>>> Interestingly they are starting to give the game away now >>>>
Do you mean that they are giving away parts of the development to external studios with more experience in certain fields ? (e.g. Ilffonic with FPS and Moon collider with NPC AI)
I think thats a very good idea:
1) it keeps the project timeline on track as CIG can concentrate on Squadron 42 and the Persistent Universe
2) it will lead to higher quality. When experienced programmers work on something they know, the CIG coders themselves don't have to reinvent the wheel all over again.
It was not in the initial plan of CIG because they did not expect that level of success with the crowdfunding campaign, but now that the money is available i personally consider it a smart move. It also makes downscaling the team easier once the main development is finished - which would be much harder if they have to maintain a big core team of 300 people.They cannot keep such a big team unless the start working on another title. And that IMHO would be a bad idea - there is plenty of work to do for years to come with SC Persistent Universe.
>>>and are talking about the fact that it will take years to make it perfect.>>>
Ever since the crowdfunding campaign started to go sky high, they talked about their intention to make SC a AAA level game, which usually takes 4-5 years. The INITIAL estimates were lower, but that was 2 years ago and a game of smaller scale.
But CIG always spoke about development taking several years - even before the Kickstarter campaign. And the overwhelming majority of the backers on the forums says "Take as much time as you need to make it perfect .... release it when its done !" There have been many polls on the forums about this topic, all with the same result.
>>>>It looks like daylight robbery to me>>>
No one forces a backer to pay more than 30 $ - everything else is additional support for the project, given freely and voluntarily. And that 30 bucks is about half of what you pay for a AAA game at launch. You can get all these ships in game WITHOUT having to pay real world money for it.
There is a detailed analysis of the crowdfunding campaign done by backers - the average amount of money donated by backers is slightly above 100 $ ... which usually means a pledge package (which is more than a ship), some merchandise like a T-Shirt and a subscription for the JumpPoint magazine.
>>>A fool and his money...>>
If you consider someone supporting a crowdfunding project a fool then YES, i am a fool according to your definition. And I gladly gave away MY money to make something great happen. It made ME happy - and those great people I now call friends thanks to this project.
its funny to me that all the EVE fans are like "our simulated economy is realistic" .... there's only some odd thousands of you a realistic space economy would need to simulate Billions if not more...
Originally posted by UnderdogSMO its funny to me that all the EVE fans are like "our simulated economy is realistic" .... there's only some odd thousands of you a realistic space economy would need to simulate Billions if not more...
The EvE Online economy is a 100% true reflection of the real worldwide economy, just with a smaller population. The size of the population isn't the critical question tho, but only the driving mechanics.
So yeah, the EvE Online economy is the most realistic you can find in any game released to date, because everything is and has to be done by the players themselves, without any artificial interference.
Thats why killing player ships is the driving force in both Star Citizen and EVE Online - does not matter if the ship was destroyed in PvE or PvP. The economy has to replace the losses and that is what big parts of the economic system are all about.
As for the hard core economy, I really hope they actually have that - just in "lawless space" and the layer one up from it. Inner core worlds? Of course the NPC mega corps will moderate the enthusiasm of players. But in wild space where actually yes you could have a battlefleet orbit a planet, detect launches and meet them before they left orbit, or picket the jump points? Sure, go for it Mr Iron Baron, if you can. Like so many other things, that kind of graduated mix'n'match approach could be fantastic in this setting - and Cloud Imperium is building something where they really do have a good chance to pull off variable rulesets, thanks to their modular design approach.
Originally posted by UnderdogSMO its funny to me that all the EVE fans are like "our simulated economy is realistic" .... there's only some odd thousands of you a realistic space economy would need to simulate Billions if not more...
The EvE Online economy is a 100% true reflection of the real worldwide economy, just with a smaller population. The size of the population isn't the critical question tho, but only the driving mechanics.
So yeah, the EvE Online economy is the most realistic you can find in any game released to date, because everything is and has to be done by the players themselves, without any artificial interference.
Still the recources are infinite and respawn. That is the difference with earth economy and space economy if there was one. Once you farmed astroids, moons or other rocks, when it's delved it's gone. In Eve it will respawn. Huge difference!
Within the reasonable lifetime of a human civilization - given our tendency for self destruction - the resources in the real world asteroid belt and the rest of the planets and moons in this solar system can be considered for all practical reasons "infinite". No respawn needed.
"The simple is the seal of the true and beauty is the splendor of truth" -Subrahmanyan Chandrasekhar Authored 139 missions in VendettaOnline and 6 tracks in Distance
Comments
>>> Interestingly they are starting to give the game away now >>>>
Do you mean that they are giving away parts of the development to external studios with more experience in certain fields ? (e.g. Ilffonic with FPS and Moon collider with NPC AI)
I think thats a very good idea:
1) it keeps the project timeline on track as CIG can concentrate on Squadron 42 and the Persistent Universe
2) it will lead to higher quality. When experienced programmers work on something they know, the CIG coders themselves don't have to reinvent the wheel all over again.
It was not in the initial plan of CIG because they did not expect that level of success with the crowdfunding campaign, but now that the money is available i personally consider it a smart move. It also makes downscaling the team easier once the main development is finished - which would be much harder if they have to maintain a big core team of 300 people.They cannot keep such a big team unless the start working on another title. And that IMHO would be a bad idea - there is plenty of work to do for years to come with SC Persistent Universe.
>>>and are talking about the fact that it will take years to make it perfect.>>>
Ever since the crowdfunding campaign started to go sky high, they talked about their intention to make SC a AAA level game, which usually takes 4-5 years. The INITIAL estimates were lower, but that was 2 years ago and a game of smaller scale.
But CIG always spoke about development taking several years - even before the Kickstarter campaign. And the overwhelming majority of the backers on the forums says "Take as much time as you need to make it perfect .... release it when its done !" There have been many polls on the forums about this topic, all with the same result.
>>>>It looks like daylight robbery to me>>>
No one forces a backer to pay more than 30 $ - everything else is additional support for the project, given freely and voluntarily. And that 30 bucks is about half of what you pay for a AAA game at launch. You can get all these ships in game WITHOUT having to pay real world money for it.
There is a detailed analysis of the crowdfunding campaign done by backers - the average amount of money donated by backers is slightly above 100 $ ... which usually means a pledge package (which is more than a ship), some merchandise like a T-Shirt and a subscription for the JumpPoint magazine.
>>>A fool and his money...>>
If you consider someone supporting a crowdfunding project a fool then YES, i am a fool according to your definition. And I gladly gave away MY money to make something great happen. It made ME happy - and those great people I now call friends thanks to this project.
Have fun
The EvE Online economy is a 100% true reflection of the real worldwide economy, just with a smaller population. The size of the population isn't the critical question tho, but only the driving mechanics.
So yeah, the EvE Online economy is the most realistic you can find in any game released to date, because everything is and has to be done by the players themselves, without any artificial interference.
Thats why killing player ships is the driving force in both Star Citizen and EVE Online - does not matter if the ship was destroyed in PvE or PvP. The economy has to replace the losses and that is what big parts of the economic system are all about.
Have fun
Still the recources are infinite and respawn. That is the difference with earth economy and space economy if there was one. Once you farmed astroids, moons or other rocks, when it's delved it's gone. In Eve it will respawn. Huge difference!
Within the reasonable lifetime of a human civilization - given our tendency for self destruction - the resources in the real world asteroid belt and the rest of the planets and moons in this solar system can be considered for all practical reasons "infinite". No respawn needed.
Have fun
http://www.tentonhammer.com/opinions/the-cult-of-star-citizen
Caveat Emptor.
"The simple is the seal of the true and beauty is the splendor of truth" -Subrahmanyan Chandrasekhar
Authored 139 missions in Vendetta Online and 6 tracks in Distance
this game looks good but it is nothing more then a cash grab ...it will never be released
its a GoOd dAy to diE !!