You made me laugh snort through my nose, and it hurt like hell.You guys are all going to look silly when this game cures cancer.
CIG has now removed orbital mechanics from Star Citizen, saying they may be implemented "at a later date." A 24-player-per-server hard limit has now been confirmed, as well.
Fuck's sake, I played MUDs on a dialup connection like twenty years ago and they allowed more than 24 players.
SC 3.0 was supposed to be released (or, at the very least, having a playable demo) at Gamescom, and yesterday they released an AtV episode about holograms.
There is no game. It is fucked.
Indeed. What gets me is that the game isn't already being built around VR. It was going to be a promised core component of the game! Then it was not so promised. Now it's a long-shot at best.Just wait until he fully jumps on the VR bandwagon.. just for a tiny little bit more money he will promise you a VR suit that will totally immerse you in the experience and it will be released by 2019 (at the latest).
Bingo. People should see it as the money sink it is. After 5 years and the game is still in Alpha, with 90% of it useless and buggy, I'd be demanding my money back.There are 50-100 player Alpha multiplayers today that are being made on a fraction of that budget, series updates once a month, handling constant gameplay at a competitive level to AAA games by people that are producing aspects of it in their own time while working on actual studio games.
How can this thing be sucking in more idiots money than Axanar and still not have anything close to that. You have to be sitting on your hands and staring out a window about 60% of the working day so far to accomplish so little.
Yep. Elite: Dangerous, and Star Citizen started out around the same time. I stole this timeline from one of the guys over at ED:If you have a boss who constantly changes his mind about everything and is more interested in shiny pictures than actually producing code and content then this is what happened with Star Citizen (including pissing away money by buying unnecessary equipment and hiring friends and family to positions they are not capable of handling).
Roberts is a visionary but he lacks the discipline to reign himself in and produce what's realistic in a given timeframe.
Elite Dangerous is the best counter example.. while it may not look as awesome shiny as Star Citizen they kickstarted their game very successfully and then worked on completing the core of the game in a reasonable time. The finished product was awesome (played it for a while until my pro control stick/thruster combo crapped out and i couldn't find a suitable replacement) and they expanded on it with a major DLC once the game was up and running and they made some money off it.
This is what a capable company and boss can and should do.. if Roberts had someone like this over him we'd be playing Star Citizen already with some major DLCs already released or under way. This way i guess we'll never see a full game and what we may get will perhaps be buggy as hell and in no way be able to match the insane plans Roberts has.
Yep. Sagittarius. A small time paradise. Some cheap little bungalows and a mind warp machine. I needed a break. A stone bed and mind warp seven can do a lot for a suffering man.If I wanted, I could have made a side trip to Sagittarius A
Roberts is a visionary but he lacks the discipline to reign himself in and produce what's realistic in a given timeframe.
Elite Dangerous is the best counter example.. while it may not look as awesome shiny as Star Citizen they kickstarted their game very successfully and then worked on completing the core of the game in a reasonable time. The finished product was awesome (played it for a while until my pro control stick/thruster combo crapped out and i couldn't find a suitable replacement) and they expanded on it with a major DLC once the game was up and running and they made some money off it.
This is what a capable company and boss can and should do.. if Roberts had someone like this over him we'd be playing Star Citizen already with some major DLCs already released or under way. This way i guess we'll never see a full game and what we may get will perhaps be buggy as hell and in no way be able to match the insane plans Roberts has.
Would a Thrustmaster T-Flight HOTAS not be acceptable to you? (I have one, it's very nice.)
Would a Thrustmaster T-Flight HOTAS not be acceptable to you? (I have one, it's very nice.)
As I've said before, I play Elite: Dangerous. It was started as a Kickstarter in 2012. By 2014, the game was released.
Sure, it's being improved upon constantly, but there is a game there, and it is playable, immersive, and complete in the sense that if you travel to a star system, there will be a star system there when you arrive. Planets orbit. Ships land. Economies happen.
Achievements work, and more is on the way. For all of Roberts posturing about hand crafted systems, thanks to Horizons, the ED expansion, I can land on orbiting planets and moons, scour for minerals and mine them.
For 1/75th the budget of Star Citizen's funding, Elite: Dangerous can already do 75% of what Roberts promised more than 5 years ago.
Elite has a game they kickstarter funded for $2,000,000. Two years later, they released it. Over the past few years, they've released expansions. The newest expansion is coming out somewhere around September or October. Also, there is an economy. Government changes, factions change, economy changes, based on what happens. The universe operates in real-time. Community goals are established. Territories expand, civil wars break out, and the costs of commodities go up or down based on which faction is winning. So, you know, it is like SC, except it exists, you can play it, and it is improved upon as they go. Oh, also, it cost 1/75th the budget of SC to make.Frontier had been working on the game engine two years before the Kickstarter. When it was launched. it was a complete mess and almost unplayable.
There is no economy. It's your standard market you see in every game.
And that's basically all you can do. It's pretty dulll and the SRV handles like it's on an ice rink.
The problem is when Elite promise a feature, it's usually release broken or buggy.
Listen Elite has the same problem as SC. It's a big game that the game developers can barely manage. Right now they can get away with it because is a simpler game.
That sounds like concrete proof to me!I hear @Coloratura is a Frontier Developments plant
I'm not saying I have proof that David Braben is paying him out of pocket, but I'm also not saying that he's not
Freelancer Wiki Article said:In 1997, Chris Roberts began work on a vision he had since he first conceived Wing Commander. He wanted to realize a virtual galaxy, whose systems execute their own programs regardless of the players' presence; cities would be bustling with transports and each world's weather changes on its own time. Commodity prices in each star system would fluctuate, according to the activities of the computer controlled traders, who import and export goods. Roberts envisioned thousands of players simultaneously interacting with and influencing this world through a unique and intuitive user interface never seen before in other games. Each player could pursue a quest set up for their character, and join other players to attempt other missions together without needing to exit the game and start a new mode of play. Artificial intelligence would fly the players' spacecraft, letting them concentrate on combat or other tasks. Roberts intended the cutscenes and gameplay visuals to be of equal quality so players would be unable to distinguish between the two.[34][35]
Two years later, the project was officially announced as Freelancer at GameStock, an annual showcase to the mass media of Microsoft's games.[36] The media covered the event, focusing on the features promised for this game. There were concerns about the state of the graphics and uncertainties over the promise of a dynamic economy, but gaming site GameSpot gave Roberts and his company, Digital Anvil, the benefit of their doubts.[37] Initially in 1999, Roberts announced the game would be available on the market by fall 2000.[34] However, the project suffered delays and by Electronic Entertainment Expo (E3) 2000, Roberts said the earliest release for the game was at the end of 2001.[5]
In June 2000, Microsoft started talks to buy Digital Anvil. Roberts admitted that his team required large sums of money, which only a huge company could provide, to continue developing Freelancer with its "wildly ambitious" features and unpredictable schedule; the project had overshot its original development projection of three years by 18 months. Roberts trusted that Microsoft would not compromise his vision for Freelancer, and was convinced the software giant would not attempt the takeover if it did not believe Freelancer could sell at least 500,000 copies when released.[38] Roberts left the company on completion of the deal, but assumed a creative consultant role on Freelancer until its release.[39] Microsoft instructed Digital Anvil to scale down the ambitions of the project and focus on finishing the game based on what was possible and the team's strengths.[13][19] Features such as the automated flight control, conversations that had different choices of responses, and sub-quests were abandoned.[12] Despite the reductions, several reviewers believed the resultant product was still true to Robert's vision.
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