1. #5901
    Quote Originally Posted by MrAnderson View Post
    I'm sure ed has more than mining for content, namely dogfighting, trading and exploring.
    You want dogfighting? You do mining.
    You want trading? You do mining.
    You want exploring? You do mining.

    Because the fucking engineers exist... E: D, like Jurassic World Evo, is super fucking shallow. Frontier sucks balls.

    Aaaand still better than Star Citizen. That says a lot.
    Last edited by ldev; 2018-06-27 at 02:13 PM.
    My nickname is "LDEV", not "idev". (both font clarification and ez bait)

    yall im smh @ ur simplified english

  2. #5902
    Quote Originally Posted by ldev View Post
    You want dogfighting? You do mining.
    You want trading? You do mining.
    You want exploring? You do mining.

    Because the fucking engineers exist... E: D, like Jurassic World Evo, is super fucking shallow. Frontier sucks balls.

    Aaaand still better than Star Citizen. That says a lot.
    Well better is kinda subjective even if you take the fact that ED is polished enough to grant it a oficial release while Star Citizen is still in heavy development.
    Despite that discrepancy there's people who prefer the kind of gameplay that Elite already provides and others that Star Citizen already provides. They are similar games in features and scope but offer completely different experiences of gameplay because not only they are at completely stages of development but they prioritize different things in their games.

    ED traded gaming features and depth of it's game mechanics to deliver a somewhat cohesive polished release and is now adding more features while fleshing out the existing ones.

    Even if you don't personally like the direction that either game has gone at least they are still being developed and evolving.

  3. #5903
    Pandaren Monk masterhorus8's Avatar
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    Quote Originally Posted by MrAnderson View Post
    Well better is kinda subjective even if you take the fact that ED is polished enough to grant it a oficial release while Star Citizen is still in heavy development.
    Despite that discrepancy there's people who prefer the kind of gameplay that Elite already provides and others that Star Citizen already provides. They are similar games in features and scope but offer completely different experiences of gameplay because not only they are at completely stages of development but they prioritize different things in their games.

    ED traded gaming features and depth of it's game mechanics to deliver a somewhat cohesive polished release and is now adding more features while fleshing out the existing ones.

    Even if you don't personally like the direction that either game has gone at least they are still being developed and evolving.
    Even past what you said, they're still going to be different games when "100%" they're done (I know that MMOs are never "done"). The flight model is enough to make that distinction.
    10

  4. #5904
    We don't know how Star Citizen flight model will turn out in the end, they might end up becoming quite similar but I really hope cig sticks to it's original vision of having it dynamic enough to take advantage of the damage model detail and space vs atmo flying.

  5. #5905
    Quote Originally Posted by ldev View Post
    You want dogfighting? You do mining.
    You want trading? You do mining.
    You want exploring? You do mining.

    Because the fucking engineers exist
    Material traders, friend. Drop that ball and chain called mining for good.

  6. #5906
    Welp, my account settings page lists "Public Test Universe" at the bottom and a button to copy my info over, so I guess I COULD putz around with the mining now if I wanted to.

    On the topic of mining: Miners in EVE always got a bad rap despite their minerals being essential to building all the ships people used to blow each other up. Granted over the years they definitely eroded the necessity of mining via salvage, NPC convoys, etc. but it never totally went away. I was always rather dismayed they didn't do more to incentivize having proper mining gangs/fleets, but the ISK per hour for running a major operation was almost always way way less than what the combat guys could make ratting on their own or from solo mining even if it was riskier. I'm hoping CIG figures out a way to better balance the risk/reward/necessity factors to mining in Star Citizen.
    Last edited by stellvia; 2018-06-28 at 09:39 PM.

  7. #5907
    I think it would be cool if mining required you shooting certain parts of an asteroid or whatever you're mining. Then it would be more of a minigame using 6DoF controls.

  8. #5908
    Quote Originally Posted by Dhrizzle View Post
    I think it would be cool if mining required you shooting certain parts of an asteroid or whatever you're mining. Then it would be more of a minigame using 6DoF controls.


    Well there is always this i suppose if you want to take a different approach to mining certain rocks.




    Makes me wonder if such a thing may be needed with multiple orions on huge dense asteroids.
    Mining will probably work very differently for the prospector/orion when it is fleshed out more, there was originally going to be sending probes out to locate mining points and avoid explosions in the original draft, though im not sure if that idea has since changed.

    http://www.citizenstarnews.com/news/...mining-careers

    The original plans ^

  9. #5909
    SQ42 confirmed not to release this year.

    https://www.reddit.com/r/starcitizen...ear_confirmed/

    Long story Short: They're afraid of posting the schedule they promised because they're so far behind.

    The marketing departement of CIG is one of the most scummy ones on the planet. They do an "answer the call 2016" promo fully knowing that there's no possible way they can release it then.

    Also lol @ everyone talking about transparency. They're hiding the very same schedule they promised. That shows you how honest CIG's marketing practices have been over the years.

    Don't buy into this failure of a project until they actually release something. That's for all our sakes as gamers.
    Last edited by Majestic12; 2018-06-30 at 03:48 AM.

  10. #5910
    Quote Originally Posted by Dhrizzle View Post
    I think it would be cool if mining required you shooting certain parts of an asteroid or whatever you're mining. Then it would be more of a minigame using 6DoF controls.
    That isn't how it works? All I saw was that one previous mining video, but I haven't gotten a chance to try it out myself. I thought moving around exactly where you were aiming changed the resistance in the video, but maybe not.

    I would try right now, but I haven't logged into the PTU/PU before, so I'm sure I would be kinda lost and it would suck up a few hours and its late.
    Last edited by stellvia; 2018-06-30 at 07:39 AM.

  11. #5911
    When your so far behind schedule you can't bring yourself to tell your customers how far behind you really are.
    The schedule would be useless anyway since they've missed every deadline they have ever set themselves.
    It ignores such insignificant forces as time, entropy, and death

  12. #5912
    Bloodsail Admiral Odeezee's Avatar
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    Quote Originally Posted by Gorsameth View Post
    When your so far behind schedule you can't bring yourself to tell your customers how far behind you really are.
    The schedule would be useless anyway since they've missed every deadline they have ever set themselves.
    /sigh, so much hyperbole. i mean you can get your point across without being dishonest as it basically removes any credibility you and your point might have had and paints you as a troll because you seem to have an agenda and would even lie to meet its end. smh.

    this week has been pretty good on the SC front. first the latest AtV which was Squadron 42 focused:



    now onto some new ship commercials. i am a HUGE fan of in-game/engine trailers over cgi and these ones deliver for me!

    Ship commercial for Aegis Avenger (really dope and heavy Blade Runner vibes):



    Ship commercial for the Aegis Eclipse (really cool video):



    Ship commercial for the Anvil Hurricane:



    Ship commercial for the Esperia Vanduul Blade:



    Fan-made MISC Prospector mining video:



    Deck crew turnable video from the dev himself:



    new RtV feature Chris himself:



    Quantum Spline jumping around a moon:



    F8 Lightning preview:



    Planning a weekend bike ride on Daymar with a friend:



    Dawn/Dusk on Daymar:



    Vanduul armor showcase:



    That Origin lifestyle flow:

    "Cherish the quiet...before my STORM!"

    For a $5/5000 in-game credit bonus for backing
    Star Citizen (MMO) or Squadron 42 (Single Player/Co-op) use my Referral code: STAR-3QDY-SZBG
    Star Citizen Video Playlist

  13. #5913
    I like the group mining concept as it has the ability to solve a big issue with mining in EVE: The logistics of a large mining op meant the payout was horrible for everyone. Whereas if they get the value multiplier correct for these group rocks, it will really incentivize working together being a viable moneymaker. Eg: A rock that requires 4 mining lasers to crack could have a value payout of 6-8 lasers worth of value compared to all 4 mining solo rocks. They just have to make sure the multiplier is sufficient when getting into areas that will require armed escorts, transports to unload the saddlebags, etc.

    These terrestrial rocks are all a single resistance for the entire rock. Now it could be that we're just in the first implementation, but my gut is telling me the variable resistance factor is being saved for asteroid mining. You'll have to scan and probe down which areas of the asteroid have lower resistance in order to efficiently break it up in a timely manner. It will also probably pay to make splits closer to where the rare mineral veins are, so you want to have a proper scan of the composition ahead of time. I just hope splitting asteroids doesn't fling pieces in every direction a really long distance.

  14. #5914
    Pandaren Monk masterhorus8's Avatar
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    And 3.2 is live.
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  15. #5915
    Quote Originally Posted by Eleccybubb View Post
    Don't even get why people are surprised this happens anymore.
    It's been the norm for years with this person and his company to never meet deadlines.
    But yeah this game is basically a case of wait until it's done and the reviews are out before buying in imo. Has a load of red flags all over the place.
    I'd be curious to hear what you think of Cyberpunk 2077 then. The initial teaser was released about the same time as Star Citizen started early development, we just had another pre-rendered teaser they have admitted showcases only a narrow slice of the game and it is overall in pre-alpha still and won't be out "unit its done" which is likely to be 2021. But basically we haven't really seen anything that resembles an actual complete game yet.

    IMHO it's the perfect example of "ignorance is bliss" with regards to gamers. Both Star Citizen and CP2077 are similarly private companies self-publishing games in likely very similar launch windows. Yet because the one has shown people all the trials and tribulations involved in development from pre-alpha onwards, but the other basically isn't going to show you anything for the first 6+ years of development... one gets a lot of flak while the other is loved/hyped.

    What makes one any more likely to come out than the other?

    (Keep in mind this is a devil's advocate question as I'm also patiently waiting for it as well and believe they will eventually deliver)

  16. #5916
    I can think of one huge difference between Star Citizen and Cyberpunk 2077 - CD Projeckt haven't taken people's money for it.

  17. #5917
    Quote Originally Posted by Davemetalhead View Post
    I can think of one huge difference between Star Citizen and Cyberpunk 2077 - CD Projeckt haven't taken people's money for it.
    100% this.

    Was there this level of hate for Duke Nukem Forever when it was in developer hell? No, because they hadn't taken consumers money.
    Was there this level of hate for Blizzards project Titan when it was cancelled? No, because they hadn't taken consumers money.
    ect.

    The problem with SC is that they have taken, and still take, money from consumers while consistently failing.
    It ignores such insignificant forces as time, entropy, and death

  18. #5918
    Deleted
    Quote Originally Posted by Davemetalhead View Post
    I can think of one huge difference between Star Citizen and Cyberpunk 2077 - CD Projeckt haven't taken people's money for it.
    Well for one, Cyberpunk will be released at some point.

  19. #5919
    Quote Originally Posted by stellvia View Post
    I'd be curious to hear what you think of Cyberpunk 2077 then. The initial teaser was released about the same time as Star Citizen started early development, we just had another pre-rendered teaser they have admitted showcases only a narrow slice of the game and it is overall in pre-alpha still and won't be out "unit its done" which is likely to be 2021. But basically we haven't really seen anything that resembles an actual complete game yet.

    IMHO it's the perfect example of "ignorance is bliss" with regards to gamers. Both Star Citizen and CP2077 are similarly private companies self-publishing games in likely very similar launch windows. Yet because the one has shown people all the trials and tribulations involved in development from pre-alpha onwards, but the other basically isn't going to show you anything for the first 6+ years of development... one gets a lot of flak while the other is loved/hyped.

    What makes one any more likely to come out than the other?

    (Keep in mind this is a devil's advocate question as I'm also patiently waiting for it as well and believe they will eventually deliver)
    The difference Stellvia is that one game is crowdfunded, the other is not. Star Citizen relies on goodwill and is basically a massive preorder. Cyberpunk, Doom or whichever game can be delayed as much as it wants because: They aren't using my money making the game.

    If Star Citizen runs around marketing a 2016 and later a 2017 release while asking for people's money, they better deliver. Star Citizen has a horrible reputation in the gaming community for a reason. It all boils down to setting realistic customer expectations and then meeting them.

    That said, I hope Star Citizen and Cyberpunk gets out. I think one game will get out, the other won't. You can probably guess which.

  20. #5920
    Quote Originally Posted by Gorsameth View Post
    The problem with SC is that they have taken, and still take, money from consumers while consistently failing.
    How have they failed? Do you have any idea the types of setbacks that commonly happen in development, let alone a project like this where they're having to work out new tech? I would call them armchair developers, but since they've never developed anything and have no idea what development is like judging by their inane comments on the subject, you can't even call them that.

    What I see is that Star Citizen decided to be the first to try financing a major project through crowdfunding alone, and we're seeing the major drawbacks to that method play out. The average consumer is used to PR/Marketing "betas" so when faced with what true alpha development entails, they flip their shit. While not using a publisher means you don't have investors forcing the game out early, etc. we're obviously seeing that development delays can still risk sinking the project if backers get turned off and stop pledging money and/or demand refunds or you just flat-out run out of money like has happened to many a failed kickstarter as I'm sure you've seen. So you still end up having a deadline of sorts, because your funding can only hold out for so long.

    Don't be fooled: I'm sure they are WELL aware of the thin ice they stand on and keep their asses puckered as nobody wants to call out the elephant in the room: As much money as they have raised, they're going to need all of it to see SQ42 shipped. But addressing that elephant would probably do more harm than good, so they plod forward. My gut says they have enough funding for about another year of development. They're going to use that time to polish SQ42 as much as possible so they can really "hit it out of the park" and then bank on the extra sales of SQ42 to get them through the final year of PU development. Because they're probably thinking like I am that if they can make it to SQ42 releasing, that will squelch a lot of the scam/vaporware naysaying and see a pretty significant bump in funding.

    Some of their problems were potentially within their control, others weren't. They had to basically do all of the hiring and studio setup while trying to also do development—and attempting to do it in a financially prudent manner. Hence deciding to go with an existing engine instead of building their own. They also were relying on Illfonic to handle the "FPS" side of things while they could focus on their expertise... the space/flight stuff. Unfortunately neither of those cost-saving measures worked out for them: The engine didn't have the precision they required and needed some extensive rewriting. Illfonic's assets were designed to the wrong scale and needed to be almost entirely scrapped/reworked. In the end, as one might expect, Erin's core staff in the UK ended up being the most proficient/efficient. They had already been together and shipped multiple SKUs under Erin's direction, so CIG studios/staff were basically reorganized extensively at that point. They also had the lucky windfall of being able to hire on a ton of CryEngine developers once Crytek started failing. You basically couldn't ask for better people to rework the engine, since they built it in the first place. After those growing pains though, they had basically worked out the kinks finally.

    Obviously Chris always has and probably always will have issues with wanting to be a crowd-pleaser and promising too much. If not for the Crytek developers and Erin's studio and his management expertise, I do believe the project would have undoubtedly failed. At this point though, I don't see what anyone gains by seeing the project fail now. While numerous backers definitely have too much attachment, there are also a lot of people with some sort of attachment to seeing the project fail just so they can get some sort of justice boner/itoldyouso scenario for a day. Neither situation is healthy if you ask me.

    One thing's for sure: No way in hell will Chris or Erin ever try crowdfunding a large project ever again. You're like a monkey balancing on a ball while spinning 7 plates on sticks with a bucket for money in front of you. It's proven to be too stressful having a project in front of the public eye the entire development cycle. People can't handle it. They would rather stay blissfully ignorant of all the setbacks and problems that happen in development and just hear about it when they get their Marketing Beta.

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