Star Citizen – General Discussions
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May 26, 2016 at 3:08 pm #3519
Well this graphic on the Kickstarter page is all you really need……..
May 26, 2016 at 5:13 pm #3520Me, too. Any class action I’m in on.
From my experience and what I’m seeing with CIG I think they are heading off the rails fast. CR is under pressure and not handling it well. Evidently he did some broadcast and berated supporters for being upset Star Marine was cancelled and he tends to handle things by lashing out but I guess when you figure you are the universe and you are totally right everyone else is wrong and not worth consideration. He keeps that up and he’s alienating those who would support him. Just as in a religious cult there will always be the core who believe but eventually that core shrinks down to where it can not sustain the leader’s lifestyle.
I hope things break wide open and the FTC, SEC, and anybody else who has jurisdiction jumps in and exposes it all to the public eye – finances, everything.
Oh and most of the gaming press with a few exceptions – you were useless before SC came along and you are still useless. Ratings correlate directly to ad dollars.
May 26, 2016 at 6:38 pm #3521For those of you who read my Condition Red blog in which I explained the technical hurdles for a twitch based MMO, a new space combat MMO, Dual Universe, was unveiled earlier this week. Read their dev blog for an explanation of how they are handling a single shard universe.
May 26, 2016 at 8:17 pm #3522GDC 2013: Chris Roberts expounds on Star Citizen’s crafting, economy
LOL!!
“The crafting system in Star Citizen will be different than that of a traditional MMO. In fact, Roberts likened it to SimCity’s. Production nodes and factories will be present on the planets, but whether an AI agent runs one or a player does depends on whether a player has purchased it. If a player owns the factory, she has to manage all aspects of production, from getting resources to keeping factory workers happy to getting equipment to distribution to the market. If no player owns it, then the AI takes care of everything, including getting goods out to the market (so there will always be a market, even if players aren’t currently filling it).
To illustrate the crafting process, we’ll use the example of a laser. For a laser to come into being, it needs to be manufactured at a factory in a laser production node. The node needs raw materials to make the laser, so the node spawns missions on the mission board requesting those particular materials. These jobs are taken by others, and when the materials are delivered, the factory goes into production. Once the final product is done, it can be sold via a storefront, either exclusively right on the planet or far away. In order to get the product to outlying storefronts, players will have to do the transporting themselves. The crafter can take it himself or he can hire someone to make the delivery for him. He can even hire an escort for protection. At each step along this path, AI will fill the role if a live player is unavailable.
In the Star Citizen’s economy, there’s a role for everyone. Players can choose to own the factories, produce the goods, obtain the raw materials, transport the goods, run the storefronts, or even pirate the goods. Players can also contribute by overclocking ship components, which involves taking a basic item and improving it. Roberts says that players can make names for themselves in any of these areas, whether by creating a large economic empire or filling a smaller niche. And to help facilitate those who really want to delve into the economic aspect of the game, the game’s planned companion app will allow players to manage all facets of their businesses even when they can’t log in.
Additionally, if a factory is mismanaged and its owner can’t pay his workers and is forced to lay them off, the population of the planet becomes unhappy. And an unhappy planet spawns more criminal missions, which increases piracy in the star system.”
I can smell the echoes of distant hand-waving from here. Jesus! Anybody think ANY of that code has been worked on or it will be implemented in the hotly-anticipated MVP? That we’ll have a fully fleshed out factory owner game simply because CR once played SimCity?
“Roberts says that the full game will likely release toward the end of 2014.“
May 26, 2016 at 8:43 pm #3523I finally got to finish watching the “Am I too Stupid to Play SC” and the “Star Citizen: Two years after Arena Commander” videos. I stopped wasting time at version 1.x something, maybe just before 2.0 so I’m out of the loop. The “Too Stupid” guy really hit some crazy stuff like an upside down ship in the hanger!! What!!! This is almost four years into it and they can’t get ships to spawn correctly? And the other items. He’s right on the controls they were not intuitive. I have a CH Products Fighterstick, Pro Throttle, and Rudder and had to make changes in their files (initially it was xml files) so I could use rudder for yaw and stick for roll/pitch as was intended at the creation of the universe instead of whatever stupid thing it did. Maybe I have two many flight hours in real and sim aircraft and I’m out of line for space sims but WC did it that way and it makes no sense otherwise (to me anyway). A Game is supposed to be fun and messing up the controls is crazy. Then after almost a year they finally redid the control setup UI and after several iterations of disaster it was still messed up (no xml files anymore so you couldn’t fix it). I quit when I couldn’t get any of my controllers setup properly since the setup didn’t respond to calibration, especially the rudder. Plus they limited it to four controls. Yes, I know MS has now crippled DX so they only want you to support four controllers but flight and space sim people will have more – many more and since things like Cougar panels count as a device you can run out of controls quickly. I have two Cougar panels and flight yokes and throttle quadrants, as well as a TM Warthog setup. Add to that their enumeration of the devices was screwed up and you could not select what devices you wanted to use. I’d like to be able to leave them connected and choose what I want to use.
The Two years video was very well done and right on target. Two years and nothing works. He’s right on about the controls. I have never developed a game (other than taking Depth Charge arcade game and writing an equivalent in assembler on my Atari 800) but the first thing I would think is basic to a space/flight sim is the controls. You build a good scheme for detection, setup, and calibration first and then worry about the sim. SC took over a year to come up with what they have no. I guess when all your people are creating JPEGS you don’t have time to do the controls <G>.
May 26, 2016 at 9:00 pm #3524Yep, that’s how Roberts scammed me out of my money back then. Promises of a deep, dynamic economy. Considering they can’t even get spaceships to work properly in their space game, I abandoned hope a loooong time ago that the (non $ shop) economy will ever materialize. For the record, The Guild 2 has an economy very similar to what he is describing (albeit single-player only) and it came out back in 2006.
May 27, 2016 at 4:09 am #3525The press really cheese me off, with a couple of exceptions it’s all fluff pieces about how great the game is going to be and how they’re employing loads of people and how they’ve raised all this money to get away from the evils of publishers and develop the best game ever.
Where are the hard hitting articles about the lack of progress? Current state of the project? Changing to focus on single player because they can’t figure out the multiplayer aspect? Lack of refunds for people whose patience has warn out. Cases opened at FTC and trading standards as well as the upcoming court case.
You have to dig to personal twitches, youtube and other sources to find out what’s really going on.
If it wasn’t for this blog and a couple of articles you’d think development was on track and it’s going to be great. This is why people continue to fund this joke of a game.
May 27, 2016 at 7:16 am #3526Exactly.
Many of us have played MMOS for over 15 years and there are plenty of journalists out there that should know enough about the genre to be able to actually take just one aspect of CRs fantasy and actually analyse what he is claiming he is going to deliver, what has actually been delivered and whether it is remotely possible or feasible.
It is just laughable how the feature set keeps being added to with almost anything CR and his team can think up and then telling people they are going to get it in SC.
Is there actually ANYTHING that they have delivered that is actually particularly good or fit for purpose ?
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