#4326930 - 01/08/17 06:03 PM
Re: Star Citizen passes 141 million dollar mark...
[Re: Dunolde]
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Chucky
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And why don't I have something worth playing?
EV's are the Devils matchbox.
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#4326934 - 01/08/17 06:12 PM
Re: Star Citizen passes 141 million dollar mark...
[Re: Dunolde]
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Joined: Oct 2000
Posts: 6,842
Clydewinder
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with that kind of money they could have designed a toilet seat for NASA by now
Robots are stealing my luggage.
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#4327061 - 01/09/17 02:13 AM
Re: Star Citizen passes 141 million dollar mark...
[Re: Dunolde]
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Master
meh
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meh
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141 million dollars!!!!
What the heck is the hold up?
What are they doing with all that money? They just finished 4 years of development (kickstarter ended Nov2012). A normal AAA game takes 4 years to develop and a normal MMO takes about 6 years. So they have 2 more years to deliver before you should be worried. 3.0 is supposed to release in the next few months. That will be a full system with planetside landing on 5 planets and 7 stations plus 30+ points of interest. That will be the first time the game will be "playable" in any form close to the final game IMO.
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#4327255 - 01/09/17 05:36 PM
Re: Star Citizen passes 141 million dollar mark...
[Re: Deacon211]
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Master
meh
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meh
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I didn't get on board this one, because I had been burned too many times before.
I hope SC will be great. But, from the amount of money that has been dumped into it and the relative lack of apparent progress, I can't honestly conceive how it will not be somewhere between a bit of a letdown and a massive disappointment.
But I bet Chris Roberts has a nice jet. I dont think he has a jet. But he did buy a multi million dollar house!
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#4327308 - 01/09/17 07:31 PM
Re: Star Citizen passes 141 million dollar mark...
[Re: Dunolde]
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Posts: 310
Grunt0331
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Personally, I think there has been a tremendous amount of progress and the state of the game in alpha version 2.6 is very enjoyable. CIG has accomplished some amazing things. Yes, the dream is big and still has a long way to go, but if they realize a quarter of what they are setting out to do, the end product will still be revolutionary in my opinion. You can jump in with a starter ship package for as little as $30. Its a small investment to explore an already impressive universe. I was a skeptic until build 2.0 was released. Since then, each successive build has wowed me.
I just don't see this project as a giant scam. The proof is already there to see that this game is headed toward greatness.
Just my .02.
de.ci.sive.ness\ n. 1. Ability to make decisions promptly and to announce them in clear, forceful manner. 2. See United States Marine.
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#4327415 - 01/09/17 11:56 PM
Re: Star Citizen passes 141 million dollar mark...
[Re: Dunolde]
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Joined: May 2006
Posts: 1,475
strykerpsg
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Land of the Morning Calm
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I too have high hopes for this one. Admittedly, I have invested a bit more than one might consider healthy, but I will no longer buy anything else till I see marked progress. I also have not really dived much into 2.6, though noticed the Space Marine module is now up. I ventured once into it, shooting my own team because they were not wearing the same armor as I selected......bad mistake. I also noticed the change of the hangar array and seems that needs some work still, as I cannot find but only a few of my fleet available as an option to place in that selected hangar.
So, I too sincerely hope and think this will indeed be a serious game changer for the genre. My hope is they can stay focused on what is currently out and refine it versus developing additional systems to explore or pillage.
Laptop: Alienware M17 R3 i7-6820MQ 32 GB DDR3 1600Mhz memory, Win10 Pro 64 bit, DX11, 24GB GTX 980M video Alienware Graphics Amplifier w GTX 1080 Strix Edition 8GB A-10 Warthog HOTAS Joystick w/ Pedals
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#4327431 - 01/10/17 12:35 AM
Re: Star Citizen passes 141 million dollar mark...
[Re: Chucky]
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strykerpsg
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I thought I bought into an E:D beater,not a damn FPS. In my opinion they should have given us the space sim part first then done the rest. I have zero interest in a FPS. I mean I may not have read the road map for this game,maybe the FPS part was always planned,I'm just getting impatient,I want to play this thing before I end up in a nursing home... LMAO! Too funny Chucky! I think they are dabbling all over the place to make it a one stop place to go to fulfill too many genre's. Great idea and concept, but losing focus on polishing what's already out.
Laptop: Alienware M17 R3 i7-6820MQ 32 GB DDR3 1600Mhz memory, Win10 Pro 64 bit, DX11, 24GB GTX 980M video Alienware Graphics Amplifier w GTX 1080 Strix Edition 8GB A-10 Warthog HOTAS Joystick w/ Pedals
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#4327462 - 01/10/17 02:00 AM
Re: Star Citizen passes 141 million dollar mark...
[Re: Dunolde]
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Joined: Jul 2004
Posts: 310
Grunt0331
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I can't say if the approach to development is the most efficient, but I don't think focusing on space flight and leaving the FPS component out initially would have been feasible. THE FPS part of the game is so critical and it is something that really sets SC apart from the rest of the herd.
In SC, you meet with other players at a starport. Board a multi-crew vessel together and work as a team in piloting the ship to a destination. You may stop someplace in space and EVA, or you may land on a planet and exit the craft in a rover, or assault a target on foot. The possibilities are virtually limitless and in my opinion, it is coming together beautifully, its just taking a lot longer than CIG first anticipated and there have been some hiccups along the way. However, now, with all the funds they have raised and an extremely talented team of over 300 developers in multinational offices, I think they have reached a good rhythm.
Stryker...in the hangers now, you have to find a node that can load the right class of ship. So if you are attempting to load a class 4 ship, like a Constellation, from a class 3 node, the class 4 ship won't show up in your list. Check that out...it may be the reason why you're not seeing some of your ships.
de.ci.sive.ness\ n. 1. Ability to make decisions promptly and to announce them in clear, forceful manner. 2. See United States Marine.
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#4327478 - 01/10/17 03:02 AM
Re: Star Citizen passes 141 million dollar mark...
[Re: Grunt0331]
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Joined: May 2006
Posts: 1,475
strykerpsg
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Stryker...in the hangers now, you have to find a node that can load the right class of ship. So if you are attempting to load a class 4 ship, like a Constellation, from a class 3 node, the class 4 ship won't show up in your list. Check that out...it may be the reason why you're not seeing some of your ships.
I did indeed try that, as it was similar when the setup was done via the web page. I've got a few very large ships and even tried the industrial hangar, but only saw smaller ships available. I think I tried three of the four last time I updated and checked out Space Marines. I will give it a whirl this weekend to see if I can pull up the larger vessels. I sorta liked the old way better, because I could then see what exactly I could fit in each hangar. However, I am certain the new way provides better interactivity with the servers and prevents you from having to log out to change your set up. Thanks for the info Grunt. I'll post if I cannot find my larger vessels.
Laptop: Alienware M17 R3 i7-6820MQ 32 GB DDR3 1600Mhz memory, Win10 Pro 64 bit, DX11, 24GB GTX 980M video Alienware Graphics Amplifier w GTX 1080 Strix Edition 8GB A-10 Warthog HOTAS Joystick w/ Pedals
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#4327481 - 01/10/17 03:07 AM
Re: Star Citizen passes 141 million dollar mark...
[Re: Master]
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strykerpsg
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I agree. The FPS part IS the game. Its about the people in the ships not the ships. If they only focuses on the space combat part it wouldnt have been successful IMO. People dont just want a ship game. There are plenty of those. They want a game where you are the person in the ship. Agree with your overall assessment, but disagree with the methodology of how they are implementing. I just think it should have been released as a mostly complete stand alone module, then integrate new stuff later. I fear they spread themselves too thinly and not fully flush out the existing issues before incorporating newer stuff. I personally would like the option to explore in a single player capacity if desired, or have a group effort in conquering or being conquered in MMO style.
Laptop: Alienware M17 R3 i7-6820MQ 32 GB DDR3 1600Mhz memory, Win10 Pro 64 bit, DX11, 24GB GTX 980M video Alienware Graphics Amplifier w GTX 1080 Strix Edition 8GB A-10 Warthog HOTAS Joystick w/ Pedals
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#4327532 - 01/10/17 11:03 AM
Re: Star Citizen passes 141 million dollar mark...
[Re: Dunolde]
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Joined: Apr 2000
Posts: 1,887
K6_Scorpion
Ruler of the Free World
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I'm enjoying playing the Alpha builds and I'm looking forward to what's next. I'm really looking forward to 3.0 where the patcher gets updated so I don't have to download the entire game everytime. Slow connection and a data cap are the only thing available in my area. Almost every time I log into Crusader, I get to help someone out by doing a rescue mission or playing taxi or just showing them around the starfarer wrecks. It's different users from session to session, so it rarely turns out the same. Just started purposely building a crimestat, so I'm still having fun with it.
------------ <Uh... put signature here... and stuff>
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#4331965 - 01/27/17 11:17 AM
Re: Star Citizen passes 141 million dollar mark...
[Re: EAF331 MadDog]
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Posts: 4,840
ricnunes
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I honestly signed up for Squadron 42, not the sandbox universe. I want the spirital heir to Wing Commander. +1000000
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#4345905 - 03/21/17 06:17 PM
Re: Star Citizen passes 141 million dollar mark...
[Re: Master]
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Joined: Jun 2010
Posts: 616
Ratcatcher
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What they have is already fun but it's got technical flaws that make it unplayable except for the really dedicated.
Once they get trackir back online and get their new netcode fixed and 3.0 full system online it might be worth playing. I think I read that trackir support is back in the next patch (2.6.2)
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#4345927 - 03/21/17 07:30 PM
Re: Star Citizen passes 141 million dollar mark...
[Re: Ratcatcher]
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Master
meh
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meh
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What they have is already fun but it's got technical flaws that make it unplayable except for the really dedicated.
Once they get trackir back online and get their new netcode fixed and 3.0 full system online it might be worth playing. I think I read that trackir support is back in the next patch (2.6.2) They stated that they think they found a work around for why they took it out but not that they would do anything to re implement it. (afaik) This is probably the quote you are thinking of. Per Ali Brown, Director of Graphics Engineering on the forums: There's two parts to this question, when will TrackIR hardware support be re-enable/fixed, and when will the game code implement the necessary camera controls for a solid user experience. The answer to the first question is that we've already done it and it'll work again in 2.6.2 (i.e. extremely soon). Unfortunately I can't answer the second question as it relates to game-code rather than engine-code. There appears to be just one major bug with TrackIR at present which is that when in a ship the camera moves fine, but the helmet and body doesn't move which means your view can end up being blocked by your own helmet. Hopefully this isn't too difficult to fix and I'll try and prod the right people, but can't promise a fix for any particular release. https://forums.robertsspaceindustries.com/discussion/comment/7575772/#Comment_7575772That is to say they have it working but someone else clarified to say that if they cant get the helmet to move with the head there is no point since a lot of the helmets have very tight visions. So they may or may not include it in 2.6.2. They took it out initially because people were using the 6dof to clip their head through the helmets and or ships in order to get an unfair advantage. So unless they fix the helmet moving bug I dont see them putting it back in but I'd love to be wrong on that.
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#4345977 - 03/22/17 01:43 AM
Re: Star Citizen passes 141 million dollar mark...
[Re: Dunolde]
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Master
meh
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meh
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Everything you say they should have they do have. Their verticle slice (which is the first playable level etc) has been done for a while and if you tour their studio they show it to you but they make you sign a NDA.
They are on year 4 of about a 6 year development and the first part of the first year was spent almost entirely on setting up the studios.
Supposedly the thing holding up SQ42 is an issue with the AI because they just rebuild the way everything interacts with everything else which completely broke their AI system. With that said they did promise the SQ42 trailer/first playable level demo last year and dropped the ball. Im still royally pissed at them for it.
But it is what it is. Work on the MMO isnt holding up work on SQ42 and if they would have worked only on SQ42 we would still be in exactly the same place they just would have used a smaller studio group to get the same work done. They have multiple studios working on different aspect of the game all across the world. The work they do on their concept ships for their stupid LTI presale #%&*$#, which abhorrent at this late stage of the game, does not hold up any aspect of the other studios developing the game because they have a whole team dedicated to just concepting. Those people would just be working somewhere else if they stopped doing the concept sales. It wouldn't make anything else come faster. That is how their whole studio is set up. Cutting out the MMO wont make SQ42 appear faster and vice versa. Its entirely different groups working on different content
I've stepped way way way back in the past year. I got excited for citcon last year because they promised the sq42 crap and then didnt even mention it. So now im just in standby mode. I check in on the reddit ever patch or so to see if it's playable but its not yet. (or it is playable but there just isnt enough content to justifying spending any time on it.)
Last edited by Master; 03/22/17 01:48 AM.
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#4345981 - 03/22/17 02:24 AM
Re: Star Citizen passes 141 million dollar mark...
[Re: Dunolde]
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Joined: Jun 2009
Posts: 624
FlyingMonkey
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If they have that vertical slice and show it under NDA, I would really think that it would be a better idea at that late stage to actually show it - this is supposed to operate as the most open development after all. I don't think it would hurt. If anything I've always been impressed by how much was achieved in those 1 year milestones I mentioned (which I only got to see early under confidentiality, and I'm talking about a AAA studio operating for major publishers), and in most cases they (ie that studio, not SC) actually showed them months later to the public (one of them even became DLC after release - the amazing thing is that while it was done 1 year in, it did manage to be just as good as a DLC that would have been developed later). So I don't get why SC devs are not doing that.
And for SQ42, you've got to add the fact that they have an amazing cast. Show us a vertical slice which includes demonstrating some dialogues where we get to see Mark Hamill, show us a briefing, a take off and some really cool scripted mission and even if some aspects look clunky it can only do good and generate good publicity.
Anyway, I can relate to what you're saying in terms of stepping back. I did the same thing, didn't touch SC for a while but got hopeful that we would at least see great SQ42 footage last year. I wasn't impressed when they didn't and since then I've been back to thinking we'll have to wait for late 2017 until we actually hear important news. 3.0 would probably mean I'd go back and try that. But really I'd like to see SQ42, and it doesn't look like we're going to play it this year.
Last edited by FlyingMonkey; 03/22/17 02:25 AM.
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#4346088 - 03/22/17 04:20 PM
Re: Star Citizen passes 141 million dollar mark...
[Re: Dunolde]
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kludger
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I got my refund on this a while back, but I still have high hopes for it and follow the news, if they only manage to do just a portion of what they promise it's going to kick butt.
i7-7700k@4.5ghz, GTX1080Ti,BenQ XL2420G-g-sync,Oculus Rift
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#4346245 - 03/23/17 09:22 AM
Re: Star Citizen passes 141 million dollar mark...
[Re: CyBerkut]
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Joined: Mar 2017
Posts: 8
NewLexican
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Does SC still have the "Interactive Mode" ship control scheme available? It's still a first-person experience where each character will operate a particular crew station if that's what you mean.
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#4346411 - 03/23/17 08:30 PM
Re: Star Citizen passes 141 million dollar mark...
[Re: NewLexican]
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CyBerkut
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Does SC still have the "Interactive Mode" ship control scheme available? It's still a first-person experience where each character will operate a particular crew station if that's what you mean. No, I'm referring to one of the optional controller schemes for ship flight control. Interactive Mode basically had you controlling the ship's flight by pointing your cursor at the enemy target, and your ship followed your cursor by reorienting itself. It was reviled by a number of early supporters as being contrary to the spirit of what we were led to expect for dog fighting in space, etc., and provided an unfair advantage to mouse users (in the eyes of many) as opposed to a proper VJoy implementation for mouse use. Basically, it was viewed by a number of people as not maintaining the controller parity that was promised early on. I stopped making regular visits to the SC forums some time ago. A recent quick visit leads me to suspect that IM is still in the game.
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#4346428 - 03/23/17 10:26 PM
Re: Star Citizen passes 141 million dollar mark...
[Re: CyBerkut]
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Joined: Mar 2017
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NewLexican
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Does SC still have the "Interactive Mode" ship control scheme available? It's still a first-person experience where each character will operate a particular crew station if that's what you mean. No, I'm referring to one of the optional controller schemes for ship flight control. Interactive Mode basically had you controlling the ship's flight by pointing your cursor at the enemy target, and your ship followed your cursor by reorienting itself. It was reviled by a number of early supporters as being contrary to the spirit of what we were led to expect for dog fighting in space, etc., and provided an unfair advantage to mouse users (in the eyes of many) as opposed to a proper VJoy implementation for mouse use. Basically, it was viewed by a number of people as not maintaining the controller parity that was promised early on. I stopped making regular visits to the SC forums some time ago. A recent quick visit leads me to suspect that IM is still in the game. Right. It's still in the game and it's not going away. Though CIG is employing mechanics in an attempt to achieve some semblance of parity between control schemes. For example, Interactive Mode mouse control combined with gimballed turrets allows for easier aming. But removing the gimbal generally allows you to mount one size larger gun giving Relative Mode joystick users more firepower. Relative Mode also has access to ESP, a limited form of aim assist.
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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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