You mean they couldn't setup a server and try it out in-house before the GC demo?
Obviously, that doesn't mean when 2000 visitors in the booth play that 3.0 build with the QT and UI disabled they wouldn't face issues they haven't seen till then. And once Evocati/PTU starts that will jump again.
How does that make you feel knowing that some random who probably has never heard of SC gets to play the "3.0 build" before you who put money down years ago and has sat by and defended it?
Do you get a warm feeling in your chest knowing that you who helped fund the game are a second rate citizen to the unwashed masses out there who may have never heard of this train wreck and therefore would be willing to throw money at it?
How does that make you feel knowing that some random who probably has never heard of SC gets to play the "3.0 build" before you who put money down years ago and has sat by and defended it?
Do you get a warm feeling in your chest knowing that you who helped fund the game are a second rate citizen to the unwashed masses out there who may have never heard of this train wreck and therefore would be willing to throw money at it?
Not really bothered, the booth demo served to also show why it's not released yet to backers with the instability that limited 15min demo of it did transpire.
I find 3.0 not being a dejavu of 2.0 more important than who gets to play bits of it / full thing first.
So by the uptick in critical bugs noted, it's safe to assume we'll still be seeing a significant amount of additional delay time before the release of 3.0.
more important is who gets to play full thing first
"..and to you my grandson I bequeath my Star Citizen account, for you are the chosen one who shall enjoy the rewards earned by my lifetime of posting on mmorpg SC forum and play the game couple days before the others!"
"Playing first" is HARD WORK for the volunteer testers. Especially those that really fill out the bug reports fully and correctly. And they do it gladly and willingly, so the Star Citizen community at large will have a game that is as bug free as possible.
"..and to you my grandson I bequeath my Star Citizen account, for you are the chosen one who shall enjoy the rewards earned by my lifetime of posting on mmorpg SC forum and play the game couple days before the others!"
You'd wish!
But if normal backers want some exclusives for themselves, you might just want to sign up to visit one of CIG's studios.
It's hard work coming up with all those bullshot marketing videos to get suckers to give the project more cash.
Jealous much ?
Its marketing ... and it works. That is what marketing is all about.
".....Marketing is used to create, keep and satisfy the customer. With the
customer as the focus of its activities, it can be concluded that
Marketing is one of the premier components of Business Management - the
other being Innovation. ..... "
It's hard work coming up with all those bullshot marketing videos to get suckers to give the project more cash.
Jealous much ?
Its marketing ... and it works. That is what marketing is all about.
".....Marketing is used to create, keep and satisfy the customer. With the
customer as the focus of its activities, it can be concluded that
Marketing is one of the premier components of Business Management - the
other being Innovation. ..... "
Have fun
Oh yeah, their marketing is impressive. Of course, if you follow their history, it is obvious it wasn't originally a plan, they just jumped on and rode when the money started flowing. But boy, they sure did (and do) ride it....
Sadly, marketing and quality of production are not linked. Just think how far along SC would be if it had competent management!
If you are holding out for the perfect game, the only game you play will be the waiting one.
It's hard work coming up with all those bullshot marketing videos to get suckers to give the project more cash.
Jealous much ?
Its marketing ... and it works. That is what marketing is all about.
".....Marketing is used to create, keep and satisfy the customer. With the
customer as the focus of its activities, it can be concluded that
Marketing is one of the premier components of Business Management - the
other being Innovation. ..... "
Have fun
Jealous of what exactly? That the people in the marketing department are far more competent at their jobs then the people in production?
Im rather impressed by their marketing to be honest. They do an excellent job to keep the hype train going and the money from the suckers flowing in. Too bad CR keeps writing cheques his dev team can't hope to cash.
Im rather impressed by their marketing to be honest. They do an excellent job to keep the hype train going and the money from the suckers flowing in. Too bad CR keeps writing cheques his dev team can't hope to cash.
Actually, I'm not. I don't think they do a good job in many cases at all.
It is actually backed up by the production of the game on what transpires from the studio reports, the updates, the community itself and the interaction between the developers and the backers.
Oh yeah, their marketing is impressive. Of course, if you follow their history, it is obvious it wasn't originally a plan, they just jumped on and rode when the money started flowing. But boy, they sure did (and do) ride it....
Sadly, marketing and quality of production are not linked. Just think how far along SC would be if it had competent management!
If the marketing fails that means no money and without money you don't get any production - or a game (this being a games forum!) gets released early. And there are enough examples of those to know how they turn out.
That said a lot of SC's "marketing" has been to simply showcase what they are doing.
Oh yeah, their marketing is impressive. Of course, if you follow their history, it is obvious it wasn't originally a plan, they just jumped on and rode when the money started flowing. But boy, they sure did (and do) ride it....
Sadly, marketing and quality of production are not linked. Just think how far along SC would be if it had competent management!
If the marketing fails that means no money and without money you don't get any production - or a game (this being a games forum!) gets released early. And there are enough examples of those to know how they turn out.
That said a lot of SC's "marketing" has been to simply showcase what they are doing.
I also think people trolling SC has done wonders!
I don't believe anything they 'showcase', unless it is on the test servers. They've been caught out making immoderate claims before. Last I checked, they still have sold ships whose crews are too large to fit in one instance of the game.
Elements that were really cool (co-op in Squadron 42, private servers, etc) have already been dropped from the game. Version 3.0 will doubtless drop with many of the elements of the original announcement missing (ie, couldn't fix them in time).
It's your money, you can do what you want with it. But new suckers/investors should get exposure to the downsides. The Emperor has no clothes.....
If you are holding out for the perfect game, the only game you play will be the waiting one.
>>> Last I checked, they still have sold ships whose crews are too large to fit in one instance of the game.
Elements that were really cool (co-op in Squadron 42, private servers, etc) have already been dropped from the game. >>>
Incorrect.
Largest currently available player ship (Javelin) has a nominal 23 crew, current number of people per instance is 24 (a number that will rise).
Co-op is still planned for SQ42 (any mission you have flown solo will be available for multiplayer co-op in the simulator). Seems like some people misunderstood what co-op is all about in Star Citizen. Co-op on solo mission path can ruin the story progression in a solo game (e.g. through friendly fire kill of solo player).
Private servers are still planned. It is last on the list of priorities. As the devs aptly said, first you need a game to transfer to private servers before you make the private server option available.
>>> Last I checked, they still have sold ships whose crews are too large to fit in one instance of the game.
Elements that were really cool (co-op in Squadron 42, private servers, etc) have already been dropped from the game. >>>
Incorrect.
Largest currently available player ship (Javelin) has a nominal 23 crew, current number of people per instance is 24 (a number that will rise).
Have fun
You forget that for the Javelin it is min. 23 crew and that there also is a hangar. So you have one ship per server, given that the Javelin is a destroyer class ship I assume you would want something to destroy. So add some more ships and double the crew size at least. If they manage to do server to server shots then great but so far we haven't seen that. Given that they can't drive a rover up a ramp (failing their demo mission in probably the best of the best built they have) call me sceptical.
And if they can handle 24 players currently then why did the game crash so often at the GC floor room? There were less than that, iirc half, per server. Is the 24 after the upgrade they plan for 3.1?
These days people have trouble putting together 20+ people just to do a raid in an MMORPG. Getting that many just to crew a single ship for a prolonged period of time will be a logistical nightmare.
These days people have trouble putting together 20+ people just to do a raid in an MMORPG. Getting that many just to crew a single ship for a prolonged period of time will be a logistical nightmare.
Organizations, those are meant for pretty much "guild-play", not solo-play; so that's the tier of things that should be let for organized gameplay from the ground-up, not people running capital ships solo or with random people.
Though the game has Offers, they already show the Offers on missions and it's set where the "Player>Player Contracts" to happen, where you can hire players to do X thing for you, they mentioned trading and such not sure if it will involve Crew.
You forget that for the Javelin it is min. 23 crew and that there also is a hangar. So you have one ship per server, given that the Javelin is a destroyer class ship I assume you would want something to destroy. So add some more ships and double the crew size at least. If they manage to do server to server shots then great but so far we haven't seen that. Given that they can't drive a rover up a ramp (failing their demo mission in probably the best of the best built they have) call me sceptical.
And if they can handle 24 players currently then why did the game crash so often at the GC floor room? There were less than that, iirc half, per server. Is the 24 after the upgrade they plan for 3.1?
Okay we take this by steps.
First, the focus of the limitation of players is on ships and not player characters, the ships are what costs most resources to the server so by what was said, set to cap the number of ships and not the number of player characters, tackling in crews without much of a fuss.
The GC demo restarted every 15 minutes so most of what of the times we saw them restarting was the planned reset of the server every time new visitors played in the booth. And the build was obviously early even if limited so we could notice the instability and breaking bugs as they played.
As for the 24 players, it still accounts for 24 in 3.0, the netcode is still on dev, from the schedule is put on Alpha 3.2 (the Object Container Streaming). The objective with it is having different servers processing different regions of space, until they achieve that the player pops are to remain low because it's still one single server handling the entire game space.
These days people have trouble putting together 20+ people just to do a raid in an MMORPG. Getting that many just to crew a single ship for a prolonged period of time will be a logistical nightmare.
I miss those 150+ Nagafen raids
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.
These days people have trouble putting together 20+ people just to do a raid in an MMORPG. Getting that many just to crew a single ship for a prolonged period of time will be a logistical nightmare.
Might be wrong, but you will be able to hire NPCs if you're in need of more people.
Also those two things requirements are completely different from each other. Raiding requires lot more commitment, amongmany other things.
Also I don't think there will be gear, level, skill-cap requirements. It will be something anyone can get involved with, which tends to be the problem with raiding and why putting 20+ people together is a challenge.
Might be wrong, but you will be able to hire NPCs if you're in need of more people.
Also those two things requirements are completely different from each other. Raiding requires lot more commitment, amongmany other things.
Also I don't think there will be gear, level, skill-cap requirements. It will be something anyone can get involved with, which tends to be the problem with raiding and why putting 20+ people together is a challenge.
The core ideology behind SC now is really it is a multiplayer game.
The option to solo with NPCs exists BUT the ideal play will still be with multiple players, I would say, like EvE, the late game is very much heavy on "guild play".
There are hundreds, if not thousands, of itsy bitsy tiny organizations with one or two members, which soon will realize that they will need to merge with larger orgs to get anything done. My guess is that we soon will see a wave of mergings between small+small and small+medium/large. Of course, everyone wants to be chief honcho so it won't happen without some drama but the trend will probably go towards larger orgs.
A key in this issue is how CIG will allow orgs to manage themselves. It'll be much easier to merge two orgs if both can stay more independent afterwards, in wings/depts, for instance. There are many things CIG could do to make merging more smooth.
Comments
Do you get a warm feeling in your chest knowing that you who helped fund the game are a second rate citizen to the unwashed masses out there who may have never heard of this train wreck and therefore would be willing to throw money at it?
I find 3.0 not being a dejavu of 2.0 more important than who gets to play bits of it / full thing first.
"Playing first" is HARD WORK for the volunteer testers. Especially those that really fill out the bug reports fully and correctly. And they do it gladly and willingly, so the Star Citizen community at large will have a game that is as bug free as possible.
Have fun
But if normal backers want some exclusives for themselves, you might just want to sign up to visit one of CIG's studios.
..Cake..
Jealous much ?
Its marketing ... and it works. That is what marketing is all about.
".....Marketing is used to create, keep and satisfy the customer. With the customer as the focus of its activities, it can be concluded that Marketing is one of the premier components of Business Management - the other being Innovation. ..... "
Have fun
http://schedule.starcitizen.guide/
Viking
It's not been relevant info since RSI moved from trying to complete those listed goals into trying to bugfix things for Evocati.
Sadly, marketing and quality of production are not linked. Just think how far along SC would be if it had competent management!
If you are holding out for the perfect game, the only game you play will be the waiting one.
Im rather impressed by their marketing to be honest. They do an excellent job to keep the hype train going and the money from the suckers flowing in. Too bad CR keeps writing cheques his dev team can't hope to cash.
It is actually backed up by the production of the game on what transpires from the studio reports, the updates, the community itself and the interaction between the developers and the backers.
That said a lot of SC's "marketing" has been to simply showcase what they are doing.
I also think people trolling SC has done wonders!
Elements that were really cool (co-op in Squadron 42, private servers, etc) have already been dropped from the game. Version 3.0 will doubtless drop with many of the elements of the original announcement missing (ie, couldn't fix them in time).
It's your money, you can do what you want with it. But new suckers/investors should get exposure to the downsides. The Emperor has no clothes.....
If you are holding out for the perfect game, the only game you play will be the waiting one.
Elements that were really cool (co-op in Squadron 42, private servers, etc) have already been dropped from the game. >>>
Incorrect.
Largest currently available player ship (Javelin) has a nominal 23 crew, current number of people per instance is 24 (a number that will rise).
Co-op is still planned for SQ42 (any mission you have flown solo will be available for multiplayer co-op in the simulator). Seems like some people misunderstood what co-op is all about in Star Citizen. Co-op on solo mission path can ruin the story progression in a solo game (e.g. through friendly fire kill of solo player).
Private servers are still planned. It is last on the list of priorities. As the devs aptly said, first you need a game to transfer to private servers before you make the private server option available.
Have fun
And if they can handle 24 players currently then why did the game crash so often at the GC floor room? There were less than that, iirc half, per server.
Is the 24 after the upgrade they plan for 3.1?
Though the game has Offers, they already show the Offers on missions and it's set where the "Player>Player Contracts" to happen, where you can hire players to do X thing for you, they mentioned trading and such not sure if it will involve Crew.
Okay we take this by steps.
First, the focus of the limitation of players is on ships and not player characters, the ships are what costs most resources to the server so by what was said, set to cap the number of ships and not the number of player characters, tackling in crews without much of a fuss.
The GC demo restarted every 15 minutes so most of what of the times we saw them restarting was the planned reset of the server every time new visitors played in the booth. And the build was obviously early even if limited so we could notice the instability and breaking bugs as they played.
As for the 24 players, it still accounts for 24 in 3.0, the netcode is still on dev, from the schedule is put on Alpha 3.2 (the Object Container Streaming). The objective with it is having different servers processing different regions of space, until they achieve that the player pops are to remain low because it's still one single server handling the entire game space.
>>>>
Because it is an Alpha build. That is what Alpha builds do.
You document the bug. You patch the bug. Rinse, repeat. 10.000 patched bugs later ... fine game.
No one is forced to play an Alpha build.
Have fun
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.
Also those two things requirements are completely different from each other. Raiding requires lot more commitment, among many other things.
Also I don't think there will be gear, level, skill-cap requirements. It will be something anyone can get involved with, which tends to be the problem with raiding and why putting 20+ people together is a challenge.
The option to solo with NPCs exists BUT the ideal play will still be with multiple players, I would say, like EvE, the late game is very much heavy on "guild play".
A key in this issue is how CIG will allow orgs to manage themselves. It'll be much easier to merge two orgs if both can stay more independent afterwards, in wings/depts, for instance. There are many things CIG could do to make merging more smooth.
Viking