Ranger Man

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Viewing 8 posts - 57 through 64 (of 83 total)
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  • in reply to: Star Citizen – General Discussions #3560
    Ranger Man
    Participant

      That whole first paragraph is pure blowing smoke!  It means nothing.  Only someone who never had be in charge of any project would say that.  Feature creep destroysprojects no matter what the delivery method.

      “The extra level of funding is great…” – I love traveling to Italy and looking at vineyards.

      “I’ll be able to deliver more features” – didn’t say they would work or be finished <G>.

      “I was being realistic” – I lied at first to get the money coming in.

      “..all for the game..” – I guess his boat trip was to check out the planet Monaco so he could procedurally generate it.  So I guess the game will have $20,000 coke machines and doors in it?

       

      in reply to: Star Citizen – General Discussions #3553
      Ranger Man
      Participant

        You are right.  I’m glad you got your money back so that’s good.  It is a broken mess.  They keep throwing more and more stuff in it.  It’s like come up with an idea start, get distracted with another, run after it, repeat over and over.

         

        in reply to: Star Citizen – General Discussions #3549
        Ranger Man
        Participant

          I guess I just don’t understand game development <G>!!  I’ve done some software development for various things as in I needed to do something for my job and I had to write the software.  I was always under the impression (obviously mistaken <G>) that you got the basics working first.  For example ships shouldn’t float randomly in space and people should be able get in the ships  To me that means there are some very basic underlying issues in my foundation that should be fixed before other items work especially if that flashing at the start of the first video was part of the game and not his special effects (but that’s just me and I’m probably wrong <G>).  The “washing machines” (love that guy’s name for them) seem to randomly point so it appears they are not getting the signals from the thrust control brain or they need some meds to control the hyperactivity!  But then I’m just a lowly backer and it’s still Alpha (a five year alpha!!!!) and I don’t understand the complexities of all this – in other words as long as don’t think it all will be okay.  So many red flags so far ago.  There is so much broken at the foundational level.  You can only put so much duct tape, baling wire, and bubble gum on something before it collapses.

          Initially I thought this would be a cool game but then they started talking about character death (another change from the initial) specs being permanent.  I’m sorry.  I play for fun and I have a life, job, etc.  I will make mistakes and die in a game so I want to be able to pick up from there.  I get enough of real life every day and I don’t want to have to live another real life in a sim.  My character dies, so what.  I don’t want to loose everything I’ve worked for in game and have to start over.  If I want to do that I’ll create another character.  When they start doing the real death to the character stuff it’s no longer fun.  In most of the FPS I play I can save, reload (or get back to a checkpoint) start over when I die so I can try new things, learn, but continue to have fun.  Most people don’t have time to invest in a sim to loose it all when they have obtained ships and game money, experience, etc.  If they lose it all they won’t be back and if they know it up front they probably won’t buy it and especially if they’ve had to invest real money in things for the game.  The insurance stuff is crap as far as I’m concerned anyway (see my rant above <G>) and CIG screwed it over big time with LTI, then only for a while, then none, then need more money so LTI is back.  If you have to do insurance make it reasonable.  Most of us are casual gamers, not people participating in the old Quake tournaments to win Ferraris.

           

          in reply to: Star Citizen – General Discussions #3546
          Ranger Man
          Participant

            I can understand that.  I saw the 5/27 announcement about public release and the download link to steam and was hoping it was available.  When it comes available I’ll get it.  I’m looking forward to a sim with ships that actually  fly – but do you provide jpegs of each one also <G>.

             

            in reply to: Star Citizen – General Discussions #3543
            Ranger Man
            Participant

              Never mind.  I found it now.  A few weeks back I couldn’t see a download and it was closed beta.  I found the Download link to Steam.

               

              in reply to: Star Citizen – General Discussions #3542
              Ranger Man
              Participant

                Is LOD available to play or is in a closed beta?  I didn’t see anything on the web site about downloads yet.  It it’s closed beta that’s fine but I just want to be sure I don’t miss out on it.

                 

                 

                in reply to: Star Citizen – General Discussions #3541
                Ranger Man
                Participant

                  Yeah, you figure when he wants to do WC with what today’s technology allows you’d think it meant real controls like joysticks.  As you said. Arcade!  Maybe he’s going to put SC in a booth and sell it to the arcade places in the malls and hope it takes off like Pacman!

                   

                  in reply to: Star Citizen – General Discussions #3523
                  Ranger Man
                  Participant

                    I 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>.

                  Viewing 8 posts - 57 through 64 (of 83 total)