• Star Citizen Megathread - Star Marine isn't doomed after all!
    5,001 replies, posted
[QUOTE=krail9;50136525]I think hezzy is trying to bamboozle us[/QUOTE] now I just want to make a spacedoor we actually made custom manual slidedoors at my office a while back, but they're heavy as fuck so motorizing it is out of the question
FF on now (LN, Delta, Hornet)
[QUOTE=Hezzy;50135216]I don't really see how that is relevant to CIG pissing away money on frivolous things[/QUOTE] Hezzy, what are you even doing here, man? If they weren't working on the game and constantly showing progress updates, yeah, there'd be cause for concern. Instead, they've got a LOT to show for the time they've been given, and they always deliver quality when it's time for them to deliver. You haven't seen their financial statements, have you? Good bet they're nowhere close to running out of money.
The door is a painted wooden door hooked up to a garage door opener and is fairly inexpensive, confirmed on RtV just now. [t]https://robertsspaceindustries.com/media/vndrkxqo2xxn8r/source/2.png[/t] [IMG]http://i.imgur.com/NCKwfKT.png[/IMG] :toot:
[QUOTE=Wii60;50134255][url]https://vine.co/v/itelIwgEP9z[/url] rsi got a cool door for their lobby.[/QUOTE] I can just imagine all the anti-RSI/h8ers: "SO THATS WERE ALL THERE MONY WENT!!11one" Also nice couches, too. I like the decor they chose. [editline]15th April 2016[/editline] Yeah, nevermind. I'm late. :v
[QUOTE=Wii60;50134255][url]https://vine.co/v/itelIwgEP9z[/url] rsi got a cool door for their lobby.[/QUOTE] Almost looks like a door opening up to a communal area on a big RSI ship or even RSI planetside headquarters. Looks like a very nice place to work indeed, bet the staff love that.
[QUOTE=Sweeney;50138859]Almost looks like a door opening up to a communal area on a big RSI ship [/QUOTE] That's exactly what it is [t]http://i.imgur.com/hkzXLsk.jpg[/t]
PSA: - the $5 is a coupon code you apply at checkout. - It's available only until the 29th, then it's gone. You [i]have[/i] to spend it before then. - Whatever you buy [i]cannot be melted for $5 store credit[/i]. If you buy a $5 skin with it, it's a $0 skin if you try to melt. If you use it on a pledge of $45, it's $40 if you try to melt it. Choose wisely. I might suggest the [url=https://robertsspaceindustries.com/pledge/Add-Ons/You-Got-Our-Backs-Electro-Skin-Hull]electro-hull skin[/url], which is actually a module of its own that will let you swap between other skins on the fly (and comes with a unique skin of its own). From what I remember it was planned to be a pledge-period-only item, so it might be a cool rare dodad to have into the future. Otherwise you can't go wrong dumping it on a little ship upgrade or a UEC chit [QUOTE=Oicani Gonzales;50138827][t]http://i.imgur.com/52zL8Fh.png[/t] should i? reminder that i got this for free and that My Other Ship is a Super Hornetâ„¢ [editline]15th April 2016[/editline] i'm not actually going to spend money on the store, just wondering what i should do with the $5[/QUOTE] on the one hand, rare skinned racing ship. On the other, avenger is pretty cool and I'd take that over any mustang out of personal preference
since I have upgrades on my package, could I melt it, use the buy-back token immediately, then rebuy the upgrade with store credit + the coupon? so that I have $5 in 'real' store credit left after
[QUOTE=krail9;50139932]since I have upgrades on my package, could I melt it, use the buy-back token immediately, then rebuy the upgrade with store credit + the coupon? so that I have $5 in 'real' store credit left after[/QUOTE] you lost me [editline]e[/editline] thanks elix
You should be able to buy a $5 CCU token from somewhere in your upgrade chain with the coupon code. If that seems to work (and it should), then, yes, you can melt your package down, rebuy the original package, and use the coupon code to knock $5 off the CCU token, leaving you with $5 of actual store credit. If that's what you wanna do.
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Star Citizen on release will only be about half of what it's meant to be, but that will probably still be a pretty good game.
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[QUOTE=Big Bang;50140859]because the focus of next patch is...Shopping.[/QUOTE] that sure was a dramatic introduction to why we'll never get the mmo side of things, they're working on shopping! What MMO needs server side transaction persistence anyways
[QUOTE=Big Bang;50140859]If you're excited for Squadron 42, then sure, enjoy. You're not going to get Star Citizen, the MMO Space Sim, in any working capacity, because the most basic thing of it, the networking layer, is a mess, as is apparent when you play the game, and by Chris Roberts' own admission. You will never see a single big fight until they do, and there are no plans to improve on it, because the focus of next patch is...Shopping.[/QUOTE] Cool. Sorry that an Alpha isn't 100% completely playable product. Also sorry that a space sim is doing some economics, in no way is that one of the main features of [URL="https://en.wikipedia.org/wiki/Elite_(video_game)"]any[/URL] [URL="http://www.eveonline.com/"]space[/URL] [URL="https://www.elitedangerous.com/"]sim[/URL]. [URL="https://en.wikipedia.org/wiki/Freelancer_(video_game)"]ever[/URL].
[QUOTE=Big Bang;50140859]If you're excited for Squadron 42, then sure, enjoy. You're not going to get Star Citizen, the MMO Space Sim, in any working capacity, because the most basic thing of it, the networking layer, is a mess, as is apparent when you play the game, and by Chris Roberts' own admission. You will never see a single big fight until they do, and there are no plans to improve on it, because the focus of next patch is...Shopping.[/QUOTE] "Next patch is something else" "No plans to improve glaring problem." Okay, bro. You've got an interesting way of looking at the world.
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[QUOTE=Big Bang;50141059]The reason why you're not getting the MMO side of things is because the MMO side of things had to be built before everything. I am not sure why anybody has convinced you otherwise, but shopping is way, and I mean WAY far down the line when there isn't a workable networking strategy on how you're going to keep hundreds of objects moving at high speeds in unpredictable patterns concurrent for all players. You can experience it right now, try shooting at somebody, see how often your hits actually register. You see, to keep you happy, and interested in the project, CIG did things the wrong way around, they made all the cool snazzy shit like that Pupil to Planet trailer you all seem to love because it seems to be really impressive except for when you realize that rendering such a thing is a completely different problem that has been feasible for years (KSP does it), while being able to correctly sync whatever is happening at scales that big is an architectural nightmare that they do not have solved, AKA, why such a thing is nowhere to be seen in the "PU". The truth is, rewriting the entire backend, and the network layer to fit something of that caliber is a titanic task, I speak from experience, I am a software developer currently making an app that is supposed to scale to several million concurrent users. I don't know how long it'll take them, what I can guarantee to you is that it requires massive effort, particularly because they're using Cryengine and that has its own networking middleware that they'd have to rip out.[/QUOTE] So you're saying that they're spending millions of dollars and hiring brilliant talent to make a cool-looking game with ridiculous visual fidelity just to keep people interested in them, but it's all a scam because they're working on features before netcode. Brilliant. Not sure if you've been paying attention, bud. But instance capacity has gone up from 8 to 16 to 24, and major performance issues have already been resolved in those jumps. Considering that Star Citizen ships have physically simulated thrusters, complex damage models that actively affect the ship's capabilities, and a shitload of physics simulations, having 24 ships in an instance and still having the servers work as well as they do is nothing shot of a goddamn miracle. Sure, there are problems, but they're being worked on. You know what 'in development' means, don't you? Dynamic instancing is going to be a pain and a difficult task, sure. But they'll get it done. Just like they got all the other shit done that people said they couldn't do.
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[QUOTE=Big Bang;50141083]Yes. Yes. This is exactly what I mean. They are selling you ships that look really neat but that you will never be able to fly because there isn't a way for the engine to actually handle them in real gameplay. They are making this really cool looking thing, that you buy for hundreds of dollars, that doesn't actually work, and likely never will. Look, lemme put it simple, what are you gonna do with with a $300 dollar ship if you're constantly flying out of it because you're getting desynced?[/QUOTE] Which happens with FAR less frequency now than it used to, proving that they're working on stability even AS they work on new features. What are you trying to prove? They're not calling this a finished game, genius. That's why it's called an alpha. Notwithstanding that it doesn't fit the industry definition of alpha in being feature-complete by this point. Either way, it's a work in progress, and expecting everything to work perfectly while a game's in development is pretty simple-minded.
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So what you are telling me is, games have never switched netcode, ever, in development, ever. Not like there is another [URL="http://www.spaceengineersgame.com/"]game[/URL] in the process of doing that right now since of features that came later in since they could afford to do em.
[QUOTE=Big Bang;50141134]It seems by the looks of it I can't get you to understand that this is something you design the engine with. This isn't a module, this isn't something you tack on, your data layer must be inmutable because scaling it beyond its capabilities requires a rewrite. [B]The fact that they're running into these problems [I]4 years[/I] into development is a telltale sign that they just didn't think the whole thing through[/B], because this is something you need to solve before coding anything. Networking in a multiplayer game decides how [I]everything[/I] is made, because it's the foundation on how you're going to actually work in your engine. I don't expect everything to work perfectly. I expect the simplest part of this whole experience and the one they're actually selling you to be working perfectly. I would have expected them to have solved the problem of having those capital ships flying good before bothering with anything else, because that's where the actual challenge is. Pretty graphics are time consuming, they aren't complex, nor innovative.[/QUOTE] Remember how Star Citizen had $112 million banked and budgeted on November 3rd, 2012, the day the Kickstarter campaign ended, and they were able to plan out exactly how to scale out everything once and for all, and then they proceeded to inexplicably fuck up for several years despite already having a full staff load of 300+ sitting ready on day 1? Oh wait that didn't happen, they pitched a design for a game scaled to their expected budget of $6-20mil, and they spent most of 2013 just hiring people and getting them up to speed with the company and codebase. A money avalanche started falling on them and hasn't stopped since. The game has rescoped several times, [I]at the voting of backers[/I], and that means that some things just need to be refactored on the way. Your background in software development doesn't apply here because you're not being crowdfunded and having your budget grow by $30mil a year, so you don't have to deal with rescoping your project. And if you think that they never should have rescoped you need to get all four limbs back in touch with reality because blood would run in the streets if Chris Roberts took in >$100mil and delivered a $20mil experience. For that matter, they aren't even four years into development. I don't trust your skills as a software designer when you need assistance reading a calendar.
every time i check this thread it's either the same 6 people fawning over some obscure promotional material catered to backers or those same people having a meltdown over the appearance of outside criticism [highlight](User was banned for this post ("Threadshitting + Ban history." - Bradyns))[/highlight]
[QUOTE=Kommodore;50141181]every time i check this thread it's either the same 6 people fawning over some obscure promotional material catered to backers or those same people having a meltdown over the appearance of outside criticism[/QUOTE] sucks people have to keep derailing the star citizen megathread with random news about some sort of space game, let's get back to the real discussion at hand: doors and why installing them hinders netcode programmers. What do you expect if you drop into a thread about anything? Show up to spout negative stuff, do you really expect the locals to roll over and say "oh right it DOES suck silly us"? You're getting a response if what you're saying doesn't line up with opinions or facts (and it doesn't help that elix is always ready for a paragraph or five of shoptalk). Anybody who actively sits in on these threads and reads up on dev news knows a lot of the faults currently plaguing the project and can talk on it, but they're also well versed in the repeated garbage that's either in need of much larger explanation, is incredibly deceptive cherrypicking, or news spawned of our favorite gamedev's claims
[QUOTE=Kommodore;50141181]every time i check this thread it's either the same 6 people fawning over some obscure promotional material catered to backers or those same people having a meltdown over the appearance of outside criticism[/QUOTE] Sorry that in this thread that people that want a game are getting pissed at people who come in here going "LOL THIS IS GOING TO BE BAD".
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[QUOTE=Kommodore;50141181]same people having a meltdown over the appearance of outside criticism[/QUOTE] And 9/10 times, it's always the same uninformed criticism coming from people who come into the thread just to shit on the project rather than asking 'why?'. For some crazy reason, elix types all of these responses out instead of just making a bot that responds to keywords. I don't follow all the criticism --> retorts that go on in this thread but from memory here's the common ones off the top of my head: "This game is never going to get finished" [I]That's because the game was originally on kickstarter, but now they've got the budget of a CoD game[/I] "Why aren't they being more transparent with development?" [I]Because there's an absolute FUCKLOAD of information available and you don't know how to navigate it yet. Or you could just ask for a tl;dr[/I] "It's been years and all they've released is an arena thing" [I]That's because you're a time traveller from 2014. Or you aren't actually following the game. Or you haven't asked if anything else has come out yet.[/I] "Why are people spending $10'000 for a jpg of a ship XD" [I]Yeah, there are definitely some idiots who didn't read the big highlights about ships being a donation to development and [B]eventually, literally everything will be acquirable in-game[/B][/I]
[QUOTE=Big Bang;50141280]And why does that make it a good idea? Like, you are aware that rewriting the whole data layer...Is a bad thing, right? As in, you shouldn't be doing it? Does "running into this problem 3.5 years into development" sound any better to you? It doesn't to me, this shouldn't have been a problem they've been running into at all. This is a problem you shouldn't be running with $2 mil in your pocket, let alone $100 mil. Thank you for introducing the problem of the incompetence of Star Citizen's design leads though, much appreciated, because any software designer worth its salt would have made the architecture solid first, before making anything, because planning ahead is what will let you actually defeat the feature creep, since if your fundamentals are solid everything else is merely tacked on. A competent game designer would have said "lets have the core rock solid first, and then we do what the backers want". As you said, this isn't what happened, constant rewrites mean lost development time which means the game's release date gets pushed further and further back, which brings us to today, where the current release date for the game is "indefinite", with neither the $2 mil version of the game, nor the $20 mil version of the game, nor the $100 mil version of the game anywhere near done. But you know what's getting done though? The singleplayer mode that [I]everyone[/I] asked for![/QUOTE] You know single player what part of the original funding goals, because right now to me you just seem what you're going on about a game you have no idea about at all [editline]16th April 2016[/editline] [QUOTE=ScottyWired;50141298]And 9/10 times, it's always the same uninformed criticism coming from people who come into the thread just to shit on the project rather than asking 'why?'. For some crazy reason, elix types all of these responses out instead of just making a bot that responds to keywords. I don't follow all the criticism --> retorts that go on in this thread but from memory here's the common ones off the top of my head: "This game is never going to get finished" [I]That's because the game was originally on kickstarter, but now they've got the budget of a CoD game[/I] "Why aren't they being more transparent with development?" [I]Because there's an absolute FUCKLOAD of information available and you don't know how to navigate it yet. Or you could just ask for a tl;dr[/I] "It's been years and all they've released is an arena thing" [I]That's because you're a time traveller from 2014. Or you aren't actually following the game. Or you haven't asked if anything else has come out yet.[/I] "Why are people spending $10'000 for a jpg of a ship XD" [I]Yeah, there are definitely some idiots who didn't read the big highlights about ships being a donation to development and [B]eventually, literally everything will be acquirable in-game[/B][/I][/QUOTE] I think he just loves typing, even I think it's a little crazy when his responses
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