I've been playing games for decades. Games like Dwarf Fortress, Europa Universalis, Dark Souls, IWBTG, EvE, SOASE, Dominions 3, Minecraft and many others... all dumb games right? Plenty of upper coming games worth mentioning as well.
I think the people that think that all games are dumbed down are probably intimidated when a game is actually complex and so never actually commit to playing them.
Not really (*** looks at his 11 years in EVE Online, all Europa Universalis and Heart of Iron games played, watching Dwarf Fortress for the last decade or so etc. ***)
THIS however: >>>>In order to attract the largest possible player audience, you have to cater to the lowest common denominator. >>> is oh so true !! and the real reason for the "dumbed down" approach to gaming in the last decade.
Have fun
If you play games that aren't dumbed down and are buying games that aren't dumbed down, then...
Either way, when I compare the extremely basic designs of old (EQ, UO, etc), I'm not really seeing a huge difference in how complex the mechanics are. Are the old mechanics unwieldy and time consuming? Yes, but they are extremely simple. Are todays games perhaps easier in difficulty when it comes to leveling? Yeah, almost definitely. But these old MMORPGs that peole are talking about in particular were extremely basic.
Also, it would be nice if people actually named what they were talking about. This vague reference to old games being complex without any names makes it sound like a whole bunch of nostalgia and rose tinted glasses.
Joined the conversation without really reading what came before eh?
I particularly called out Star Wars Galaxies as an example of how developers are "dumbing down" virtual worlds and an example of no longer pushing the envelope on complex game systems (multi crew ships and combat, complex crafting, etc.)
My point being that there are games made 10 years ago that were so broad in scope, developers are afraid of such and undertaking and they have not been surpassed.
My my belief is that Star Citizen may one day be in a similar light as I don't see that trend reversing. It's one of the reasons I think the game is special.
The Repopulation is coming out and you can already play early access. That is in many ways similar to SWG in complexity and style.
Also, using one game to try and prove that games were more complex back then is silly. It would be like me saying that because The Repopulation is complex and EQ is not, then todays games are not dumbed down.
You ask for specifics so you can refute each? Not feeding your troll any longer.
In my honest opinion, new game development (particularly that which is well funded) in Massive Multiplayer Online games is much more narrow in scope today than 10 years ago. It lacks ambition to build large virtual worlds with broad and complex gameplay mechanics. This is why I support Star Citizen in developing a base game that is solid and expandable for many years because I don't believe we will see other developers attempting to do so.
You our are certainly welcome to disagree.
To be fair, in my other post I said that I can somewhat agree if SWG is the ONLY game you are comparing and then only if you choose a modern game with very simple mechanics against it. Besides that, OF COURSE I'm going to refute what you say when I disagree with what you are saying. Why are you trying to pretend like there is something wrong with that?
---"In my honest opinion, new game development (particularly that which is well funded) in Massive Multiplayer Online games is much more narrow in scope today than 10 years ago."---
Archeage wasn't narrow in scope. The Repopulation wasn't narrow in scope. With the Repopulation, it's likely because it was not narrow enough in scope that it's doing so poorly right now. This is obviously an issue SC will have to deal with as well. And by scope, can you be more specific? I know there was a lot of land mass with nothing there in older games, but what are you talking about when you discuss old games scope specifically?
It was impressive for the first 10 seconds. Then...I see person doing those. This video though, is awesome. Ironically, if you watch the video then, and you compared it with the one posted in the beginning of this post, you could not help to wonder...where's the gameplay after 3 years of development.
Because they pass off tech demos as game play? Im not sure what side of this to trust, the devs or the people saying this is the biggest scam in MMO history. Really need to see some solid proof. Like fans playing the game and telling us they have something =-)
If they have to scrap the Hero Engine it will take IMHO two more years ... and the question is if they (=Above & Beyond) have enough money in their pockets to survive another two more years with the game in development. Early Access or not.
Peak concurrent players yesterday: 22 (and almost no time in game per player) is not exactly boding well for the future (compare it with another space game e.g. with Elite Dangerous Peak concurrent players yesterday: 11,417). I fear that The Repopulation may fail because of the problems mentioned above (although I very much hope it is a success).
Coming back to the topic of the thread: I did watch a lot of The Repopulation videos. While they strongly reminded me of SWG, they are FAR away in quality from the video material I now see for Star Citizen. One thing is better with The Repopulation ... their current build is more stable than the current SC Alpha 2.0 build.
You DO know that The Repopulation is in seriously trouble at the moment due to external influences, do you not ?
blah blah blah
Coming back to the topic of the thread: I did watch a lot of The Repopulation videos. While they strongly reminded me of SWG, they are FAR away in quality from the video material I now see for Star Citizen. One thing is better with The Repopulation ... their current build is more stable than the current SC Alpha 2.0 build.
Did you really just compare The Repopulation, a hero engine game with a 100+mil ~300 developer heavily modified cry engine game? Heh.. so much grasping
Also what do Idea Fabrik's economic troubles have to do with The Repopulations scope?
NomadMorlock said: My understanding is that the PBR materials and how they are applied through shaders is the only reason the game is playable in DX11. Development of this reduces the number of draw calls to the GPU. The great thing about this is that when they have finished re-building the Engine to take full advantage of DX12, they will be able to push through even more incredible performance due to the tech they developed for DX11 coupled with DX12 performance.
yes DX11 (~20k DC/FPS) is faster than DX9 (~6k DC/FPS), it can process drawcalls much faster, DX12 (~600k DC/FPS) is even faster in handling those little bitches (though the overall performance is much higher cause pipeline stuff, nevertheless DX9 is the most stable and is used as fallback at the moment) The amount of Drawcalls is rendered by the engine, DirectX can do nothing to reduce them.
DX11 is supporting nifty things like tesselation but PBR is avaiable in DX9 too.
With upgrading to DX12 you don't need to re-build the engine, they just have to recompile shaders and add some extra effect here and there. > The base library is still the same otherwise DX12 wouldn't be downward compatible.
TL;DR If someone says he needs DX11 for PBR he/she/it just cannot code.
When you have cake, it is not the cake that creates the most magnificent of experiences, but it is the emotions attached to it. The cake is a lie.
Honest opinion 4/10. The sound was good everything else was poor. Example you really never see your player ,you see a thumb and a couple fingers,that can't be good.The solar panels are an oddity to put in there since i doubt you can actually blow them up so shooting them would look weird.
Space maps are always going to be boring,you don't have anything other than a sphere pretending to be a planet and some star textures/asteroids.
The cockpit is boring,especially considering you pay for that.The HUD is really cheap looking,everyone looks the same with the same green print.
What it looks like to me is a budget game,don't pay attention to detail,no time or money for that,just make the outside of the ship look cool so we can sell it.
The insides of a station look good,your hangar will look about as good as a hangar can get.However there will really be very limited interaction in this game and because 99 % is floating around in that ugly cockpit,i would need a lot more interaction to call the game fun and worth playing.
At the end the player floating to the ship looked glitchy.Also when the ship pulls up we see from the outside and can't see anyone in the ship,neither when it is opening either,then all a sudden a character comes out.
I might remind that you don't play the video you play the game,videos are just marketing gimmicks.
You seem to not be too interested in space sims in the first place. The worst space sim ever may just as well be the best as far as you might be concerned.
I will always answer truthfully and you are somewhat correct,i am not overwhelmingly excited about space sims. However that is not just because it is a space sim it has more to do with MANY years of gaming and never seeing a good one. I will play and enjoy any game on the planet if it is done well,it is just that some genres are never done well.
A space game takes at minimum twice the effort of a fantasy single world game.Nobody has come close so far to even matching a Fantasy game in the space genre so yeah i would be highly skeptical it ever happens.
Gaming is always a push by your competition and the space genre has too little of it.If the only game you need to try and improve on is Eve,your standards will be low to begin with.I personally do not think Chris chose this because it is an easy market,i think he like Lord British is just fascinated by space gaming.
None the less i am always open to ANY game as long as it looks like a professional made it and plays with some interesting ideas.I do not see anything interesting about SC to be honest,like i said a boring cockpit in ugly space is not much to look at or enjoy at least for me.
Never forget 3 mile Island and never trust a government official or company spokesman.
Really need to see some solid proof. Like fans playing the game and telling us they have something =-)
Here's what a recent fan made for comedic value:
Yesss there is a reason why game devs never chose the physics rig with attached rigidbody and ragdoll, SC is using that for everything this leads to a bugfeast of cosmic dimensions. I.e. physic surfaces are not reliable, this will lead to 1000s of dying spacemen cause they warped out of the ship when it starts to move (except if you sit on a chair because then you are a part of the ship and the physic is disabled > the pilot is the ship)
If you are using anything human like you use a char controller and program the physics on top of it (with IK and ragdoll)
This is a Ragdoll plugin for Unity3D (around 90$) compare this with the SC Ragdoll behavior.
When you have cake, it is not the cake that creates the most magnificent of experiences, but it is the emotions attached to it. The cake is a lie.
Nevertheless, I find selling ingame ships for hundreds of dollars a piece repulsive which is why I would, personally, never buy this game.
It is a crowdfunded project. Without pledges there would be no game.
About the "hundreds of dollars a piece" thing:
People could get Star Citizen for as low as 20 $ (that was in November 2014) or 35 $ ((that was in November 2015). Normal starter package is 45 $. Everything else is optional (and obtainable in game after launch with in game money, without the need for real world cash). Even now in development there are ways to test many ships for free ("Free fly weeks" or using the in game currency REC gained through playtesting).
I am not talking about someone giving a ride on his wolf or moose or perodactyl. I had multi player surface transports in Star Wars Galaxies 10 years ago.
These things allow almost everything you can a ship in SC does, maybe more and less in certain area's. Flight - check Base building / crafting onboard - check Multi-crew - check Mountable turrets - check Destruction - check (like i said Ark is another promising game in development just like SC)
Star Wars Galaxies (10 years ago)
Flight - check Base building / crafting onboard - check Multi-crew - check Mountable turrets - check Destruction - check
We have to go beyond that ... both in Ark:Survival and in Star Citizen.
Have fun
you can't compared I started playing SWG the year it got release in 2003..(after 3 years of developing) and once it got released it had no vehicles, after vehicles(speeder bikes and swoops) got release there wasn't any multicrew ground vehicles a few months later these were added. In 2004 JTL got release(4 years in developing now). Considering that everything in space was instance and that you couldn't actually get out of your ship and the only way to have multicrew ships was to "fake it" / have players inside your local ship instance.
In terms of Star Citizen it started to be developed in the end of 2012, I was able to test some parts of the game 2 years after development started and 3 years later it has non instance multicrew ships with fps and EVA, Newtonian physics, damage and ballistic systems that shots hitting X,Y,Z will create effects inside that ship X,Y,Z..
By any standard what has been done already development wise is impressive.. you just don't know if the final release will be impressive but everything is pointing at the right place.
ASROCK Z97 E-ITX Intel i7 4790k @ 4.5Ghz+KrakenX41 Gigabyte 1070 8GB Mini OC 16GB Crucial 1333mhz 1.3V SWG 8 Year Vet, WW2OL 8 Year Vet. Aka Darksparrow Rancorheart(tempest/farstar), Fxmkorp
If they have to scrap the Hero Engine it will take IMHO two more years ... and the question is if they (=Above & Beyond) have enough money in their pockets to survive another two more years with the game in development. Early Access or not.
Peak concurrent players yesterday: 22 (and almost no time in game per player) is not exactly boding well for the future (compare it with another space game e.g. with Elite Dangerous Peak concurrent players yesterday: 11,417). I fear that The Repopulation may fail because of the problems mentioned above (although I very much hope it is a success).
Coming back to the topic of the thread: I did watch a lot of The Repopulation videos. While they strongly reminded me of SWG, they are FAR away in quality from the video material I now see for Star Citizen. One thing is better with The Repopulation ... their current build is more stable than the current SC Alpha 2.0 build.
Have fun
I'm not sure if there is some lack of comprehension here, but you quoted:
The Repopulation wasn't narrow in scope.
Besides addressing you leaving out Archeage out for whatever reason, when I say that the Repopulation had a broad scope, I wasn't talking about the playerbase size or the team size (and neither was anyone else in the thread). I was talking about the feature set. And like I said, it is likely their scope that got them so deep under in the first place. This is something Star Citizen will be dealing with (and already has been dealing with) over the next couple of years. A lot of people are likely going to be disappointed exactly because the scope is so enormous. It's a nice dream, but the reality will start setting in at some point. The Repopulation is a good recent example of that.
I can honestly say the word awesome never entered my mind. Besides the explosion, i saw nothing here that left any kind of impression on me.
Just to be fair though i should mention I've never been into space sim, but hell.. I expected this to visually look a lot better, especially the shading.
The visuals inside the ship looked very cheap, gave me a real uninspired low budget feel.
If they have to scrap the Hero Engine it will take IMHO two more years ... and the question is if they (=Above & Beyond) have enough money in their pockets to survive another two more years with the game in development. Early Access or not.
Peak concurrent players yesterday: 22 (and almost no time in game per player) is not exactly boding well for the future (compare it with another space game e.g. with Elite Dangerous Peak concurrent players yesterday: 11,417). I fear that The Repopulation may fail because of the problems mentioned above (although I very much hope it is a success).
Coming back to the topic of the thread: I did watch a lot of The Repopulation videos. While they strongly reminded me of SWG, they are FAR away in quality from the video material I now see for Star Citizen. One thing is better with The Repopulation ... their current build is more stable than the current SC Alpha 2.0 build.
Have fun
I'm not sure if there is some lack of comprehension here, but you quoted:
The Repopulation wasn't narrow in scope.
Besides addressing you leaving out Archeage out for whatever reason, when I say that the Repopulation had a broad scope, I wasn't talking about the playerbase size or the team size (and neither was anyone else in the thread). I was talking about the feature set. And like I said, it is likely their scope that got them so deep under in the first place. This is something Star Citizen will be dealing with (and already has been dealing with) over the next couple of years. A lot of people are likely going to be disappointed exactly because the scope is so enormous. It's a nice dream, but the reality will start setting in at some point. The Repopulation is a good recent example of that.
Yeah, as far as depth of scope goes, I'd agree that The Repopulation is probably in the same ballpark.
I think that The Repop suffered more from constraints in talent and tech more than anything else, though. Contextually speaking I think they've done a pretty good job to get where they are at this point. Whether something more will ever materialize remains to be seen. I think that SC probably carries fewer risks, at this point, but had much more tech problems. Fortunately they could throw money at it and basically buy the entire Crytek team.
Nice video. The first post is that they can't play the game for more then ten mins and the second agrees. It will be awesome when they get the bugs worked out. It won't be easy to have a lot of players with all those high end elements running. Wishing them the best. Time will tell.
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
NomadMorlock said: My understanding is that the PBR materials and how they are applied through shaders is the only reason the game is playable in DX11. Development of this reduces the number of draw calls to the GPU. The great thing about this is that when they have finished re-building the Engine to take full advantage of DX12, they will be able to push through even more incredible performance due to the tech they developed for DX11 coupled with DX12 performance.
yes DX11 (~20k DC/FPS) is faster than DX9 (~6k DC/FPS), it can process drawcalls much faster, DX12 (~600k DC/FPS) is even faster in handling those little bitches (though the overall performance is much higher cause pipeline stuff, nevertheless DX9 is the most stable and is used as fallback at the moment) The amount of Drawcalls is rendered by the engine, DirectX can do nothing to reduce them.
DX11 is supporting nifty things like tesselation but PBR is avaiable in DX9 too.
With upgrading to DX12 you don't need to re-build the engine, they just have to recompile shaders and add some extra effect here and there. > The base library is still the same otherwise DX12 wouldn't be downward compatible.
TL;DR If someone says he needs DX11 for PBR he/she/it just cannot code.
I'm sorry but you are not correct. No game engine can take full advantage of DX12 as they are currently designed to force lots of draw calls down one pipe.
Until the game engine is re-worked to a more job oriented system which manages thousands of tasks and prioritizes them and sends them off to the wide array of pipes available, the improvements over DX11 are limited.
Star Citizen is in the process of re-working the base engine to do this.
NomadMorlock said: My understanding is that the PBR materials and how they are applied through shaders is the only reason the game is playable in DX11. Development of this reduces the number of draw calls to the GPU. The great thing about this is that when they have finished re-building the Engine to take full advantage of DX12, they will be able to push through even more incredible performance due to the tech they developed for DX11 coupled with DX12 performance.
yes DX11 (~20k DC/FPS) is faster than DX9 (~6k DC/FPS), it can process drawcalls much faster, DX12 (~600k DC/FPS) is even faster in handling those little bitches (though the overall performance is much higher cause pipeline stuff, nevertheless DX9 is the most stable and is used as fallback at the moment) The amount of Drawcalls is rendered by the engine, DirectX can do nothing to reduce them.
DX11 is supporting nifty things like tesselation but PBR is avaiable in DX9 too.
With upgrading to DX12 you don't need to re-build the engine, they just have to recompile shaders and add some extra effect here and there. > The base library is still the same otherwise DX12 wouldn't be downward compatible.
TL;DR If someone says he needs DX11 for PBR he/she/it just cannot code.
I'm sorry but you are not correct. No game engine can take full advantage of DX12 as they are currently designed to force lots of draw calls down one pipe.
Until the game engine is re-worked to a more job oriented system which manages thousands of tasks and prioritizes them and sends them off to the wide array of pipes available, the improvements over DX11 are limited.
Star Citizen is in the process of re-working the base engine to do this.
[Video removed]
They are free to do what they want, rewrite game engines, dance naked through their studio, employ their cat as lead design, but where am I incorrect?
When you have cake, it is not the cake that creates the most magnificent of experiences, but it is the emotions attached to it. The cake is a lie.
Will impress me more once it releases. People keep saying it is 2 to 3 years away. All they keep doing is attempting to get more funding by saying this is awesome. Needs a LOT more work. So 2017 for release if not longer but I expect they will need 150 to 200m more.
It does seem to be getting there and I will buy it once it goes gold.
NomadMorlock said: My understanding is that the PBR materials and how they are applied through shaders is the only reason the game is playable in DX11. Development of this reduces the number of draw calls to the GPU. The great thing about this is that when they have finished re-building the Engine to take full advantage of DX12, they will be able to push through even more incredible performance due to the tech they developed for DX11 coupled with DX12 performance.
yes DX11 (~20k DC/FPS) is faster than DX9 (~6k DC/FPS), it can process drawcalls much faster, DX12 (~600k DC/FPS) is even faster in handling those little bitches (though the overall performance is much higher cause pipeline stuff, nevertheless DX9 is the most stable and is used as fallback at the moment) The amount of Drawcalls is rendered by the engine, DirectX can do nothing to reduce them.
DX11 is supporting nifty things like tesselation but PBR is avaiable in DX9 too.
With upgrading to DX12 you don't need to re-build the engine, they just have to recompile shaders and add some extra effect here and there. > The base library is still the same otherwise DX12 wouldn't be downward compatible.
TL;DR If someone says he needs DX11 for PBR he/she/it just cannot code.
I'm sorry but you are not correct. No game engine can take full advantage of DX12 as they are currently designed to force lots of draw calls down one pipe.
Until the game engine is re-worked to a more job oriented system which manages thousands of tasks and prioritizes them and sends them off to the wide array of pipes available, the improvements over DX11 are limited.
Star Citizen is in the process of re-working the base engine to do this.
[Video removed]
They are free to do what they want, rewrite game engines, dance naked through their studio, employ their cat as lead design, but where am I incorrect?
When you said, "With upgrading to DX12 you don't need to re-build the engine, they just have to recompile shaders and add some extra effect here and there."
Recompiling shaders and adding some extra effects isn't really upgrading to DX12. Without refactoring the engine you won't take advantage of the biggest benefits of DX12.
Will impress me more once it releases. People keep saying it is 2 to 3 years away. All they keep doing is attempting to get more funding by saying this is awesome. Needs a LOT more work. So 2017 for release if not longer but I expect they will need 150 to 200m more.
It does seem to be getting there and I will buy it once it goes gold.
We're almost to a point where 2 years would put us in 2018, so I think that's a bit off. I could see it slip to 2017, but considering that their monthly burn must be somewhere in the neighbourhood of $2.5-$3 million, sustaining full staff levels over that 3 years just doesn't seem feasible to me. If it was still 2 years out, I'd be very surprised. Not saying it won't happen, just that I'd be surprised. The hype will ultimately die back down and their monthly burn will start to exceed their monthly revenues, at which point they'll start hemorrhaging money and then it will be a real problem.
EDIT: and just to be clear, not arguing just for the sake of arguing. I agree with you that I think it'll eventually come out. Just saying that I think that they're at the point where they need to start pushing to the finish line or they'll wind up out of money.
Will impress me more once it releases. People keep saying it is 2 to 3 years away. All they keep doing is attempting to get more funding by saying this is awesome. Needs a LOT more work. So 2017 for release if not longer but I expect they will need 150 to 200m more.
It does seem to be getting there and I will buy it once it goes gold.
We're almost to a point where 2 years would put us in 2018, so I think that's a bit off. I could see it slip to 2017, but considering that their monthly burn must be somewhere in the neighbourhood of $2.5-$3 million, sustaining full staff levels over that 3 years just doesn't seem feasible to me. If it was still 2 years out, I'd be very surprised. Not saying it won't happen, just that I'd be surprised. The hype will ultimately die back down and their monthly burn will start to exceed their monthly revenues, at which point they'll start hemorrhaging money and then it will be a real problem.
EDIT: and just to be clear, not arguing just for the sake of arguing. I agree with you that I think it'll eventually come out. Just saying that I think that they're at the point where they need to start pushing to the finish line or they'll wind up out of money.
Is there an ETA for Squadron 42, I could see that bumping up their kitty quite substantially. They're also looking at splitting SQ42 and the PU into two separate packages sometime next year which must surely be about maximising income.
Comments
---"In my honest opinion, new game development (particularly that which is well funded) in Massive Multiplayer Online games is much more narrow in scope today than 10 years ago."---
Archeage wasn't narrow in scope. The Repopulation wasn't narrow in scope. With the Repopulation, it's likely because it was not narrow enough in scope that it's doing so poorly right now. This is obviously an issue SC will have to deal with as well. And by scope, can you be more specific? I know there was a lot of land mass with nothing there in older games, but what are you talking about when you discuss old games scope specifically?
http://www.mmobomb.com/news/hero-engine-issues-cause-problems-repopulation/
If they have to scrap the Hero Engine it will take IMHO two more years ... and the question is if they (=Above & Beyond) have enough money in their pockets to survive another two more years with the game in development. Early Access or not.
Peak concurrent players yesterday: 22 (and almost no time in game per player) is not exactly boding well for the future (compare it with another space game e.g. with Elite Dangerous Peak concurrent players yesterday: 11,417). I fear that The Repopulation may fail because of the problems mentioned above (although I very much hope it is a success).
The Repopulation Steam Stats http://steamspy.com/app/322300
Developer: Above and Beyond Technologies Publisher: Above and Beyond Technologies
Genre: Indie, Massively Multiplayer, RPG, Early Access
Languages: English
Tags: Early Access (62), Sandbox (56), Massively Multiplayer (56), RPG (52), Indie (46), Sci-fi (44), Crafting (39), MMORPG (37), Open World (34), PvP (27), Multiplayer (27), PvE (9)
Category: Multi-player, MMO
Release date: Dec 22, 2014
Free
Score rank: 34% Userscore: 72%
Owners: 36,818 ± 4,702
Players in the last 2 weeks: 1,170 ± 1,023 (3.18%)
Players total: 34,301 ± 4,538 (93.16%)
Peak concurrent players yesterday: 22
Playtime in the last 2 weeks: 00:13 (average) 00:15 (median)
Playtime total: 15:39 (average) 03:31 (median)
Coming back to the topic of the thread: I did watch a lot of The Repopulation videos. While they strongly reminded me of SWG, they are FAR away in quality from the video material I now see for Star Citizen. One thing is better with The Repopulation ... their current build is more stable than the current SC Alpha 2.0 build.
Have fun
Youtube --> "Star Citizen Alpha 2.0" --> 184.000 entries found
Youtube --> "Star Citizen Alpha 2.0 gameplay" --> 31.000 entries found
Enough fan made stuff for you ?
Have fun
Also what do Idea Fabrik's economic troubles have to do with The Repopulations scope?
..Cake..
Here's what a recent fan made for comedic value:
..Cake..
The amount of Drawcalls is rendered by the engine, DirectX can do nothing to reduce them.
DX11 is supporting nifty things like tesselation but PBR is avaiable in DX9 too.
With upgrading to DX12 you don't need to re-build the engine, they just have to recompile shaders and add some extra effect here and there. > The base library is still the same otherwise DX12 wouldn't be downward compatible.
TL;DR If someone says he needs DX11 for PBR he/she/it just cannot code.
When you have cake, it is not the cake that creates the most magnificent of experiences, but it is the emotions attached to it.
The cake is a lie.
However that is not just because it is a space sim it has more to do with MANY years of gaming and never seeing a good one.
I will play and enjoy any game on the planet if it is done well,it is just that some genres are never done well.
A space game takes at minimum twice the effort of a fantasy single world game.Nobody has come close so far to even matching a Fantasy game in the space genre so yeah i would be highly skeptical it ever happens.
Gaming is always a push by your competition and the space genre has too little of it.If the only game you need to try and improve on is Eve,your standards will be low to begin with.I personally do not think Chris chose this because it is an easy market,i think he like Lord British is just fascinated by space gaming.
None the less i am always open to ANY game as long as it looks like a professional made it and plays with some interesting ideas.I do not see anything interesting about SC to be honest,like i said a boring cockpit in ugly space is not much to look at or enjoy at least for me.
Never forget 3 mile Island and never trust a government official or company spokesman.
If you are using anything human like you use a char controller and program the physics on top of it (with IK and ragdoll)
This is a Ragdoll plugin for Unity3D (around 90$) compare this with the SC Ragdoll behavior.
When you have cake, it is not the cake that creates the most magnificent of experiences, but it is the emotions attached to it.
The cake is a lie.
About the "hundreds of dollars a piece" thing:
People could get Star Citizen for as low as 20 $ (that was in November 2014) or 35 $ ((that was in November 2015). Normal starter package is 45 $. Everything else is optional (and obtainable in game after launch with in game money, without the need for real world cash). Even now in development there are ways to test many ships for free ("Free fly weeks" or using the in game currency REC gained through playtesting).
Have fun
In terms of Star Citizen it started to be developed in the end of 2012, I was able to test some parts of the game 2 years after development started and 3 years later it has non instance multicrew ships with fps and EVA, Newtonian physics, damage and ballistic systems that shots hitting X,Y,Z will create effects inside that ship X,Y,Z..
By any standard what has been done already development wise is impressive.. you just don't know if the final release will be impressive but everything is pointing at the right place.
ASROCK Z97 E-ITX
Intel i7 4790k @ 4.5Ghz+KrakenX41
Gigabyte 1070 8GB Mini OC
16GB Crucial 1333mhz 1.3V
SWG 8 Year Vet, WW2OL 8 Year Vet.
Aka Darksparrow Rancorheart(tempest/farstar), Fxmkorp
The Repopulation wasn't narrow in scope.
Besides addressing you leaving out Archeage out for whatever reason, when I say that the Repopulation had a broad scope, I wasn't talking about the playerbase size or the team size (and neither was anyone else in the thread). I was talking about the feature set. And like I said, it is likely their scope that got them so deep under in the first place. This is something Star Citizen will be dealing with (and already has been dealing with) over the next couple of years. A lot of people are likely going to be disappointed exactly because the scope is so enormous. It's a nice dream, but the reality will start setting in at some point. The Repopulation is a good recent example of that.
Besides the explosion, i saw nothing here that left any kind of impression on me.
Just to be fair though i should mention I've never been into space sim, but hell.. I expected this to visually look a lot better, especially the shading.
The visuals inside the ship looked very cheap, gave me a real uninspired low budget feel.
I think that The Repop suffered more from constraints in talent and tech more than anything else, though. Contextually speaking I think they've done a pretty good job to get where they are at this point. Whether something more will ever materialize remains to be seen. I think that SC probably carries fewer risks, at this point, but had much more tech problems. Fortunately they could throw money at it and basically buy the entire Crytek team.
Crazkanuk
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Azarelos - 90 Hunter - Emerald
Durnzig - 90 Paladin - Emerald
Demonicron - 90 Death Knight - Emerald Dream - US
Tankinpain - 90 Monk - Azjol-Nerub - US
Brindell - 90 Warrior - Emerald Dream - US
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"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
Until the game engine is re-worked to a more job oriented system which manages thousands of tasks and prioritizes them and sends them off to the wide array of pipes available, the improvements over DX11 are limited.
Star Citizen is in the process of re-working the base engine to do this.
The guy stuttering onto the ship at 3:18 was definitely not amazing.
When you have cake, it is not the cake that creates the most magnificent of experiences, but it is the emotions attached to it.
The cake is a lie.
It does seem to be getting there and I will buy it once it goes gold.
Star Citizen – The Extinction Level Event
4/13/15 > ELE has been updated look for 16-04-13.
http://www.dereksmart.org/2016/04/star-citizen-the-ele/
Enjoy and know the truth always comes to light!
Recompiling shaders and adding some extra effects isn't really upgrading to DX12. Without refactoring the engine you won't take advantage of the biggest benefits of DX12.
We're almost to a point where 2 years would put us in 2018, so I think that's a bit off. I could see it slip to 2017, but considering that their monthly burn must be somewhere in the neighbourhood of $2.5-$3 million, sustaining full staff levels over that 3 years just doesn't seem feasible to me. If it was still 2 years out, I'd be very surprised. Not saying it won't happen, just that I'd be surprised. The hype will ultimately die back down and their monthly burn will start to exceed their monthly revenues, at which point they'll start hemorrhaging money and then it will be a real problem.
EDIT: and just to be clear, not arguing just for the sake of arguing. I agree with you that I think it'll eventually come out. Just saying that I think that they're at the point where they need to start pushing to the finish line or they'll wind up out of money.
Crazkanuk
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Azarelos - 90 Hunter - Emerald
Durnzig - 90 Paladin - Emerald
Demonicron - 90 Death Knight - Emerald Dream - US
Tankinpain - 90 Monk - Azjol-Nerub - US
Brindell - 90 Warrior - Emerald Dream - US
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Is there an ETA for Squadron 42, I could see that bumping up their kitty quite substantially.
They're also looking at splitting SQ42 and the PU into two separate packages sometime next year which must surely be about maximising income.