Chris Roberts new project... Star Citizen

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muppetts
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Post by muppetts » Wed, 24. Aug 16, 08:52

People blow 10's thousands at casino's and get nothing, I still don't really get it but I can see some rational.

When you say 'support the project' I simply don't get that, this is a business, they are going to make money...and...wait for it....KEEP IT. The idea of handing them money for free, well I kudos to the company but that is just stupid.

I took a bet with 20 quid and maybe I get a game maybe not but I have had £20 quids worth of play already with over 50 hours in racing and dog fighting (mostly pissed :) ) but the idea that you get bang for you buck by handing over thousands for me is, well abit mental.
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Post by Ketraar » Wed, 24. Aug 16, 15:45

Its idiotic indeed. "Its their money so they can do what they want" does not cut it, yes they can do what they want, and I can call them self-centred, short-sighted idiots for it.

You can take those 30k, spend 5k on the bloody game (which is still too much) and buy your local school a decent equipment/library or give that money away in micro-donations to local start-ups. You get far more "out of it" than giving it to millionaires in return for pixels. Its just too absurd.

MFG

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Corbet
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Post by Corbet » Wed, 24. Aug 16, 16:44

muppetts wrote:When you say 'support the project' I simply don't get that, this is a business, they are going to make money...and...wait for it....KEEP IT. The idea of handing them money for free, well I kudos to the company but that is just stupid.
In the other hand crowdfunded projects wouldn't go anywhere if people doesn't support them. Star Citizen would be very different kind of game with $4M

I don't understand those people who spends insane sum of money by themselves either, but I'm not going to stress about that :). I have supported Star Citizen with 45€ plus monthly subscription for additional content (AtV, RtV, etc.)

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Post by muppetts » Wed, 24. Aug 16, 18:46

I think Star Citizen would probably be in much better shape if it had only raised $4 million and had to reply on a much stricter, planned business model with realistic goals that are actually attainable in the timetable they SAID it would be.

I think all this 'support' actually hurts the process not helps it. I would much rather they had one package, one price for early pre-purchase (cos that is what it is) and they stick to the pledge they made.

I knew that they had no chance of doing what they said in the time they said, I checked it out and set my expectations at 5 years Before I gave my money (the one and only time I will kickstart) but they still have been running on promises they could never pull off in time (Star Marine is what 1 year late now).

As for your monthly sub, that is normal, you get a 70 page monthly magazine, you get flare, you get the vault artwork, your own forum etc. I get that, makes sense to me!
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Post by Corbet » Wed, 24. Aug 16, 20:28

muppetts wrote:I think Star Citizen would probably be in much better shape if it had only raised $4 million and had to reply on a much stricter, planned business model with realistic goals that are actually attainable in the timetable they SAID it would be.
Star Citizen would have probably being released already but very different kind of Star Citizen. I understand it would have been enough for many but personally I think the current projects Squadron 42 and Star Citizen PU is much better option.

I hope their way to develop the projects would encourage other developers to be more open.

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Post by muppetts » Wed, 24. Aug 16, 21:18

Corbet wrote:
muppetts wrote:I think Star Citizen would probably be in much better shape if it had only raised $4 million and had to reply on a much stricter, planned business model with realistic goals that are actually attainable in the timetable they SAID it would be.
Star Citizen would have probably being released already but very different kind of Star Citizen. I understand it would have been enough for many but personally I think the current projects Squadron 42 and Star Citizen PU is much better option.

I hope their way to develop the projects would encourage other developers to be more open.
Fair enough :)
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Post by Golden_Gonads » Thu, 25. Aug 16, 11:30

I have no problems with investing in a product - They should sell shares in the company or allow alternate forms of investment. As I said a couple of years back, I do have problems with people buying ships and what-not, and for all intents 'paying to win'.

(That and it's just cheating. This type of game, I treat the aim as getting the best toys. Buying them straight up, you skip what I see as the meat of the game).

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Post by thrangar » Thu, 25. Aug 16, 22:52

Golden_Gonads wrote:I have no problems with investing in a product - They should sell shares in the company or allow alternate forms of investment. As I said a couple of years back, I do have problems with people buying ships and what-not, and for all intents 'paying to win'.

(That and it's just cheating. This type of game, I treat the aim as getting the best toys. Buying them straight up, you skip what I see as the meat of the game).
Unless they have changed their game play, and this could be the case, as I have been some what absent from the front lines, and we might be just arguing semantics , but as I understand it the over all game play from sector layout to the instancing to the npc game driven % of play effect .
The owning and advantage of certain ships should should be minimal , however I must admit if you are going full PVP you should stay away from minimal starter packages .

I totally agree with your second line, and I have fought against buying anything more than my original package, so as not to miss (what I also think a large part) the meat of the game

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Post by Tycow » Fri, 26. Aug 16, 00:22


muppetts
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Post by muppetts » Fri, 26. Aug 16, 10:35

thrangar wrote:
Golden_Gonads wrote:I have no problems with investing in a product - They should sell shares in the company or allow alternate forms of investment. As I said a couple of years back, I do have problems with people buying ships and what-not, and for all intents 'paying to win'.

(That and it's just cheating. This type of game, I treat the aim as getting the best toys. Buying them straight up, you skip what I see as the meat of the game).
Unless they have changed their game play, and this could be the case, as I have been some what absent from the front lines, and we might be just arguing semantics , but as I understand it the over all game play from sector layout to the instancing to the npc game driven % of play effect .
The owning and advantage of certain ships should should be minimal , however I must admit if you are going full PVP you should stay away from minimal starter packages .

I totally agree with your second line, and I have fought against buying anything more than my original package, so as not to miss (what I also think a large part) the meat of the game
It's not pay to win as you can't 'win' SC and you want people to spent $1000 bucks on shiny ships as it gives you some TO STEAL :)

Get through Squad 42 you come out at the end with a basic hornet if I remember and the rights to equipment you can only get with reputation based on military rank, with that you should be able to take on and steal a Cutless and from there a Freelancer or Connie. I intend to steal everything not nailed down! (reminds me I must get a hammer, maybe they will do a DLC for one!)
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Post by Corbet » Fri, 2. Sep 16, 18:28

Star Citizen: Around The Verse 3.5 - UK

As far as I know the planetary tech in video is the first iteration just like in Alpha 3.0 demo. The second iteration includes water, trees, etc. and the third one weather, etc.

- "The video shown was rendered in real time within the engine. You could walk around that scene."
- "The planet used was able to make use of wind effects and gravity etc from a tool within the design suite."
- "The planet featured in the video for AtV was not the same as the one in 3.0"
[source]

Corbet
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Post by Corbet » Mon, 12. Sep 16, 07:17

Here is the Monthly Studio Report - August 2016

These couple of thigs were pretty interesting to me:

"Alongside Gamescom and 2.5 release, we spent some time investigating photogrammetry and working with the environment team on the procedural planet tech."

I guess 'Photogrammetry' is pretty basic technique in big games these days and it is interesting to see how it will affect planets on Star Citizen. They shows already a glimpse of a desert. Gamescom demo was still using v1 of planetary tech but we should see v2 in Citizencon next month.

"We also improved ground vehicle and landing gear suspensions to make them more realistic ..."

The ships are still very stiff on take off / landing and it is great to see some improvements for that.

Once they get Item System 2.0 fully integrated it should bring tons of improvements from physics to functionality ... and finally get rid of that awful 'USE' in text middle of the screen :)

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Post by Corbet » Sat, 17. Sep 16, 07:19

The latest AtV talks about sound and music systems/design, what DevOps group is working on and shows a bit more about The Herald and its damage modelling.
It is great to have more and more non-combat ships in the game. Playing as inforunner is definitely going to be a career one of my characters.

Star Citizen: Around The Verse 3.7 – Austin

A small Sneek Peak of FPS: https://robertsspaceindustries.com/comm ... Sneak-Peek
That video doesn't show leaning or other features the upcoming FPS is will have and some says the FPS in video is still an old version. Looks very promising to me.

The facial models and shaders gets improving nicely: https://pbs.twimg.com/media/CsaqessVIAA7IK0.jpg

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Post by Mightysword » Sat, 17. Sep 16, 07:35

Is there a chance this game will become a RPG at some point? :D

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Post by Corbet » Sat, 17. Sep 16, 07:57

Mightysword wrote:Is there a chance this game will become a RPG at some point? :D
I guess it is how you are going to play the game. There will be lots of players who will play Star Citizen PU as RPG - I do as well. The characters will eventually die and you have to continue with the new character.

NPC will have different kind of characteristics and skills as well. There will be a lots of work to do if you want a good NPC crew to your ship.

Are you planning to play SC as RPG?

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Post by Mightysword » Sat, 17. Sep 16, 08:34

Corbet wrote: Are you planning to play SC as RPG?
It's more like a hypothetical question for me since I keep seeing the game core expanding. It was supposed to be a sim, than it now included FPS, so I just wonder if they will try RPG since it's next big category. And by RPG I mean an RPG proper.

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Post by Corbet » Sat, 17. Sep 16, 08:53

Mightysword wrote:
Corbet wrote: Are you planning to play SC as RPG?
It's more like a hypothetical question for me since I keep seeing the game core expanding. It was supposed to be a sim, than it now included FPS, so I just wonder if they will try RPG since it's next big category. And by RPG I mean an RPG proper.
Oh, OK :)

Well it is still a space sim if you play it that way - all the other is just extra for you then. You can stay in your ship(s) as long as they will be not destroyed/captured. Most of the ships has beds you can "save" your game while you are not playing.

Maybe Squadron 42 is more what you are looking for. It is more like the original Kickstarter goal anyway. I'm pretty sure it will have some FPS missions as well which some people likes and some not.

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Post by Corbet » Thu, 22. Sep 16, 17:57

As expected Star Citizen Alpha 2.6 will have some big updates to FPS-mode:
https://www.youtube.com/watch?v=vtQCz1dZf90

Head/face rendering still unfinished but it looks pretty good already:
Captain Noah White

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Post by Corbet » Sat, 24. Sep 16, 04:33

Despite the topic I think this is pretty good article from Kotaku. Building a company from scratch and working on most ambitious game ever is not easy :)

Inside the Troubled Development of Star Citizen

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Post by linolafett » Mon, 26. Sep 16, 09:08

Corbet, please stick to the forum rules.
I already asked you to not double or triplepost so please refrain from doing so. Thank you.
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