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Does Star Citizen have a lack of capable software engineers?

2

Comments

  • MitaraMitara Member UncommonPosts: 755

    Its a team effort, so none of the team participants can fail. 

    If the project management fails, something is bound to be wrong with the planning and that will cost time

    If the programmers fail, the programming will be bad or buggy and that will cause unhappy supporters

    if the artists fail, the game will never sell, cause even though graphics isnt the most important thing, it is the first thing people notice

    if the game designer fails, the controls or gameplay will be bad. The game will sell due to hype, but only last a month...

     

    With SC, it is still to early to say how many of those have failed. Some of them obviously have though if we are to believe the reports from backers.

  • SpottyGekkoSpottyGekko Member EpicPosts: 6,916
    Originally posted by Mitara

    Its a team effort, so none of the team participants can fail. 

    If the project management fails, something is bound to be wrong with the planning and that will cost time

    If the programmers fail, the programming will be bad or buggy and that will cause unhappy supporters

    if the artists fail, the game will never sell, cause even though graphics isnt the most important thing, it is the first thing people notice

    if the game designer fails, the controls or gameplay will be bad. The game will sell due to hype, but only last a month...

     

    With SC, it is still to early to say how many of those have failed. Some of them obviously have though if we are to believe the reports from backers.

    Could you provide links to those "reports from backers" that allegedly describe these "obvious" failures in the SC software ?

     

    They must be describing fundamental failures, because at this early stage of development, most things are going to be in an unfinished state to some degree.

  • SavageHorizonSavageHorizon Member EpicPosts: 3,480
    Originally posted by SpottyGekko
    Originally posted by Mitara

    Its a team effort, so none of the team participants can fail. 

    If the project management fails, something is bound to be wrong with the planning and that will cost time

    If the programmers fail, the programming will be bad or buggy and that will cause unhappy supporters

    if the artists fail, the game will never sell, cause even though graphics isnt the most important thing, it is the first thing people notice

    if the game designer fails, the controls or gameplay will be bad. The game will sell due to hype, but only last a month...

     

    With SC, it is still to early to say how many of those have failed. Some of them obviously have though if we are to believe the reports from backers.

    Could you provide links to those "reports from backers" that allegedly describe these "obvious" failures in the SC software ?

     

    They must be describing fundamental failures, because at this early stage of development, most things are going to be in an unfinished state to some degree.

    You mean half way through a normal mmo cycel. The game is not in early development but nice try.  The release date is meant to be next year.

     

    Lol you really are desperate. 




  • SpottyGekkoSpottyGekko Member EpicPosts: 6,916
    Originally posted by SavageHorizon
    Originally posted by SpottyGekko
    Originally posted by Mitara

    Its a team effort, so none of the team participants can fail. 

    If the project management fails, something is bound to be wrong with the planning and that will cost time

    If the programmers fail, the programming will be bad or buggy and that will cause unhappy supporters

    if the artists fail, the game will never sell, cause even though graphics isnt the most important thing, it is the first thing people notice

    if the game designer fails, the controls or gameplay will be bad. The game will sell due to hype, but only last a month...

     

    With SC, it is still to early to say how many of those have failed. Some of them obviously have though if we are to believe the reports from backers.

    Could you provide links to those "reports from backers" that allegedly describe these "obvious" failures in the SC software ?

     

    They must be describing fundamental failures, because at this early stage of development, most things are going to be in an unfinished state to some degree.

    You mean half way through a normal mmo cycel. The game is not in early development but nice try.  The release date is meant to be next year.

     

    Lol you really are desperate. 

    No, "nice try" is when you claim that backers have reported significant failures in the SC software, and frame it as if that means the problems are not going to be solved.

    If that is true "half way through" the development cycle, then I'd be really interested to read about it.

    Hence the request for source references.

     

    Note that I'm not denying the possibility.

    Nothing "desperate" about that at all.

  • WarleyWarley Member UncommonPosts: 508
    Originally posted by SavageHorizon
    Originally posted by SpottyGekko
    Originally posted by Mitara

    Its a team effort, so none of the team participants can fail. 

    If the project management fails, something is bound to be wrong with the planning and that will cost time

    If the programmers fail, the programming will be bad or buggy and that will cause unhappy supporters

    if the artists fail, the game will never sell, cause even though graphics isnt the most important thing, it is the first thing people notice

    if the game designer fails, the controls or gameplay will be bad. The game will sell due to hype, but only last a month...

     

    With SC, it is still to early to say how many of those have failed. Some of them obviously have though if we are to believe the reports from backers.

    Could you provide links to those "reports from backers" that allegedly describe these "obvious" failures in the SC software ?

     

    They must be describing fundamental failures, because at this early stage of development, most things are going to be in an unfinished state to some degree.

    You mean half way through a normal mmo cycel. The game is not in early development but nice try.  The release date is meant to be next year.

     

    Lol you really are desperate. 

    A ton of the piecing together of various components (modules) occurs well AFTER the 50% mark... most the initially production is building various components that form the fundamental base of the MMO. These are components that the layman simply cannot appreciate what was done on and these are THE MOST CRITICAL COMPONENTS.

    But, please, continue arguing from your position of ignorance.

  • WarleyWarley Member UncommonPosts: 508
    Originally posted by SpottyGekko
    Originally posted by SavageHorizon
    Originally posted by SpottyGekko
    Originally posted by Mitara

    Its a team effort, so none of the team participants can fail. 

    If the project management fails, something is bound to be wrong with the planning and that will cost time

    If the programmers fail, the programming will be bad or buggy and that will cause unhappy supporters

    if the artists fail, the game will never sell, cause even though graphics isnt the most important thing, it is the first thing people notice

    if the game designer fails, the controls or gameplay will be bad. The game will sell due to hype, but only last a month...

     

    With SC, it is still to early to say how many of those have failed. Some of them obviously have though if we are to believe the reports from backers.

    Could you provide links to those "reports from backers" that allegedly describe these "obvious" failures in the SC software ?

     

    They must be describing fundamental failures, because at this early stage of development, most things are going to be in an unfinished state to some degree.

    You mean half way through a normal mmo cycel. The game is not in early development but nice try.  The release date is meant to be next year.

     

    Lol you really are desperate. 

    No, "nice try" is when you claim that backers have reported significant failures in the SC software, and frame it as if that means the problems are not going to be solved.

    If that is true "half way through" the development cycle, then I'd be really interested to read about it.

    Hence the request for source references.

     

    Note that I'm not denying the possibility.

    Nothing "desperate" about that at all.

    I've asked numerous times for these people to cite their sources. They can't. This is all based upon, of all people, Derek Smart's claims.

  • WarleyWarley Member UncommonPosts: 508
    Originally posted by Phry
    Originally posted by Warley

    Talent that worked for CryTek, the engine behind Star Citizen:

    https://www.linkedin.com/in/allenchensu

    https://www.linkedin.com/pub/sean-tracy/10/662/944

    Then there's additional talent that has worked at MAJOR studies with multiple years of experience and shipped titles:

    https://www.linkedin.com/pub/tom-davies/12/96a/83

    https://www.linkedin.com/pub/john-pritchett/0/949/920

    Then there's this guy:

    https://www.linkedin.com/pub/tom-sawyer/5a/564/3a9

    You know, Tom Sawyer, who has a tad bit of credibility when it comes the server side. ;/ No one big. Just worked at a place called Sony.

    Oh... this guy must be a failure in the industry, having worked for multiple companies that have delivered multiple online games:

    https://www.linkedin.com/in/thewrightjames

    James Wright worked for a little company named Microsoft in early 2000's, spent several years working for an unknown company in the MMO industry named ArenaNet. Clearly, this guy is out of his league on the Star Citizen project.

    There's this guy:

    https://www.linkedin.com/in/jeffuriarte1

    Perhaps, he needs to get some seasoning under his belt.  He's only worked for SOE (they've published some unknown titles like Everquest, Everquest 2, etc). His programming history began in the mid-90's. Obviously, he needs to do some indie projects before he can join a team such as that working on Star Citizen.

    The last one I'll list is this guy: Brian Mazza. Probably just some script kid wannabe  be a thin resume:

    https://www.linkedin.com/in/bmazza

    What a crappy resume of game studios: Mythic, Sigil, Bioware, SOE, and Kabam. Who would ever hire this clown?

    Yeah, so, there's what appears to be most of the main leadership/programming core on Star Citizen. A ragtag group of wannabe programmers with no experience or knowledge of creating MMO's or other large, AAA titles at MAJOR studios.

    Its a nice list, but i don't think it means what you think it means.

    Besides, its linkedin, which is basically where people big up their cv's etc.image

    It means that they have programmers that have worked on relevant projects in all aspects... you can research further to figure out what roles these guys had on those other projects. Be reasonable. 

  • ShodanasShodanas Member RarePosts: 1,933
    Originally posted by rpmcmurphy

    So what does any of this prove?

    The controls are complete crap, the flight model remains awful, the FPS is still missing, the game remains behind schedule, all of these things are true despite whatever veritable talent is on the job.

    What's the matter, you get blown to pieces in arena commander ?

    It's neither the controls nor the flight model, both are fine. It's you.

  • MrSnufflesMrSnuffles Member UncommonPosts: 1,117
    Originally posted by Warley 

    A ton of the piecing together of various components (modules) occurs well AFTER the 50% mark... most the initially production is building various components that form the fundamental base of the MMO. These are components that the layman simply cannot appreciate what was done on and these are THE MOST CRITICAL COMPONENTS.

    But, please, continue arguing from your position of ignorance.

    So you are a MMO developer now and you worked on a Project that used a pre-bought engine like CryEngine and all this is from your experience as a C++ Programmer creating and integrating various modules during the first 50% of the Projects you worked on?

    Sorry to burst your bubble kid but this is not how games are developed.

    Modern event driven Game Engines like CryEngine or UDK are not module based any more. Those days are long gone, back in 2000 that might have still be true. There are no modules or components that get put together. Game development is a fluid design process with a circular development not the old school waterfall management.

    Dream on, kid.

    ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬

    "It's pretty simple, really. If your only intention in posting about a particular game or topic is to be negative, then yes, you should probably move on. Voicing a negative opinion is fine, continually doing so on the same game is basically just trolling."
    - Michael Bitton
    Community Manager, MMORPG.com

    "As an online discussion about Star Citizen grows longer, the probability of a comparison involving Derek Smart approaches 1" - MrSnuffles's law

    "I am jumping in here a bit without knowing exactly what you all or talking about." 
    - SEANMCAD

    ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
  • WarleyWarley Member UncommonPosts: 508
    Originally posted by MrSnuffles
    Originally posted by Warley 

    A ton of the piecing together of various components (modules) occurs well AFTER the 50% mark... most the initially production is building various components that form the fundamental base of the MMO. These are components that the layman simply cannot appreciate what was done on and these are THE MOST CRITICAL COMPONENTS.

    But, please, continue arguing from your position of ignorance.

    So you are a MMO developer now and you worked on a Project that used a pre-bought engine like CryEngine and all this is from your experience as a C++ Programmer creating and integrating various modules during the first 50% of the Projects you worked on?

    Sorry to burst your bubble kid but this is not how games are developed.

    Modern event driven Game Engines like CryEngine or UDK are not module based any more. Those days are long gone, back in 2000 that might have still be true. There are no modules or components that get put together. Game development is a fluid design process with a circular development not the old school waterfall management.

    Dream on, kid.

    Let's talk about some of the easier aspects of the networking to understand. Is Crytek's NAT punch through solution solid or will the Cloud Imperium Games team have to implement their own solutions? I haven't worked with CryTek. I've worked with Raknet before, though. Does Crytek have some solid pathfinding and perception solutions for AI or will CIG have to develop those? You have any experience with how Crytek's networking will help with player desyncing issues? Or, possibly path prediction to mitigate rubberbanding?

    Yes, I understand that like many other game development studios today, Cloud Imperium Games is using prototyping. However, when I'm mentioning components or modules here, I'm not talking about how development was approached in 2000. I'm referring to the fact that certain parts of the program needs to be in place for a solid framework before we begin to see anything remotely resembling a finished product. I used those terms, not in the sense that software development was done back in the VB 6 days, but as a term to try and get people to understand things a little better. I wasn't addressing 'developers'.

    Btw, it seems that Cloud Imperium Games releases 'modules' for both testing purposes and as a way to help mitigate concerns that progress is being made. 

  • MrSnufflesMrSnuffles Member UncommonPosts: 1,117
    Originally posted by Warley
    Originally posted by MrSnuffles
    Originally posted by Warley 

    A ton of the piecing together of various components (modules) occurs well AFTER the 50% mark... most the initially production is building various components that form the fundamental base of the MMO. These are components that the layman simply cannot appreciate what was done on and these are THE MOST CRITICAL COMPONENTS.

    But, please, continue arguing from your position of ignorance.

    So you are a MMO developer now and you worked on a Project that used a pre-bought engine like CryEngine and all this is from your experience as a C++ Programmer creating and integrating various modules during the first 50% of the Projects you worked on?

    Sorry to burst your bubble kid but this is not how games are developed.

    Modern event driven Game Engines like CryEngine or UDK are not module based any more. Those days are long gone, back in 2000 that might have still be true. There are no modules or components that get put together. Game development is a fluid design process with a circular development not the old school waterfall management.

    Dream on, kid.

    Let's talk about some of the easier aspects of the networking to understand. Is Crytek's NAT punch through solution solid or will the Cloud Imperium Games team have to implement their own solutions? I haven't worked with CryTek. I've worked with Raknet before, though. Does Crytek have some solid pathfinding and perception solutions for AI or will CIG have to develop those? You have any experience with how Crytek's networking will help with player desyncing issues? Or, possibly path prediction to mitigate rubberbanding?

    Yes, I understand that like many other game development studios today, Cloud Imperium Games is using prototyping. However, when I'm mentioning components or modules here, I'm not talking about how development was approached in 2000. I'm referring to the fact that certain parts of the program needs to be in place for a solid framework before we begin to see anything remotely resembling a finished product. I used those terms, not in the sense that software development was done back in the VB 6 days, but as a term to try and get people to understand things a little better. I wasn't addressing 'developers'.

    Btw, it seems that Cloud Imperium Games releases 'modules' for both testing purposes and as a way to help mitigate concerns that progress is being made. 

    The "modules" they release, well one, is an alpha test-bed for space flight and it is not AAA quality. Networking is choking on 8 vs. 8, simulation is rough to say the least and user input not very responsive.

    Yeah, it's an alpha i understand that but if you make a space combat simulation you should get the one thing right that is the biggest part of your game: SPACE COMBAT.

    After 3 years they have not figured it out, that is very worrying.

    Combine this with the fact that they failed to make a FPS demo with an industry renowned FPS engine that an amateur can make a shooter with in 6 months. Holy shit, they are failing on so many levels it's a complete cock-up.

    ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬

    "It's pretty simple, really. If your only intention in posting about a particular game or topic is to be negative, then yes, you should probably move on. Voicing a negative opinion is fine, continually doing so on the same game is basically just trolling."
    - Michael Bitton
    Community Manager, MMORPG.com

    "As an online discussion about Star Citizen grows longer, the probability of a comparison involving Derek Smart approaches 1" - MrSnuffles's law

    "I am jumping in here a bit without knowing exactly what you all or talking about." 
    - SEANMCAD

    ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
  • WarleyWarley Member UncommonPosts: 508
    Originally posted by MrSnuffles
    Originally posted by Warley
    Originally posted by MrSnuffles
    Originally posted by Warley 

    A ton of the piecing together of various components (modules) occurs well AFTER the 50% mark... most the initially production is building various components that form the fundamental base of the MMO. These are components that the layman simply cannot appreciate what was done on and these are THE MOST CRITICAL COMPONENTS.

    But, please, continue arguing from your position of ignorance.

    So you are a MMO developer now and you worked on a Project that used a pre-bought engine like CryEngine and all this is from your experience as a C++ Programmer creating and integrating various modules during the first 50% of the Projects you worked on?

    Sorry to burst your bubble kid but this is not how games are developed.

    Modern event driven Game Engines like CryEngine or UDK are not module based any more. Those days are long gone, back in 2000 that might have still be true. There are no modules or components that get put together. Game development is a fluid design process with a circular development not the old school waterfall management.

    Dream on, kid.

    Let's talk about some of the easier aspects of the networking to understand. Is Crytek's NAT punch through solution solid or will the Cloud Imperium Games team have to implement their own solutions? I haven't worked with CryTek. I've worked with Raknet before, though. Does Crytek have some solid pathfinding and perception solutions for AI or will CIG have to develop those? You have any experience with how Crytek's networking will help with player desyncing issues? Or, possibly path prediction to mitigate rubberbanding?

    Yes, I understand that like many other game development studios today, Cloud Imperium Games is using prototyping. However, when I'm mentioning components or modules here, I'm not talking about how development was approached in 2000. I'm referring to the fact that certain parts of the program needs to be in place for a solid framework before we begin to see anything remotely resembling a finished product. I used those terms, not in the sense that software development was done back in the VB 6 days, but as a term to try and get people to understand things a little better. I wasn't addressing 'developers'.

    Btw, it seems that Cloud Imperium Games releases 'modules' for both testing purposes and as a way to help mitigate concerns that progress is being made. 

    The "modules" they release, well one, is an alpha test-bed for space flight and it is not AAA quality. Networking is choking on 8 vs. 8, simulation is rough to say the least and user input not very responsive.

    Yeah, it's an alpha i understand that but if you make a space combat simulation you should get the one thing right that is the biggest part of your game: SPACE COMBAT.

    After 3 years they have not figured it out, that is very worrying.

    Perhaps, but that may depend on approach or priority. A lot of MMO projects have had issues late into development with choking due to networking. I'm definitely concerned with how they're going to handle a massive amount of people along side the FPS/collision (if they calculate the bullets and hitboxes on the clientside then they're opening themselves up to clientside cheating), but if this is done server side not only will there be an added layer of packet info, but they'll need to do a lot of collision detection server side. Which can be pretty taxing when players add up.

    Kind of actually makes me think of an idea based upon OnLive, where the game is rendered server side then delivered via streaming on clientside with 'barebones' on the clientside; which just mainly handles displaying the stream and user input/interface. Although, I highly doubt CIG is going to take that approach.

  • MrSnufflesMrSnuffles Member UncommonPosts: 1,117
    Originally posted by Warley
    Originally posted by MrSnuffles
    Originally posted by Warley
    Originally posted by MrSnuffles
    Originally posted by Warley 

    A ton of the piecing together of various components (modules) occurs well AFTER the 50% mark... most the initially production is building various components that form the fundamental base of the MMO. These are components that the layman simply cannot appreciate what was done on and these are THE MOST CRITICAL COMPONENTS.

    But, please, continue arguing from your position of ignorance.

    So you are a MMO developer now and you worked on a Project that used a pre-bought engine like CryEngine and all this is from your experience as a C++ Programmer creating and integrating various modules during the first 50% of the Projects you worked on?

    Sorry to burst your bubble kid but this is not how games are developed.

    Modern event driven Game Engines like CryEngine or UDK are not module based any more. Those days are long gone, back in 2000 that might have still be true. There are no modules or components that get put together. Game development is a fluid design process with a circular development not the old school waterfall management.

    Dream on, kid.

    Let's talk about some of the easier aspects of the networking to understand. Is Crytek's NAT punch through solution solid or will the Cloud Imperium Games team have to implement their own solutions? I haven't worked with CryTek. I've worked with Raknet before, though. Does Crytek have some solid pathfinding and perception solutions for AI or will CIG have to develop those? You have any experience with how Crytek's networking will help with player desyncing issues? Or, possibly path prediction to mitigate rubberbanding?

    Yes, I understand that like many other game development studios today, Cloud Imperium Games is using prototyping. However, when I'm mentioning components or modules here, I'm not talking about how development was approached in 2000. I'm referring to the fact that certain parts of the program needs to be in place for a solid framework before we begin to see anything remotely resembling a finished product. I used those terms, not in the sense that software development was done back in the VB 6 days, but as a term to try and get people to understand things a little better. I wasn't addressing 'developers'.

    Btw, it seems that Cloud Imperium Games releases 'modules' for both testing purposes and as a way to help mitigate concerns that progress is being made. 

    The "modules" they release, well one, is an alpha test-bed for space flight and it is not AAA quality. Networking is choking on 8 vs. 8, simulation is rough to say the least and user input not very responsive.

    Yeah, it's an alpha i understand that but if you make a space combat simulation you should get the one thing right that is the biggest part of your game: SPACE COMBAT.

    After 3 years they have not figured it out, that is very worrying.

    Perhaps, but that may depend on approach or priority. A lot of MMO projects have had issues late into development with choking due to networking. I'm definitely concerned with how they're going to handle a massive amount of people along side the FPS/collision (if they calculate the bullets and hitboxes on the clientside then they're opening themselves up to clientside cheating), but if this is done server side not only will there be an added layer of packet info, but they'll need to do a lot of collision detection server side. Which can be pretty taxing when players add up.

    Kind of actually makes me think of an idea based upon OnLive, where the game is rendered server side then delivered via streaming on clientside with 'barebones' on the clientside; which just mainly handles displaying the stream and user input/interface. Although, I highly doubt CIG is going to take that approach.

    First of all, this is not a MMO. It's a multiplayer space shooter and it will have very limited clusters of maybe 16 - 32 people max in the same "map" due to the limitations of CryEngine.

    I want to see how they do the multiplayer ships and boarding. It must be a nightmare to calculate all these gravity zones in real time for people walking around in ships while they fly. I bet we will get a Menu driven system when ships are in flight which is lame and so 1980.

    ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬

    "It's pretty simple, really. If your only intention in posting about a particular game or topic is to be negative, then yes, you should probably move on. Voicing a negative opinion is fine, continually doing so on the same game is basically just trolling."
    - Michael Bitton
    Community Manager, MMORPG.com

    "As an online discussion about Star Citizen grows longer, the probability of a comparison involving Derek Smart approaches 1" - MrSnuffles's law

    "I am jumping in here a bit without knowing exactly what you all or talking about." 
    - SEANMCAD

    ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
  • WarleyWarley Member UncommonPosts: 508
    Originally posted by MrSnuffles
    Originally posted by Warley
    Originally posted by MrSnuffles
    Originally posted by Warley
    Originally posted by MrSnuffles
    Originally posted by Warley 

    A ton of the piecing together of various components (modules) occurs well AFTER the 50% mark... most the initially production is building various components that form the fundamental base of the MMO. These are components that the layman simply cannot appreciate what was done on and these are THE MOST CRITICAL COMPONENTS.

    But, please, continue arguing from your position of ignorance.

    So you are a MMO developer now and you worked on a Project that used a pre-bought engine like CryEngine and all this is from your experience as a C++ Programmer creating and integrating various modules during the first 50% of the Projects you worked on?

    Sorry to burst your bubble kid but this is not how games are developed.

    Modern event driven Game Engines like CryEngine or UDK are not module based any more. Those days are long gone, back in 2000 that might have still be true. There are no modules or components that get put together. Game development is a fluid design process with a circular development not the old school waterfall management.

    Dream on, kid.

    Let's talk about some of the easier aspects of the networking to understand. Is Crytek's NAT punch through solution solid or will the Cloud Imperium Games team have to implement their own solutions? I haven't worked with CryTek. I've worked with Raknet before, though. Does Crytek have some solid pathfinding and perception solutions for AI or will CIG have to develop those? You have any experience with how Crytek's networking will help with player desyncing issues? Or, possibly path prediction to mitigate rubberbanding?

    Yes, I understand that like many other game development studios today, Cloud Imperium Games is using prototyping. However, when I'm mentioning components or modules here, I'm not talking about how development was approached in 2000. I'm referring to the fact that certain parts of the program needs to be in place for a solid framework before we begin to see anything remotely resembling a finished product. I used those terms, not in the sense that software development was done back in the VB 6 days, but as a term to try and get people to understand things a little better. I wasn't addressing 'developers'.

    Btw, it seems that Cloud Imperium Games releases 'modules' for both testing purposes and as a way to help mitigate concerns that progress is being made. 

    The "modules" they release, well one, is an alpha test-bed for space flight and it is not AAA quality. Networking is choking on 8 vs. 8, simulation is rough to say the least and user input not very responsive.

    Yeah, it's an alpha i understand that but if you make a space combat simulation you should get the one thing right that is the biggest part of your game: SPACE COMBAT.

    After 3 years they have not figured it out, that is very worrying.

    Perhaps, but that may depend on approach or priority. A lot of MMO projects have had issues late into development with choking due to networking. I'm definitely concerned with how they're going to handle a massive amount of people along side the FPS/collision (if they calculate the bullets and hitboxes on the clientside then they're opening themselves up to clientside cheating), but if this is done server side not only will there be an added layer of packet info, but they'll need to do a lot of collision detection server side. Which can be pretty taxing when players add up.

    Kind of actually makes me think of an idea based upon OnLive, where the game is rendered server side then delivered via streaming on clientside with 'barebones' on the clientside; which just mainly handles displaying the stream and user input/interface. Although, I highly doubt CIG is going to take that approach.

    First of all, this is not a MMO. It's a multiplayer space shooter and it will have very limited clusters of maybe 16 - 32 people max in the same "map" due to the limitations of CryEngine.

    I want to see how they do the multiplayer ships and boarding. It must be a nightmare to calculate all these gravity zones in real time for people walking around in ships while they fly. I bet we will get a Menu driven system when ships are in flight which is lame and so 1980.

    I don't doubt some things will be scaled back later on after testing and approaches finds that they're not going to work the way they need to. Having said that, yeah, I was under the impression that Star Citizen was some sort of MMO hybrid.  I've stated before, though, I don't personally care about the actual game itself. I'm just here to try and bring another perspective in voice because I feel that Derek Smart is purposely being misleading about projects like this.

    And, I know his history, and wouldn't put it past him to think he'll somehow become a 'leader' that finds his way into the project (potentially as the CEO). He has a history of hostile takeover of other projects in which he took over from the original founders.

  • SpottyGekkoSpottyGekko Member EpicPosts: 6,916
    Originally posted by MrSnuffles

    ...

    First of all, this is not a MMO. It's a multiplayer space shooter and it will have very limited clusters of maybe 16 - 32 people max in the same "map" due to the limitations of CryEngine.

    I want to see how they do the multiplayer ships and boarding. It must be a nightmare to calculate all these gravity zones in real time for people walking around in ships while they fly. I bet we will get a Menu driven system when ships are in flight which is lame and so 1980.

    I firmly believe they are hitting some significant issues with stitching together the different modes of play.

    I also believe that CIG are not being 100% transparent in communicating the current seriousness of the various hitches. It's just bad business practice to tell the customer everything, because it creates unnecessary panic when the problem will most likely be solved in a week or two. Of course that can result in some serious blowback if you can't solve the problem at all, but that's a risk you take...

    I will be amazed if the final game is exactly what was promised a year ago, or 2 years ago. There will be compromises made and feature cuts, that I'm sure of. It's an MMO, after all.

     

    But adding to the teams current stress levels by piling on a whole load of new stress is not going to improve the outcome here.

     

  • ShodanasShodanas Member RarePosts: 1,933
    Originally posted by MrSnuffles
    Originally posted by Warley
    Originally posted by MrSnuffles
    Originally posted by Warley 

    A ton of the piecing together of various components (modules) occurs well AFTER the 50% mark... most the initially production is building various components that form the fundamental base of the MMO. These are components that the layman simply cannot appreciate what was done on and these are THE MOST CRITICAL COMPONENTS.

    But, please, continue arguing from your position of ignorance.

    So you are a MMO developer now and you worked on a Project that used a pre-bought engine like CryEngine and all this is from your experience as a C++ Programmer creating and integrating various modules during the first 50% of the Projects you worked on?

    Sorry to burst your bubble kid but this is not how games are developed.

    Modern event driven Game Engines like CryEngine or UDK are not module based any more. Those days are long gone, back in 2000 that might have still be true. There are no modules or components that get put together. Game development is a fluid design process with a circular development not the old school waterfall management.

    Dream on, kid.

    Let's talk about some of the easier aspects of the networking to understand. Is Crytek's NAT punch through solution solid or will the Cloud Imperium Games team have to implement their own solutions? I haven't worked with CryTek. I've worked with Raknet before, though. Does Crytek have some solid pathfinding and perception solutions for AI or will CIG have to develop those? You have any experience with how Crytek's networking will help with player desyncing issues? Or, possibly path prediction to mitigate rubberbanding?

    Yes, I understand that like many other game development studios today, Cloud Imperium Games is using prototyping. However, when I'm mentioning components or modules here, I'm not talking about how development was approached in 2000. I'm referring to the fact that certain parts of the program needs to be in place for a solid framework before we begin to see anything remotely resembling a finished product. I used those terms, not in the sense that software development was done back in the VB 6 days, but as a term to try and get people to understand things a little better. I wasn't addressing 'developers'.

    Btw, it seems that Cloud Imperium Games releases 'modules' for both testing purposes and as a way to help mitigate concerns that progress is being made. 

    The "modules" they release, well one, is an alpha test-bed for space flight and it is not AAA quality. Networking is choking on 8 vs. 8, simulation is rough to say the least and user input not very responsive.

    Yeah, it's an alpha i understand that but if you make a space combat simulation you should get the one thing right that is the biggest part of your game: SPACE COMBAT.

    After 3 years they have not figured it out, that is very worrying.

    Combine this with the fact that they failed to make a FPS demo with an industry renowned FPS engine that an amateur can make a shooter with in 6 months. Holy shit, they are failing on so many levels it's a complete cock-up.

    They are not making an fps demo! They are making a fully fledged fps aspect which goes way beyond the boundaries of PvP combat. The fps portion is the connecting tissue which will bring together space flight - ship boarding - planetary & station landings, exploring and on foot combat. It's a much more complicated thing than mere fps combat. If you bothered to actually read the tons of info and updates available on the website you would know that instead of spreading BS, lies and spite on these boards. 

    Speaking of the SC website, i presume that you are a backer and have hands on the game, correct?

  • WarleyWarley Member UncommonPosts: 508
    Originally posted by SpottyGekko
    Originally posted by MrSnuffles

    ...

    First of all, this is not a MMO. It's a multiplayer space shooter and it will have very limited clusters of maybe 16 - 32 people max in the same "map" due to the limitations of CryEngine.

    I want to see how they do the multiplayer ships and boarding. It must be a nightmare to calculate all these gravity zones in real time for people walking around in ships while they fly. I bet we will get a Menu driven system when ships are in flight which is lame and so 1980.

    I firmly believe they are hitting some significant issues with stitching together the different modes of play.

    I also believe that CIG are not being 100% transparent in communicating the current seriousness of the various hitches. It's just bad business practice to tell the customer everything, because it creates unnecessary panic when the problem will most likely be solved in a week or two. Of course that can result in some serious blowback if you can't solve the problem at all, but that's a risk you take...

    I will be amazed if the final game is exactly what was promised a year ago, or 2 years ago. There will be compromises made and feature cuts, that I'm sure of. It's an MMO, after all.

    But adding to the teams current stress levels by piling on a whole load of new stress is not going to improve the outcome here.

    Exactly. But, these people either won't listen or have an agenda here.

    I honestly hope that this is the final straw that breaks the camels back for Derek Smart and the absolute vile stuff he is pulling right now. 

    I'll never, ever work on a project he's associated with in the gaming industry. 

  • MMOGamer71MMOGamer71 Member UncommonPosts: 1,988
    Originally posted by Warley
    Originally posted by SpottyGekko
    Originally posted by MrSnuffles

    ...

    First of all, this is not a MMO. It's a multiplayer space shooter and it will have very limited clusters of maybe 16 - 32 people max in the same "map" due to the limitations of CryEngine.

    I want to see how they do the multiplayer ships and boarding. It must be a nightmare to calculate all these gravity zones in real time for people walking around in ships while they fly. I bet we will get a Menu driven system when ships are in flight which is lame and so 1980.

    I firmly believe they are hitting some significant issues with stitching together the different modes of play.

    I also believe that CIG are not being 100% transparent in communicating the current seriousness of the various hitches. It's just bad business practice to tell the customer everything, because it creates unnecessary panic when the problem will most likely be solved in a week or two. Of course that can result in some serious blowback if you can't solve the problem at all, but that's a risk you take...

    I will be amazed if the final game is exactly what was promised a year ago, or 2 years ago. There will be compromises made and feature cuts, that I'm sure of. It's an MMO, after all.

    But adding to the teams current stress levels by piling on a whole load of new stress is not going to improve the outcome here.

    Exactly. But, these people either won't listen or have an agenda here.

    I honestly hope that this is the final straw that breaks the camels back for Derek Smart and the absolute vile stuff he is pulling right now. 

    I'll never, ever work on a project he's associated with in the gaming industry. 

    Derek Smart clearly Derek Smart you Derek Smart have Derek Smart no Derek Smart agenda Derek Smart with Derek Smart your Derek Smart postings Derek Smart and Derek Smart near Derek Smart endless Derek Smart thread Derek Smart creations Derek Smart.

  • IselinIselin Member LegendaryPosts: 18,719
    Originally posted by MMOGamer71
    Originally posted by Warley
    Originally posted by SpottyGekko
    Originally posted by MrSnuffles

    ...

    First of all, this is not a MMO. It's a multiplayer space shooter and it will have very limited clusters of maybe 16 - 32 people max in the same "map" due to the limitations of CryEngine.

    I want to see how they do the multiplayer ships and boarding. It must be a nightmare to calculate all these gravity zones in real time for people walking around in ships while they fly. I bet we will get a Menu driven system when ships are in flight which is lame and so 1980.

    I firmly believe they are hitting some significant issues with stitching together the different modes of play.

    I also believe that CIG are not being 100% transparent in communicating the current seriousness of the various hitches. It's just bad business practice to tell the customer everything, because it creates unnecessary panic when the problem will most likely be solved in a week or two. Of course that can result in some serious blowback if you can't solve the problem at all, but that's a risk you take...

    I will be amazed if the final game is exactly what was promised a year ago, or 2 years ago. There will be compromises made and feature cuts, that I'm sure of. It's an MMO, after all.

    But adding to the teams current stress levels by piling on a whole load of new stress is not going to improve the outcome here.

    Exactly. But, these people either won't listen or have an agenda here.

    I honestly hope that this is the final straw that breaks the camels back for Derek Smart and the absolute vile stuff he is pulling right now. 

    I'll never, ever work on a project he's associated with in the gaming industry. 

    Derek Smart clearly Derek Smart you Derek Smart have Derek Smart no Derek Smart agenda Derek Smart with Derek Smart your Derek Smart postings Derek Smart and Derek Smart near Derek Smart endless Derek Smart thread Derek Smart creations Derek Smart.

    Lol... my thoughts exactly :)

    "Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”

    ― Umberto Eco

    “Microtransactions? In a single player role-playing game? Are you nuts?” 
    ― CD PROJEKT RED

  • WarleyWarley Member UncommonPosts: 508
    Originally posted by MMOGamer71
    Originally posted by Warley
    Originally posted by SpottyGekko
    Originally posted by MrSnuffles

    ...

    First of all, this is not a MMO. It's a multiplayer space shooter and it will have very limited clusters of maybe 16 - 32 people max in the same "map" due to the limitations of CryEngine.

    I want to see how they do the multiplayer ships and boarding. It must be a nightmare to calculate all these gravity zones in real time for people walking around in ships while they fly. I bet we will get a Menu driven system when ships are in flight which is lame and so 1980.

    I firmly believe they are hitting some significant issues with stitching together the different modes of play.

    I also believe that CIG are not being 100% transparent in communicating the current seriousness of the various hitches. It's just bad business practice to tell the customer everything, because it creates unnecessary panic when the problem will most likely be solved in a week or two. Of course that can result in some serious blowback if you can't solve the problem at all, but that's a risk you take...

    I will be amazed if the final game is exactly what was promised a year ago, or 2 years ago. There will be compromises made and feature cuts, that I'm sure of. It's an MMO, after all.

    But adding to the teams current stress levels by piling on a whole load of new stress is not going to improve the outcome here.

    Exactly. But, these people either won't listen or have an agenda here.

    I honestly hope that this is the final straw that breaks the camels back for Derek Smart and the absolute vile stuff he is pulling right now. 

    I'll never, ever work on a project he's associated with in the gaming industry. 

    Derek Smart clearly Derek Smart you Derek Smart have Derek Smart no Derek Smart agenda Derek Smart with Derek Smart your Derek Smart postings Derek Smart and Derek Smart near Derek Smart endless Derek Smart thread Derek Smart creations Derek Smart.

    Yes, clearly, my agenda here is to show how ridiculous Derek Smart is being in all of this since I see the 'real damage' that could be caused due to his approach.

     

  • MMOGamer71MMOGamer71 Member UncommonPosts: 1,988
    Originally posted by Warley
    Originally posted by MMOGamer71
    Originally posted by Warley
    Originally posted by SpottyGekko
    Originally posted by MrSnuffles

    ...

    First of all, this is not a MMO. It's a multiplayer space shooter and it will have very limited clusters of maybe 16 - 32 people max in the same "map" due to the limitations of CryEngine.

    I want to see how they do the multiplayer ships and boarding. It must be a nightmare to calculate all these gravity zones in real time for people walking around in ships while they fly. I bet we will get a Menu driven system when ships are in flight which is lame and so 1980.

    I firmly believe they are hitting some significant issues with stitching together the different modes of play.

    I also believe that CIG are not being 100% transparent in communicating the current seriousness of the various hitches. It's just bad business practice to tell the customer everything, because it creates unnecessary panic when the problem will most likely be solved in a week or two. Of course that can result in some serious blowback if you can't solve the problem at all, but that's a risk you take...

    I will be amazed if the final game is exactly what was promised a year ago, or 2 years ago. There will be compromises made and feature cuts, that I'm sure of. It's an MMO, after all.

    But adding to the teams current stress levels by piling on a whole load of new stress is not going to improve the outcome here.

    Exactly. But, these people either won't listen or have an agenda here.

    I honestly hope that this is the final straw that breaks the camels back for Derek Smart and the absolute vile stuff he is pulling right now. 

    I'll never, ever work on a project he's associated with in the gaming industry. 

    Derek Smart clearly Derek Smart you Derek Smart have Derek Smart no Derek Smart agenda Derek Smart with Derek Smart your Derek Smart postings Derek Smart and Derek Smart near Derek Smart endless Derek Smart thread Derek Smart creations Derek Smart.

    Yes, clearly, my agenda here is to show how ridiculous Derek Smart is being in all of this since I see the 'real damage' that could be caused due to his approach.

     

    Derek Smart clearly Derek Smart you Derek Smart see Derek Smart the Derek Smart damages Derek Smart.

     

    Sadly you do not see the damages if SC and 85 million go down the drain.

  • WarleyWarley Member UncommonPosts: 508
    Originally posted by MMOGamer71
    Originally posted by Warley
    Originally posted by MMOGamer71
    Originally posted by Warley
    Originally posted by SpottyGekko
    Originally posted by MrSnuffles

    ...

    First of all, this is not a MMO. It's a multiplayer space shooter and it will have very limited clusters of maybe 16 - 32 people max in the same "map" due to the limitations of CryEngine.

    I want to see how they do the multiplayer ships and boarding. It must be a nightmare to calculate all these gravity zones in real time for people walking around in ships while they fly. I bet we will get a Menu driven system when ships are in flight which is lame and so 1980.

    I firmly believe they are hitting some significant issues with stitching together the different modes of play.

    I also believe that CIG are not being 100% transparent in communicating the current seriousness of the various hitches. It's just bad business practice to tell the customer everything, because it creates unnecessary panic when the problem will most likely be solved in a week or two. Of course that can result in some serious blowback if you can't solve the problem at all, but that's a risk you take...

    I will be amazed if the final game is exactly what was promised a year ago, or 2 years ago. There will be compromises made and feature cuts, that I'm sure of. It's an MMO, after all.

    But adding to the teams current stress levels by piling on a whole load of new stress is not going to improve the outcome here.

    Exactly. But, these people either won't listen or have an agenda here.

    I honestly hope that this is the final straw that breaks the camels back for Derek Smart and the absolute vile stuff he is pulling right now. 

    I'll never, ever work on a project he's associated with in the gaming industry. 

    Derek Smart clearly Derek Smart you Derek Smart have Derek Smart no Derek Smart agenda Derek Smart with Derek Smart your Derek Smart postings Derek Smart and Derek Smart near Derek Smart endless Derek Smart thread Derek Smart creations Derek Smart.

    Yes, clearly, my agenda here is to show how ridiculous Derek Smart is being in all of this since I see the 'real damage' that could be caused due to his approach.

     

    Derek Smart clearly Derek Smart you Derek Smart see Derek Smart the Derek Smart damages Derek Smart.

     

    Sadly you do not see the damages if SC and 85 million go down the drain.

    Yes, actually I do. FTC investigations; forensic accountants handing off info to competitors giving them ideas on how to poach talent; unsubstantiated vaporware claims to generate doubt in backers; witch hunts led by a messenger who looks to have a grudge...  do you not comprehend the damages that can be done to the SC project, especially if the project turns out to be fine (But with the typical hiccups that occur in ALL MAJOR PROJECTS)?

    I mean, seriously, what do you suggest happens here? That CIG gives what's left of the money back to developers? How much does that 25k guy get? 25k or a percentage or something?

    Do you also agree that Chris Roberts should resign, as Derek Smart is 'demanding"?

    Btw, this is a demand. And, Derek Smart has already made his threats clear of what he will do if Chris Roberts doesn't bow down to his demands.

    So, yeah, I'm here to focus and discuss both this particular topic ad his relation to it since it's about Star Citizen. If you don't like this fact then leave my discussions.

  • DistopiaDistopia Member EpicPosts: 21,183
    Originally posted by MMOGamer71
     

    Derek Smart clearly Derek Smart you Derek Smart have Derek Smart no Derek Smart agenda Derek Smart with Derek Smart your Derek Smart postings Derek Smart and Derek Smart near Derek Smart endless Derek Smart thread Derek Smart creations Derek Smart.

    You both seem to be the opposite sides of the same coin. You're after Roberts, he's after Smart...

    For every minute you are angry , you lose 60 seconds of happiness."-Emerson


  • SavageHorizonSavageHorizon Member EpicPosts: 3,480
    Originally posted by Iselin

    Originally posted by MMOGamer71
    Originally posted by Warley
    Originally posted by SpottyGekko
    Originally posted by MrSnuffles
    ...

    First of all, this is not a MMO. It's a multiplayer space shooter and it will have very limited clusters of maybe 16 - 32 people max in the same "map" due to the limitations of CryEngine.

    I want to see how they do the multiplayer ships and boarding. It must be a nightmare to calculate all these gravity zones in real time for people walking around in ships while they fly. I bet we will get a Menu driven system when ships are in flight which is lame and so 1980.

    I firmly believe they are hitting some significant issues with stitching together the different modes of play.

    I also believe that CIG are not being 100% transparent in communicating the current seriousness of the various hitches. It's just bad business practice to tell the customer everything, because it creates unnecessary panic when the problem will most likely be solved in a week or two. Of course that can result in some serious blowback if you can't solve the problem at all, but that's a risk you take...

    I will be amazed if the final game is exactly what was promised a year ago, or 2 years ago. There will be compromises made and feature cuts, that I'm sure of. It's an MMO, after all.

    But adding to the teams current stress levels by piling on a whole load of new stress is not going to improve the outcome here.

    Exactly. But, these people either won't listen or have an agenda here.

    I honestly hope that this is the final straw that breaks the camels back for Derek Smart and the absolute vile stuff he is pulling right now. 

    I'll never, ever work on a project he's associated with in the gaming industry. 

    Derek Smart clearly Derek Smart you Derek Smart have Derek Smart no Derek Smart agenda Derek Smart with Derek Smart your Derek Smart postings Derek Smart and Derek Smart near Derek Smart endless Derek Smart thread Derek Smart creations Derek Smart.

    Lol... my thoughts exactly :)

     

    Classic lmfao.




  • SavageHorizonSavageHorizon Member EpicPosts: 3,480
    Originally posted by Warley

    Originally posted by MMOGamer71
    Originally posted by Warley
    Originally posted by MMOGamer71
    Originally posted by Warley
    Originally posted by SpottyGekko
    Originally posted by MrSnuffles
    ...

    First of all, this is not a MMO. It's a multiplayer space shooter and it will have very limited clusters of maybe 16 - 32 people max in the same "map" due to the limitations of CryEngine.

    I want to see how they do the multiplayer ships and boarding. It must be a nightmare to calculate all these gravity zones in real time for people walking around in ships while they fly. I bet we will get a Menu driven system when ships are in flight which is lame and so 1980.

    I firmly believe they are hitting some significant issues with stitching together the different modes of play.

    I also believe that CIG are not being 100% transparent in communicating the current seriousness of the various hitches. It's just bad business practice to tell the customer everything, because it creates unnecessary panic when the problem will most likely be solved in a week or two. Of course that can result in some serious blowback if you can't solve the problem at all, but that's a risk you take...

    I will be amazed if the final game is exactly what was promised a year ago, or 2 years ago. There will be compromises made and feature cuts, that I'm sure of. It's an MMO, after all.

    But adding to the teams current stress levels by piling on a whole load of new stress is not going to improve the outcome here.

    Exactly. But, these people either won't listen or have an agenda here.

    I honestly hope that this is the final straw that breaks the camels back for Derek Smart and the absolute vile stuff he is pulling right now. 

    I'll never, ever work on a project he's associated with in the gaming industry. 

    Derek Smart clearly Derek Smart you Derek Smart have Derek Smart no Derek Smart agenda Derek Smart with Derek Smart your Derek Smart postings Derek Smart and Derek Smart near Derek Smart endless Derek Smart thread Derek Smart creations Derek Smart.

    Yes, clearly, my agenda here is to show how ridiculous Derek Smart is being in all of this since I see the 'real damage' that could be caused due to his approach.

     

    Derek Smart clearly Derek Smart you Derek Smart see Derek Smart the Derek Smart damages Derek Smart.

     

    Sadly you do not see the damages if SC and 85 million go down the drain.

    Yes, actually I do. FTC investigations; forensic accountants handing off info to competitors giving them ideas on how to poach talent; unsubstantiated vaporware claims to generate doubt in backers; witch hunts led by a messenger who looks to have a grudge...  do you not comprehend the damages that can be done to the SC project, especially if the project turns out to be fine (But with the typical hiccups that occur in ALL MAJOR PROJECTS)?

    I mean, seriously, what do you suggest happens here? That CIG gives what's left of the money back to developers? How much does that 25k guy get? 25k or a percentage or something?

    Do you also agree that Chris Roberts should resign, as Derek Smart is 'demanding"?

    Btw, this is a demand. And, Derek Smart has already made his threats clear of what he will do if Chris Roberts doesn't bow down to his demands.

    So, yeah, I'm here to focus and discuss both this particular topic ad his relation to it since it's about Star Citizen. If you don't like this fact then leave my discussions.

     

    But wait! you have no interest in SC lol. You really are coming across as a joke, seriously it's embarrassing.




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