Star Citizen – General Discussions
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March 8, 2016 at 8:00 am #2690
lol you had me tick about. That kind of thing is totally within CIG doability . It could have been the next big thing.
March 8, 2016 at 4:02 pm #2691The whole unmelt system is a joke anyway and I don’t feel sorry for anyone who feels they were screwed over by it. The game is currently a pre-alpha test bed, and the very idea that you should be limiting access to any game asset by making it pay-to-access in this state is ludicrous. Alpha is for feature adding and basic testing. As such, all assets should be available on-demand to facilitate that testing. Implement the usual ship acquisition mechanisms in mid to late beta once everything else is relatively stable. Not doing so pretty much proves this is just a cash-grab.
March 9, 2016 at 9:07 am #2692That guy is on probation immediately, just what you expect from CIG forum.
March 9, 2016 at 10:16 am #2693SC’s ill management is not only limited to the technical problem. The ship sales which is the main income source CIG’s income, has already over expanded the game’s content. Every game follow an unwritten rule of content delivery, this is rarely aware but very important in game design, the game’s content must carefully regulated that it dished out in a specific speed in a specific order in order to craft the experience. This is true for both standalone and online gaming, no one in WOW had epic gears epic boss the first time they log into vanilla. These stuff suppose to be accessible a long time after the game’s introduction. What we see ships in SC are reserved content being introduced to the game long before the game come into exist, spoiler is the least of the problem in this case, the real kicker is planned ship has already being sold at inflated price, the amount of variety must some how standout from each other in the few role that is, this is going to be a balancing nightmare. Under the normal dev cycle of an MMO, new gears come later can obsolete early gears that already being played to death, there will be less to no balancing consideration. In the case of SC, all of those have to jump in at the same time, the more “weapons” in a game the more likely to have things marginalized (obsolete out of box) due to limited roles better fit for better option. If they gonna make things average people gonna complain their money did not brought them advantage, if they make things out of proportion people gonna complain this is not fair. To make difference between multiple brand of long range bomber and multiple brand of short range bomber require not multiple game’s content world, but multiple genre that deal with a similar theme of areal warfare, with each ship playing their own game. This underlying complexity far exceed CIG’s bold promise. CR is approaching game development from a user’s perspective not from a dev’s. This is the greatest red flag early on that whiteknight willfully ignore, and is the reason why seasoned dev leave one after another. CR and most of his “boddy” did not know that the complex world in a game is mostly a by product of psychology, 99% of any game world is never build into the game, they are imagination triggered by the combo of asset and script. The tanks planes makes you feels like you are fighting a war, the faction badge makes you feels like you are leading a country, under the hood they are bunch of boxes spiting on each other. The bare bone mechanic is as boring as math problem out of text book. A dev would start with the “math” part, then the math dictate what shinny spaceship going to be. The kid playing game would first imagine what the shinny spaceship gonna be and leave the “math” to someone else. An ironic evidence of this is many in game organization pop out left and right on the CIG forum, people are already imagine they are playing the best game ever, without having the game, pathetic just pathetic.
March 9, 2016 at 11:21 am #2694Lol at the update : Guardians of Orion .
March 9, 2016 at 6:07 pm #2695Well stated.
Here’s the thing, they had to do it this way once they figured out that they could generate millions via these ship sales. I mean, seriously, think about it, who wouldn’t?
The biggest issue is that they continued to do this without any forward planning as to not only how they were going to build the game for these ships, but also how the ships would function. That aside from the fact that every – single – ship, has gone through various iterations.
Which brings me to the Xian Scout fiasco. Backers pay for a specific type of ship. CIG change the ship design. Then as if that wasn’t bad enough, they went back through historical statements to change all previous statements made.
March 9, 2016 at 6:08 pm #2696The Escapist magazine appears in the final finalists list for Society Of Professional Journalism Kunkel Awards (video game journalism) over their reporting of the Star Citizen fiasco. 🙂
March 9, 2016 at 6:14 pm #2697 -
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