The most mysterious item was the pendant as its in-game description read, "Trinket. No effect, but fond memories comfort travelers."
Upon Dark Souls' release, game director Hidetaka Miyazaki said in a Famitsu interview that he'd pick the pendant or nothing.
For the last 13 months fans have clamoured to find out what hidden purpose it had. The Dark Souls Wiki devoted 1600 words to speculating as to its true effect. Only now has Miyazaki addressed this most mysterious of items.
“When it comes to the pendant, I actually had a little bit of an intention to play a prank,” Miyazaki said in an interview with IGN.
That's right. When it said it had "no effect," what it meant was, "no seriously, it has no effect."
QuoteNot even funny. I planned my day around this event and now you just say "nah, tomorrow" ..... you had a whole year of preparation guys....... not professional.Here comes the entitled brat brigade!
will you start losing your patience after another five years?
early? lol
(https://i.imgur.com/epmGM0h.jpg)
so Tony Zurovec, former lead engine and AI engineer at Originwhose game credits died with the company 20+ years ago after he finished Crusader: No Remorse/Regret
so Tony Zurovec, former lead engine and AI engineer at Originwhose game credits died with the company 20+ years ago after he finished Crusader: No Remorse/Regret
unlike Roberts, he didn't even manage to grab any credits on Digital Anvil's games
and i don't mean to insult the guy who might have come up with something great, and especially since i like Crusader, but this is a recurring pattern for CIG's hires
whose game credits died with the company 20+ years ago after he finished Crusader: No Remorse/Regret
unlike Roberts, he didn't even manage to grab any credits on Digital Anvil's games
and i don't mean to insult the guy who might have come up with something great, and especially since i like Crusader, but this is a recurring pattern for CIG's hires
You can buy fancy-looking guns, you can even buy a great big railgun, which charges up and then very satisfyingly unloads, but there's nothing to kill.these fucking pretentious game "journalists"
One [mission], for instance, is an off-the-books private investigation which, admirably, can go either way depending on the evidence you find. You are to search an eerily quiet, abandoned comms station to get to the truth. It sounds OK, doesn't it? But there's no excitement, just a few computer terminals and panels to interact with. No threat, no danger, just a mission to solve an insurance claim of all things. Then it bugged and I couldn't complete it as intended.This should have been the entire article.
Concrete
20 hours ago
I think the key word here is "Alpha".
For comparison heres what the Doom Alpha looked like:
https://www.youtube.com/watch?v=h6YTBTSsrqU (https://www.youtube.com/watch?v=h6YTBTSsrqU)
Its not a game yet, its a tech demo, they are hitting the hardest engine tasks like physics, rendering and scale-able infrastructure first as those will exert the most restrictions on the final games design.
If you are building a massive building you make sure the foundations are damned solid, otherwise the whole lot will come crashing down at some point. This is basic engineering, it isn't sexy but it is responsible and essential and applies as much to games as any other engineering project.
I'm not a backer, but I do live opposite the Sagrada Familia and thats been under construction for 100 years but its going to be fucking epic when its finished. Maybe this will be the same.
I know games journalists need to incite a mob these days to pay the bills, but please at least TRY and research how games development actually works.
Concrete
19 hours ago
Lots of points raised, but one thing that needs to be mentioned (and indeed has been mentioned in the case of the Doom example) is scale.
This is a game on an unprecedented scale and as such the required foundations will be so much larger than a conventional project. Its to be expected that visible process will take longer unfortunately. There are also inefficiencies due to the scale of the management required for a project attempting to shift the goal posts but I don't think its enough to sink it.
Sure its taking time, but my finely tuned "this project is imploding" sensors haven't been triggered yet.
Wyrm
19 hours ago
Alpha is Alpha in the end, doesn't matter what version number you call it. I know they're selling it, but if you're dipping into something like this, you're savvy enough to know what you're getting, 6 year old Johnny isn't getting his bewildered mum to pay for it. I backed it, I'll wait and play it when it's done.
Zanthorn:lawd
19 hours ago
By all means, list how long it would take any of you to
1) Build the studios from which your employees work.
2) Hire, the employees to rework the game engine to fit your needs.
3) Actively building game assets at the same time.
4) R&Ding, iterations of new tech as you get the programmers/software engineers hired to do the iterations.
5) Software engineer all of your studios custom tools for automating your build speed.
6) Build servers so your backers can PLAY TEST released iterations.
7) Produce multiple video blogs every week,from the request of the backers to show progress.
"Gamers" these days, pathetic and disgusting.
I logged onto the Circuit City Web site to find out which models they had in stock. Then I put on a suit, because you can get away with anything if you're wearing a suit. Suits lie.
Again, I confidently strode into Circuit City, this time armed with actual model numbers. The middle-aged Indian fellow manning the TV department had thick black hair sprouting from his ears, but that didn't block the sound of cash registers ringing in his head. "The Hitachi 42-inch Plasma HDTV?" he repeated. "Yes, we have those in stock!" Little dollar signs appeared in his pupils, since Circuit City employees (unlike Best Buy workers) are paid on commission.
"The 42HDT51?" I asked, fiddling with my cufflinks. I had model numbers and a suit. I could have made sausage out of baby meat and gotten away with it.
"Yes, sir!" said the Indian clerk, punching on his computer. "We have, ah, three in stock."
"I'd like all of them," I said without hesitation.
The guy almost crapped his pants. "Do you have a truck to carry them home?" he asked.
"Yes," I lied. "Yes, I have a truck." (I did have a hand-truck, but it was in my garage.)
"That's great!" said the sales clerk. "Great, just great." He punched in my order which, when tallied with all the optional service plans and recommended cables, came to well over $16,000.
....
I had to literally try the signature four times, while the guy stood breathing over my shoulder. It was excruciating. Finally I settled on "NOT AUTHORIZED," then took a picture of the screen, while trying to carry on a conversation like this was totally normal.
"So, who you rooting for in the big game?" I asked nonchalantly, as I snapped another picture of the screen.
"Oh, ha," he laughed nervously. "Ah ... what are you doing, sir?" he asked.
"What?" I asked him, which is always a safe response when challenged.
"Why did you sign NOT AUTHORIZED?"
"Hmm?" I asked. "What?"
"Let me call a manager," he said, voiding out the transaction. When he turned around, I took a picture of his computer, which seemed equally confused.
The manager, a guy about my age with a ponytail and a goatee, came over to see what was wrong. They exchanged some hushed words, and then he rang through my purchase again. "Can you sign the screen, please?" he asked. This guy was serious.
Again I signed NOT AUTHORIZED to my $16,800 Circuit City credit card payment.
"What is that?" he asked.
"That's my signature," I said.
"You can't sign it NOT AUTHORIZED."
"Why not?"
"Because you need to sign your name."
"Well, I recently changed my signature," I said hopefully. "It now looks a lot like NOT AUTHORIZED."
"It's got to match the back of your card," the manager said.
"Oh," I said. "No problem." I took the card back from him and wrote NOT AUTHORIZED on the back of my credit card. I had heard that this trick sometimes works, but this guy was too smart for me.
"No, no," he said as I started writing. "That doesn't count."
"It's never had to match before," I said. "No one has ever cared."
"Well, I'm sorry if we've overlooked the signature in the past," he said. "But we can't accept this. Do you want to try again?"
"You mean try to forge the signature so it matches the back of the card?" I asked.
"Can't you just sign your real name?" the Indian clerk pleaded, watching his commission slip away. "We can let you try again."
"Guess what?" I said, changing course. "This is the first time anyone has verified my signature in years. I want to congratulate you guys. You have really made me feel good about Circuit City credit card services." I hit CANCEL on the signature screen. "Thanks!" I said, waving goodbye as I walked out of the Circuit City without buying anything.
So: there you go. Apparently you can get them to check your signature, but only if you're buying three high-end HDTVs.
backwards Euro date format
You're a programmer, aren't your kind supposed to rep for YYYY-MM-DD?
Some team members will be visiting Gamescom in Cologne, from August 22 – 25. We will arrange a variety of activities and opportunities to meet up during the week, including our traditional developer Biergarten gathering. We will not have a booth or presentation at Gamescom this year, allowing us to focus on our quarterly release schedule and CitizenCon.
Reverse The Verse Jan 26 2018
https://www.twitch.tv/videos/222623015?t=32m11s
@32:11
Chris Roberts:
YEAH on the VR FRONT, um, you know, the game's very much built to be VR FRIENDLY because, you know... like al-um... almost all the UI is DIAGETIC and the stuff that isn't we're putting more into being DIAGETIC and we wanna improve the whole DIAGETIC FEEL... ah... so... ahh... you know... our biggest HOLDBACK on the VR is really just we're still doing so much base level REFACTORING and the ENGINE and the RENDERER will, you know, be starting on you know, the X... the VULKAN, the X12 kinda REFACTOR as well, a-and we're doing so much OPTIMISATION that we sorta feel like, 'we've gotta get that done... FIRST', and... get the base level engine stuff more like FINISHED, not constantly working REFACTORING
And then we'll... we'll PUT VR...
Cos we had actual, you know, VR support quite a while ago but again as we CHANGE stuff it BREAKS and then your engine team, you go, 'are they gonna go fix the VR stuff? Are they writing that new... that new... you know like the PROCEDURAL PLANETS that EVERYBODY can experience', and... so that's always been... that's kind of what's happened in those situations
But once all that stabilises of course we're gonna go and get that supported and when we're building things, you know, we're aware of like I said the DI... putting everything in the world itself, ah... which is quite friendly for VR or... you know... and moving your head around and TRACKING the same thing it's like... we track... ah... your HEADLOOK and actually, you know, I... I'd thought that we'd turned it on in 3.0 but it will be something that you can disconnect your LOOK from your AIM... as a PLAYER... ah, you know the AI can already do that...
Cos that's also something that's potentially useful where you're... you know... you're a CERTAIN way, you don't have to look around to like move your gun to look at it
Also it seems the following change has been made to the Terms of Service :
(https://i.imgur.com/QzG2TAU.png)
https://robertsspaceindustries.com/tos
In October 2017 they announced that a roadmap of SQ42 would be made public to backers in December 2017.
No roadmap was published.
In January 2018 Chris Roberts gives a reason for this - that they are restructuring their JIRA system and moving to AGILE development - but ONLY after the question was raised in a Q&A.
Just want to make sure everyone is following along.
No women are playing this game anyway.
Wait female chars aren't playable??? What the fuck. :lol
I'm just... how do you make a multiplayer game single-gender only? I'm gobsmacked.
Even Pokemon added genders in Crystal. Holy shit. :lol
Derek Smart - The Eternal Victim
I've dealt with people like Dr. Derek throughout my life; the over-promising under-achiever. people like Derek Smart only know how to victimize themselves. The problem is he never wins, and can’t help himself to make enemies.
The joke is always on him though, as the foundation of the something awful forums is to do nothing but simply point and laugh. Derek Smart is the joke, literally. So let's go ahead and give “the warlord” the full warlord treatment.
When I told Derek Smart that I was going to be suing Chris Roberts for Consumer Fraud, the very first thing he did was call me a liar. This perplexed me for two reasons: A) He never had any reason before to believe that I was lying about anything, B) We are technically both on the same side. It just seemed to be a self-destructive act of accusation out of nowhere. So, as any higher-level functioning adult would do, I tried to understand the position he was coming from.
Eventually it came to a point where he wanted to know the docket number for my case. I simply explained to him that docket numbers don't get handed out the moment you have a case filled, and that it takes a week or two for the court secretary to put it into the system. I told him that once I received my docket number, I would go ahead and give it to him for his own perusal.
He continued to berate me and call me a liar for absolutely no reason at all. So in response, I decided to take a photo of my receipt from the court because he tried to continue to argue with me over the semantics of “filing” versus “submitting” court documents. Even after it was told to him by several people in the chat room that he was wrong, he continued to dig in his heels on his position. I eventually decided it was not worth my time to continue arguing with someone over the internet, and simply ended the conversation.
A few weeks past without a word for me at all. in fact, a majority of the time I'm simply a lurker.
I received my docket number after a few weeks and posted the number in a private area specifically designed for that sort of thing. Derek then told me that this was the wrong chat and deleted it; telling me to post it somewhere else. Considering I was invited to the discord and this channel specifically to keep them updated on my progress, this only perplexed me further.
He then posted all of my suit information to his public lobby, which included my docket number, my real name, and my address… To a room of people where the potentiality of a number of people who threatened my well-being resided.
The only reason I can possibly come up with for you to about-face on me, for absolutely no reason what-so-ever, is that someone came along and did what you’ve been fantasizing about doing for literally four years and that upset your seemingly delicate ego. You seem to lack the ability to see outside yourself and to see yourself for the attention seeker you really are. To then project this trait upon me is just absurd. I barely post.
So keep me blocked, you can’t handle this. Like the “666” of this page number, you are nought but an internet demon. You’re the one sinking into obscurity. This is your own personal room, your own opus maximus, and you’ll be laughed at for all eternity for all to see, long after your dust and gone.
You have an extremely fragile ego, and I pity you.
See ya.
rear end in a top hat.
Trying to help myself fall asleep last night I tuned in to a SC stream (at 1am PST there were under 100 people watching SC on Twitch). The stream I chose feature a guy whose ship had managed to spawn with another ship stuck on top of it. After he and a friend took turns trying to fly around and shake it off, the friend switched to another ship and decided to shoot it off. The friend was typing in chat and saying it looked like the shots were not hitting, but on the streamers stream it was and eventually it did blow up.
The streamer's ship had a ton of fancy monitors and displays in it, but when he went to check a map his character avatar pulled its arm up and a 3d map projected out of its arm.
Someone came in to the chat and asked why this game wasn't more popular. The chat regs gave the usual SC sheep answers, but the streamer admitted that there just wasn't enough content to make the game compelling for most people.
I'm not really sure why this hypothetical keeps coming up (And yes it keeps coming up, I've seen many iterations of it over the past few years)
THEY HAVE ALREADY DELIVERED a functional game.
Not really. I can load up the game and play it right now. That is functional. Does it crash? Sure. Is it buggy? Sure. Neither of those things make it non-functional. Non-functional would be... it doesn't even start up.
I need more star citizen news. Is this dead yet. Is crytek suing them.
I need more star citizen news. Is this dead yet. Is crytek suing them.
It’s functional.
Major Known Issues:
40014 will cause a client crash. W/A: If this occurs, wait 10 minutes and relaunch.
A target ship despawning will cause the player to crash.
Fixed missing helmet on a civilian in Grimhex.
The internal geometry of the neck of the derelict Cutlass should no longer appear to l0ack any light.
The fan at Port Olisar's Dumper's Depot should now have spinning blades.
Medical supply boxes should no longer have "waste storage" written on them. (:dead)
Fixed replaceme textured speakers found within Covalex.
Fixed Eslin not being seated at his station at Levski, therefore not appearing on ATC comms.
The elevators in GrimHex should now properly have button press audio.
The pet fish shop at Levski should now have collision for the shop counter.
QuoteMajor Known Issues:Quote40014 will cause a client crash. W/A: If this occurs, wait 10 minutes and relaunch.QuoteA target ship despawning will cause the player to crash.
:lol
:lol
:lol
:lol :lol :lol
:lol :lol :lol
:lol :lol
:lol :lol
:lol :lol :lol
:lol
:lol
:lol
:lol :lol :lol
QuoteNot really. I can load up the game and play it right now. That is functional. Does it crash? Sure. Is it buggy? Sure. Neither of those things make it non-functional. Non-functional would be... it doesn't even start up.
The lower bar set by Tard Citizens ladies and gents :dead
Anything new? :doge
Derek Smart got perma'd from SA and apparently now I can't read the SC thread on SA without an account.
Also IFCS and other stuff is broken by a dev own admission...
https://robertsspaceindustries.com/spectrum/community/SC/forum/50259/thread/why-do-allthe-ships-wobble-in-space/1092302
“The worst studio I have even seen. ...”
Pros – There is no pros for this studio
Cons – Morale, In-fighting, Depressing, No Leadership, Bad HR, Long Hours, Burnout of young staff
Lead at Cloud Imperium Games
1/5
Lawsuit update, CIG's motion for a protective order was dismissed, so I guess the Discovery phase of the trial begins now. I don't know what that means.
Someday Harvard Business School is going to do a case study on this that will be taught in MBA project management classes as an example of the worst project management imaginable.Are you kidding? With Harvard's business review's track record they'll be doing a case study on what an awesome project this was.
Those saying they have already done this: you didn't do it long enough, try again.
No, he and his friends bought into the game in the beginning with a lot of money and then they tried to use that money as leverage to blackmail CIG into making the game in a way that they could exploit to their advantage (similar to Eve). When CIG refused Yarrmepirate and his goon companions threw a fit and started an ongoing hate campaign against Star Citizen and Chris Roberts.
Oh, they absolutely respond, but (thank God) CIG isn't building SC by democracy. The absolute worst thing to do is listen to the mob. The do polls and make shifts in the game when they get lots of feedback, but the loud, obnoxious whining of a handful of trolls should ABSOLUTELY be ignored, no matter how much money they've provided or important they think they are.
CIG is not anti-consumer, because CIG doesn't HAVE any consumers. CIG has not launched the damn game. You have not BOUGHT anything. You are NOT a fucking customer. You are NOT an investor. You are a backer in a crowdfunded project. You GAVE your money away, it is gone, flushed down the toilet. At no point did CIG ever, anywhere, in any media, say "we will do what you say because you gave us money." They listen and they are transparent. Just because you don't like what you see or here in no way invalidates that they are doing precisely what they said they would do in 2012 when I first started backing.
Everything made by committee sucks. They are a bajillion times more transparent than any game company out there, bar none. Even the great ones like CDPR and Bethesda (IMHO) are completely opaque in their development.
Edit: Calling yourself a consumer is like you're a consumer the Red Cross because you donated blood. You gave it to them, out of the goodness of your heart. It's theirs now.
I’ll be honest: I agonized over releasing this article. These are murky, passionately contended waters, and by wading in I risk my working relationship with Cloud Imperium as a content creator. As a disclaimer, the points I bring up are in no way intended as a personal reflection on Chris Roberts or any of the talented individuals employed by CIG, or my continuing devotion to and passion for this game and community.
CIG needs new money. Period. It doesn't need trolls shuffling 100s of CCU's around for $0, it doesn't need people building virtual min/maxing fleets with store credits. The buying habits of the backers have changed, so the selling habits of CIG have changed. That's reality, that's how business work.
CIG gives us LTI, backers abuse it to the point ships are called "LTI tokens", so it changes. CIG gives us CCUs, backers abuse them to the point where there are 100,000s of $0 CCU's floating around, so it changes.
Your article is a hatchet piece, propaganda to rile up the populace. Please stop.
LMAOOOO that would be so fucking rich, how would that work though? Has Oldman actually appeared in-game anywhere?
So like, what is the state of this thing as a video game? Can you play it and enjoy yourself?
So like, what is the state of this thing as a video game? Can you play it and enjoy yourself?
Pretty much at the same place than a couple years ago. So no.
But what if cig had netflix pay them to make a show?
The way I see it Star Citizen is a project that may change the face of gaming and even the entertainment industry itself. The scale of funding that star citizen has achieved should make all game developers take note as it is extremely odd that CIG has amassed this much funding from the general public this quickly.
With that said, CIG should be taking advantage of this momentum. Companies like intel recognize CIG's rarity and therefore value. I believe netflix could also be seen to realize the value of a Star Citizen funded series. Netflix could also buy the expanse and still buy a Star Citizen series (they did make that titan movie so anything is possible) . Star Citizen could be legitimately packaged as a franchise in negotiations with netflix. Major AAA game release the scale of which has never been atempted, with a hollywood level single player campaign to boot. Its not a reboot, remake, its already tested and has a fan base. Its like buying a marvel series.(not really)
That Netflix post must be a troll. The wing commander movie was awful.
Interesting tidbit on RTV today that I’m not sure was mentioned in thread.
Lando mentions that over half of the questions submitted for the day’s RTV via Spectrum were related to ship purchasing with aUEC... What comes next will shock you*!
---
* ... if you actually thought CIG had any interest in answering such questions... Instead, Lando explains that those questions have been eliminated from consideration for the show because it isn’t the time or place for that discussion. You see, interface designers can’t even address that topic, so naturally it shouldn’t be discussed on RTV**.
** You know who IS authorized to talk about it, though? Erin Roberts. And he was asked that very question by DJ Knight at Gamescom last year. The good news? Ship purchasing is coming in Alpha 3.0! But wait... Lando was there too, and even as Erin starts backing away from what he’s just said, Lando steps in to reiterate that no, you actually won’t be able to buy ships with aUEC in 3.0. The good news, he says, is that you can expect to learn a lot more about it in when Alpha 3.1 arrives***
*** But wait. Alpha 3.1 is here. And more and more people are asking when it’s coming. In fact, on today’s RTV Lando mentions that over half of the questions submitted for the day’s RTV via Spectrum were related to ship purchasing with aUEC... What comes next will shock you*!
(https://i.redd.it/qwevbis3r8cz.gif)u mock, but i'm sure CIG has done extensive research into what would happen in a vacuum like that and this is scientifically accurate
That other video game on the list, second from the top, is best I can tell, a fan remake of the Cheetahmen games from the Action 52 NES series from a forum about those games. :lol
It does seem from what little I can find that roughly 9 people were involved in it?
And it appears to have gone defunct in 2014, yet got $1 million from Colorado. I think they need to re-evaluate this subsidy program, at least for video games, if they haven't already.
That other video game on the list, second from the top, is best I can tell, a fan remake of the Cheetahmen games from the Action 52 NES series from a forum about those games. :lol
It does seem from what little I can find that roughly 9 people were involved in it?
And it appears to have gone defunct in 2014, yet got $1 million from Colorado. I think they need to re-evaluate this subsidy program, at least for video games, if they haven't already.
The Legatus Pack is purchasable on this page, but to do so or even just to view its contents, you’ll need to have already paid $1,000 USD.
https://mmopulse.com/news/star-citizen-offers-the-legatus-pack-for-27000-usd-requires-having-spent-1000-just-to-viewjust think, if you buy this, you fund the development of more jpg ships and some mocap tweaks for sq42 (releasing 2017!)QuoteThe Legatus Pack is purchasable on this page, but to do so or even just to view its contents, you’ll need to have already paid $1,000 USD.
:heh
https://mmopulse.com/news/star-citizen-offers-the-legatus-pack-for-27000-usd-requires-having-spent-1000-just-to-viewQuoteThe Legatus Pack is purchasable on this page, but to do so or even just to view its contents, you’ll need to have already paid $1,000 USD.
:heh
Time to look at their vacancies again
For context, Bethesda across 4 studios have 66 job vacancies, of which 13 are 'Senior' and 2 are 'producer' roles. Bethesda is also working on more than one product.
CIG have 80 vacancies, 6 are 'producer' roles, 34 are 'lead or senior' roles.
Looking at the job requirements, it's clear that Bethesda's 'senior' roles expect far more experience than CIG
Many of CIG's jobs, about 40-50 have been vacant for 18+ months, they just take down the advert and then relist it.
Interestingly, I've found out just now that amazingly you're both correct and wrong, simultaneously
It turns out that early today a long-time fanatical Citizen was threatened in public, doxed, then sent death threats, by another backer who's really not happy with the project and hates the shills covering it up or something. The /r/StarCitizen modteam banned the doxxer, who retaliated in messages to the mods and fanatic, making new alts to do it. They got Reddit Admin and Police involved but nothing's been sorted yet.
QuoteThey no poo poo track (or plan to track at least) the argon levels in every room in every space station, ship, and building in the game.
This of course from the team that’s been promising basic “atmosphere and decompression” mechanics as coming in the next patch for the last three years.
"Plan to", nothing, they are*
*faking it, probably
The source of it was some stream of someone playing the game with some debug console turned on (probably from a CIG stream), and a sharp-eyed goon spotted that included with the reams of poo poo being dumped to the screen was "argon %" for the current location.
Which either means that in the buggy-rear end mess of a jankfest they have, "keeping track of argon" was actually loving prioritized...
but the far more likely answer is that some victim of Crobert's close-range hand-waving tied an RNG generator to a debug variable so that chris would stop leaning over his shoulder screaming about argon.
Oh - according to their video a couple of weeks ago - that is still in the early stages of mocap!!!
Why do you even need to mocap anything? I thought this game was about spaceships in space.wow
Why do you even need to mocap anything? I thought this game was about spaceships in space.
Why do you even need to mocap anything? I thought this game was about spaceships in space.
QuoteI'm not sure where people's expectations come from
so far bind culling has been announced to be released in the following patches:
2.6, Dec 2016
2.6.1, Feb 2017
2.6.2, Mar 2017
2.6.3, Apr 2017
3.0, Dec 2017
3.1, Mar 2018
3.2, Jun 2018
3.3, Sep 2018 (??)
"Vanduul AI progress is also continuing along in the prototype phase.
Regarding Vanduul combat, a lot of work was done to previz the way they fight. The emphasis was to make them as different from Humans as possible, so players have a completely different experience when fighting the Vanduul. The team is happy with the current results and are approaching full production for the Vanduul enemies.
The team also made some important strides on the Vanduul animation, creating a behavior set to provide a visual guide on how they will move and operate in Squadron 42.
They also collaborated with other teams to get the Vanduul fully functional and ready for motion capture."
I was thinking exactly this. "Your Universe is Waiting." That's bullshit, no it isn't half the stuff in the trailer is not anywhere near in game.if only
The marketing department is actively destroying what little remains of the projects reputation and they are setting CIG up for legal problems down the road by spewing misleading and dishonest assertions in pursuit of ever more money.
Chris needs to reign in Marketing, Stop micro managing everything and focus on making a game, not on selling the idea of a game.
Why would they ever finish the game when they can monetize the concept of the game?:dead
I find it hypocritical that many of the same people that will criticize CIG over this trailer will be gushing over how cool Anthem looked, or how hyped they are over fallout 76 in the same breath. because I can guarantee that those games won't look or play like anything shown in those trailers.
just watched the trailer... really guys mad about that? Lol with so much going on in the world you choose to allow that affect you in a nagative way? What priviledged lives we lead.
Oh man, I can‘t read this shit anymore. Every Game and every Trailer needs its time. Or do you think cyberpunk was developed the last 2 years? In Addition to that they build a whole new studio for this game. Not recycle any modules, mechanics from other older games from the same franchise.
Dont back a Game if u cant wait. Nobody forced u. Just get the fuck off with this kiddie threads. Furthermore The Trailer doesnt show anything what doesnt exist in the Game in this early status.
Frankly, it would be incredibly difficult to capture the dense material and background of Star Citizen in a minute and a half. It certainly wouldn't be emotionally compelling.
You're welcome to take issue with how things are conveyed. But remember the intended audience will need to commit more time to understand the project and backing. Fortunately, we have an amazing supportive community who can help welcome new members and caution overly excited ones.
Well that is what they currently have in their internal build. Why it is misleading?
We don't know what is coming in 3.2.
But I have no doubt the game will ultimately amount to what we have seen in their trailers.
Just have faith.
They have the money, they have the talent,.. they only lack time and faith from the backers.
Ahh salty redditors who can't respect the fact that they gave us an e3 trailer after getting nitpicked over why they didn't have one last year. Always golden.
I understand there are legitimate complaints people have with CIG, but the amount of hate filtering in is so overblown and melodramatic it makes my tinfoil hat suspect a campaign is behind ityyyyyeeesssssssss into my veins
And there are signs this one may turn ugly. One Star Citizen player who defended the Vulture's design on the Eve subreddit, pointing out the Vulture yellow is a result of the colour-scheme of its in-universe manufacturer, Drake and that its shape is common throughout sci-fi, was called a homophobic slur in a reply that was stickied by the moderators of the Eve sub.
[–]Oran_Gootan
[+1] 192 points 20 hours ago
r/eve users are just super butthurt and jealous that the star citizen developers have pulled off the most profitable and elaborate pyramid scheme in recent memory while they are stuck in jita spamming scam contracts that must feel really embarrassing farming people for ingame money with false promises using unoriginal ideas while SC devs are doing the exact same thing for irl money with no consequences whatsoever
https://forums.somethingawful.com/showthread.php?threadid=3800238&userid=0&perpage=40&pagenumber=4514#post485121476
(https://forums.somethingawful.com/showthread.php?threadid=3800238&userid=0&perpage=40&pagenumber=4514#post485121476)
:lol
This quote is my favorite thing to come out of the reddit dust up:Quote[–]Oran_Gootan
[+1] 192 points 20 hours ago
r/eve users are just super butthurt and jealous that the star citizen developers have pulled off the most profitable and elaborate pyramid scheme in recent memory while they are stuck in jita spamming scam contracts that must feel really embarrassing farming people for ingame money with false promises using unoriginal ideas while SC devs are doing the exact same thing for irl money with no consequences whatsoever
https://www.eveonline.com/article/pamces/presenting-the-venture-capitalist-skin-bundle
:P
Don’t know if this is relevant enough to this thread, but Illfonic are embroiled in a new controversy over a crowdfunded game turned into a clusterfuck on multiple levels. They were the devs for the Friday the 13th game that was produced by Adam Sessler, and boy, what a story that has been.
They did deliver the game, but it was a technical mess. Then, they announced that paid DLC was coming before any significant fixes, every patch broke more things than it fixed, and the only dates they ever met were the DLC release dates.
Then there was a lawsuit filed by the uncredited original writer of the first movie. Basically, the guy never got any royalties, and never wanted there to be any sequels. He sued for royalties owed and has been shutting down any and all merchant that he can, as he now owns the Friday the 13th IP. Illfonic had apparently finished a new playable version of Jason from Jason X, and could have released him before the judgement on the lawsuit, which did have any injunctions or restraints on licensing before the verdict. They also missed a promised date for a patch, and now they say they can’t even patch the game due to the results of the lawsuit, even though a mobile Friday the 13th puzzle game’s producers have said they don’t have to stop patching their game under the judgement.
Kind of funny how nobody involved in Star Citizen comes out of anything clean, huh?
“When we originally learned that the game fell within the cross-hairs of this legal dispute, we tried to balance the creation of new content requested by our fans against the maintenance and bug fixing that our community expects and deserves. We attempted to do both within the limits of the legal case.
“ We’ve now been forced to accept that the lawsuit makes future content for the game, including alternate play modes, new playable Jasons and Counselors, and new maps, unfeasible now or in the future. Although the listed content types will be affected, we remain committed to launching dedicated servers on our console platforms and providing the continued maintenance and bug fixing important to supporting our fan base.”
“Sorry for the silence as of recent. It’s been a tough couple weeks, as I’m sure you’re aware. But I wanted to address a few questions that I’ve had sent to me personally, as well as questions we’ve received through the official F13 channels. These questions vary but all have a similar tone/request. “Is there a chance of any content being added to the game if a ruling on the dispute occurs in the near future?” The answer is no.Illfonic's real mistake here (other than perhaps their shoddy maintenance of the title) seems to be when their inspired game was offered the Friday The 13th license from a publisher and the apparent owner of the license they took it and converted their *wink-wink* game into the actual thing.
Development on games can’t just pause indefinitely and pick back up again; it doesn’t work that way. Especially when you have no idea when that future date will occur. We can’t keep building content that may never see the light of day. That’s bad business. I’ve also had questions about adding “non-F13” related content to the game. “Can’t you make a new level or a new counselor that has nothing to do with the films?” We can’t do that either. We can’t add any content, whatsoever. Nada. Not even a new tree or rock. We can only focus on console dedicated servers, bug fixes, and maintenance.
I know this isn’t the news you wanted to hear and I wish the situation were different. But it’s the painful truth. I appreciate your passion and look forward to seeing everyone around camp.”
that's not what either of the two statements from the last two weeks says...and it's the publisher's decision and they were also the one who did the crowdfunding campaigns:Quote“When we originally learned that the game fell within the cross-hairs of this legal dispute, we tried to balance the creation of new content requested by our fans against the maintenance and bug fixing that our community expects and deserves. We attempted to do both within the limits of the legal case.
“ We’ve now been forced to accept that the lawsuit makes future content for the game, including alternate play modes, new playable Jasons and Counselors, and new maps, unfeasible now or in the future. Although the listed content types will be affected, we remain committed to launching dedicated servers on our console platforms and providing the continued maintenance and bug fixing important to supporting our fan base.”Quote“Sorry for the silence as of recent. It’s been a tough couple weeks, as I’m sure you’re aware. But I wanted to address a few questions that I’ve had sent to me personally, as well as questions we’ve received through the official F13 channels. These questions vary but all have a similar tone/request. “Is there a chance of any content being added to the game if a ruling on the dispute occurs in the near future?” The answer is no.Illfonic's real mistake here (other than perhaps their shoddy maintenance of the title) seems to be when their inspired game was offered the Friday The 13th license from a publisher and the apparent owner of the license they took it and converted their *wink-wink* game into the actual thing.
Development on games can’t just pause indefinitely and pick back up again; it doesn’t work that way. Especially when you have no idea when that future date will occur. We can’t keep building content that may never see the light of day. That’s bad business. I’ve also had questions about adding “non-F13” related content to the game. “Can’t you make a new level or a new counselor that has nothing to do with the films?” We can’t do that either. We can’t add any content, whatsoever. Nada. Not even a new tree or rock. We can only focus on console dedicated servers, bug fixes, and maintenance.
I know this isn’t the news you wanted to hear and I wish the situation were different. But it’s the painful truth. I appreciate your passion and look forward to seeing everyone around camp.”
Illfonic also got battered hard when THQ went down. So maybe they'll stop trusting people who come to them with projects. :lol
Shopkeepers should have their eyes back.
I'll second this. Talking about how they have devs from major studios around the world with decades of experience and how it bruises the ego when redditors say they can't produce their way out of a wet paper bag. Certainly owning his own tendency to get excited and over promise delivery dates was good. I think also explaining that SQ42 roadmap just can't come out till they are closer to release, that too many large pieces of tech and production are up in the air to commit to a roadmap (though some pieces are locked down).
I think that, and other comment about AI player comrades coming next year, sets a reasonable expectation of SQ42 sometime in 2020 and beyond.
Also the hype around 3.3 is so very real now.
Chris: I'm not the best person at estimating my time or other people's time because I always feel like I could do it ... you know, quicker than it ultimately would be.
Lando: [Leans in grinning knowingly]
Chris: So there you go. I absolve myself of that, and then... let the other people who are a bit more realistic or pessimistic do that.
Lando: [With immense relief] Ahhh... I adore you sometimes.
Chris: [Nervous semi-laugh]
Lando: That's the Chris that I came to work for. Almost four years ago... That's why I came here.
Did anyone actually think that it would be out this year?QuoteNaysayers, the under informed, and those not paying attentionQuoteWait. Why would Naysayers think that it was going to be out this yearQuoteTo fuel fud.QuoteI... no? The FUDster angle has always been "It's never coming out". The only people who thought it would be out this year were the zealots, not the... crap where's that graph. Whatever's on the opposite side from zealotsQuoteThis is one type of FUD.
The other type of FUD says "It was supposed to be out by X!" followed by "Look at how incompetent they are!", or "Look at how they are lying to you!".
Production doesn't feel comfortable making public the progress right now.
According to The Agent on a recent ARGCast, they screwed up the mocap Big Time. The Vanduuls (ugh, I hate that fuckin' name) are supposed to be eight or nine feet tall. They didn't take that into account during the mocap sessions.
Normally, when you've got a mocap character who is much taller than the others you put them on stilts or (more normally) put a 'false head' on top of their actual head so that the other human actor can properly look at where their head is 'supposed' to be instead of where it is.
They didn't do that.
So now ALL of the Vanduul vs. human footage has to be re-animated by hand because the sight-lines between the actors are all screwed up. If they don't fix it, then any interactions between human and Vanduul will look weird and janky. The humans will be staring at the Vanduul's chest instead of into their eyes.
This whole dumpster fire has a real 'Ready, Fire, Aim!' feel, don't it?
Quotescubi • 2h
Yeah, I come here for drama to make my miserable life seem better than it is. Your rational and civilized conversation doesn't do that.
If I had money, I'd give you both gold. ;)
PMghost • 22m
Save that for a ship instead
It's the technicality game they play , as I said in a different post there are 20 shell companies for a reason.
Have "fun" finding the company which is the right one:
UNITED STATES OF AMERICA
Cloud Imperium Games Corp CA (2013)
Cloud Imperium Games LLC CA (2012)
Cloud Imperium Rights LLC CA (2017)
Cloud Imperium US, LLC DE (2017)
Cloud Imperium Games Texas LLC TX (2013)
Cloud Imperium Games LLC TX (2012) <- dissolved
Roberts Space Industries Corp CA (2013 <- dissolved 03/2018
Roberts Space Industries, LLC CA (2017) <- dissolved 03/2018
Roberts Space Industries, LLC TX (2018)
OTHERS
Gemini 42 Entertainment LLC CA (2013)
Gemini 42 Productions LLC CA (2014)
Twin Brothers Production Inc CA (1995) <- owned by Ortwin Freyermuth. Has been used in sales & refunds in US & EU
Twin Bros. Productions Inc CA (1991) <- see above
UNITED KINGDOM
Cloud Imperium Games UK Limited (2013)
Cloud Imperium Rights UK Limited (2017)
Foundry 42 Limited (2013)
Roberts Space Industries International Limited (2014)
GERMANY
Roberts Space Industries Germany GMBH
Foundry 42 <- ex-CryTek engineers hired to setup shop here
Twin Bros GmBH <- see above
More shadiness: according to CIG's current website, TOS released in 2015 names "Robert Space Industries International Limited, a company registered in England and Wales" as a company responsible for the website, SC, SQ42. According to independently archived version of the same TOS, "Robert Space Industries Corp., a company registered in California" serves the same function. Nope, not even "Roberts Space Industries" but "Robert Space Industries".
Which one is making Squadron 42?
I think we already commented on it but, even though I am not a specialist in corporate setup, it seems ridiculously convoluted considering their actual activity.
https://forums.frontier.co.uk/showthread.php/435505-The-Star-Citizen-Thread-v9?p=6839546&viewfull=1#post6839546 (https://forums.frontier.co.uk/showthread.php/435505-The-Star-Citizen-Thread-v9?p=6839546&viewfull=1#post6839546)QuoteIt's the technicality game they play , as I said in a different post there are 20 shell companies for a reason.
Have "fun" finding the company which is the right one:
UNITED STATES OF AMERICA
Cloud Imperium Games Corp CA (2013)
Cloud Imperium Games LLC CA (2012)
Cloud Imperium Rights LLC CA (2017)
Cloud Imperium US, LLC DE (2017)
Cloud Imperium Games Texas LLC TX (2013)
Cloud Imperium Games LLC TX (2012) <- dissolved
Roberts Space Industries Corp CA (2013 <- dissolved 03/2018
Roberts Space Industries, LLC CA (2017) <- dissolved 03/2018
Roberts Space Industries, LLC TX (2018)
OTHERS
Gemini 42 Entertainment LLC CA (2013)
Gemini 42 Productions LLC CA (2014)
Twin Brothers Production Inc CA (1995) <- owned by Ortwin Freyermuth. Has been used in sales & refunds in US & EU
Twin Bros. Productions Inc CA (1991) <- see above
UNITED KINGDOM
Cloud Imperium Games UK Limited (2013)
Cloud Imperium Rights UK Limited (2017)
Foundry 42 Limited (2013)
Roberts Space Industries International Limited (2014)
GERMANY
Roberts Space Industries Germany GMBH
Foundry 42 <- ex-CryTek engineers hired to setup shop here
Twin Bros GmBH <- see aboveQuoteMore shadiness: according to CIG's current website, TOS released in 2015 names "Robert Space Industries International Limited, a company registered in England and Wales" as a company responsible for the website, SC, SQ42. According to independently archived version of the same TOS, "Robert Space Industries Corp., a company registered in California" serves the same function. Nope, not even "Roberts Space Industries" but "Robert Space Industries".
Star Citizen is due to launch in full shortly before the heat death of the universe.
This is amazing:
https://www.twitch.tv/videos/279921378?t=12894s
I think we already commented on it but, even though I am not a specialist in corporate setup, it seems ridiculously convoluted considering their actual activity.I speculated when I read the British Tax Office documents that CIG filed that most of these were paper companies they pictured usage for "down the road" even though the state of things is nowhere near that point. And that they were using familiar Hollywood type corporate setups that establish, produce, disband.
Agreed, this isn't to go public. This is to sell/award shares to staff and/or high-level backerswhat a valuable gift :doge
The most common use of redundant companies is circumventing the estate tax. As is often the case you're a little too... Hollywood (:teehee), benji.I only make the comparisons because Roberts spent the last twenty years before coming back with Star Citizen as a producer in Hollywood, and that's also his wife's experience. And a lot of this has really looked like how you setup film production companies. Including the gaudy offices before there's even a scriptwriter or director attached.
As for the Star Citizen family of companies, there could be legitimate organizational reasons for (most of) their existence, they could be the equivalent of your local idiot entrepreneur starting a single member LLC, or they could be an effective way of hiding fraud.
I watched some of Burke Black, Gassy Mexican and some other streamers play SC the other day. It was probably the most people to watch a SC stream ever.
What struck me was how much someone in the group (I think it was Mitauchi the SC fan boy showing them around) kept saying things like "hopefully they'll do this" or "eventually when this happens" or "it would be cool if" as they walked around a hitchy as fuck spaceport. I watched maybe 5 minutes and heard the word eventually probably 100 times.
Also Burke Black said almost nothing the whole time and just kept making faces, like he was trying to keep himself from just completely laughing and shitting on the whole thing.
Overall I doubt they got anyone excited to join the 'verse any time soon.
Imagine you live in the 1800's USA. You meet an old-timey salesman and gold prospector. He tells you that he knows about some land down California way which is rich with gold in the hills, and all the land can be purchased by you, right now. All you need to do is give him some few thousands to finance the sale and open the land up for commerce and mining. With the money, he promises to build a railroad track which will link the gold rich land to the east coast and is also going to populate the railroad with the best locomotives that can be designed with the days technology. Many people join in, excited about all the adventure and gold they will get.
6 years later you go to see the prospector. He tells you all about the railroad company he has setup and is allegedly constructing the track to California. He refuses to tell you how much track he has laid or how long it will take to finish. You realize that the company is run by his wife and they work out of an overpriced storefront building in New York City with ornate and expensive doors. While inside, you see they are actually working on a steamboat, not anything related to the railroad and train you were promised. The prospector tells you that the steamboat will come first, and the sale of it will provide the funding to finish the railroad which you already financed.
He then takes you to his New Jersey Estate. He shows you that he has actually constructed a 2 mile loop of track in the field behind his house. On it is an old locomotive leaking oil. Several billboards have been crudely erected along the length which shows poorly painted California landscapes. He tells you that this is where your money has been going, and that this track right here is already better than most tracks which are in operation throughout the country.
You shoot him.
Apparently one of our new higher ups first job was working on a game with Erin Roberts. I didn't get much out of him at lunch today, but he clearly did not have the highest opinion of either of the two brothers Roberts.
Following the vision for life and death mechanics detailed in Death of a Spaceman, and the announcement of the new RSI Apollo medical ship, this design post will bring details and clarification about what future medical gameplay will entail. While some elements have evolved from the manifesto written a few years ago, it is still very much the basis for how players will experience injury and death in the persistent universe, so is still a relevant read.
Read the original Death of a Spaceman (Feb 2013).
Recovery
Find injured people and heal them, or identify bodies and parts to help put together clues and uncover a wider story
QuoteHow are y’all sleeping on this part? I’m going to be a grizzled crime scene detective who finds body parts and then puts together clues which will lead me to uncover a wider story .
I will stand up from a body part, straighten all four of my collars then turn to my sexy female companion and proclaim “This person was teabagged....”. I will then pause for dramatic effect (or because my FPS was at 5 again) before finishing with “to death.”
TBH I just hope the news ships don’t find out how good I am at uncovering a wider story and start following me around.
Derek Smart in Port Olisar with the door
Is that a red cross on a white background I see on that ship? That's a big no-go. Red Cross/Crescent/Star can and will sue the rear end of anyone using that without permission, and they're extremely picky about who gets it. Which is why a lot of games have off-color versions. That's one piece of imagery they definitely shouldn't archer and put on a $300 JPEG.
Source: https://www.icrc.org/en/copyright-and-terms-useQuoteRed cross and red crescent emblems
The red cross and red crescent emblems are protected symbols under international humanitarian law and national laws. Any use that is not expressly authorized by the Geneva Conventions and their Additional Protocols constitutes a misuse of the emblem. Use of these emblems by unauthorized persons is strictly forbidden. Please contact the ICRC for more information.
I really look forward to the hospital ship as a respawn point. Hope it's parked at a loving dock 24/7 or else it's gonna fill up with angry commandos with no way to get to their ships right quick!
10/10 extremely well thought out game mechanic would pay $200 again
Next is gameplay, and this is where most of the changes happen. Almost all features originally scheduled for this patch have been moved :
Salvage is moved to 3.5.0
Repair is moved to 3.5.0 and 3.6.0
Fuel is moved to 3.5.0
Service beacons are moved to 3.4.0 and 3.6.0
I’m banking on a duke nukem forever style engine switch next year 8)
I’m banking on a duke nukem forever style engine switch next year 8)
didn't they already kind of do this?
I’m banking on a duke nukem forever style engine switch next year 8)
didn't they already kind of do this?
A group of Spanish citizens tries to jam 50 players in a server. The results through the eyes of this streamer are pretty much as expected.
If you have the guts to endure the 2.5 hours of this ordeal you will see a Caterpillar exploding for no good reason with all commandos on board at around the 29 minute mark. Coordinated jump freezes, more random freezes, ursa rover ship physics breaking, more freezes and reboots etc.
Of the 2.5 hours the streamer here probably spent around 2 hours reloading or just trying to regain his position prior to the 5 or 6 crashes he had during the event.
https://www.youtube.com/watch?v=sVD-Djst4NY
I am pretty sure we will see an edited/cut version of this just with the good bits at some point.
I’m banking on a duke nukem forever style engine switch next year 8)
didn't they already kind of do this?
Officially they transitioned to Lumberyard (which is functionally a CryEngine branch) though there's a lot of skepticism they did and that it really was a way to weasel out of their agreement with Crytek by changing logos.
Whenever they do their bug fixing show, the code still points to a CryEngine folder (unless I haven't looked at any recent ones).oh god at this, they made some really definitive claims in their response to the Crytek suit
Also there's a company that makes a static code analyzer, and they found that Lumberyard has a bunch of logical errors in it that Crytek fixed and Amazon hasn't.
Whenever they do their bug fixing show, the code still points to a CryEngine folder (unless I haven't looked at any recent ones).oh god at this, they made some really definitive claims in their response to the Crytek suit
Also there's a company that makes a static code analyzer, and they found that Lumberyard has a bunch of logical errors in it that Crytek fixed and Amazon hasn't.
did nobody learn anything from the Epic/Dyack suit?
Oddly, now that I think about it the only time I ever met a programmer for CIG was when I interviewed there like 5 or so years ago when they were first starting. Feels like I only ever meet artists, and sometimes I see this one designer.All those people are game developers tho
It's a math thing, even if we take double the time to develop the game from where we are now, the max any player would have is $120 million. Is that even close to what we expect a Bengal Carrier would cost? An air craft carrier costs $13 billion. It's a thousandth of a percent of the gross galactic product for a 10 x earth level productivity system.
It would take 10,000 spending $120,000 a piece on UEC, giving us $1.2 billion dollars towards development to reach our 10% of of the economy that players represent in a 9-1 ratio.
This is in the "sounds bad but actually means nothing" department.
Totally agree. The sky isn't falling over this choice. They have YEARS to figure this shit out. We're getting only 1 new profession in all of 2018. The beta seems so far out at this point, I can't even muster mild concern for this change.
I'll ignore the jabs (which is a poor discussion tactic) and just reply to the pertinent points. Everything I have read shows this is not a game where Person A will take his Idris and mess with your Aurora gameplay. 9:1 NPC to Player ratio means everyone will be able to have a great exp in the universe whatever they might be doing.
Oddly, now that I think about it the only time I ever met a programmer for CIG was when I interviewed there like 5 or so years ago when they were first starting. Feels like I only ever meet artists, and sometimes I see this one designer.All those people are game developers tho
The decision to remove the cap either results in massive inflation meaning no normal players can afford things, or price fixing ("because 9:1 NPC ratio!!1!!!") meaning ultra-wealthy players have even more buying power.This is so cart before the horse. :lol
You can't crew a Javelin with NPCs paid in ships. You can't fill a Hull E with cargo paid for with ships. You can't employ a constant escort of fighters with a salary of ships. Ships are not near as liquid of an asset as money, which will always make the world go 'round.
The decision and the response to it makes me honestly wonder if CIG is employing anyone who has worked on an MMO economy before. Not claiming I have, but this is basic stuff. With no money sinks other than buying ships and with the ability to buy infinite UEC... forget any P2W argument - the game economy is screwed right out of the gate.
"But people can just buy ships to horde wealth" - Ships can't be turned into cash as easy as cash being cash. All one has to do is look at the current market where ships that actually sell are largely either very rare or priced below cost. Having to invest in ships creates a commodity market, and you can only get out of your investment what someone is willing to pay for it. If everyone's investing in an infinite pool of ships, their value tanks. Cash is always cash, is liquid, and retains its value - unless devalued through inflation caused by increasing the amount of cash in circulation... or infinite inflation caused by an infinite increase in the amount of cash in circulation.
"But there's a 9:1 NPC ratio" - That's just price fixing. Artificially keeping prices low to stop inflation. Again, this results in more buying power for the ultra-wealthy who can buy any thing, any deed, or anyone they please.
"There's no 'win' in this kind of game" - Maybe not, but there are plenty of ways someone with infinite wealth and therefore power can make you have a very bad day.
They're going to refactor the physics
Internal Roadmap is different to Public Roadmap, accidentally confirmed
Feature Creep 2018: "Citizens should not be able to fly ships or operate consoles in their Marine battle armor. We want players to get in their ship, get out of armor, then get in the pilot seat. We're adding lockers to all ships for this. In an emergency we want players to rush from the cockpit and get in their EVA suit."
This may be a foreign concept to gamers as the majority of games are about winning and losing, but Star Citizen isn’t a normal game. It’s a First Person Universe that allows you to live a virtual life in a compelling futuristic setting. You win by having fun, and fun is different things to different people.
Every time I spawn a particular ship in Port Olisar, I am unable to enjoy the game for what it is. I am constantly harassed simply because of a ship I have purchased to back the game. Numerous players come around my ship within minutes of me spawning it and make attempts to get inside it. They feel they are entitled. Through chat, they make demands that I open doors. I refuse. So then they start ramming my ship. Some have even made sexual and inappropriate remarks. Some refuse to leave after being asked to do so. I have been recording the incidents on video and in each case, reporting it to CIG. If I spawn something other than the ship that I am constantly harassed in, I have no problems in game. It is pretty much an everyday occurrence. What is the point of pledging for large and expensive ships if you have to deal with in-game harassment when you spawn the ship?
I am not a teen anymore, and I cannot spend 12 hours a day playing games to unlock content. That's why I spend money to do make sure I stay competitive with those no life kids.
As the title says, I've dropped 20k on this game thus far, and will likely spend more in the future. For that investment, I expect to be at the top of the game. I should be ahead of people that only spent $40 or whatever.
I know hating on the millionaires and billionaires is the new cool trend nowadays, but this is getting ridiculous. It's infecting even gaming! I am not even a millionaire. I don't make millions per year, never mind billions. But I do expect to be adequately compensated for my investment into the game.
You kids can call that p2w or w/e, I don't care. I deserve what I paid for. And if I don't get it, then people like me, aka the whales, will withdraw our support. Heck, I might even sue to get a full refund. Not because I care about the money. It's just the principle of the matter.
i love these dudes arguing over all the scary downfalls of what will happen when this becomes the biggest game in world history and has hundreds of millions of users :lol
So. Uh. IDK if this is a honeypot to ban me for leaking PMs or something, but I just got this from what I am pretty sure is their automod thing, and it loving rules.
No, rush CR and limit his budget and you get Wing Commander: the movie give him time and a massive budget you get Lord of War. Do you seriously think WC was a better movie?
Production CompaniesThe people associated with Ascendant I highlighted:
Entertainment Manufacturing Company (presents)
VIP 3 Medienfonds (as VIP Medienfonds 3)
Ascendant Pictures
Saturn Films
Rising Star (in association with)
Copag V (in association with)
Endgame Entertainment (in association with)
Majority Entertainment (in association with)
Directed by
Andrew Niccol
Writing Credits (WGA)
Andrew Niccol ... (written by)
Produced by
Artemio Benki ... line producer: Czech Republic
Greig Buckle ... line producer: South Africa
Nicolas Cage ... producer
Bradley Cramp ... executive producer
Christopher Eberts ... executive producer
Fabrice Gianfermi ... executive producer
Darren Goldberg ... line producer: New York
Norman Golightly ... producer
Andreas Grosch ... producer (as Andy Grosch)
Gary Hamilton ... executive producer
Douglas Hansen ... co-producer (as Douglas E. Hansen)
Michael Mendelsohn ... executive producer
Andrew Niccol ... producer
Chris Roberts ... producer
Teri-Lin Robertson ... producer: Reeleyes Film Co., South Africa
Philippe Rousselet ... producer
Andreas Schmid ... executive producer
James D. Stern ... executive producer
Ronaldo Vasconcellos ... executive line producer
Jim Vidal ... associate producer: International (as James E. Vidal)
lmao no, his company was one of the production companies
Oh god, you're actually very right about that.
I've referenced The Pledge many times over the years and it never dawned on me that CR never treated publishers well to begin with, lol.
funny enough, Ascendant's legal counsel was the same Ortwin Freyermuth that CIG uses
I think this was mentioned before but you can confirm it on their still up website: http://www.ascendantpictures.com/team.html#of
You added a subjectively variable. What is a 'reasonable amount of time'? I personally would count 12 total years of development as reasonable for the game they're making now (not necessarily their original plan), considering the ambition of the project. Let's not forget that they're trying to make the next EVE, not just breeding No Man's Sky and Call of Duty.
Unlike coding, you really can just throw more people at this ... ONCE the code/toolsets are created.
When Chris said "we created a company we want to work for, for the rest of their lives" I think he wasn't kidding.
"we created a company we want to work for, for the rest of their lives"
I personally would count 12 total years of development as reasonable for the game they're making now (not necessarily their original plan), considering the ambition of the project. Let's not forget that they're trying to make the next EVEBut EVE today wasn't the EVE that released 13 years ago.
QuoteI personally would count 12 total years of development as reasonable for the game they're making now (not necessarily their original plan), considering the ambition of the project. Let's not forget that they're trying to make the next EVEBut EVE today wasn't the EVE that released 13 years ago.
From what I can tell EVE started pre-production and design around 1998 but didn't start formal development as actual software until 2000. And was released in 2003.
Star Citizen started development in 2011. Using CryEngine.
Item 2.0 changed everything.
Thrusters, missiles, and counter measures have yet to be converted to Item 2.0
IFCS changes have been worked on, but there is no way to introduce tier 1 IFCS effectively without testing in planetary atmosphere and Thrusters 2.0.
Well I've got a thousand bucks just sitting in a bank account waiting for the Stanton system(Original patch 3.0) to be finished and then I'm buying a bunch of starter accounts to give away.
A short effortpost/rant about why it doesn't matter what optimizations and fixes they make:
Very roughly speaking multiplayer games can be architected in one of two ways*:
1. Players run a client which presents state as given by a server, but which has no authority itself. Player actions are sent to the server to be incorporated into the global state, but the client only does simulation and state tracking for gameplay reasons (dead reckoning, lag compensation, rubberbanding, preloading resources, etc.). The server has a model of the world, but an attempt is to limit or eliminate any knowledge of the nitty-gritty of the client software (animations, models, etc.).
2. Players run a client which functions by synchronizing state directly with a server and/or other players. The networked state is encapsulated inside various entities and systems - and there is little to no decoupled world state which the client has to interpret and use to build a presentation. The presentation is the state.
An example to illustrate the difference:
Player B flies his spaceship into sensor distance of Player A.
1) The clients are given "abstract" data updates - there is enough information to determine what ship model to load and where to put it, but all data is essentially decoupled from the nitty-gritty of the engine. There is no "binding", because each client is just displaying data given to it. If you wanted to, you could essentially have different clients connected: like a decouple AI server agent, a webpage showing ship positions in some system, a statistics system building hotspot data for player activity, etc.
2) Players A and B are told to spawn a new network-bound entity to represent the other player. Whenever state of A and B changes in their client software, the property updates are sent to the server which forwards them to the other client. This has the advantage that no special protocols need to made, no special simulation needs to run on the server, and you can use a modified client as the server. You can go full peer-to-peer or you can have a server mediator to sanity check and prevent cheating. But you have a challenge in determining synchronization granularity and frequency. It's also much harder to have NPCs and non-trivial AI actors with this approach.
MMOs should never pick option 2. It doesn't matter if they implement fantastic Bind Culling, OCS, Serialized Variables, etc. The approach is anathema to an MMO with a persistent world, a high PC/NPC actor count and massive scale.
They're building the state synchronization into the completely wrong layers. And they're not the first or last to do this. Most game engines have a basic multiplayer game implementation with state synchronization because it's relatively easy to create, doesn't involve maintaining dedicated server software and is agnostic to the genre of the game.
You can build impressive prototypes (and some very specific types of games) with a state synchronization architecture - but if you're doing an MMO, you need to scrap that thing and build server software which is (at least in principle) engine agnostic. CIG never took this step.
If you're backing a crowdfunded MMO the #2 thing you need to look at to see if it's viable (#1 is the presence of known scam artists) - is whether they're building proper servers. It's much less important what engine they're using than whether they're able to build a custom server architecture - and are doing so early on.
To sum up: it doesn't matter how much they optimize the CryEngine network engine. It doesn't even help if they rip it out completely and rewrite it from scratch. The only way for them to deliver an MMO is to start making MMO servers. But that cannot be retrofitted into their current codebase, and would probably require throwing away the majority of it.
The fuck is going on with this game? About four years ago i though "cool, hope it comes out soon" and even now it's still basically not in alpha.
They played it safer than they ever have, and that is both good and bad for Star Citizen.
It’s good because Chris, for perhaps the first CitCon ever, didn’t overcommit non-stop. He resisted his worst urges and didn’t add much new Engineering Debts. (Well, aside from all that mundane item-level interaction that will never scale.)
I’m surprised, given that they showed some of the “Hab” work-in-progress and showed planet-based Hangars, that he didn’t start pre-selling more real estate. He talked it up somewhat, mentioned a future of different sized (priced) player housing and theorized that players might want to own multiple homes on multiple planets. But he didn’t start selling yet. Yay for personal growth.
But all that caution was bad, too, because people go to CitizenCon for two reasons - to get hyped, and to fellowship with other backers. Attending was a very expensive and inconvenient ask. Anybody there was likely out $1000+ dollars, to say nothing of disruptions to their jobs. Whatever fun they might’ve had on their bar crawls and hangouts, it probably still felt like a letdown to more than not. Nowhere was that more obvious than during the awkward sessions that Eric Davis had to emcee, made moreso by his calling attention to it.
Chris insists that it’s still early days and I’m sure he wants to believe it, but more than any other Citizen fan event before, it felt like people just want it done. They’d have been wiser presenting a third of what they presented. Lorville, the face tech demo, the flight model updates and the Squadron trailer were all that they needed, and if they’d focused on presenting those better, they’d have probably had just enough to keep a slow steady buzz. I think a 500-800 seat theater in Vegas on a Friday — without scavenger hunts, Org booths, giant ship models and awkward cosplay — would’ve made for a much funner, easier show that fans would’ve been far more excited to attend. They’d have had cheaper rooms and airfare, too.
There’s probably some interesting stuff to unpack in what was presented. Little things we missed here and there. But after skipping Gamescom, after the year they’ve had, after they’d hyped this show so much, they needed this to be perfect, not perfunctory.
https://www.youtube.com/watch?v=VppjX4to9s4
https://www.youtube.com/watch?v=VppjX4to9s4
:cac
Prediction time: the Kraken will be the first ship you can’t pledge for, you can only buy it in-game, and that’s how they’ll show off the in-game ship buying.
I can't believe something this massive is actually going to exist in game. A player can own and operate a ship so large it has an airport and a tram system and can house literally more people than the server can currently handle.
So, a Citizen pointed this out:
Last year in November (I think) the Carrack was increased from 350 dollars to 400 dollars. But this was okay! Because the ship had gone up in size, to 170 meters, they had to raise the price! It was a higher class of ship.
This year: "Oh we haven't actually worked on that ship in 18 months. Also, the size is back down to 125 meters." But the price didn't decrease.
By the end of 2017, the company brought in a total of $207 million and had spent $193 million since 2012. Capital on hand at the end of 2017 fell 26% to $14 million from the prior year. Total income—made up from fan pledges, its subscription pass and fan events like its annual CitizenCon event—has been consistent the past three years, with the company bringing in $44 million in 2017.
The majority comes from fan pledges. Backers can no longer directly donate to the company; they now receive something in return, be it the early-access version of the multiplayer for $45 or purchasing in-game assets like starships whose costs can rise into the hundreds of dollars. This year, the company matched 2017’s $35 million, calling December its best ever month for pledges.
The highest expenditure is on its staff, of which 85% were developers last year. With a headcount of 464 across five studios in 2017, salaries cost the company $30 million. Staff size has since grown to over 500. Other costs associated with development made up the second-largest line item, at $10 million.
Fortnite made a Billion dollars on their shitty repetitive gameplay by selling cosmetic items. Star Citizen will be 20 times that game and only needs to make 1/20th as much.
What kind of fucking moronic investment firm would throw money at that company at this point :lol
But on the investor side there is no company override of control. As long as we’re not spending on a super-yacht, like I said, it’s cool. I don’t think anyone that crowdfunded the game would be very happy about that either, if I was snapping pictures on the back of a yacht somewhere. [laughs]
Star Citizen. The only game in history where a 10 year forum ban will expire before the game is released...
I honestly believe these road maps are not accurate. Teams are working on components and give an arbitrary number; then near the deadline..... reveal the 95% completion they are at 2 weeks out
Currently we are experiencing a drought in Star Citizen content with the changes to CIG’s content and the lead up to Squadron 42. One of the most exciting times in Star Citizen’s history for many people was The Next Great Starship. This contest involved the community creating a concept ship that was voted on by the community to be implemented into Star Citizen. The Redeemer won this contest and was then added into the game by CIG. In February 23, 2019 we produced a video that discussed the content drought that is currently going on. This sparked discussion from our viewers and instead just bemoaning the drought we propose a solution.
Today we are announcing a fan run contest called The Next Great Concept Ship, in tribute to the original show by CIG. This community contest will involve artists and designers in the Star Citizen community creating the best concept ships out there. The best of these ships will then be featured during the video series and voted on by the judges. The top three designs will receive the money from the gofundme campaign which will be used raise money exclusively for the prize pool.
The plan is to have enough submissions to produce a 10 episode run of this fan produced contest. We plan to start the contest as soon as possible keeping in mind a small period for promotion. The first episode will be the viewers voting on the role of the ship to be concerted.
We are starting a gofundme campaign in an attempt to raise $10,000 USD or $14,100 AUD to be exclusively used for the prize money, additional funds will be added to the prize pool:
1st Place- $5,000 USD
2nd Place- $3,000 USD
3rd Place- $2,000 USD
This is an all or nothing campaign so if we do not get enough funds to fund the prize pool the money will be returned. If for any other unforeseen reason the show doesn't proceed the funds shall also be returned.
Thank you for your time and consideration,
The Inforunners
:dead
How the fuck are people still invested in this shit
:dead
How the fuck are people still invested in this shit
It’s going to take a long time, well past release, before we see anywhere near 100 systems.
The founding goal for 100 system was in the old-days with no planetary tech, nowadays i think the correct number of systems for a "final game" could be 5-10 for 2023, then expand slowly in the next years with the game out.
Adding cave tech just expanded system content 10 fold at least.
Lots of reasons to celebrate for sure.
https://venturebeat.com/2019/03/28/star-citizens-alpha-3-5-brings-a-city-planet-female-characters-and-new-flight-system/
Female avatars in at last.
“Once we finalized the female character, we had to retrofit our entire universe: ships, animations, clothing, armor, and weapons to make sure they all worked with the female character rig as well as the male rig,” Roberts said.
https://venturebeat.com/2019/03/28/star-citizens-alpha-3-5-brings-a-city-planet-female-characters-and-new-flight-system/
Female avatars in at last.
this is the universe feminazis wanthttps://venturebeat.com/2019/03/28/star-citizens-alpha-3-5-brings-a-city-planet-female-characters-and-new-flight-system/
Female avatars in at last.Quote“Once we finalized the female character, we had to retrofit our entire universe: ships, animations, clothing, armor, and weapons to make sure they all worked with the female character rig as well as the male rig,” Roberts said.
Is this quote SC in a nutshell?
I just don't understand how a game with so many people working on it, and so devoid of content, took that long to make a female animation rig.
This is not fraud—Roberts really is working on a game—
https://clips.twitch.tv/EnjoyableAlluringSkirretHassaanChop (https://clips.twitch.tv/EnjoyableAlluringSkirretHassaanChop)
The issue is/was the database burden. Longer operation times for searching/joining/optimizing/schema changes etc, more chances for errors, higher maintenance costs, more work to transfer, copy and backup which needs to be done regularly or it puts *all* player fleets at risk. It's purely being done to remove current and future headaches, it's not a matter of "respect", but maintainability.
The issue was that the $0 CCU was an item at all - it should be an instantaneous process instead with no need to store it anywhere. Unfortunately, that was something no one had the foresight to know when this now legacy system was first implemented, and we don't know how herculean an effort it might be to refactor everything to make such a fix workable.
Whet if the market collapses due to everyone playing star citizen :othey had this theoretical discussion about the in game economy:
They need to be stopped!
"$90 million for what he's pitching, even with a competent leadership, you couldn't do," CS1 wrote. (...)
To this, Roberts says: "How do you or they know this? Which employees said this and what makes them qualified to make that judgement? I know it's what Derek Smart loves to say but he couldn't make a good game with $200m so I don't think his opinion matters.
I love reading all the SC theorycrafting. These people are so deluded it's incredible. They've made up these worlds in their head and believe they're real. Theres nothing close to a game yet/ever and this guy is fantasising about spending in game currency in it. Amazing
I haven't donated anything to them, but after playing it this free week, I do kind of want to buy a starter pack tbh. It still got a loooooong way to go, but the potential seems undeniable, would like to maybe follow each update.
Last thing I know of, CIG tried to price Crytek out of the lawsuit by demanding they post a 2 million dollar bond to cover CIG's legal expenses if Crytek loses, arguing that Crytek is going bankrupt and by the end of this lawsuit might not be able to pay CIG's legal fees if so required. The judge pointed out that while it's true Crytek is in financial trouble, it would be wrong to price Crytek out of the courtroom, so she's set the bond to 500k. Crytek has like, a month or two to post the bond, at which point discovery will begin.
When did the Gas Cloud tech disappear from the roadmap entirely?
I broke my legs and died running down a normal corridor. I broke my legs and died walking down two steps after respawning in Arccorp. I died climbing down the ladder of the 300i. I died because I got too close to the windshield of the 600i.
I die constantly for no good reason. Those systems are buggy as hell.
I've been following the SA thread regularly. The game has mostly slowed into a steady cadence of releasing very little and they cut back most of their youtube shows despite still asking for paid subscriptions to their channel.
It's just a slow churn of nothingness and dreams.txt at this point.
Someone I know casually who worked there for two years as a high level producer (his linkedin states he reported to Erin!) just left CIG recently and hasn't announced a new job. So you know, same old burning out well connected senior people.
Alright it's time for the post I actually came her for tonight, another episode of INSIDE STAR CITIZEN
https://www.youtube.com/watch?v=bsRe5-6Iq_4
The 8 minute show that costs roughly half a million dollars a week to produce!
* Today's episode will be about gameplay! Haha no, just kidding! It's about particle effects.
* Do you know what a "Signed Distance Field" is? Is this another thing we just invented, and it actually means "hitbox?" We'll never tell!
* Okay today's episode is literally about making the sparks bounce nicely. That's- that's it. They put this out with their heads held high.
* Oh good there's another segment. They sent their audio team to loving sweden to record... chemistry noises? Guess you couldn't get those anywhere else, foley guys? Hope you enjoyed your paid vacation.
* And of course the "Picture of a non-functional spaceship" segment at the end. Looks like those mysterious space gypsies are really into early-2000's spooky-organic alien architecture! An extremely generic design choice from the masterminds at CIG, who no doubt had to spend 6 months underwater studying dolphin loving or something to come up with it.
Imagine living that life.
https://twitter.com/TarkaRoshe/status/1161755404080226304
https://twitter.com/TarkaRoshe/status/1161748467628335105
https://twitter.com/TarkaRoshe/status/1161745251507277824
An amusing sidenote on the amount: the judge reduced it because CIG had so vehemently argued that the case was only motivated by cryteks lack of funds. The argument was basically "if CIG say crytek are out of cash, they can't expect a $2m bond"
https://www.reddit.com/r/SubredditDrama/comments/cszyyh/a_grand_buffet_of_juicy_rstarcitizen_drama_to/?utm_medium=android_app&utm_source=shareOutside of corporate and project management fuckery, the economy of this game will be a mess. You have people junking ships and claim the insurance to avoid refueling costs. :lol
Good roundup here
Well we don't deserve anything. They're by far better to communicate than all other companies. But the lack of it, while still showing little to no progress isn't good
Backstory: a recent Forbes print-magazine article (web edition here, /r/StarCitizen discussion, bonus /r/Games discussion) about an investigation they made into the (mis)management of Star Citizen creators Cloud Imperium Games, wrote that the Roberts Family Trust bought a $4.7m mansion in 2018.
I didn't read that Forbes article when it was posted here, I see I should have:QuoteBackstory: a recent Forbes print-magazine article (web edition here, /r/StarCitizen discussion, bonus /r/Games discussion) about an investigation they made into the (mis)management of Star Citizen creators Cloud Imperium Games, wrote that the Roberts Family Trust bought a $4.7m mansion in 2018.
I didn't read that Forbes article when it was posted here, I see I should have:QuoteBackstory: a recent Forbes print-magazine article (web edition here, /r/StarCitizen discussion, bonus /r/Games discussion) about an investigation they made into the (mis)management of Star Citizen creators Cloud Imperium Games, wrote that the Roberts Family Trust bought a $4.7m mansion in 2018.
From couch surfing to living in a mansion.
Although honestly $4mm for a mansion really means its a two story house within 10 miles of the beach in Los Angeles dollars.
Also:
https://twitter.com/RapidDarkVenom/status/1164585338347696128
I know this face. This is the face of a game dev who is so tired and broken and over your shit that they can't even fake a smile for your stupid PR shit.
Apparently ResetEra had a 10+ page thread about the latest Star Citizen thing.
A $250 VIP dinner (for people who had pledged at least $1000 dollars) and a chance to be one of the first to buy a new ship (at a reduced price of who the fuck cares its still too expensive).
Said ship:
1. Doesn't exist in the game and probably isn't close to being in.
2. Is a mine laying ship, because that makes sense in space.
3. Mine laying mechanic does not yet exist (and probably won't ever reach "tier 0")
Good times.
Eric mentioned merchandise is being revamped, along with faster delivery times. Speaking to Chris, SSOCS is targeted for 3.8 but they're realistic it might be pushed back to next year. It's a requirement for Squadron 42, as it's effectively running a server on the local machine. Static server messing is due end of 2020 but I got the impression that dynamic server meshing will take a lot longer.
Eric mentioned merchandise is being revamped, along with faster delivery times. Speaking to Chris, SSOCS is targeted for 3.8 but they're realistic it might be pushed back to next year. It's a requirement for Squadron 42, as it's effectively running a server on the local machine. Static server messing is due end of 2020 but I got the impression that dynamic server meshing will take a lot longer.
There was also mention of an upcoming video in the next week that fans will really like, though Erin wasn't willing to say any more than that.
Also in relation the roadmap, CR told us that 3.8 might have some features that will slip, he was not confident about everything on the roadmap making it into that patch. (Microtech is an obvious one here).
Also Chris is hard at work coding the physics refactor of the game, and SSOCS which will be coming will come in tandem with Item Cache 2.0 which will allow much better persistence then we currently have in the game.
QuoteI wish he said this kind of stuff on ISC and not at Concierge only events tho
It's because sadly too many people here and on spectrum have proven many times over that they are not capable of handling information well. Starting with the simple missing ability of understanding what "estimate" means compared to "knowing the Future in detail".
I mean just look at the accusations and "broken promis" rants or "scope creep" discussions, etc.
If I were Cris I would also not feed the trolls, even if many trolls are not trolls on purpose and don't even know they are.
The potato shortage at the tables was actually a lore tie in to the great Vanduul Potato Famine of 2835, that coincidently enough, was the initiator of the great conflict.
Attention will be paid to the character model, animations and voice recordings coming from an actor. Thereby the character should look more real. Hideo Kojima was mentioned as a counterexample. He uses three different characters for the character model, the animations and the voice recordings.
So far two types of mines are planned (Explosive and Gun). It has been suggested that more types will be added.
The mines have small thrusters. This will allow them to maintain their position. Explosive mines can move towards a target. If mines are dropped while the ship is moving, the mines will slow down with the thrusters. This makes it more difficult to position the mines at high speed. The thrusters will be too weak to counteract the gravitational force of planets. A minefield directly above Lorville does not have to be feared.
It should not be so easy to block a jump point permanently with mines. The mines will be expensive and have to be maintained (the components age with time; just like the ships). This will prevent large minefields and a permanent blockade of important locations.
Since the mines have components just like the spaceships, their signature can be located by a scan. It can be assumed that the signature of the mines is very small and difficult to detect. The Terrapin should be well suited for this task.
Mines will occur in SQ42, nothing has been said about the Nautilus.
The Nautilus has two drones to collect the mines. Thus it is not quite so annoying if a salvage fails and the drone is destroyed.
I’ve said it before and I’ll say it again - the Terrapin is going to be the go-to onboard ship for the Polaris. A fighter or pair of Arrows won’t be able to accomplish many of the strategic and tactical operations a Terrapin could. You’d be better served, IMO, using Vanguards as the fighter escort.
After the one-hour presentation, questions about the Nautilus and the mines could be asked for half an hour.
So far two types of mines are planned (Explosive and Gun). It has been suggested that more types will be added.
The mines have small thrusters. This will allow them to maintain their position. Explosive mines can move towards a target. If mines are dropped while the ship is moving, the mines will slow down with the thrusters. This makes it more difficult to position the mines at high speed. The thrusters will be too weak to counteract the gravitational force of planets. A minefield directly above Lorville does not have to be feared.
It should not be so easy to block a jump point permanently with mines. The mines will be expensive and have to be maintained (the components age with time; just like the ships). This will prevent large minefields and a permanent blockade of important locations.
Since the mines have components just like the spaceships, their signature can be located by a scan. It can be assumed that the signature of the mines is very small and difficult to detect. The Terrapin should be well suited for this task.
Mines will occur in SQ42, nothing has been said about the Nautilus.
The Nautilus has two drones to collect the mines. Thus it is not quite so annoying if a salvage fails and the drone is destroyed.
It should not be so easy to block a jump point permanently with mines. The mines will be expensive and have to be maintained (the components age with time; just like the ships). This will prevent large minefields and a permanent blockade of important locations.
QuoteIt should not be so easy to block a jump point permanently with mines. The mines will be expensive and have to be maintained (the components age with time; just like the ships). This will prevent large minefields and a permanent blockade of important locations.
O M E G A L U L
:dead at having a half hour Q&A segment about two things that don't yet exist
:dead at having a half hour Q&A segment about two things that don't yet exist
I'm guessing that notes were taken because the design probably didn't exist beyond "it lays mines".
What a farce.
I was at the dinner actually, what was truly sad was just how much CR was trying to push things on us. Not the ship sales, but these supplements he was taking. He kept telling everyone who came up to him to talk to him about the game about these natural vitamins that were making him feel so much better, he said he's writing code 12 hours a day, 7 days a week to complete a physics refactor or something, that he then runs 4 hours, eats, and then goes to sleep. I kept trying to move the conversation towards progress towards milestones, community interaction, the roadmap, gameplay, etc, but every time he would rudely interrupt me to tell me that I should get these supplements, that they would transform my life and make me feel like I'm 18 again (i'm not that old in the first place), the stupid thing was that after 30m of trying to talk to him, I gave in and asked him what these supplements were called and he said he forgot and left the bottle at home. Everyone else had the same interaction with him, when we asked the other devs they were just shaking their head and saying that's what they have to live with.
That dude should try those supplements tho, maybe it'll help him stop writing walloftext.posts.
an average uptime of 12.5h before they encounter a server crash
Have they even properly modeled space debris orbiting populated planets??? Wake me up when they do.
What is staggered development?
Staggered Development is an approach that splits the various development teams between multiple delivery dates. This puts teams into a cadence whereby they are delivering larger features every couple of quarters instead of every quarter, but due to their staggered nature, you would still receive an update every quarter.
To oversimplify for clarity's sake, an example of this would be that half our dev team may be working on 3.7 features, tech, and content, while the other half would be working on 3.8. Once the team working on 3.7 delivers the patch, they would then transition to 3.9. Rinse and repeat.
Ultimately, this is a really good thing for Squadron 42 development as well. Both Star Citizen and Squadron 42 share a codebase and as features come online for both games, they will be in a more stable/playable state, reducing potential blockers that can hinder and slow down development.
You will of course notice that our target Beta date for Squadron 42 has moved back by 12 weeks in today’s Roadmap update, but this is a necessary step as a result of changing the overall development cadence, which we expect will create positive results in the overall delivery and experience of Squadron 42.
- after many, many assurances that the crytek lawsuit would not proceed, chris & co are scrambling (no elaboration)
- emails, contracts, recorded conversations and biz licences are being sent for review (legal review?)
- Erin "extremely nervous" about outcome, although showing a "carefree attitude" around the office
- "I know for a fact he doesn't want another Gizmondo on his hands. Once was enough."
- aegis backer event: "Our goal was to be totally positive. We nailed it."
- production on certain parts of the game are stopped completely until legal avenues are resolved
mostly that means engine and server improvements
- this halt is scheduled to begin 9/3, but employees have known about it for some time
- engine switch most likely in the cards, deep discussions about stadia/UE4 ongoing
- "Anything made or built with CryEngine would be discarded and re-coded." including animations, models, maps, client and server side code, etc
- "We'd have to redo a lot of work. It'd be worth it, because it's the only way forward."
*laughs in CryEngine 3*
Oh apparently people on Something Awful are amused because apparently the latest CryEngine version got updated with some of the shit CIG is obviously having issues with like the "OCS".Mh-hm. Now this is my kind of petty.
:lol
- "I know for a fact he doesn't want another Gizmondo on his hands. Once was enough."
Five of the six top execs at this company, Chris Roberts, his brother Erin Roberts, their lifelong friends, Nick & Simon Elms (brothers), Derek Senior – all from Manchester – through their previous company Warthog, were associated with the Gizmondo money laundering operation that was busted worldwide a few years ago.
Rumours coming out of CIG Manchester that their QA team haven't been paid this month. Going on previous experience this is usually the start of the end - QA get boned first before other departments due to the perception that they are the most expendable.
Hopefully for them it's an admin error
I didn't read that Forbes article when it was posted here, I see I should have:QuoteBackstory: a recent Forbes print-magazine article (web edition here, /r/StarCitizen discussion, bonus /r/Games discussion) about an investigation they made into the (mis)management of Star Citizen creators Cloud Imperium Games, wrote that the Roberts Family Trust bought a $4.7m mansion in 2018.
From couch surfing to living in a mansion.
Although honestly $4mm for a mansion really means its a two story house within 10 miles of the beach in Los Angeles dollars.
Also:
https://twitter.com/RapidDarkVenom/status/1164585338347696128
I know this face. This is the face of a game dev who is so tired and broken and over your shit that they can't even fake a smile for your stupid PR shit.
OK I actually think that Space Yacht is pretty cool
How much is that gonna run me
Pledge cost increased from 600 USD to 890 USD just before the 4th Anniversary Sale on 2016-11-18
Initially sold for 600 USD on 2014-10-11
Some more rumors from TheAgent over at the SA thread:QuoteI'm not even going to "hello" this because its p sketch, but someone has been very, very, very, VERY adamant that parts of the latest citcon demos are done with a different engine other than lumberyard/cryengine
this person was right in the past about a few things (I know the criminal gameplay thing was one, I think the animation/AI problems were others) and I don't think they work there anymore but this is so gently caressing hilarious to me that I can barely believe it
Got news for you FUDsters ! Development hasn't even really started. Actually it's pretty impressive what they made without even beginning making the game !
:smug
https://m.twitch.tv/videos/474868266?t=00h30m29s (https://m.twitch.tv/videos/474868266?t=00h30m29s)
Good meltdown too :
https://www.twitch.tv/videos/474868266?t=00h01m33s (https://www.twitch.tv/videos/474868266?t=00h01m33s)
I thought I understood game development but then Star Citizen made me realise I didn’t want to.
We project Salvage to be a full “two-quarter task,” similar to the development of the initial release of Mining. After carefully evaluating all factors, we made the decision to push Salvage back two quarters to make room for both FPS Mining and Refueling.
First, for the release of 3.7, it didn’t make sense to implement caves without gameplay, so we tasked the team on Salvage with creating the FPS Mining and Quantum Fuel Mining.
Second, we’ve made the decision to re-task the team focused on Salvage in the quarters to come with closing out a full refueling game loop, which will include Fuel Harvesting and Quantum Fuel Harvesting. These will both be added to the Public Roadmap soon. Once completed, the team will then move on to focus on Salvage.
I feel that any amount of lawyer money spent on coming to an amicable agreement allowing them to use whatever cryengine variant they're on is less than the cost of CHANGING THE ENTIRE ENGINE RIGHT NOWseriously, if they actually are intending on using Amazon's version I'm sure Amazon would have helped broker something to at least take it out of court
500 planets at launch!"launch" never comes :rollsafe
Animation
Animation continued R&D into the motion matching tech mentioned last month, including looking at how seamlessly it can transition from locomotion into a usable enter animation. They also looked into interrupt and resume tech for story scenes, which will allow a player to leave a scene, have the characters pause naturally, and start again seamlessly when they rejoin. The SQ42 Feature Team also started implementing a firing range.
Edit: Oh remembered one thing, FFS, they were teasing the physical box prototypes from the KS packages back then, when in reality they weren't even close. It's things like this that keep pissing people off.
Their attempt to be more date-driven worked to begin with, but as seen this year it became unsustainable.
Ships are on a separate pipeline, so focusing less on ships wouldn't allow them to focus more on professions and gameplay.
Q05) We used to get real design documents in the past that gave us at least a moderate glimpse of what a mechanic was, and how CIG is planning on it affecting gameplay. Can we please go back to getting these deep-dive documents into professions? [19:36]
TL;DR They've changed how they do things, so the deep-dive documents are no longer fit-for-purpose. Instead they have an internal document that Todd would "call almost like a one-pager", which is more focused on what they can hit and what they need to hit for the Tier Zero implementation.
Chad adds a more programmer perspective, saying that the sync-up between programmers and design would often reveal technical considerations that hadn't been fully considered until they started implementing the design
Q06) What is the current status of Server-Side Object Container Streaming (SSOCS)? [21:10] (Oh boy...)
TL;DR They needed to revisit existing gameplay features to make sure they weren't broken, and have done that. SSOCS also requires Global Persistence(...) An early version of SSOCS without GP might be released in order to get some of the streaming benefits from that work, which is possible due to a Prototype Model they created for testing. As for Server Meshing, most work on that can only happen after SSOCS is done.
So realistically, 890 gameplay is going to boil down to one thing longterm
u/Amathyst7564
So I was in Olisar and someone brought an 890 jump for people to come aboard and check it out. We collected about ten people and and went off towards arc corp. Most people were just in their default suit, with a pistol and a single clip. A couple of us had armour and assault rifles.
We toured the ship. It was aesthetically pleasing. But once you've seen it, you've seen it and after you do a cruise once you probably won't want to spend money on another. That's when it was announced over ship comms that a game of hide and kill would commence once we dropped out of FTL. Coincidentally, those with armour and rifles were all wearing monocles and not shooting each other. The default suit peasants didn't stand much of a chance with a pistol and a clip. Some were hiding in the engine room, some in the toilets, some didn't know what was going on and got clocked standing in the atrium looking up at the arc corp view. The ship makes an excellent level for free for all battle royal.
Purge Cruises, now at affordable prices. Where the fun never stops.
Q03) Are there any plans to allow pilots to get up from their seats without deactivating engines or propulsion? [05:15]
Yes; it's actually a bug that David Colson hasn't been able to fix yet. It's caused by the networking system, and isn't an intentional feature
Q13) Why do boxes fall through the floors inside ships? What is being done to prevent/fix this? [25:54]
They don't think it's an issue with continuous collision detection, but instead think it's caused by bugs with the physics grid inside the ship.
Q19) What are their current plans and/or ideas about being able to further customise ships with loadouts, colours, decals, and so on? [36:42]
It's something they want to do, and they're still looking at the data from the 300 series
Q21) Are you happy with the current Flight Model? [40:41]
Due to these changes, they're also going to rebalance the ships for in-atmo flight
They're then going to rebalance ships for space combat as well, but are taking some time to solve some design problems with combat that they're not yet sure how they're going to solve. When they're more confident about their solution(s), they're also going to rebalance accelerations and the drag for atmosphere
(...)
Jared reiterates what Chris has said many times: they'll take it to the point of realism, and then bring it back to the point of fun
Q25) As the Vanduul ships are needed for Squadron 42, are we likely to see any bug fixes and/or updates to the Scythe, the Glaive, or the Blade in the near future? [55:21]
John's positive that there'll be updates to these ships, but can't say when
Q27) Are there any plans to fix the flying behaviour of ships like the Razor series, the P52, and the P72, which cannot currently turn at speeds above 100m/s? [58:10]
It's a bug with the atmospheric system, caused by the centre of p-- (he cuts out so it's missed)
No, it's a physics based issue. Each object (ship or broken ship chunk) doesn't weigh early enough so when things fall based on physics, it acts as if it were a lightweight object. Imagine it like a car made of Styrofoam and a car made of metal. Same size, much different weights and fall and interact with objects differently. That's what we're seeing here. It's uncanny because we expect ships and broken ship parts to act as a heavy object, but they don't. Heavy things don't bounce around.This game will be perpetually broken lmao
Ships as a whole are lacking weight because planets and gravity interactions weren't a thing before 3.0 so it never came up. The excuse given is usually ship thrusters are incredibly powerful and can counteract any gravity, but that falls apart when you shut off engines and let physics do its thing.
look, all they have to do is recreate physics completely including physics that are only theoretical at this point in human history as well as describe the features of every object that can existQuoteNo, it's a physics based issue. Each object (ship or broken ship chunk) doesn't weigh early enough so when things fall based on physics, it acts as if it were a lightweight object. Imagine it like a car made of Styrofoam and a car made of metal. Same size, much different weights and fall and interact with objects differently. That's what we're seeing here. It's uncanny because we expect ships and broken ship parts to act as a heavy object, but they don't. Heavy things don't bounce around.This game will be perpetually broken lmao
Ships as a whole are lacking weight because planets and gravity interactions weren't a thing before 3.0 so it never came up. The excuse given is usually ship thrusters are incredibly powerful and can counteract any gravity, but that falls apart when you shut off engines and let physics do its thing.
https://www.reddit.com/r/starcitizen/comments/d6pbth/well_there_goes_our_ride/?st=k0skyfbi&sh=0189a18a
Just imagine when persistence is feature complete, and the ship would become derelict instead of immediately disappearing. Someone would even enter the wreck to see if there were survivors in need of medical assitance :)What in the clip gives hope that any of this theoretical emergent gameplay would be possible?! :dizzy
in time, a reclaimer arrives and gobbles it all up.
Twisted Metal 2 had more destruction states for the cars than this has for the ships?
https://www.reddit.com/r/starcitizen/comments/d6pbth/well_there_goes_our_ride/?st=k0skyfbi&sh=0189a18a
A mere hiccup. Should have another grand lying around for another :snob
https://www.reddit.com/r/starcitizen/comments/d6pbth/well_there_goes_our_ride/?st=k0skyfbi&sh=0189a18a
A mere hiccup. Should have another grand lying around for another :snob
I’ve actually been wondering that. If you paid real money for a ship, when it’s gone... is it gone for good, or can you just spawn in a new one?
https://www.reddit.com/r/starcitizen/comments/daz36p/cool_guys_dont_look_at_explosions_3/https://www.youtube.com/watch?v=3m5qxZm_JqM
:holeup
Elise_93mitra•2d•
This would have us believe there has been almost no chapter progress for more than 4 months now (only 3 phases out of 140 total completed in that time frame). I can't believe they still haven't addressed this.. (sorry, I know I'm just repeating this every week, but it's really grinding my gears...)
This still looks like its years out, not Beta Q3 or even Q4.
They better have some fucking news for us at citcon because this is getting embarrassing.
I'm all for being patient but at this point its dishonest and predatory to pretend like your game is coming out at the end of the year since 2013.
Im a backer since the start, High Admiral and Concierge, but I'm not too sure why they even bother to release this any more. At least paint drying has an endgame.
Workaround: Use a male character. :goty2
That's your lift. They fucked up layouts so their new "real lifts" are in fact moving through open spaces while being zero-scaled (you can see that in another bug when elevator outer doors stay open and you can see elevator scaling up on arrival (it's probably just keyframed on the spline).
This bug is when elevator door is not affected by the same scale as the elevator cabin, so you can see it around.
You can see that elevators are in fact flying through open spaces by spawning your big ship and traveling to other hangars - I don't remember exact which hangar is which, but in some combination you'll be flying past your 890 jump marker in like 5 meters.
That's the idea. Free moving elevators.
But they should incorporate elevator shafts in the station's design, and it's not done so currently.
I think it worked better when there was a single elevator for each hangar. Elevators were teleporting back then, but it was definitely easier to design a station around this, instead of every elevator being able to go to every hangar, like now. I think they just added this as a convenience feature, but should be revisited.
The brief snowstorm sequence is probably the most normal, structured thing gameplay-wise I've seen yet (in a good way). I'm not sure if SC is meant to have a story but if they could stick to piecing together things like that they'd have something that resembled missions.
Someone Venmo or PayPal me 45 bucks and I’ll buy one of the starter packages.
In-Game Decorative Telescope (Modeled LIVE at CitizenCon)
:gladbron
(https://i.imgur.com/8W1Qc4O.jpg)
So I was looking at filings for CIG multi-layered company maze in the UK for shits and giggles, and back in May their director/attorney resigned (after exactly one year on the job).
The new has an interesting country of residence.spoiler (click to show/hide)Cayman islands :lol[close]
Also, in June Sandi Roberts was appointed on the boards of directors of the 2 main companies :doge
(https://i.imgur.com/s7B39Uy.png)
:thinking
:thinking
:thinking
We just reached $250 million in crowdfunding
They're gonna call it a "quarter billion" for effect.
Has a nice ring to it, though.
Actual result
After making a teabag i've been teleported 500km away in space and on yela surface
Expected result
shouldnt tp
Crytek based its primary claims in this case on multiple public statements by CIG indicating the release of Squadron 42 as a standalone game with release set for the first half of 2020. [REDACTED] Because this fact is central to Crytek’s primary claims, [REDACTED] Crytek seeks to voluntarily dismiss its claims without prejudice to re-filing those claims upon the actual release of Squadron 42.
Here, CIG will suffer no legal prejudice because the parties will both be in the same position in any future litigation following the release of Squadron 42with the only difference being [REDACTED]. Thus, each of CIG’s legal interests, claims, and arguments would remain intact, as would its rights and defenses in the future litigation.
As soon as Crytek learned the position CIG was taking [REDACTED], Crytek raised the possibility of dismissal with CIG and began working with CIG to try to agree on a fair and efficient approach. As soon it became clear that was not possible, Crytek filed its motion.
Ooooor this one:QuoteAs soon as Crytek learned the position CIG was taking [REDACTED], Crytek raised the possibility of dismissal with CIG and began working with CIG to try to agree on a fair and efficient approach. As soon it became clear that was not possible, Crytek filed its motion.
Something Awful is having their own version of the ResetERA.com uprising by transgender posters, killing off mods, deleting boards, making more strict rules banning words, trying to get Lowtax removed even though he does nothing already I guess, etc. They locked it down because people were making fun of it all. This has not stopped people from posting screenshots of everything. Don't know if there's a good summary anywhere, I've just seen it being talked about on a surprisingly wide variety of places. If I hadn't seen the start of it and it looking just like what happened at ResetERA.com a week before or something I probably would have been baffled. Never really been a SA follower or anything.
Ooooor this one:QuoteAs soon as Crytek learned the position CIG was taking [REDACTED], Crytek raised the possibility of dismissal with CIG and began working with CIG to try to agree on a fair and efficient approach. As soon it became clear that was not possible, Crytek filed its motion.
Sounds to me like all the redacted is just the inevitable delay announcement, not anything juicer but I don't know IANAL*
*(I ANAL)
They run some ancient and code clusterfuck of a forum so that might have something to do with them hiding everything instead of specific stuff I have no idea. That was actually the main thing that led to me reading about the uprising, there was a thread where people were making all these suggestions and the mods were like "oh, can't do that, it breaks the forum" on 95% of them. To delete threads or something they have to click these things in a certain order because any other method (like just deleting it from the mods thread menu) crashes the database. :lol
To get rid of one of the forums was causing the drama they have to migrate it to some certain state, then mark everything a certain way and then finally delete it. But the one operation actually takes days to run on the server.
They are pushing development out to 2023 in certain regards, which bodes well for longevity!
Another poster in that thread mentioned that SC is on its way to being still in development for its THIRD console generation. That's just ridiculous.
Another poster in that thread mentioned that SC is on its way to being still in development for its THIRD console generation. That's just ridiculous.
How about this one:
In the same time-frame, notorious delay-man Hideo Kojima:
- Announced and released Ground Zeroes and Phantom Pain
- Released P.T out of fucking nowhere
- Got sacked from Konami
- Started his own studio from scratch
- Announced and released Death Stranding
my starcitizen refund paid for my plane ticket to mexico and then some ok typing this out is making me reconsider even hitting post should i do it? fuck it plz dont judge me no do judge
Meanwhile, the January report for Star Citizen is up for your inspection. In it, the devs covered improved combat AI, the final touches on microTech’s harsh moons, some half-eaten apples, and internal plans for the next quarter.
Apologies if posted already. Just went through last weeks GuardFreq podcast (Friday 14th in Twitch) and noticed this bit about a new entity entering the fray. If I read this correctly CIG (or one of its multiple subsidiaries) would have entered into a contract (during 2017, with effective date early 2018) with an external (non CIG´s) UK based company and for that company to develop a game in behalf of CIG in exchange for an undisclosed upfront sum of money
This shit is fucking stupid.
The core game that people wanted was essentially the FF7 Remake combat equivalent of EVE Online's FF7 combat. It's like EVE, but you're actually flying the ships. You're actually manning turrets. It's not point and click or whatever.
They could have released that core game by now, but every time I read about it, there's another stupid unnecessary feature that could have maybe, maybe been cool as an update to the core game a year or so after release.
EVE fans have been sweating bullets about this. :rofl
I bought the Legion Shirt because of its cool hoody .. now my First Person View is blocked quite a bit >< .. well I guess it's realistic
Tried once.
Was going to learn hand mining.
Approached the cave.
Two armed men standing there.
AI or human? I wondered.
Lowered weapon and said "Hello there!"
Promptly got shot in the face.
I'm all good with caves lmao.
Once in awhile when bored. Usually just a quick in and out to find the client. I prefer hand mining on the surface.
Since I always got lost for ~30 minutes, my last rescue contact wasn't locatable(probably despawned?) and mining always bugged out after like 3 rocks:
no
No, nothing to do there and there are faster ways to warn money
Chris is the head of the project. Not only that but he has passion too. Obviously hes super busy, but I dont think he realizes just how much his appearances help the backers understand delays and changes. Because we often hear a PR response to something and dont understand because PR is intentionally vague especially if somethings wrong.:hmm
For example the "yeah no shit" moment from cr is a great moment people loved because in just a few words cr showed that hes aware of our concerns and then went on to explain some things we didn't even know were going on and it put backers at ease.
Personally I think sq42 progress is moving a long just fine. All signs point to at least the plan of having beta this year. So I'd assume progress is still good and any lack of chapter movement is one of those issues we dont hear about, like an internal progress tracking change that is incompatible with the current roadmap system or would just add confusion in trying to get that to work. Or it could be that all episodes are 99% done they're just waiting on a peice of tech or something to be "finished"
Or it could be that all episodes are 99% done they're just waiting on a peice of tech or something to be "finished"
Why hasn't the Squadron 42 roadmap been updated?99% DONE EPISODES DO NOT LOOK
The current roadmap does not accurately reflect the development that is currently occurring. This is because the roadmap is based on linear development, where features are developed one at a time in a linear fashion. However, CIG are instead using parallel development, meaning that instead of progressing through tasks in a linear way, they are working on everything at once. With the current linear roadmap, this would mean that progress would seem to be none-existent, up until the final month, where all the tasks and chapters should suddenly be completed.
CIG are searching for better ways to present the development of Squadron 42 to the community, and are planning to rework the roadmap in the future. However, they also cannot reveal many of the major things that they are working on, as Chris does not want any part of the game to be spoiled. This makes it difficult for much of the progress to be shown, and is partially why there have been no major updates on Squadron 42 for over a year.
No sane person that has been following this project at all believed Sq42 was coming out this year. I'd say 2022 is pretty realistic.
QuoteNo sane person that has been following this project at all believed Sq42 was coming out this year. I'd say 2022 is pretty realistic.
Answer the call 2016
:nothing
SQ42 was announced originally in a Kickstarter campaign in 2012 together with Star Citizen. After the implementation of more Stretch goals (the last stretch goal was achieved 2014-11-10) the release was subsequently postponed. After CitizenCon in 2015, a new homepage "Answer the Call" showed the date 2016. At CitizenCon 2016 Roberts confirmed a delay of the game. Its release date is currently unknown.[3][4]
I wish they wouldn't compare to AAA games/companies. The current AAA games/companies are/have been pretty disappointing.
Bryan did say “triple or quadruple A”. Although it is a bit of a joke in the community, if they actually deliver what it seems they are aiming for it could be the first AAAA game.
Torpedo Burrito crams a full payload of flavor into their newest creation, the Strog-N-Off burrito, featuring rich and meaty high-grade roasted protein encased in a creamy mushroom sauce, drenched over springy spaetzle and wrapped in their signature size-4 multi-grain tortilla.
Okay, anyone want to sell me on this game in a few sentences or a video? I know nothing about it.Please read the explanation roadmap* to understand.
Okay, anyone want to sell me on this game in a few sentences or a video? I know nothing about it.
Okay, anyone want to sell me on this game in a few sentences or a video? I know nothing about it.
Games being released is pretty cool, but what if they didn't get released?
Okay, anyone want to sell me on this game in a few sentences or a video? I know nothing about it.
I was going to say that seems like a pretty large settlement for an engine license on one game, then I remembered how long it's been.
I think they included some prison mechanics too.
I think they included some prison mechanics too.
https://clips.twitch.tv/CuteCuriousWasabiPicoMause
Several team members are temporarily supporting other related areas of development due to the suspension of all mo-cap shoots.
QuoteI know it's a real Star Citizen monthly report, because the AI section talks about working on the bartender.
November 2018
"Work also continued on the bartender for Lorville." "The team is actively working on upcoming mission-givers, including Klim, along with ship dealers, bar patrons, and bartenders."
September 2018
" The Facial Team developed animations for the bartender" "The home stretch is in sight for believable bartenders" "polishing their everyday behaviors, including cleaning glasses, carrying drinks to tables, and telling the player they’re busy when in the middle of an action."
August 2018
"The team is working closely with Design on the Bartender to help flesh out the flow – soon players will be able to walk up and order tasty drinks from a believable barkeep"
July 2018
Narrative worked on "mission givers and fleshed out the Bartender" "Design Team further experimented with how to make a bar feel like a living breathing environment, instead of static NPCs serving and consuming drinks. The intent was to give the bartender and others enough character, life, and flexibility so that they can deal with multiple patrons at once, including the player, while looking as lively and realistic as possible. They also began building out the AI logic in Subsumption, started rounds of feedback with Tony Zurovec, and worked with the Narrative Team to get lines written for the Bartender and Bar Patron characters. " "Placeholder block-out animations were sent to the ATX Design Team for the Bartender character"
June 2018
"the team worked with design on further defining NPC behaviors like bartenders," "Work also progressed nicely on ensuring that bars in future releases feature a well-crafted and intelligent bartender"
May 2018
"The team is also building out the Bartender character" "research was done on the Bartender’s animations to bring as much life to this NPC as possible"
April 2018
"kicked off R&D on the bartender and bartending functionality"
March 2018
" Finally, the Facial Animation Team was busy finalizing animations on various PU shopkeepers, bartenders"
October 2017 to February 2018 (Nothing was mentioned)
September 2017
"We now have both female and male shopkeepers and bartenders working in various parts of the levels"
There are more mentioned times beyond this time but the post can only be so large.
https://gfycat.com/unfitdigitalisabellineshrike
so literally everything that was on 4.0 (3.10) when it was originally added has now been completely removed, just like with 3.9.
Is it me, or is there no actual gameplay on the roadmap?
Roadmap was apparently reduced quite a bit...Quoteso literally everything that was on 4.0 (3.10) when it was originally added has now been completely removed, just like with 3.9.QuoteIs it me, or is there no actual gameplay on the roadmap?
Regardless of opinion right now. If CIG pull this game off as hoped, these delays won't matter. Even if it is years from now. The gaming world needs CIG like electric cars need Tesla. Who else will voluntarily spend millions on r&d and every penny on one project.
https://www.reddit.com/r/starcitizen/comments/gggk58/star_citizen_roadmap_update_20200508/ (https://www.reddit.com/r/starcitizen/comments/gggk58/star_citizen_roadmap_update_20200508/)
https://forums.robertsspaceindustries.com/discussion/comment/7581676/#Comment_7581676
Switching to Vulkan!
So what have I missed?
So what have I missed? Does it have a release date yet, have people figured out its a scam etc
So what have I missed? Does it have a release date yet, have people figured out its a scam etc
Absolutely nothing. Still a scam. Whales are going down with the ship, etc.
So what have I missed? Does it have a release date yet, have people figured out its a scam etc
So what have I missed? Does it have a release date yet, have people figured out its a scam etc
Absolutely nothing. Still a scam. Whales are going down with the ship, etc.
So it's the same trajectory of missed deadlines and excuses? Surely some people have seen the light by now.
QuoteSeems like CIG's focus away from concept sales and onto flyable ships is working out financially - as well as new players, starter packages, etc. It's looking like we're no longer on the "concept sale every six weeks" train that we've been on for the past few years.
I Love This because it could mean that they will build the ships in the pipeline now (mostly) instead of continuing to bloat the ship catalog. Perhaps ships like the Redeemer (and so many others) may finally see the light of... a sun, etc. Follow the money, if it is working, we may be onto something good here. Good for us, good for CIG!
The burn rate for 500 employees has to be so insanely high. It's not like they're all in cheap places either!
According to that document, the company spent $193.3 million since 2012, with $14.23 million in reserve. About $48.8 million of that was spent in 2017, putting the company’s most recently reported monthly burn at an average of a bit more than $4 million.
QuoteQuand on voit l'état de l'IA sur SC, qui est quand même la base dans les jeux solos, ça fait quand même peur.
Il y'a quand meme de très fortes chance pour que les IA de SC et SQ42 soient radicalement différentes. Dans SC elle tourne sur les serveurs, dans SQ42 elle tournera en local (je prie pour qu'ils n'optent pas pour un "solo online" à la Elite Dangerous ...). Ensuite dans SQ42 elle sera beaucoup plus basée sur des script. Je serais surpris que ce soient les mêmes devs qui travaillent sur les IA de l'un et l'autre en fait.
QuoteWhen you see the state of AI in SC, which will the base for the solo game, one worries.There's great chances that SQ42 and SC AI will be radically different. In SC it is server based, in SQ42 it will run local (I pray they don't go for an "online solo" like Elite Dangerous...). On top of that, in SQ42 it will be a lot more scripted. I'd be surprised it's even the same devs working on both actually.
https://clips.twitch.tv/HandsomePopularCattleJKanStyle
:neogaf
what's so extremely difficult about body dragging, it's been on the Roadmap a while and now it's progress is even going down.
Will the game ever reach a point where vehicles don't suddenly explode for no reason?Will real life space travel? :hmph
CIG have spent 18 months working on Theatres of War :oops:
What also happened 18 months ago?
CitizenCon 2018 (which the infamous Forbes article writers attended)
Red Bull recorded their documentary footage at CitizenCon
Rexzilla began his 1 year contract of 7-days-a-week SC streaming
And a month later the Calders' (Summer 2018) $46m investment was made public
That was before they broke the rest of it and all the servers with SSOCS and long term non persistence of course ;)
The 3.8 to 3.9 PU and PTU patches are the worst I've experienced in Star Citizen in quite a few years...it's development going backwards. ToW is (at the moment) 20 v 20 with massive desync, 250ms+ built in server lag, random and consistent server crashes as well as game physics made of jelly... not to mention the thinking and marketing strategy behind offering up a 20 v 20 mini-game pew fest hoping to attract new backers into the main resource starved PU in the age of Fortnite, PUB-G, Battlefield and CoD, I've no idea...neither do they seemingly. It's a drowning man clutching at straws.
Like I mentioned....the ETF chat isn't quite as kind as that either.
Ci¬G are making it obvious that they cannot...for whatever reason...further progress the gameplay and content of the PU in any substantial and meaningful manner, excuses for Sqn 42 taking most of the resources from a 600+ strong multi-national team of devs doesn't really ring with any measure of truth. They're marking time and producing nothing but fluff and distraction whilst their main source of income, the PU, is dying.
Biting the hand that feeds you has never been a good idea.
In lore, ToW, Star Marine, and Arena Commander are popular sim games. ToW scenarios in particular are reenactments of past historical battles. In PU they will accessible through simpods (Basically just a way to get into the lobby screen from your character) and may have rewards in the PU tied to to playing the sim games.
Remember that this is supposed to be a game about flying spaceshipsI've seen no evidence of this.
I’m sure Cliffy B isn’t doing anything this week, they should hire him to turn it into a battle royale.
Remember the good old days back in 2016 when salvaging was coming in 3.2?
A patch that was supposed to drop in mid-2017, 4-6 months after 3.0 - which was coming by the end of the year in 2016?
Pepperidge Farm remembers.
So CIG Lied again...
Latest SC roadmap update.
I'm sure everyone will be highly dissapointed with the news that body dragging is down 4% at 89%. So close yet so far.
Bartender is still being worked on! This is surely going to be the BDBE (Best Damn Bartender Ever).
Meanwhile Eddie Parr is still on the roadmap, after having being pushed back several patches already. Who knew making an NPC mission giver was so hard!
Updated Elevator Panels only at 17% is surely a bitter dissapointment to many. I'm sure many of you are looking forward to this.
And looks like Surrendering is off the cards... no giving yourself up to spend time in jail. You have to die first before getting sent to fidelity jail.
Sarsapariller said:
I'm happy to report that drinking from a water bottle is a Faustian nightmare, actually.
* First you need to find a bottle of water. Which ones are for sale? Most of the stores in the game have random assets like water bottles and vending machines scattered around but they're non-interactive. So now you need to hold F and mouse over all of them at every station until you find one that is drinkable.
* Next you need to buy the bottle of water. Select "Quick Buy" and DO NOT MOVE because it takes the server 5-10 seconds to process this command, at which point your character will play this aggressive arm-swipe animation and the bottle will teleport into your hand. It looks hilariously bad. If you move the purchase will likely fail.
* Did you want to store that bottle of water for later? I hope you bought a "Rucksack" brand chest piece! Oh you didn't know that you literally have to buy a single specific type of chest piece just to have a blarping inventory system in this game? Well, you do. It's only sold at one terminal on Microtech. Get ***ed.
* So I guess let's just drink it here. Hit F, awkwardly look down at your own body, find the water bottle in your hand, and select "Drink." Oops, you forgot to take your helmet off! You stupid humdidumdidum!
* Go into your equipment menu and take off your helmet. Pray to RNG Chris that you aren't standing in a pocket of vacuum in the middle of the crowded shopping mall. Your character will play an unskippable helmet-removal animation- you may cheer "HELMET! HELMET! HELMET!" if you so choose. While playing the animation, the character will immediately drop the water bottle and it will clip through the floor. This happens every time. Should have taken your helmet off first, bleep-o!
* Buy another water bottle. Stare at your own hand again like you have some kind of motion disability, and select "Drink." Wait 2-3 seconds for the server to register your command. You will play an unskippable, long animation of unscrewing the bottle top, taking a swig, and screwing the bottle top back on. This will gain you approximately 5% of your total thirst back. That's right! You will need to perform this animation twenty times to get your thirst meter back to full from zero. How many swigs are in a bottle? Possibly around seven. When a bottle is empty your character will perform an unskippable dropping animation and throw the corpse of the bottle through the floor, as is tradition.
* Time to go find something to eat!
[…]
And you have to do this interaction every hour or you will die of thirst.
That is why I write these reports- the game is so unbelievably awful that it warrants documentation
https://robertsspaceindustries.com/spectrum/community/SC/forum/3/thread/i-want-to-know-who-the-hell-thought-this-was-a-goo
The Star Citizen player base is super racist, who could've imagined!
I want to know who the hell thought this was a good idea
Wow... You go after any backer that expresses any political commentary.. And then turn around and post this shit publicly CIG? What the hell are you thinking?
Between May 26 and June 1, 2020, Star Citizen backers pledged around $8 million. That is less than one week, meaning it was significantly more than $1 million per day.
Bug or not, they put out two patch notes in the same patch. One said: "Known issues: NPC AI are standing on chairs" and the other said "Fixed: NPC AI should no longer stand on chairs". For the same patch.
The alpha is fun as it is right now, as long as you accept that it's not a game, it's an entertaining collection of bugs that sometimes lets you do the thing you want to do. Spending more than $50 on it is kind of ridiculous, and mostly you can get enough of it by trying the Free Flight weeks they do every so often.
Notable Changes for June 12th, 2020
Mission Giver: Eddie Parr
Although we will release the bartender functionality with Alpha 3.10, Eddie Parr requires additional functionality as a mission giver and certain higher priority tasks need to be completed before the team can begin addressing those relevant to Eddie Parr. At the same time, we'll be reviewing mission givers overall and planning out what steps we can take to improve them. Because of this, we've removed Eddie Parr from the roadmap for the time being until we are able to determine where he will fall.
Docking
Certain scheduled work took more time than expected on tasks associated with this card, and additional work was identified by the team during the initial Q3 planning which has pushed Docking past the cutoff date for Alpha 3.11. Until we can solidify Docking's place in a future update, we've removed this card from the Roadmap.
Elevator Panel Updates
The feature's scope has increased in complexity since we initially planned this as an Alpha 3.10 goal and we will need more time to make the necessary UI code changes. We've moved this card to the Alpha 3.11 column.
Kruger Intergalactic P-72 Archimedes Emerald
The extended description has been updated on this card to clarify that it is indeed a skin, not a ship. | Implementing the Archimedes Emerald skin into the game.
Although we will release the bartender functionality with Alpha 3.10...
Once Squadron 42 hits Beta and The PU gets its server shit together, the features we think CIG abandoned or is delaying needlessly will explode into the game. There are a lot of things ready to be put in now that can't be for technical network reasons.
The fundamental mistake you're making as a non-developer, is that you're holding CIG to the letter of their promises before they actually knew what the monthly burn rate was, how long things would take, if they could develop tech to produce assets based on early estimates, etc.
I honestly couldn't care less about more star systems or SQ42 anyway.
Two or three gameplay loops + Server Meshing could already turn Stanton into the best space sim mmorpg ever created
Last but not least, we’re aware that many of you eagerly await the Squadron 42 Update video we had mentioned previously. We’re eager too! So much so, that we jumped the gun and posted a publish date prematurely. We mentioned editorial issues, and to be very specific about what that meant, the video just wasn’t good enough, which oftentimes can be the case when working creatively. It’s very rare that we publish any video without it going through some level of iteration – our goal is to provide you all with meaningful content after-all. For this episode, it lacked the b-roll to properly illustrate what we were discussing, which led to it feeling like a lot of words without visual substance. We played with it, and added more visuals to better accompany our discussion. However, it became clear that we still weren’t quite there. So we’ve had to re-shoot some of it to better reflect what we want to show.
To properly set expectations, this specific video is just another way to share more information by checking in with Brian Chambers and some of the devs and seeing what they are working on. Our goal overall is simply to create more ways to share Squadron 42 progress updates with you, especially in lieu of the Roadmap visualization which is being updated. We don’t want to leave you in the dark! So, while progress continues on an updated Roadmap (which we’re looking forward to rolling out), stay tuned and we’ll update the community content schedule as quickly as possible, and not before it’s ready.
which led to it feeling like a lot of words without visual substance
Honestly marzoo if you were the REAL true backer (lmao what does this even mean) you say you are, you would know that in a reddit post on the Star Citizen reddit, Bearded-CIG was able to diagnose a reoccurring 30k issue that a player had because the ethernet cable was running along copper pipes. Moving the ethernet cable stopped the disconnections.
I don't play fortnite and I think Star Citizen, personally, even in this state offers far more as a game than fortnite does.:science
I know some people who spent more on Clash of Clans than Star Citizen (which is $45 for the entire game)
This obsession with Robert's personal wealth is weird af.. Like do you honestly believe we are entitled to receipts from his personal finances?
wow thxQuoteOut of curiosity, what is the premise of this game? Is it like EVE Online meets No Man's Sky? Are they going for an MMO experience?More EVE online, less No Man's Sky. The best description would be a space life simulator as that is the end goal now. https://robertsspaceindustries.com/comm-link/engineering/12879-Death-Of-A-Spaceman
Similar to EVE, you make your own career path, but just like EVE folks with more cash will definitely have an edge over you. People can argue if it's pay-to-win depending on you define your end game goal. If you think of it is as an MMO where gear and loot is the endgame, then I'd consider other players already have an advantage. If you consider it as a game where you can fill an occupation of a space trucker, explorer, salvager or find a niche such as a bartender or space merchant then gear/loot wouldn't matter too much to you except none of these gameplay loops are implemented in-game yet, only cargo hauling.QuoteI have one question: If I buy this right now, what can I actually do?Since there are multiple types of purchases available, what you will need to buy is a Game Package, which includes a beginner ship and access to the Alpha testing of the game. Prices range from $45 (USD) to about $150 (USD), starting with the basic package to ships a tier higher depending on what you want to start with. Previously, the Game Package would give you access to the Persistent Universe (PU), plus Squadron 42 (single player campaign) and the two other multiplayer modules Arena Commander (gives you access to racing and ship combat) and Star Marine (is the FPS only multiplayer shooting portion). Besides the PU, no one really plays both of the modules, you can get a game once in awhile, but it will mostly you on an empty instanced server.
The main multiplayer portion is the PU that gives you the space sim aspect of the game. You will start from a selected space station or landing zone and begin from there. At this point you can select from a few different types of missions or just choose to explore the universe with your starter ship, but understand the missions are pretty rudimentary and a half broken.
The current main gameplay loops are combat, mining and cargo hauling. You can choose to explore the planets, which I think the fidelity and detail is quite amazing. There a quite a bit of combat missions that have you fighting pirates, looking for bounties, or protecting a ship. A few have you flying down onto a planet's surface and raiding a drug lab into FPS combat or finding a missing person in a cave. Although there are lots of missions, there's realistically only about 4-5 different variations that include delivery missions where you retrieve a package from location and drop it off in another destination. The mining portion requires that you have a mining ship, which there are only 2 currently available. You can either grind for the rental cost or buy in-game, which costs about 1.2 million. A delivery mission with the basic ship can fetch you about 1-3K in 10-30mins of gameplay, you do the math on how long it'll take to get a mining ship. And then there is cargo hauling which requires a ship with plenty of cargo. I believe all accounts will have a Freelancer (one of the mid-size cargo ships available), I think these are temporarily though, who knows how long it will be in your available ship. In different stations/landing zones, you can go to a trading console and purchase commodities you can haul to another location and sell those as there will be different pricing from locations.
This is why I keep my mouth shut on anything related to star citizen.
They are trying to make a proper game which is way harder than EA just cutting all corners to ship out half baked games for fast cash.
CIG needs to stop communication of upcoming things and only stick to things that are being worked on or releasing RIGHT NOW. Clearly people don't have patience and telling them something is going to come at a certain time doesn't help.
Bear in mind that the UK is still under lockdown, which is where most of the mocap was being done. Sq42 is not an essential service, and travel is tricky so if specific actors are needed then that could slow things down.
The bit I find interesting is that they're putting it off to record more performances for the trailer. Are these just for the trailer? Will it find it's way into the game?
Wasn't the mocap done, like, 4 years ago? :lol
Today I had a nightmare. EA buying CIG and changing every gender to no binary.
Looks like I have helicopters downvoting me
Art (Characters)
The Character Team finished the first hairstyle under the finalized hair creation pipeline, and while they’re still expecting updates on the tech end, the artists are ready to start working through the remaining tasks
QuoteArt (Characters)
The Character Team finished the first hairstyle under the finalized hair creation pipeline, and while they’re still expecting updates on the tech end, the artists are ready to start working through the remaining tasks
:bow :bow2
I backed SC pretty soon after it was announced. I have not played the game yet as my rig is pretty old. As long as Squadron 42 comes out, I will feel the project was worth it. Even if that is 3-5 years from now.
QuoteCIG can't release a damn video about Squadron 42's development on time and go radio silent for weeks, but every sale in the last 5 years is on time and it comes with a video, a commercial, a Q&A post, lore post and of course new ships to buy. The discrepancy is frustrating and concerns me.
I see that point I would argue they are equally as important.
I want the game to be successful - so the success of the funding model is important and I recognise sales and promotional videos (including any SQ42 news) helps achieve that. It's the system we have bought into.
It's been said before but it's also important to remember that CIG need to go on fundraising at the same levels. Money pledged is spent and allocated in that financial year it is received (otherwise it get taxed at 50 cents to a dollar).
Owning a Javelin will either require months ( years ? ) of farming in an aurora, or a pretty huge amount of cash.
Decouple the Aurora from the pilot. This isn't Eve and characters aren't embedded in their ships. If larger ships are becoming more prevalent, the demand for crew will climb. Ideally NPC crew will reflect supply and demand and not be seen as a cheap alternative to human crew. Potentially even a random chance of betrayal.
Now if a player enters the crew market, he can expect to receive a payment that is scaled to the outrageous amounts that a player with a large ship can supposedly earn. From day 1 crew will be in high demand. They will only become more in demand as they buy their own ships and need crew to man them.
You're assuming ship prices will remain fixed but from the looks of the quantum economy, the materials and components that go into a ship as well as the simulated labor cost will inflate the ship price just as the economy inflates. If there aren't enough materials to build a new Connie at a shipyard, you simply will have to wait or go to another shipyard.
The thing is tho a freelancer might be hired to haul a full haul of gold or diamonds to a secure warehouse for a lot of money. You probably won't have missiones to transport a hull E worth of diamonds.
(...)
Hull Es may find the bulk of their day to day money making is in hauling water or food items to spacestations to then be delivered to cities and distributed from there. Or lots of random shipments all at once like a large shipment of clothes to Casaba, refills for the pips and big bennies machines, stock for other stores, water, food, batteries, etc all being one delivery ordered by Port Tressler for example. While the high paying missions might be harder to find.
The economy is owned by the NPCs. Someone selling a Connie at a low price doesnt affect the economy when millions of transactions are not like this.
(...)
You are also not considering the fact that with a dynamic economy, no one is going to grind claimjumper missions, because those will be dynamically generated, not on a timer.
While I'd also love to see a deep-dive like that, my gut feeling says that that the actual architecture is their most valuable IP, way beyond Star Citizen.:brain :brain
https://www.reddit.com/r/starcitizen/comments/ha9gvq/hi_cig_awhile_back_a_deepdive_into_the_games/QuoteWhile I'd also love to see a deep-dive like that, my gut feeling says that that the actual architecture is their most valuable IP, way beyond Star Citizen.:brain :brain
There should no longer be NPCs missing clothing around the PU
Quote from: Patch noteThere should no longer be NPCs missing clothing around the PU
https://forums.frontier.co.uk/threads/star-citizen-discussion-thread-v12.548510/post-8545008 (https://forums.frontier.co.uk/threads/star-citizen-discussion-thread-v12.548510/post-8545008)
Quote1000 player physicalized and salvageable fleet battles, coming soon~~!
Whoa, that's a bald-faced lie. They didn't say that. They said 1000 player server INSTANCES, which can interact with another 1000 player server instance INFINITELY and trade players between them and propagate/create new servers on the fly all seamlessly with no dilation or performance degradation!
Gosh, get it right! lol
https://www.reddit.com/r/starcitizen/comments/hct9zm/roughly_80_ships_is_what_it_takes_to_30k_a_server/fvimy6y?utm_source=share&utm_medium=web2xChecked the guy's submissions out of curiosity. He not only big-dicked this poor guy, he's actually packing, too. I really hope OP saw it. :lol
:girlaff :crowdlaff
Mans got annihilated
https://www.reddit.com/r/starcitizen/comments/hct9zm/roughly_80_ships_is_what_it_takes_to_30k_a_server/fvimy6y?utm_source=share&utm_medium=web2x
:girlaff :crowdlaff
Mans got annihilated
Imagine a Solar system sized kitchen (the game) at a super fancy restaurant. You and 10k of your closest friends go out to eat there.
Problem is there is just 1 server (waiter) for every table (that currently seats 50 persons and is walled off from the other tables).
Ordering is easy thanks to a magic menu that only shows you your favorite food item (OCS)...
Imagine a Solar system sized kitchen (the game) at a super fancy restaurant. You and 10k of your closest friends go out to eat there.
Problem is there is just 1 server (waiter) for every table (that currently seats 50 persons and is walled off from the other tables).
Ordering is easy thanks to a magic menu that only shows you your favorite food item (OCS).
You order food ... easy since it's basically 1 menu item, your 49 other friends at the table order their favorite food ... now the poor waiter has to go fetch 47 different dishes (assuming 3 chose the same thing (server side OCS). the 9999 other waiters do the same for their tables.
Server meshing will group the 10k friends on random different sized tables, sometimes shuffling a couple to another table depending on their order. You all order food like last time but now the waiter only has to get maybe 5 different dishes for a whole table, even better, the waiter doesnt even need to go to the kitchen anymore since now there are other waiter whose only job is to bring the food to the head waiter for your table, freeing up time needed and have Server Side OCS do it's magic.
But wait, there is more. You ask the waiter who is standing nearby to try another dish from another table and as if by magic you and your friends are now sitting on a bigger table with both dishes available, it's a fun table so more tables get added and since it's just those 2 dishes being served all is well ... but the evening drags on and it is time for desert, and everyone orders something unique and now you sit with just the closest friends on a small table, the giant table just a distant memory.
All the while the waiters are updating the kitchen as to each ones food preference, seating arrangements and even what other dishes you tried from your friends.
That is server meshing, the load on each server should be drastically lower since even though some servers will have way more people, they will all eat the same dish (container).
Currently servers are limited in a few ways, a lot of work has been done to remove the limits (entity rework should allow servers to pass containers around, physics rework should remove the 4 core limit for physics calculations, batch physics should allow for physics to run on other servers, server meshing would allow servers to only be responsible for a small part of the universe, general backend stuff would allow for finer container controls .... so there is no single item that will magically fix servers, it's all a tangled web that combined should be able to offer dynamic changing servers with no user visible limits.
the number of ships backlogged in the pipeline is decreasing.
QuoteSo, apparently CIG are putting together a Vehicle Experience Team to look at how vehicles, including spaceships, should work...... 8 fracking years after they started development. 6 years after their initial estimate for the release of the game! You can't make this stuff up!The Vehicle Experience Team has been a thing for about 6 months, maybe a little more. And it does give me some hope.
The ToW discussion was terrible. Sean and Richard didn't give any timeline or indication of when backers will see the next version. This is after telling the press it would release in early 2020.
BoredGamer has a video on YouTube where he make some guesses and reckons they might have levied 425m$ in funds already if you add in other revenues : The subscriptions for the "premium video content" which indeed are not in the tracker IIRC and payment for some of the marketing tie-ins with PC components makers.
The funding for this is never going to stop, I think, unless/until they reach a total show stopper. None of the lawsuits stuck, whales are in more than ever... 500m$ (or shy of) on their public facing tracker doesn't seem so outlandish anymore.
I last looked at this game in like 2017. So, what have I missed?
If this were a boxed product like DNF I'd expect a similar outcome -- some outside publisher coming in and releasing whatever scraps of development are actually done once the CIG gravy train eventually stops. But yeah with this "early release" shit, CIG could theoretically keep this shit going forever without ever hitting gold/stable. Preeeeeetty cray.
IIRC the money from the Calders was like $40 million for marketing of SQ42, which was supposed to be out... this year at the time of the investment.
By most napkin math calculations CIG have burned through that money and then some and the beta for SQ42 isn't happening this year without a miracle.
I can only highly recommend to everyone from time to time to put a 3 year or 5 year reminder on top of star citizen topics and discussions you currently have. And oh boy we're we optimistic back then.
It put the progress of the last 3 years into a perspective and it is kind of a bummer. Many issues and missing loops which were expected to come years ago are still at the same state as back then.
Now that the tools are there for creating planets quickly and easily, they could - in theory - create planets within weeks, if not days, as these are all organic entities.This is still a thing huh :crowdlaff
It's really not. There's just a large group of people here who carry the mentality of a Karen around with them. They want the game, and they want it now, and because they paid for it they think they're entitled to speak to the manager when they get angry about timelines not being the same thing as release dates.
I funded this game specifically because it wouldn't be rushed out the door by investors who can't wait longer than a year for returns.
QuoteMW: Yeah, it’s going to start making itself into the PTU towards the end of the year – it’ll be well, it’ll feed into SQ42 as well – it’ll be, for example, a Bartender won’t just stand there as a rigid NPC, won’t just dispense missions, it’ll go around and talk to various other patrons of the bar – it’ll pull the drinks, it’ll have a conversation with you if you’re not getting directly getting a mission from him – just to try and flesh these characters out and make them really rounded and feel like they’re really there and they are a proper person.
Tall promises by Croberts once more...QuoteIn my opinion, like, we're gonna try to get the Stanton system for everyone at the end of the year with the big release at the end of the year, and you know, that's got four major planets and a bunch of moons and secondary areas like asteroid fields and stuff, like forty space stations and a huge amount of area, and that, I think, is, you know, plenty of, hundreds of hours of gameplay going between just because the amount of detail and, you know, the things that you can do vs. otherwise, [in games like NMS] you just go to star system after star system and just, it's kind of the same thing again and again.
https://www.youtube.com/watch?v=PeVuMMf-jyQ
why does it always sound like they are working on something that will eventually help them work on the actual feature that needs to be done???
The engineering team needs a translator. An engineer who can translate tech babble into meaningful sentences. It hurts so bad to read and I AM A FUCKING SOFTWARE ENGINEER.
Leaks from interns at CIG as well as my own analysis of the data generated when graphing CIG's SQ42 Roadmap Progress both indicate that CIG is 1-2 quarters behind on SQ42, not "years".
It doesn't hurt to manage our expectations and be conservative on estimates for SQ42, but misinterpreting a single sentence in a monthly status update and extrapolating "2 years at min" is neither reasonable nor objective.
CIG is 1-2 quarters behind on SQ42
The Character Team continued to work on hair, with blonde hair making progress. They also revisited the ‘bun’ style, which appears a large number of female characters. The rest of the team’s SQ42 focus was on refining the Vanduul.
“Our Vanduul base body needed to be tweaked and reskinned so that we could achieve higher fidelity animations. We’re wrapping the pass up this week and making an update pass on all Vanduul armors.” -The Character Team
Once the Vanduul characters are complete, work will begin on the Xi’an in earnest, which the artists recently blocked out.
“We have begun modeling work on what we are calling the ‘Pyro Crab’. We don’t know what the future holds yet for this asset, but we’re excited to work on it.”
There's an everlasting impression from Ci¬G these days that there's nobody really in charge any longer...the senior devs that are left holding the can are all appearing more and more like they're desperately dragging stuff out of the fire just in a last ditch attempt to keep this gigantic collander of game ideas floating by plugging some of the holes with spit.
Whether the snake oil salesman has finally abandoned ship with the rest of his nepotistic family into some tax haven or have been forced onto the sidelines by the new investors is unclear...but it's certainly apparent to all but the most steadfast of fanboys that something has been seriously amiss at Ci¬G since the much touted planning week at the beginning of the year.
I reckon they pared down the project development in that planning week (which turned into an entire month) to a bare minimum all round...that includes development of Sqn 42. It's not hard to grasp this when looking at the plans from last year and the actual development or non development this year where everything bar minimalistic fluff additions has fallen completely off the map.
Call it a hunch
The Bartender is working well in the latest evocati patch with very little issues. NPCs will walk up to the bar and order drinks. If you show up while he is tending to a NPC, he will tell you to wait.
If there is another NPC or player waiting at the bar before you, the bartender tends to them first, then you. You literally gotta wait in line at the bar, just like real life lmao
You can walk to any part of the bar and he’ll make his way to you.
There are minor issues like animation delay and snapping. I honestly don’t see the AI being delayed.
It’s only in two locations at the moment: M&V @ Lorville and Bar @ Grim Hex.
Rest Stops, Area 18’s Bar & Levski’s bar haven’t been updated yet.
Last month, VFX continued to support gas clouds alongside the Art and Design Teams. This involved introducing 'themes' that allow the designers to select a singular option that changes various settings within a gas cloud. For example, making it ‘safe’ or ‘dangerous’. depending on the story requirements. They also continued researching destruction pipelines.
The team in Frankfurt fleshed out the Vanduul tech style and weapon visuals.
“We received some amazing VFX concept art to help with this. Here’s a concept image to show what the main gun on the Vanduul kingship could look like.”
can't wait until the exegesis AI* finalizes so I can start a new space religion and recruit NPCs/other players.
*derived from bartender AI
https://www.reddit.com/r/starcitizen/comments/hkfv5j/hope_well_see_a_fps_repairs_to_ship_hulls_b_fps/
they keep requesting features lmao... CIG needs to develop some automated feature development tools to streamline all this feature development!
FPS repair is what im looking most forward to. I mean, sure its nice being able to do massive repairs quick with a repair ship and its equipment. But IMO the same repairs should be doable by hand, taking longer and much less material efficient meaning if you have X amount of "ammo" for the repair tool/machine the FPS one would use more than the "fixed" equipment on a ship and also take longer (smaller beam = smaller area repaired when repairing). They did show the repairing was going to work with stripping damaged areas and then sort of 3d printing the plating back on. Looking forward to it.
And then on top of all this you have the fact you need spare components to replace broken components or you need the equipment to fix up the broken component, like the repair room in the carrack.
Based on what we knew going into the week, and some of the work we did on Alpha 3.8, we felt we could handle the near-term load during the event, but we underestimated the sheer number of people logging in to play. The reality is that we’ve known that our first-generation backend tech (that is rife with singletons) and inefficient data formats and usage patterns (on the client/server side) would have scalability challenges beyond a certain number of users. That’s why, for the last couple of years, we’ve had the Backend Team furiously working to remedy these issues, with the first fruits of those labors due to arrive in Q4 2020. The major mistake on our side was that we thought that our first-gen tech could hold out for another few quarters. In addition, we didn’t realize the impact that the first version of long-term persistence, activated in Alpha 3.8.1, would have on the size of the database fetches as we scaled up to unprecedented numbers of players. Since we don’t reset all player accounts with each new patch (unless we have to), and we don’t currently have limits on the number of items people can have, many players had thousands of items versus just a few dozen. The player load and the interim solutions for persistence all resulted in a perfect storm, causing server issues for a number of players.
IIRC the money from the Calders was like $40 million for marketing of SQ42, which was supposed to be out... this year at the time of the investment.
By most napkin math calculations CIG have burned through that money and then some and the beta for SQ42 isn't happening this year without a miracle.
That's how Roberts presented it to the public and it was always a bit nonsensical though I guess it's possible the money is on account labelled SQ42 MARKETING DO NOT TOUCH.
Could the Calders have been bamboozled on the state of the game(s) ? I mean yeah, plenty of people with disposable income are in on the ride and billionaires are not superhuman smart and can be out of their own depth. I'm really skeptical they were naive enough to have all returns contingent on the actual release.
Since the Calder investment was disclosed in late 2018, the pace of the crowdfunding picked up by 26% in 2019 for a yearly total of 47m (if the numbers I'm reading in Polygon are correct) and 2020 is well on track to be their biggest year by a wide margin. I'd say it's not unlikely that the marketing & market research was amped up to maximise the fundraising efficiency, perhaps at the behest of the Calder investment...
https://streamable.com/h3m76p (https://streamable.com/h3m76p)they had one job :stahp
BARTENDER VIDEO
https://streamable.com/h3m76p (https://streamable.com/h3m76p)they had one job :stahp
BARTENDER VIDEO
why do you insist on being wrong all the time? name one game where you can go to a bar in-game and order a drink and one is taken out of the fridge and given to you. i'll wait.
QuoteHello! Tell me please, will Server Meshing and OCS technologies be used in Squdron 42? At what level? Does the lack of these technologies influence the progress in the development of Squdron 42 and increase the necessary development time?
CIG Chad McKinney@CIG_ChadMcKinney
No server meshing, but SOCS is actually very important to S42 as in single player the client is effectively a server.
From the lastest Squadron 42 monthly report:QuoteTime was also spent completing tasks for server mesh implementation.
I am confused.
From TheAgent on the SA forums:
- work from home has been a "huge hurdle" to overcome, per half a dozen different people
- problems with security and remote access to work stations continue to be an issue
- "There's days when (VPN/servers) are down two, three, four hours."
some feel the initial response to CV19 was poor due to crunch-like mentality
- "You come in. You're sick, it's what you do, not a big deal."
"People were still coming in to work, sick, or knowing someone that was ill."
- some communication from upper management/executives now almost non-existent
- guidance on tasks and workflow left up to non-management, depending on department
- several German/UK employees have left to positions elsewhere, outside of gaming
- Turbulent helping with Theaters of War/SQ42, additional coding help with SC in-game events and cinematics
- new investor buy in Q2 this year, NOT Calders supposedly
- "Nothing runs like we have all this money."
- Invictus Launch Week was supposed to coincide with the release of Theaters of War and 4.0
- variables that determine new flight mechanics have to be adjusted on a per ship basis
- "We are moving away from that system in the near future, thankfully."
- Yet another next-gen console rumor: "Expect the announcement for multiple platforms." (this is the Nth loving time I've heard this lol)
- quarterly updates to investors re: SQ42 have stalled, last update was early Q1
- these are supposed to include gameplay, cutscene and progress updates for the 2020 launch
- "soft-launch" or SQ42 prelude contains three to four hours of linear gameplay with an additional two hours of cutscenes, with some repeatable content across "open-world" planets
this was meant to test the console waters at a lower price point ($39.99) with additional chapters and the full game offered at a discount after the first buy-in (when released)
- target is one million sold in first 48 hours, additional four million sold within 30 days, digital sales only
As part of our commitment to open and transparent development, we’ll be regularly sharing these infographics with you to illustrate how our community’s current play habits provide us with valuable data that we use to shape and balance the Persistent Universe.
They should just change the name to Bar Citizen.
:corona_rodney
If you think those winds are strong, you should see my mother-in-law. :corona_rodney
If you don't turn off the engines before leaving your ship, your maneuvering thrusters remain active and ready to fire at all times. Since wind was introduced, gusts have pushed hard enough to rock the ship off its landing gear which seems to trigger IFCS into attempting to maintain VTOL and away it goes. I don't know if I'd classify it as a bug as much as I'd classify it as IFCS not understand that wind is a thing now and assuming that the ship only leaves the ground because the pilot asked for it.
I'm not sure if this is what's happening or if there's something about the wind ignoring ship mass instead.
QuoteIf you don't turn off the engines before leaving your ship, your maneuvering thrusters remain active and ready to fire at all times. Since wind was introduced, gusts have pushed hard enough to rock the ship off its landing gear which seems to trigger IFCS into attempting to maintain VTOL and away it goes. I don't know if I'd classify it as a bug as much as I'd classify it as IFCS not understand that wind is a thing now and assuming that the ship only leaves the ground because the pilot asked for it.
I'm not sure if this is what's happening or if there's something about the wind ignoring ship mass instead.
A character doesn't move an inch but ships get blown off because something strong winds something ifcs vtol something something :lol
https://robertsspaceindustries.com/spectrum/community/SC/forum/3/thread/no-sq42-video-no-sq42-roadmap-no-pu-roadmap-past-3/218431 (https://robertsspaceindustries.com/spectrum/community/SC/forum/3/thread/no-sq42-video-no-sq42-roadmap-no-pu-roadmap-past-3/218431)What I find funny is that if people could accept information without a huge uprising because they are not fans of some decisions... we would most likely already had all these things.
Testing Focus
High speed combat changes
Turret gameplay
New Targeting Method
Known Issues
Targeting another ship will cause the client to crash
Targeting pips are missing
Sorry OP but this has been hashed over for years. The fact that you have a healthy post count and have been a backer for a few years negates that this is a new subject to you.
I was impressed has how great the bartenders animations are for a v1. He even go where you are, even if you move between order which is pretty nice.
Bonus: Regulars npc's speak now and ask for drinks too! The first time, i though that it was a player with VOIP because the audio is so loud but no at all. And the bartenders take their orders like normal.
Interesting here. If you look at the recent Cyberpunk 2077 footage, you'll notice the bartender mixes the drink behind the bar, probably because it's not an actual animation.
Skyrim AI does nothing like this. You think rather superficially.
ris Robert's vision is to make a fully fledged space simulator, where you're just a fully realized random citizen trying to make their way in the verse, hence the name. Unlike ED, which is a space "simulator" of the milky way galaxy where you can explore the entire galaxy without ever leaving your ship / car, the goal is to make everything feel as realistic as possible (assuming technology advances of course). Your character will have to eat, drink, clean and clothe themsleves based on how they want to be perceived by NPCs. Cargo will be visibly loaded and unloaded by crew and machines and will take real time, where you can make it go faster by physically helping unload.I've waited for cargo to be unloaded from a C-17 this sounds terrible.
Dude, seriously ? Can we please, please get over that lame ass "SQ42 video" trolling ? A bunch of trolls, supported by a handful of honest but clueless backers, raised a racket as if they would expect that the next SQ42 video would provide them with the answer to all questions in the universe, the meaning of life, etc.
I expect that the next video will probably be the teaser trailer for SQ42 beta, which btw will with 99.9% certainty not be a public beta test but merely an announcement by CIG that SQ42 is now in beta, full stop.
What other SQ42 video could there be ? "We are currently working full speed at SQ42, putting SC on a backburner so we can keep our schedule for Q4 2020 betatest ?"
Well we know that without a video, don't we ? So hat's the point ? At this point this racket about another SQ42 is just a stupid tantrum in my opinion. If people disagree, fine, just keep in mind that your outrage is far from a universal feeling in the community.
Good. The cesspool that is spectrum need to learn to follow the rules and not brigade a thread meant to be about 3.10 features with off topic comments
https://www.reddit.com/r/starcitizen/comments/hx9xbp/crusader_orison_landing_zone_delayed_to_q1q2_2021/lmao they have to bring the stuff up to the 'new standard'. working for this guy must be a miserable experience. starting to believe the only people really gung-ho about this game are engineer types who are happy to endlessly iterate on a product sans outside evaluation. explains a lot of the focus on 'tech' (who cares?) and the ceaseless fan theorizing about emergent gameplay (when everything is still broken).
The people still contributing to CIG's $100k/day revenue seem happy.
I recall last year in the dog days of summer we typically had donations around $30k/day, often even less.
Whatever CIG is doing now, they're doing it right as far as money is concerned. Why risk fucking that up because some people who aren't giving them money are complaining? How immeasurably stupid would they have to be to cave to internet demands when the money tells them everything is ok?
I don't think they would be in business to this day if they attempted to quell every internet uproar about them.
Long ago, a storm was heading for the city of Quin'lat. Everyone took protection within the walls except one man who remained outside. Kahless went to him and asked what he was doing. "I am not afraid," the man said. "I will not hide my face behind stone and mortar. I will stand before the wind and make it respect me." Kahless honored his choice and went back inside. The next day, the storm came, and the man was killed. Kahless replied, "The wind does not respect a fool".
Ultimately, we decided that it wasn’t good enough to show, even for a “scrappy” video that was not meant to be a marketing sizzle trailer. However, before that “stop ship” message could permeate our entire marketing org, we had moved forward with a public publish date.
Therefore, our SQ42 art team could only work on capturing new footage after normal work hours. Add to the mix that key personnel were actually out sick for over a week, and you can see how our schedule kept getting pushed back further and further.
The SQ42 video is still coming (probably in the next few weeks), along with an assortment of other updates, including an overhaul to our Public Roadmap.
The new Roadmap is something we hinted at in March but because that is still very much in development
In the immediate future, we plan to deliver the following communications:
1 - Give an explanation of the goals of our new Roadmap and what to expect from it
2 - Show a rough mockup of the proposed new Roadmap
3 - Share a work in progress version of the Roadmap for at least one of our core teams
4 - And then finally transition to this new Roadmap
We’ll approach them in the order above, and we’ll likely need a few weeks between steps
"Here's 4 steps that will need 2 weeks between each step so 8-10 weeks total if I'm being honest as a release date to a roadmap" isn't the communication I wanted but it IS communication and I'm thrilled you guys are actually talking to us. So thanks for that.
This is my gripe also - if we are supposed to be in beta in a few months, then surely the road map posted in a few weeks would be completely barren except for the last two dev sprints, "enter beta" and then merely bug fixing for a quarter or two. Surely this does not entail having to invent a brand new road map communication system to communicate?
This is like the most ridiculous train wreck of a development I have ever seen and I'm already $4k into pledges for these games.
Pretty transparent as usual (as much as can be done without leaking important parts obviously). Those roadmap changes were talked about for months, the pressure is pushing them to do it faster now.
Well known how much of a perfectionist Chris Roberts is, so hopefully they convince him to greenlight the video at some point...
edit: looks like it's already shitposting time, time to leave.
QuoteThe SQ42 video is still coming (probably in the next few weeks), along with an assortment of other updates, including an overhaul to our Public Roadmap.
I'm starting to think maybe it can just go on indefinitely this way? ???Because of meanies who delight in popping their bubble. :'(
like ... maybe they're just giving the backers what they want. they don't really want a concrete product with concrete limitations that can be criticized, they want to enjoy the game development theater while fantasizing about the ultimate space sim that will let them do everything they want.
video games are already fantasy to begin with, right? so if you can sell fantasizing about being a space pilot, why can't you sell fantasizing about fantasizing about being a space pilot?
I'm starting to think maybe it can just go on indefinitely this way? ???
like ... maybe they're just giving the backers what they want. they don't really want a concrete product with concrete limitations that can be criticized, they want to enjoy the game development theater while fantasizing about the ultimate space sim that will let them do everything they want.
video games are already fantasy to begin with, right? so if you can sell fantasizing about being a space pilot, why can't you sell fantasizing about fantasizing about being a space pilot?
I'm starting to think maybe it can just go on indefinitely this way? ???
like ... maybe they're just giving the backers what they want. they don't really want a concrete product with concrete limitations that can be criticized, they want to enjoy the game development theater while fantasizing about the ultimate space sim that will let them do everything they want.
video games are already fantasy to begin with, right? so if you can sell fantasizing about being a space pilot, why can't you sell fantasizing about fantasizing about being a space pilot?
I feel like 2022 is reasonable for SQ42, and Star Citizen 'finished' in like 2030.
For me seeing Orison in whitebox stage has actually been a huge setback. Orison had been on the roadmap to be released last year already and even now it’s nothing close to be finished. I understand they might had troubles with planetary cloud tec and had to delay crusader because of that. But Orison is just an animated mesh that could be placed anywhere so I expected them being further in the development of this thing.
QuoteI want to know how the hell we went from a "almost done 2016 release"
An ex-Crytek wizard in CIG Frankfurt discovered how to make the engine render spherical procedural terrains in 2015, two years ahead of schedule, and that instantly redefined the release requirements for SQ42 to include procgen planet integration both on the technical level and in terms of game locations.
10X the detail of current AAA games
Everything you would imagine would move or articulate on a spaceship or a device – does!
In each combat instance player slots are reserved for your friends so you can rally forces to join you in combat!
The universe will change based on the players' actions and adventures allowing them to become part of the history of the universe. As an example, players can scan for gravitational anomalies while out in space. If one is discovered and the player manages to successfully navigate this uncharted jump point, they’ll be able to sell their Nav- Computers recording of their jump flight path for a great profit to a space company for other users to download. But the real prize is getting the system or jump-point named after them!
We have backed Oculus Rift and will support it in Star Citizen / Squadron 42.
Quotewe'll see proper communication from the developer we have 300 million to...
I never get this line of thinking. They pitched you an idea for a game, you gave them money to run with it, they are, you're pissed you haven't gotten said game in (what you assume to be) a timely manner. They owe you the game they promised you. Outside of that, they owe you shit. They are working on the game they promised you and no matter how much you bitch and moan (this goes for everyone on this sub) they are not going to release a half-baked, unfinished game.
You're no better than the publishers that CIG wanted to avoid, the same publishers that push half-baked games out the window so they can see a return on their investment sooner than letting it bake completely and reap even more rewards. (everyone likes to pick on EA as an example, but I'll choose someone new and go with Ubisoft or Activision as the example of publishers mucking up the development)
QuoteThey were also "genuinely excited" to finally, after many months and delays, share the new and improved Ship Matrix that automatically takes data from the game so it's always current and correct.
Remember that shit?
I do.
I kinda have hope that they don't fuck it up with the roadmap because it's too important, but I'm seriously not holding my breath at this point.
Actually, people forget that they did build that Ship Matrix..... and it broken instantly.
Star Citizen is a cautionary tale in regards to kickstarter.
Star Citizen is a cautionary tale in regards to kickstarter.
IDK, it's such an outlier it seems irrelevant
SQ42 Roadmap Update :
https://www.reddit.com/r/starcitizen/comments/icrfvo/star_citizen_squadron_42_roadmap_update_roberts/ (https://www.reddit.com/r/starcitizen/comments/icrfvo/star_citizen_squadron_42_roadmap_update_roberts/)
My posts here have always been my own opinions, but I don't try to answer for or undercut people I work/worked with/for. As for toeing the company line though, uh... I actually don't work for CIG any more. I have a new job starting next week
CIG: We are gonna give elevators some love.
Salty Players: really? Don't you think there are other things that are more important to focus on?
CIG: We are gonna focus on more important things.
Salty Players: MUH ELEVATORS!
QuoteEightEx
mitra
2h
I need to update my game, is this a thing now??
Okora66
arrow
2h
No, soon. Hopefully by years end but dont count on it
https://www.reddit.com/r/starcitizen/comments/imqaie/sometimes_they_try_too_hard_to_make_this_game/ (https://www.reddit.com/r/starcitizen/comments/imqaie/sometimes_they_try_too_hard_to_make_this_game/)
:corona_rodney
My wife wants a new pair of $70 keds sneakers. To be fair, it’s not the worst thing I could get her but geez shoes are outrageous.I don’t even know where to start
https://www.reddit.com/r/starcitizen/comments/imqaie/sometimes_they_try_too_hard_to_make_this_game/ (https://www.reddit.com/r/starcitizen/comments/imqaie/sometimes_they_try_too_hard_to_make_this_game/)
:corona_rodneyQuoteMy wife wants a new pair of $70 keds sneakers. To be fair, it’s not the worst thing I could get her but geez shoes are outrageous.I don’t even know where to start
How come this post is infiltrated by refunders? Doesn't that warrant a ban for brigading?
It's important to note that while features are removed from the public road map, that does not imply priorities have changed. The public road map is not their internal project management system. It's an abstraction of progress that's meant to communicate to the layman.
People believing it is an internal tracking system is a big part of why they stopped using it as well as they could've. It's a big part of why the whole thing is getting replaced. This misunderstanding is still going on.
Features removed from the public roadmap are not features that have stopped being developed.
Trust the process.
I got my cousin to try the game out during the free fly event after telling him how much I love it. He summed up his experience for me. I'm so embarrassed.
Attempt 1: Take elevator Take shuttle to spaceport Claim ship Take elevator to hangar Take off Get trapped in autopilot corrections for 10 minutes Get out finally Fool around for 5 mins Get approval to land again Impossible to guide landing bay Autopilot trap again Suicide doesn't work Turn off ship and plummet onto landing bay Kill self on the way down to respawn Attempt 2: Take elevator Take shuttle to spaceport Claim ship Take elevator to hangar Fall through floor 10 stories Land without taking damage Trapped in underbelly of spaceport Suicide button Attempt 3: Take elevator Take shuttle to spaceport Ship still on hangar Take elevator to hangar Climb through ship Elevator to cockpit doesn't work
Take elevator back from hangar to spaceport Tell spaceport to store ship Claim ship again 50 minute wait to process Log out 10/10. . .
Suicide doesn't work
QuoteWhy do we need like a 4th shotgun? Seriously what other game has this many shotguns and doesn’t allow you to throw a grenade?
this is Star Citizen, you can't just "throw a grenade". You have to reach for your pouch with your physicalized hand, search for the physicalized grenade (there are several types), manually select the explosion timer on the grenade and several additional settings (could be a small minigame). Then you hire Albert Einstein to calculate the trajectory of the grenade for you because it's all realistic, and then you can attempt to throw the grenade. Except by that time you're already stuck inside the floor and the grenade doesn't fly far, instead it starts shaking for a while and then blows up in your face, sending you to prison for some juicy gameplay loops.
“My biggest disappointment with modern internet discourse is that there’s a significant amount of cynicism, especially in forum or Reddit debates, and a portion of people assume the worst. If a feature is missing, late or buggy it’s because the company or the developer lied and or / is incompetent as opposed to the fact that it just took longer and had more problems than the team thought it would when they originally set out to build it. Developers by their very nature are optimistic. You have to be to build things that haven’t ever been built before. Otherwise the sheer weight of what is needed to be done can crush you. But being optimistic or not foreseeing issues isn’t the same as lying or deliberately misleading people. Everyone at CIG is incredibly passionate about making Star Citizen the most immersive massively multiplayer first person universe sandbox, and everyone works very hard to deliver that. If we could deliver harder, faster, better we would. We get just as frustrated with the time things take.
“I sense from your reply to me that it’s the time taken and priorities that you’re frustrated with, as you feel like we’re focusing on the wrong things. I can see that point of view, but you’re looking at it from the outside without the full knowledge of exactly what it will take, and the order it needs to be done in to deliver the gameplay that will set Star Citizen above everything else. This is the game I’ve dreamed of my whole life. Now I am in a position to realize it, I am not willing to compromise it’s potential because it is taking longer than I originally envisioned.
“I can promise you the gameplay I described is not a pipe dream, nor will it take 10 to 20 years to deliver.”
Frontier's Annual Report was published on Wednesday, and contained this:QuoteFor comparison, other high-profile space exploration games that entered Kickstarter in the early 2010s have still not released at all, speaking to the challenges of the genre and to our teams expertise and ability to deliver compelling product in a timely fashion.
That might have triggered Chris, seeing as he has been making these defensive public comments at 2am California-time these past two days.
Damn, he spoke not just for CIG but on behalf of all game devs ever.
Quote from: https://www.reddit.com/r/starcitizen/comments/ir8gzz/comment/g4wvpjcQuoteon normal days we have an average of over 30,000 different people playing
I did not expect that number, that's almost on par with the PC numbers of several larger AAA games.
Puts it in context. Imagine when server meshing and more star systems comes in.
Chris is talking about unique players per day.
PC Steam numbers are hourly concurrent. Converting those to unique players per day you'd need to multiply the hourly concurrent 5 or 10 fold.
CIG gave us an infographic last year that someone worked out average hourly concurrent of 1,300 players. Another infographic early this year said 10,000 players completing missions each day. And a mining one said 35 people per hour mining.
Average concurrent numbers are probably higher now than last year, maybe doubled.
I thought it may be fun to answer another question from you guys, but this time you can have a hand in determining what question I answer!
A few rules;
- No questions on timelines or schedules. When the revised Road Map is ready that will be the best place to see what we currently "estimate" (estimate != promise) as our task durations.
(...)
- Focus on systems that exist or we have said we plan to build. Bluesky theorycrafting isn't going to be that useful as we already have a huge backlog of stuff to achieve before we start wondering about "new" features.
WIP on medic gameplay.
Star Citizen will potentially give many of us a game to play for the rest of our life.
I'm drinking a little bit but hear me out.
Being 50, I'm quite happy for another 10 years of development and feature creep - will be ideal for my retirement! (Genuine comment)
https://www.reddit.com/r/starcitizen/comments/ivytut/this_game_has_so_much_survival_horror_potential/we need a sanity meter in this game asap
Add one to the pile : Survival Horror
https://www.reddit.com/r/starcitizen/comments/ivytut/this_game_has_so_much_survival_horror_potential/we need a sanity meter in this game asap
Add one to the pile : Survival Horror
10 minus 9 for the Chairman
Star Citizen’s Chris Roberts, bleary-eyed and exhausted from the self-reported “running a company of 630 people spread around the globe, while directing two projects [which] already takes way more than 40 hours a week,” thought to himself, “What if I open an AMA but I only answer one question that others vote up and as long as that question follows certain guidelines?” And so he did.
[T]he game’s Quantum system, which readers will recall is the economic simulation system (...) The goal (not promise, Roberts hastens to point out) is to have elements of the system come online towards the back end of next year.
TL;DR If you are going to be negative, find another hobby.
(...)
I would want it to be exactly what I envisioned it to be, and would want it to be something I was proud of. I don’t even have a gaming computer powerful enough to play the Alpha. But I am proud to be a part of this dream.
I've always thought it would be around 2030 near a release date/soft launch. I could see it even stretching till 2035. I don't really mind so long as it's fun and plays well.
guys this wasn't supposed to be a shitstorm i'm just fucking high lol
QuoteSo did they ever add in the sign language?Well, they've been giving the middle finger to backers for years.
"We still have a ways to go before we are in beta, but everyone on Squadron 42 is working very hard to deliver something great," CIG boss Chris Roberts said in an AMA on the Roberts Space Industries website to coincide with Star Citizen's eight birthday (Star Citizen was unveiled on 10th October 2012).
imminent release of a show focused just on Squadron 42 called The Briefing Room. New episodes are planned every three months until the game comes out.
The best answer for your question is Squadron 42 will be done when it is done
We chose to build a game of Star Citizen’s complexity and ambition, not because it is easy, but because it is hard.
We have made great progress on iCache and are hoping to have it in a live build by Q2 of next year (“hoping” not “promising”).
Like our tech hurdles, it’s not a matter of if Star Citizen will ever reach critical mass but when. The future gets brighter quarter by quarter, as every release is an incremental and tangible step to the fully dynamic first-person universe sandbox that we have all dreamed of. You better bring shades!
Depending on Turbulent’s progress we are hoping to have the first iteration of the new Public Roadmap for Star Citizen and Squadron 42 to go live towards the end of this year.
QuoteThe SQ42 video is still coming (probably in the next few weeks), along with an assortment of other updates, including an overhaul to our Public Roadmap.
I don't see the problem, Roberts said he'd treat the backers like he'd would treat a publisher. Historically this means he keeps asking for money and doesn't deliver.annihilated :girlaff
QuoteIt's clear they consistently don't meet targets
I don't think thats mismanagement. The goal isn't to just push something out in a timely fashion, never has been. Its to create a good game. The target (date) is just a red herring to what actually matters. The quality of the game. And I don't think they're mismanaging that at all.
Ouch. In the time since I started backing in 2014 I moved to a different state, moved back to my home state, worked 2 jobs, traveled to 3 countries, visited 45 different American cities, got married, had two children, financed and paid off a vehicle, and bought a house.
I don't have time for video games as of last year even though I check back in on reddit to see what's up. I wish I never backed this game.
QuoteWe’re getting more and more space games all the time. The field isn’t as barren as it was when this game started.Which is great. It was even one of Chris's goals when he started this project.
A lot of people on here are starting to sound like the big game studios.
The silhouette civilians (read: non-backers) are really out in force tonight.
https://www.reddit.com/r/starcitizen/comments/jeh8dr/this_is_why_i_dont_actually_care_how_long_it_takes/
i sure am glad star citizen doesn't have anything like BOSSES. YEUCH BOSSES :yuck :yuck :yuck :lol
Wing Commander creator Chris Roberts teased his next project last month, and now he's providing some actual meaty details. Space sim fans, meet Space Citizen. As Roberts proclaims in a video, he's not buying into the doom and gloom proclamations that PC gaming is dead.
“In recent years, game designers have stopped innovating and pushing the boundaries of what you can do in this genre,” says Roberts. “I plan on bringing that kind of development mentality back into PC gaming and space sims in particular."
His project, Space Citizen, has been in development for a year, and now he needs players' help. He's turning to crowdsourcing to raise $2 million for the last stretch. He says the model is perfect for what he's trying to do, essentially a spiritual successor to his iconic space-sim series Wing Commander, because it eliminates the need for publishers and allows the studio to pour all of that cash into development. Don't expect to see this one on consoles or mobile devices, either.
“There is a lot of noise out there regarding social and mobile games right now, and I think PC gamers are feeling a little left out of the mix. But the PC is still incredibly capable of presenting an experience that doesn’t take a back seat to any other platform out there, including consoles. With my game, I want PC gamers to stand up, be counted and get excited again about all the great experiences their computer can deliver.”
Players take on tours of duty within the game, following a mission structure that should seem familiar to Wing Commanders. Those sections play out in a generally linear fashion, though players will have the opportunity to take different paths at various points. When they aren't committed to a formal job, however, pilots can explore the vast universe and make their mark. For instance, if you explore an obscure section of deep space and find an out-of-the-way jumpgate, that navigation point will be named after you, and other players will see it. The game will require a subscription, though it will be a one-time purchase, and not a month-to-month expense. Roberts promises regular updates and additional content rather than blasting players with major updates every year or so.
For more information on the game, visit the official website, where you can watch an in-depth video on the development goals, see some in-game assets, and pledge your cash to the project if you think it's something you'd like to play.
(https://external-preview.redd.it/OlsUfIxyOXRA7mgvjXKpBquHmFrZyy4s7W9aGb7FrNw.jpg?auto=webp&s=bd160c3c17dc78b227c13eb7a5b91c85a1e7911e)
(https://i.imgur.com/qPJg6Do.gif)
(https://external-preview.redd.it/OlsUfIxyOXRA7mgvjXKpBquHmFrZyy4s7W9aGb7FrNw.jpg?auto=webp&s=bd160c3c17dc78b227c13eb7a5b91c85a1e7911e)
(https://i.imgur.com/qPJg6Do.gif)
I like the colors, make me feel nice
TURBULENT CREATES NEW GAME DEVELOPMENT STUDIO IN MONTREAL TO MAKE WORLDS FOR STAR CITIZEN https://www.gamespress.com/TURBULENT-CREATES-NEW-GAME-DEVELOPMENT-STUDIO-IN-MONTREAL-TO-MAKE-WORL
Following Minority Stake Investment from Cloud Imperium Games in 2019, Turbulent Opens Montreal Studio Devoted to AAA Sci-Fi Game Development
Montreal, Canada, November 24, 2020 - Turbulent will open a Montreal game studio focused on building star systems for Cloud Imperium Game’s sci-fi Massively Multiplayer Online (MMO) game of unprecedented scale and uncompromising vision: Star Citizen. The studio will be directed by Benoit Beausejour (CTO and co-founder) and industry veterans Guillaume Voghel (Producer), Pierre-Luc Boulais (Art Director) and Louis Rousseau (Lead Game Designer).
Yep, its not like code. It scales fairly linearly with more people, assuming you have an unlimited source of work. Which CIG does.did everyone forget about star marine or what
Content creation is doing great and the pace will pick up once we pipelined the tools we've been researching & developing for 8 years.
Also we're outsourcing big swathes of content.
Isn't Turbulent the studio that worked on the SC website or whatever?
Seems like a really good pick to help finish a game that is 6 years behind schedule :rofl
(https://i.redd.it/qdseidipnp161.jpg)Oh wow, they have crazy messed up physics space like in that TNG episode where the chick fused with the deck already?
I take it there's no new news about the roadmap's roadmap, the SQ42 video or Theaters of War ?
You lost all credibility at "half working screenshot generator". The tired drivel is silly. The game could ship as a fully featured mining game right now. There is a LOT to do beyond grab screenshots.:crowdlaff
Because of this I have decided that it is best to not show Squadron 42 gameplay publicly, nor discuss any release date until we are closer to the home stretch and have high confidence in the remaining time needed to finish the game to the quality we want.
https://www.reddit.com/r/pcgaming/comments/kjl3wm/star_citizens_chris_roberts_delays_squadron_42/ (https://www.reddit.com/r/pcgaming/comments/kjl3wm/star_citizens_chris_roberts_delays_squadron_42/)How could they delay a game that had no release date in the first place? CIG stated in early 2019 that they hope to enter beta by the end of 2020. That obviously didn't happen, but there were no plans to release that beta to the public in the first place.
:nothing
given the amount of pointless tweaking roberts is doing to star citizen its likely they have 1000 hours of unrecorded mocap script changes to complete before sq42 can get out the door. plus art/design.
also i think they've monetized theorycrafting to such a degree that whenever star citizen actually leaves 'alpha' interest in the IP deflate like a balloon. i'm sure everyone at cig realizes this by now, which is another reason why sq42 is getting backburned.
another problem I can see surfacing is that it isn't clear from a production standpoint which product is 'informing' the other... originally IIRC sq42 was the jump-off for star citizen; you play the solo game and sales would fund the persistent universe release that follows. that doesn't seem to be true anymore, so art/mechanics/lore edits are going to have to flow into SQ42, which has the pleasure of attempting to build a narrative around all of this murkiness. good luck lmao.
Squadron 42, a single-player game set in the same universe, was announced in the Kickstarter as part of the same game universe, accessed through the same game client as Star Citizen. The player character's performance in Squadron 42 will reportedly have an impact on their career in Star Citizen.[9]
Does this mean they’re finally gonna cut and run :thinking
During a Xenothreat even, I went to Jericho Station to see a Javelin. I had a crimestat, so everyone started to shoot at me. I ejected and EVA to have a closer look at this majestic capital ship. While walking on its hull, accidentialy I have slightly glitched through a floor and joined a ship, which has enabled a station defenses, which started to shoot Javelin, heavily damaged it and it has canceled entire event on the server. I'm really, really sorry for ruining this event for 40 people, it was really not my intention.
And they'll happily offer you a refund if you aren't happy with the direction the game's development has shifted in. But just because you aren't happy with the direction, doesn't make it a scam.
I can't claim World of Warcraft is a scam because I bought it in 2005 and the game today is nothing at all like what I originally paid for, nor is the new gameplay direction something I personally wanted. That's just how GaaS products work. And I know, WoW is officially released and SC isn't. But it is playable, so these goalposts for calling it a scam have already changed significantly over the years, and it seems clear to me that it will release. They've built up a huge community who will happily spend money on this title for years to come if they keep development progressing.
LONDON, March 18th , 2021 – Today Cloud Imperium Games (CIG) and Firesprite publicly announced collaboration on the forthcoming Star Citizen multiplayer mode, “Theaters of War” (working title). This announcement comes as the ground-breaking multiplayer combined arms mode approaches its latest closed test within Star Citizen’s handpicked Evocati community.https://www.firesprite.com/news/2021/03/cloud-imperium-games-and-firesprite-unveil-development-partnership-for-star-citizen-multiplayer-mode/
Star Citizen’s “Theaters of War” mode is a PvP multiplayer experience first unveiled at Citizen-Con 2019. Gameplay features intense, large-scale, team-based skirmishes between attackers and defenders across multiple phases of combat on planetary surfaces, in upper atmosphere, and a final orbital assault on a space station.
Firesprite’s collaboration with CIG on Theaters of War began in early 2019, when CIG outlined the vision for a multiplayer combined-arms experience taking place within the Star Citizen universe. Since then, Firesprite and CIG have collaborated to design and build this experience utilizing Star Citizen’s proprietary technology, tools, and game assets. The combined learnings and advancements made for the combined-arms game mode have benefited and continue to benefit the core gameplay of both Star Citizen and Squadron 42.
“Thanks to the talented team at Firesprite, we’ve managed to work closely together to bring significant improvements to Star Citizen’s Theaters of War mode, and as a result benefit key aspects of Star Citizen and Squadron 42,” said Sean Tracy, Technical Director, Content at Cloud Imperium Games. “I can’t wait for players to see the progress we’ve made together during future playtests.”
“We’re so excited to be able to convey what a privilege and a pleasure it’s been to work so closely with Cloud Imperium and develop Theaters of War from the kernel of an idea into a full-fledged experience,” said Graeme Ankers, Managing Director at Firesprite. “I want to pay tribute to our strike team here at Firesprite who have worked really hard behind the scenes in close collaboration with the talented creators at Cloud Imperium Games.”
Theaters of War was first unveiled at CitizenCon 2019 in Manchester, UK, with positively received test sessions for event attendees. From that event onwards, player feedback from Theaters of War closed tests for select Star Citizen community groups has been vital for improving the combined arms mode’s quality. Further online closed community tests are scheduled to begin this coming weekend, with more playtests to come throughout the mode’s development. This combined arms mode will continue to see iteration and development to help progress Star Citizen’s and Squadron 42’s combat, and future tests will expand beyond the closed Evocati group to eventually include players in the Public Test Universe.
Star Citizen combines classic space sim gameplay with boundary-pushing visuals in a massively multiplayer setting with unprecedented fidelity. Live how you want to live: shift paths from cargo hauler to outlaw, explorer, or any other role, whenever you want. Explore multiple planets and moons, including vast cities and underground caverns, all created with a unique combination of procedural planet technology and complementary hand-crafted design.
And CIG already has the assets and tech sitting around, anyway.
Their "record breaking" funding is barely covering overhead.
So apparently, CIG can't expand their current office in Frankfurt any further, so they just signed a ten years lease for a new 3000 square meters office in a highrise currently under construction. They rented half the total office space in the building, enough room for 300 to 400 employees: https://www.one-frankfurt.de/newsblog/
They're gonna be able to make so many more ship jpegs :lawd
What kind of world will even be around in 10 years? :thinking
Probably.What kind of world will even be around in 10 years? :thinking
A one where Star Citizen still hasn't been released.
https://www.youtube.com/watch?v=bYs_zn2pTZo
Say what you will about the project, Pedro's music is fucking amazing...
I know I’m old and have old dad style opinions, but I seriously cringe at these YouTubers putting their insincere, gaping mugs “reacting” in vid thumbnails.
:iface
What didn’t go so well?
Using a pre-existing ship weapon allowed us to iterate early on and dial in the metrics without having to create a whole suite of new art. This also had the advantage that, going forward, any Size 1 ship weapon could theoretically be mounted onto a mount. Unfortunately, this didn’t go as smoothly as we hoped, because ship weapons mount from the top rather than the bottom. This meant that the weapon was mounted upside down and had lots of additional geometry that blocked the main view. While this is a relatively easy fix, it does mean that any new weapon we want to use in the future will require further art tweaks and additional data to support it
What didn’t go so well?
The team were highly focused on making sure the trolley felt grounded in the world and they built an elaborate test map that tested multiple facets of the feature including loading onto a ship. This highlighted a significant problem. A lot of the trolleys built over the years had been designed to a character metric with relatively small wheels. Unfortunately, the ships all have different ramps, with some having very hard angular edges and others not lowering to touch the floor at all. This meant that a lot of the trolleys struggled to go up ship ramps and, in some cases, could not get over the edge of the ramp as it was too large (think trying to push a shopping trolley up a curb). As the Vehicle Team was already scheduled for the quarter, we were not able to deliver the full trolley experience.
What didn’t go so well?
A new high-speed AI service was needed to map live positions of mission-spawned NPCs, which ended up being deceptively complex. This new service required work from various teams and pillars, which caused delays and difficulties in testing. Many of our team resources continue to be absorbed addressing bugs that don’t end up being in our sphere of responsibility.
New update has implemented twerking v0.5 :rejoice
https://i.imgur.com/8Sg90Jq.mp4
I wonder what it would take for someone to make this game, make a networked, massively-multiplayer version of Wing-Commander.
I mean, Tim Schafer became famous for the SCUMM games, and when he Kickstarted "DoubleFine Adventure," it was a $300K proposal to make one of the SCUMM games. Imagine if that is what he actually delivered. Instead, it went over $3M, and the features ballooned past it as well. Great project, but I think a nostalgia-grab on 8-bit-esque SCUMM adventure would have been great.
Roberts has exceeded that by a few orders of magnitude and still there's no end in sight. The game is the industry's current Duke Nukem Forever/Flying Dutchman.
It would be amazing to see someone swoop in and eat Cloud Imperium's lunch.
Star Citizen now has needle based PvP where players go around OD-ing eachother.
Yes this is real and I needed you guys to know. So basically in the latest patch Star Citizen added a new inventory and persistence mechanic. Basically, you die now and you lose all your stuff on you and other players can loot it. This might seems small but has huge consequences, dying no longer is a minor hindrance it once was and stuff is actually worth having/collecting.
So players usually spawn in a starting area. These areas are armistice zones, which block PvP. However "healing" a player through a involuntarily needle injection isn't seen as PvP. You can see where this is going. Players spot a geared guy and bum rush him and stab him full. The player then actually overdoses and dies and the gear is yours for the taking.
This meta is fucking wild, players started countering this by pre-dosing with a anti-overdose medicine before entering player hubs but even then if you get stabbed enough it's lights out. This is some Space Station 13 levels of shananigan's.
Pat was right, the fear is real.
Drugging, overdosing and then kidnapping poor dude inside Grim Hex.
What a bargain.
(https://i.redd.it/w0o52yowff781.png)
WHO keeps buying ships from this used car salesman?
https://en.wikipedia.org/wiki/Star_Citizen
US$400M in crowdfunding, plus US$63M+ more in private funding, and in development for 10 years on an originally 3 year schedule? WHO keeps buying ships from this used car salesman?
AI Content continued to improve the bartenders and patrons for Alpha 3.16 and added more drink options, including Cuba Libres and Mai Tais.
WHO keeps buying ships from this used car salesman?
Here (http://www.thebore.com/forum/index.php?action=profile;u=40481)
Seriously, I don’t understand how anything like that can be posted with a straight face in this day and age, with this much money spent, this much time passed. Updated text strings on a bar‘s menu? This has to be trolling.I would not be surprised if they have staff who's main purpose is to release these monthly reports. Without enough real progress this is what they're left with.
Seriously, I don’t understand how anything like that can be posted with a straight face in this day and age, with this much money spent, this much time passed. Updated text strings on a bar‘s menu? This has to be trolling.I would not be surprised if they have staff who's main purpose is to release these monthly reports. Without enough real progress this is what they're left with.
The past couple of months saw AI Features focus on improving Human combat. This involved adjusting the perception systems to support NPCs perceiving dead or incapacitated bodies and implementing a behavior so they react as intended. If not already in combat, the first AI to find the body will go and check on them and then trigger investigative behaviors to search for the perpetrator. In the future, some incapacitated bodies will be able to be revived, healed, or released from captivity by an appropriate agent.
For Vanduul combat, a section of gameplay was completed where enemy perception is reduced when searching for the player. This led to discussions of how to implement low visibility and other sense reductions across the board. They then prototyped the initial implementation for this specific gameplay use, which will also be used as a springboard for fully developing the feature. Vanduul perception and investigation progressed too.
DNF 2.0 :rejoice
One of the first spotlights thrown on SC involves the game’s Luminalia holiday, which promised 12 days of gifts to be handed out to visitors of the event’s landing page. On day six of the giveaway, all that was offered was a “sneak peek” at a digital goodies pack that was coming soon, ultimately coming to a reveal of a new hoverbike on day 12. However, that free gift was not an actual free hoverbike but a free picture of one, leading many to refer to the gifts as advertisements. The post further notes that CIG stealth-changed the “Reveal” link to “Reveal-Wallpaper.”
www.reddit.com/r/starcitizen/comments/8plwkk/monthly_studio_report/Quote"Vanduul AI progress is also continuing along in the prototype phase.
Regarding Vanduul combat, a lot of work was done to previz the way they fight. The emphasis was to make them as different from Humans as possible, so players have a completely different experience when fighting the Vanduul. The team is happy with the current results and are approaching full production for the Vanduul enemies.
The team also made some important strides on the Vanduul animation, creating a behavior set to provide a visual guide on how they will move and operate in Squadron 42.
They also collaborated with other teams to get the Vanduul fully functional and ready for motion capture."
QuoteFor Vanduul combat, a section of gameplay was completed where enemy perception is reduced when searching for the player. This led to discussions of how to implement low visibility and other sense reductions across the board. They then prototyped the initial implementation for this specific gameplay use, which will also be used as a springboard for fully developing the feature. Vanduul perception and investigation progressed too.
https://www.reddit.com/r/starcitizen/comments/s81x7x/squadron_42_monthly_report_november_december_2021/ (https://www.reddit.com/r/starcitizen/comments/s81x7x/squadron_42_monthly_report_november_december_2021/)
However, at the same time, we felt that while the focus should be on development progress, we also still saw value in showing players what features and content they could look forward to down the line, and when they could get their hands on them. Thus, the Release View remained. Instead of removing the Release View, we opted to add new functionality, where cards could be marked as Tentatively Planned or Committed. And in trying to preserve the legacy and maintain the precedence of the old Roadmap, we decided to still hold to a four-quarters-out Release View. In hindsight, after living with this new Public Roadmap for the past 6 quarters, we’ve come to realize that this was a mistake. It put too much attention on features that had a high probability of shifting around. It has become abundantly clear to us that despite our best efforts to communicate the fluidity of development, and how features marked as Tentative should sincerely not be relied upon, the general focus of many of our most passionate players has continued to lead them to interpret anything on the Release View as a promise. We want to acknowledge that not all of you saw it that way; many took our new focus and our words to heart and understood exactly what we tried to convey. But there still remains a very loud contingent of Roadmap watchers who see projections as promises. And their continued noise every time we shift deliverables has become a distraction both internally at CIG and within our community, as well as to prospective Star Citizen fans watching from the sidelines at our Open Development communications.:crowdlaff :girlaff
Quote from: https://www.reddit.com/r/starcitizen/comments/inpmfz/comment/g49ii2fIt's important to note that while features are removed from the public road map, that does not imply priorities have changed. The public road map is not their internal project management system. It's an abstraction of progress that's meant to communicate to the layman.
People believing it is an internal tracking system is a big part of why they stopped using it as well as they could've. It's a big part of why the whole thing is getting replaced. This misunderstanding is still going on.
Features removed from the public roadmap are not features that have stopped being developed.
"They also fixed a jitter offset computation error with unified raymarching so that it works in harmony with the guided filter denoiser, and added transmittance-weighted depth-computation, which controls the width of the denoise kernel tin guided filtering and raymarching up-sampling results."
:confused
https://robertsspaceindustries.com/comm-link/transmission/17630-Star-Citizen-Monthly-Report-May-2020
https://robertsspaceindustries.com/comm-link/transmission/18520-Roadmap-Roundup-February-2nd-2021holy jesus this is embarrassing.QuoteHowever, at the same time, we felt that while the focus should be on development progress, we also still saw value in showing players what features and content they could look forward to down the line, and when they could get their hands on them. Thus, the Release View remained. Instead of removing the Release View, we opted to add new functionality, where cards could be marked as Tentatively Planned or Committed. And in trying to preserve the legacy and maintain the precedence of the old Roadmap, we decided to still hold to a four-quarters-out Release View. In hindsight, after living with this new Public Roadmap for the past 6 quarters, we’ve come to realize that this was a mistake. It put too much attention on features that had a high probability of shifting around. It has become abundantly clear to us that despite our best efforts to communicate the fluidity of development, and how features marked as Tentative should sincerely not be relied upon, the general focus of many of our most passionate players has continued to lead them to interpret anything on the Release View as a promise. We want to acknowledge that not all of you saw it that way; many took our new focus and our words to heart and understood exactly what we tried to convey. But there still remains a very loud contingent of Roadmap watchers who see projections as promises. And their continued noise every time we shift deliverables has become a distraction both internally at CIG and within our community, as well as to prospective Star Citizen fans watching from the sidelines at our Open Development communications.:crowdlaff :girlaff
classic grift drying up, ship NFTs coming soon lmao
It's a nightmare. They also have written reports for SC and SQ42 and just read one of those to get a demonstration of the noise to signal ratio.
They have trackers and roadmaps of all kinds but they keep adding or retrieving stuff, they keep pushing a bunch of buzzwords and vague concepts, they always play footsies with the "it's not a tracker of deliverables actually", etc... When things get implemented it's immediately qualified as "Tier 0".
On the surface there's a lot of communication but when you get into it you see how (willingfully IMO) obfuscating it is. Busy work, essentially.
There's some glacial progress made and they added stuff to their alpha but they keep teasing some big items by putting it on the roadmap only to pull the rug at the last moment. I don't know how many times they claimed "salvage" or "refueling" was around the next patch corner at this point.
From 2 years ago for instanceQuote from: https://www.reddit.com/r/starcitizen/comments/inpmfz/comment/g49ii2fIt's important to note that while features are removed from the public road map, that does not imply priorities have changed. The public road map is not their internal project management system. It's an abstraction of progress that's meant to communicate to the layman.
People believing it is an internal tracking system is a big part of why they stopped using it as well as they could've. It's a big part of why the whole thing is getting replaced. This misunderstanding is still going on.
Features removed from the public roadmap are not features that have stopped being developed.
So I really don't know, but if all this roadmap stuff has been public for so long, surely there's some completed tickets in Jira or somewhere right? Like, there's actual stuff to be shown for this effort...?
Or is it really a DNF situation where every few years they throw everything out and start over saying it'll be "better this time," and roadmaps from the last cycle don't even apply?
Genuinely curious. :thinking
Even watching gameplay footage, I really have no idea. Yup, it's a space gaem.
With this line of thought why even communicate at all lol. Could go full 3D Realms and show jack shit for 7 years straight.Vom already mentioned and illustrated what CIG has been doing with theirs but this kind of shit with the roadmaps is all over the place in the game industry (and I assume elsewhere in the tech industry) the EGS roadmap was so bad they took it down completely so people would stop criticizing it and bringing up how many dates they'd missed because Epic themselves had stopped updating and paying attention to the public one. EA's roadmaps for Origin and now the "replacement" EA App are borderline gibberish with random dates attached and there are ones on the EA App roadmap that EA took off the Origin one after they had pushed the dates multiple times for like two years and then disappeared off the roadmap.
But I guess that'd deflate hype aka money spent on ships...
The salvage stuff Vom mentions is like one of the core components of what the early gameplay was supposed to look like but it's never been satisfactory for players and people have always complained it's fundamentally busted in a bunch of ways.
The name is a working title and could change over development. The game mode was announced at CitizenCon 2019 with a playable demo on-site. It was originally planned for Q1 2020.[1] It is in closed testing in June 2020 by CIG and Evocati players.[3][4] This was the furthest point the game-mode ever came to being published. Until now (April 2022), there has been no mention of further development and the game has not been tested outside of CIG again. It is supposedly being worked on by Firesprite, but in April 2022, development was transferred back to an internal CIG vehicle tech team.[6]
We've transitioned work on Arena Commander, Star Marine, and Theaters of War from Firesprite to the internal Vehicle Tech Team. This team is now named the Arena Commander Feature Team, and will have additional deliverables added to their schedule as time goes on.
Make CR sit down and tell him he needs to sell an average player's 3.16 inventory. Watch how rapidly this shit gets unfucked after he realises he is not even close to getting started on selling everything after 15 minutes of repetitive clicking
I'm pretty sure that in the last 4 months I missed nothing major was added except more ships being put up for sale.
The main problem with the new physicalised personal inventory is the fact it includes all the miscellaneous crap that's present in the web page based hangar section of your account....all the T-shirts, pairs of shoes, keks, hats...really crap free armour sets and subscriber weapon skins that you've accumulated over several years...everything. It also doesn't group items by type so all this crap is spread over the entire local and personal inventory UI in game making it an inordinate pain just to sort through it item by item and transfer, dispose of, drop... or now sell... items that really serve no gameplay function by being in there in the first place.
Every patch since they introduced the physicalised inventory, my first task in game was to spawn a smallish ship...empty my local and personal inventory by dragging and dropping all that useless crap directly onto the deck and then hitting the ship's self destruct button. Inventory management 101
:salute
Everyone seems to agree the performances and frame rates are getting better though and they switched to Vulkan iirc.
Quote from: https://forums.frontier.co.uk/threads/star-citizen-discussion-thread-v12.548510/post-9826509The main problem with the new physicalised personal inventory is the fact it includes all the miscellaneous crap that's present in the web page based hangar section of your account....all the T-shirts, pairs of shoes, keks, hats...really crap free armour sets and subscriber weapon skins that you've accumulated over several years...everything. It also doesn't group items by type so all this crap is spread over the entire local and personal inventory UI in game making it an inordinate pain just to sort through it item by item and transfer, dispose of, drop... or now sell... items that really serve no gameplay function by being in there in the first place.
Every patch since they introduced the physicalised inventory, my first task in game was to spawn a smallish ship...empty my local and personal inventory by dragging and dropping all that useless crap directly onto the deck and then hitting the ship's self destruct button. Inventory management 101
Nothing in that discussion suggests there's no dynamic weather (which wouldn't make sense to begin with, because there is), it's all about how CIG intends to flesh it out further going forward, with more effects, weather affecting volumetric clouds in atmosphere and vice versa, making the entire thing systemic, and they want to introduce weather so hostile, it'll makes flying in certain environments basically impossible, to force players to use ground vehicles.
OK but what is in the PTU now ?https://www.youtube.com/watch?v=Gn_jMmneDV8
https://twitter.com/Jorunn_SC/status/1499105058390220803
"We knew early on that, to hit the fidelity we expect for Sq42, we would need to do some R&D on bedsheet deformation," the AI Content team explained, apparently straight-faced. "This work is currently underway and, if successful, will allow the AI to deform their sheets when entering, exiting, or sleeping inside them. This is a challenging assignment and expands the complexity of the feature. For example, what happens to the sheets if the AI needs to exit the bed in an emergency?"
As I said in the other thread on this exact same thing:
Programmers that are experts of sheet deformation will know little to nothing about combat balance or server stability. These specialized artists are doing their thing while the hundreds of others that are working on game loops are also doing their thing.
This isn't Stellaris whre you can only research 3 things at once. There's hundreds of projects being worked on that are part of the whole of Star Citizen, and bed sheets is one of those items.
Star Citizen is doing 'bedsheet deformation' physics now, because of course it is
CIG likes giving those nice-to-have, but ultimately unimportant stuff to new employees, so they can familiarise themselves with the codebase and workflow without breaking something important in their first few months on the job.
don't want to waste time on a flashy presentation
lol
For all of those of us that have been around from the start, it is easy to take for granted a lot of the features that Star Citizen has, that no other game does. After all, we all know every feature, its bugs, and more importantly what is not done, so it can be easy to focus on the cup half empty, rather than full. But what other game has the combination of scale and detail; the ability to seamlessly go from on foot, to onboard a fully realized ship, with functioning components and a livable interior you can move around, take off towards a twinkling pin prick of light in the sky, up through clouds into the blackness of outer space, only to get intercepted by a group of pirates looking to liberate your cargo from you, best them in an intense dogfight and continue your journey towards the twinkling light in the distance… that becomes another planet, that you can enter it’s atmosphere and land on, lower your ramp and walk out into a bustling city or beautiful river bank nestled in trees to harvest some alien fruit? All without loading screens, and rendered in incredible millimeter detail in either first person or third person? There are other games that have some of these elements, but none that have everything with the level of fidelity that Star Citizen offers.
The game being built today is a game that encompasses many; It is a dogfighting spacesim, it is a first person shooter, it is a trading game, a resource collecting game, a resource management game, an adventure game, a survival game and a social game. Star Citizen is a universe sim. It is a game for everyone, as in real life there are many different paths to walk, and success is defined by what makes you happy.
don't want to waste time on a flashy presentation
lol
That's what they used to do though? And a lot of the shit they created for previous Citizencon keynotes still isn't in the game all those years later.
I used to work at Riot games when I used to follow SC gossip, around the corner from CGI-LA's mothership. I bumped into an ex-senior CIG guy and he told me the story that Chris literally had a good chunk of the concept/art team spend 5-6 just to do art primarily for the vinyl wall wraps of the office. The guy took it as a hint to jump ship to another studio when the timing was right. This was years ago.
Finally, the VFX Tech Art team reviewed the gas cloud setup to ensure it’s still functioning as expected
Animation progressed with various social AI aspects, including beds, the chow-line, arcade machine assets, female characters sitting on bar stools, standing console updates, drinking in various useables, and more.
A technically challenging scene involving two characters unloading crates from a spaceship was finished and is looking great in-game.
They also delivered a substantial new scene for chapter five that features the player getting into an elevator.
After ten loving years Star Citizen has more shell companies than planets. I think it's plain to see what the Crobler's priorities are.
QuoteI wonder how mature the crew interactions will be. Could you hear someone masturbating when passing by the showers, or have vulgar dialogue among crewmates fighting under the tension, discover traitors you need to dispose of after becoming friends with them and shit like that? Could have racist and sexist slurs used, then somehow have to get everyone to respect and depend on each other after that. Would be pretty disappointing if it's a disneyfied story, take more cues from early BSG please (but not the god stuff).Another 3 years added to the development so you can hear someone fapping in the shower.
December 2017Quote from: https://www.resetera.com/threads/star-citizen-presents-squadron-42-holiday-special-12-22-12-pm-pst.12006/page-8#post-2424937QuoteI wonder how mature the crew interactions will be. Could you hear someone masturbating when passing by the showers, or have vulgar dialogue among crewmates fighting under the tension, discover traitors you need to dispose of after becoming friends with them and shit like that? Could have racist and sexist slurs used, then somehow have to get everyone to respect and depend on each other after that. Would be pretty disappointing if it's a disneyfied story, take more cues from early BSG please (but not the god stuff).Another 3 years added to the development so you can hear someone fapping in the shower.
It's interesting because a few places I've seen once skeptical people talk about how Star Citizen is actually to a fairly fun point for what it is if you finally hopped into it now but lots of people just aren't interested anymore and other stuff has stepped into the original gap.
As for me, I refuse to participate until the Gas Clouds are finished.
According to the Croberts there's scores of new accounts and the funding tracker is only going up up up (with 2022 supposedly already on pace to be the record year). I suspect the marketing got a lot more agressive (10 sales already in 2022) past 3 years or so but who can say really ?
I've been mulling over making a youtube video about this. Somewhere around the time Roberts stopped appearing in promotions, I think the entire business model shifted from promoting video game content to trying to be a "prestige" brand like Rolex or Ferrari. It's more important to sell a lifestyle like Rolex sells "be just like James Bond by buying his watch." Except it's "be a super space captain, buy an Idris". It exploits sim dads' need for status.
The actual game doesn't matter, it's about selling a lifestyle and exploiting FOMO by artificially limiting supply (just like Rolex and Ferrari!). Chris' experience in exotic used cars sales probably gave him the idea.
And yes, it is extremely loving stupid.
The actual game doesn't matter, it's about selling a lifestyle and exploiting FOMO by artificially limiting supply (just like Rolex and Ferrari!).
While I would never say any of these things are inherently frauds and don't have possible merits, I would note that the historical record is pretty clear on how many fraud schemes have been unchanged for centuries and simply keep reoccurring with a new gloss. The "brilliance" of Bernie Madoff's scheme was how it was a simple ponzi scheme scaled up, nobody thought it could be because it would be obvious and somebody important would notice, right? (Parallels to WeWork? :thinking)QuoteThe actual game doesn't matter, it's about selling a lifestyle and exploiting FOMO by artificially limiting supply (just like Rolex and Ferrari!).
Wait are we talking about Star Citizen or crypto and NFTs here? :thinking
The launch of Star Citizen's biggest update has been a shambles, and players are frustrated: 'This is embarrassingly bad'
"I've been playing for hours, but I can't hail ATC, use my inventory, claim a ship, land when I do get through to ATC, accept any missions, or use any terminals," Star Citizen player dasinternet (opens in new tab) noted on the subreddit.
"Dozens of login attempts," AdmiralGrogan (opens in new tab) wrote on the official forums. "Managed to get in ONCE for 10 minutes and nothing could be interacted with. Terminals didn't work, Ship controls... missions... nothing. And then a 30k crash. This is embarrassingly bad, even by star citizen standards."
But once you get in do the bartenders work?
edit: Can't believe I forgot to ask about the Gas Clouds!
I'm really hoping the wheel issue with the PTV is addressed soon, it's basically impossible to complete a lap once you have debris on the field and you're racing other players.
I bought into Star Citizen on Kickstarter in 2013, then went to jail for 10 years. Got out and it's still not done...
Quote from: https://news.ycombinator.com/item?id=37387607I bought into Star Citizen on Kickstarter in 2013, then went to jail for 10 years. Got out and it's still not done...
Posted in the wrong thread like a fucking idiot