Moderator: JC Denton
by icycalm » 13 Aug 2020 16:57
by icycalm » 22 Sep 2021 17:42
by icycalm » 23 May 2022 04:04
Chris Roberts wrote:For all of those of us that have been around from the start, it is easy to take for granted a lot of the features that Star Citizen has, that no other game does. After all, we all know every feature, its bugs, and more importantly what is not done, so it can be easy to focus on the cup half empty, rather than full. But what other game has the combination of scale and detail; the ability to seamlessly go from on foot, to onboard a fully realized ship, with functioning components and a livable interior you can move around, take off towards a twinkling pin prick of light in the sky, up through clouds into the blackness of outer space, only to get intercepted by a group of pirates looking to liberate your cargo from you, best them in an intense dogfight and continue your journey towards the twinkling light in the distance… that becomes another planet, that you can enter it’s atmosphere and land on, lower your ramp and walk out into a bustling city or beautiful river bank nestled in trees to harvest some alien fruit? All without loading screens, and rendered in incredible millimeter detail in either first person or third person? There are other games that have some of these elements, but none that have everything with the level of fidelity that Star Citizen offers.
Sometimes it isn’t a bad thing to look back and appreciate just how far we have come. We get a lot of flak for timelines and schedules, especially when the original crowdfunding campaign is brought up, but the game that is being built today is a completely different and far more expansive and immersive game than I pitched almost ten years ago. Back then there were no fully realized planets rendered with incredible detail that you could go anywhere on; planets were only visitable if they had a crafted landing location, and even then there was a debate whether they would be explorable in first person or if they would be more like the landing zones in Freelancer and Privateer, where you could click between a few locations to buy or sell goods or pick up missions in a bar. There was no conception of a first-person system that is as tactile and fully formed as we are making today, nor a vehicle simulation that had physical components and the level of systemic functionality that we are striving for. The game being built today is a game that encompasses many; It is a dogfighting spacesim, it is a first person shooter, it is a trading game, a resource collecting game, a resource management game, an adventure game, a survival game and a social game. Star Citizen is a universe sim. It is a game for everyone, as in real life there are many different paths to walk, and success is defined by what makes you happy. Do you want to prove your abilities as a fearsome combat pilot? The game has that for you, but equally if you just want to quietly mine minerals and make your fortune, or hang out in Landing Zones, or find a corner of the galaxy that no one else has found... all of these are options in the Sandbox that Star Citizen is. To do this right, at the scale that will allow millions of people to play together takes time and money, and with your support and patience, we are able to build a game that I do not think any other publisher could afford to do or would be crazy enough to commit to.
Many that have financially supported Star Citizen do not care about profits or quarterly earnings, they just want the best and biggest game possible, one that lives up to their expectations and dreams. While that is no small task, it is something that is far easier for myself and everyone at CIG to put all our effort into, as it is a privilege to be challenged artistically and supported financially in this manner, and I am immensely grateful to have so many people put so much faith in all of us.
THANK YOU!
Rawsud wrote:Loving the game right now I have been coming and going for 2 years but this year man future after future is being added and a lot of things are coming down this year. Enjoying my Hotas setup flying with any kind of joystick setup really takes this game to another level.
nerdglider wrote:2023 is gonna be interesting for new players as pyro will be very hardcore, I certainly suggest new people start now to learn the basics so they can go there and play the game to its fullest. I know many people are waiting for a full release but I don’t suggest that because millions of people will have a major head start as the game has a real experience based progression system and not a character stat based progression system so there will be people who are great at the game from years of flying, and etc. people are also very helpful rn because nothing matters but when the game is out their progression will matter and they might not want a noob to be the reason they die if we only have 5 lives, just food for thought.
by icycalm » 06 Aug 2022 19:36
Planet Wally wrote:Quick how-to guide in getting Star Citizen working with VR in Alpha 3.16 patch with Easy Anti-Cheat (EAC). This method does NOT provide stereoscopic 3D experience, which currently cannot be obtained due to VorpX being blocked by EAC. Reshade method is supposed to provide 3D, however based on my measurements, it does not do it either, so we are stuck with this until EAC whitelists VorpX.
NOTE: ONE ITEM I FORGOT TO MENTION - WHEN VIRTUAL DESKTOP LAUNCHES IN YOUR HEADSET, GO TO SETTINGS AND SELECT THE LAST OPTION TO "REMOVE HEADLOCK DELAY"
Install the following tools:
Virtual Desktop: https://www.vrdesktop.net
opentrack: https://github.com/opentrack/opentrack
SteamVR: https://store.steampowered.com/app/250820/SteamVR
For a wider field of view you will need to add the 2400x1000 resolution to your USER file in the LIVE folder of Star Citizen and then use the 2080x1960 resolution when playing, the field of view limits are based on the resolution at launch.
by icycalm » 06 Aug 2022 20:00
by icycalm » 07 Aug 2022 01:04
Xero. @XeroState wrote:Mercilessly stolen from Facebook via Paul Manuguerra. #StarCitizen
Magnificent.
by icycalm » 07 Aug 2022 20:39
by icycalm » 08 Aug 2022 06:34
by icycalm » 08 Aug 2022 21:06
by icycalm » 24 Aug 2022 00:39
by icycalm » 29 Aug 2022 05:59
icycalm wrote:Sometimes words just aren't enough, and this is one of those times.
by icycalm » 05 Sep 2022 00:12
icycalm wrote:Star Citizen is not just another videogame, it is a downright ALTERNATE REALITY that its creators have no plans to stop expanding and complexifying.
by icycalm » 10 Sep 2022 12:40
Uncanny Valley wrote:Problem is its hard to write missions until the tech is ready, but it will eventually be a matter of spawning points of interest dynamically everywhere
When 42 is out, and we have Pyro and Nyx they will have 1400 staff with nothing to do but make content. Still a little wait, but when it takes off there's no turning back
by icycalm » 11 Sep 2022 23:24
CULT|ChevRage
It's probably that once you buy these ships there's no way to lose them currently
CULT|icycalm
Btw there will never be a way to lose ships
I was just thinking about it
It really is the game’s biggest issue. Almost its only issue
Because they sold ships for money
CULT|ChevRage
Well, when you buy a ship, you get a certain length of insurance for it as well. Maybe they changed that
CULT|icycalm
What is the insurance?
CULT|ChevRage
My starting ship came with 3 months of insurance
I think it's when you claim your ship at the terminal if it's destroyed or on another planet
But this apparently only kicks in once the game launches
CULT|icycalm
So the guy who paid 1,400 for a ship will lose it after three months if it gets destroyed???
Unless he keeps paying a fee???
That’s kind of genius!
CULT|ChevRage
Maybe lol
CULT|icycalm
Jesus Christ in heaven let’s hope this is how it works!!!
At that point we might crowdfund the $3,000 Javelin between us
Chris Roberts will always have the option of simply never “releasing” the game, if he deems the alpha scheme is more profitable then the “release” scheme. But the release scheme sounds way more profitable. Even I would buy ships at that point
I wonder if you can pay for insurance WITH CREDITS
CULT|ChevRage
Whenever you claim a ship, it takes some time to arrive in your hangar, and there's an option to expedite the delivery with credits depending on how long is left
Usually nobody takes that because the process is only 40 seconds but there's 4 digits for the time there, which suggests it can take hours
CULT|icycalm
It’s all very promising. The fact that so many people have already accepted the insurance scheme—whether they understand or not what it is—is very good news. Insurance will be a powerful design tool to try to bridge the Rust full-vehicle-destruction system to Star Citizen’s necessarily less hardcore system
by icycalm » 12 Sep 2022 03:33
XtremeTuberVII wrote:Ironically, I think overall, Star Citizen's average agebase will prevent this. According to CIG's own stats (not like public backer data, just general polling and blah blah), we all bring the average player up to 34, and this is more because of the fifty plus year olds, along wig the children that are family "backers", and maybe even regular backers themselves.
by icycalm » 16 Sep 2022 09:28
Procrastinator_23 wrote:How much content does Star Citizen in its current state have compared to Elite Dangerous?
I know Star Citizen has been in a state of alpha for many years. But i've been seeing lots of complex and comprehensive missions and gameplay mechanics on Youtube. I'm curious how much playable content it has amassed in those many years in development compared to Elite Dangerous in its latest iteration of Odyssey. Regardless of its roadmap, does Star Citizen currently come close or even surpass the amount of content that Elite Dangerous Odyssey offers? (I'm referring to Star Citizen only, not including Squadron 42).
ochotonaprinceps wrote:That depends on exactly how you consider Elite's content.
Elite has hundreds of billions of star systems and Star Citizen currently has one. There is an immense difference on immediate face value. Some people will consider this content and there is a clear winner.
But on the other hand, those hundreds of billions of systems are procedurally-generated and the activities in them are almost entirely interchangeable and one system is basically as good as any other unless you are dealing with specific types of content (there is only one system with a Salvation superweapon accident anomaly, which is basically just a graphical effect considering it's attached to a permit-locked planet you are prohibited from getting anywhere near; Powerplay exists only in the bubble for the ten people who care about Powerplay). There's a lack of meaningful variety and people who value variety will not put much weight into the ten millionth M-class star with the same texture as the previous 9,999,999 they might've seen.
Star Citizen, by comparison, is rich with meaningful content in its one system, with four highly-detailed walkable landing zones on Earthlike-atmosphere-bearing planets with on-foot NPCs, shops, interactive mission NPCs, and even dance clubs and bars that exist just to be social hangout places and flesh out the world as a place people exist in. Missions often require you to leave your ship on-foot/in EVA, whether it's to deliver/pick up a mission container, to explore the exterior and interior of wrecked derelicts to search for and ID bodies, to clean out a bunker's underground interior of criminals in FPS combat, and so on.
Exploration in Elite means scanning planets and tagging them with your name, and in rare cases looking for an unannounced/uncharted anomaly such as how the "stargoid" was supposedly not meant to be visible at first and was supposed to be found by coincidentally pointing your FSS at the right location to hear anomalous noises. Exploration in Star Citizen, before any formal exploration gameplay has been implemented, involves searching for interesting points of interest that're built at the human scale, such as the river on microTech (which is a prototype testbench for the river generation tool that'll allow a dev to click a few times and blammo now a planet has hundreds of fairly-realistic terrain-following rivers that empty from or into basins) or finding the crashed Javelin wreck on the moon Daymar. There are also easter eggs, such as the holiday campfire under the Aspire Grand residential tower at the center of New Babbage or Bennyhenge (a stonehenge-like location on a seemingly-random asteroid in Yela's asteroid belt built out of Big Benny Noodles vending machines).
TL;DR if you consider infinite procedural generation to be "content" Elite wins hands-down, but if your standards are higher then SC has the edge despite only having one star system currently. And I don't mean "standards are higher" to be an insult, but not everyone will be satisfied by doing the same base defense mission on a slightly-different base layout for the two hundredth time to grind on-foot engineering mats; I'm not throwing shade at the people who DO, just pointing out that that's not a universal opinion.
sysadrift wrote:TL;DR -
Elite Dangerous: A mile wide, and an inch deep.
Star Citizen: An inch wide, and a mile deep.
dust-cell wrote:Clocked 1k hours in Elite, and nearing 1,500 (rough guess).
I found elites content to be miserable, the quest boards that you just endlessly grind.
When I finally checked out star citizen it felt like I got out of an abusive relationship with elite lol I just didn't realize how little elite respected me as a player.
Things like ship interiors that the elite devs swore up and down were a waste, are not a waste. They have no clue what they're talking about.
I've yet to find myself bored in star citizen so if you get the $45 pack and play as much as me you'll make out great. Find some friends though, unlike in elite, star citizen is very multiplayer heavy.
ochotonaprinceps wrote:dust-cell wrote:Things like ship interiors that the elite devs swore up and down were a waste, are not a waste. They have no clue what they're talking about.
Frontier: "You will get bored walking through your ship for the hundredth time and will want an instant teleport, you don't want ship interiors."
Also Frontier: "In Odyssey, every time you disembark from your ship to go to a station concourse and come back, which you have to do every time you want to get an on-foot mission (which will be often if you're doing on-foot engineering materials grinding), you have to run through a completely empty hangar bay to the teleport-elevator against the wall."
If I hadn't already walked away from Elite in 2019 because I gave up on any hope that it would change the fact that it consistently disrespected my time, that would've been the breaking point for me.
Sir_Rust_alot wrote:Agreed. I have 1000 hours on Elite, and that abused feeling is real. It weird you want to go back but know you shouldn’t. Elite could have been great. That comment about the Deva saying that no one wanted interiors? Made me laugh derisively. Elite could have had it all, could have been so much more. Poor decisions, poor design, poor coding, poor execution and copy paste mentality combined with the worst grind (apart from Destiny) I have ever seen make it a poor comparison. Star Citizen as incomplete as it is still outmatches it. The only thing I think is a redeeming quality is the space combat. Space trucking is also a bit better.
R1chard69 wrote:I have played elite, and the gameplay is extremely repetitive. Repetitive enough that unless you changed how you are making money, the play sessions blur together.
Not so in Star Citizen. No game session is the same. You have to work a lot harder grinding before it feels grindy, imo.
by icycalm » 20 Sep 2022 14:19
Dennis Mull @Wiborg1978 wrote:How it started - how it's going.
#StarCitizen is the largest single amount ever raised via crowdfunding.
$500,000,000
Congratulations @RobertsSpaceInd @croberts68 @SandiRoberts42 @OrtwinFreyermuth
The community believes in your dream
by icycalm » 21 Sep 2022 10:55
icycalm wrote:For allowing me to live long enough to see this.
by icycalm » 22 Sep 2022 06:14
by icycalm » 22 Sep 2022 07:13
by icycalm » 23 Sep 2022 18:21
Hanzo581 wrote:No other game feels like this. Even in its limited content buggy state nothing else even comes close.
by icycalm » 25 Sep 2022 06:32
Uncanny Valley wrote:But when you, Execute, and Paul talked about 100 vehicles, plus what will have to be at least 200 ships, my mind was blown all over again by what the goal is. To have a legitimate living, breathing universe, with so many different vehicles and ships that you hardly see the same one twice, with logistical vehicles and haulers being the exception.
It really is amazing.
xtremetuberVII wrote:Whenever somebody ever says Star Citizen has too many ships, I ask them, "How many different types of vehicles do we have for the same function IRL?" The number of vehicles, when NPCs can do the same things as players next few patches, it's going to be a transformative experience. I seriously don't believe there HAS been a truly living breathing world, just yet, in any video game. But, there is another thing that casually cropped up that CR was mentioning back in the 2013 days. With the new event, graffiti is a thing. Part of the dynamic sim was also more trash piling up, gangs possibly moving in... that's starting to be realised right now.
by icycalm » 25 Sep 2022 07:03
tecnoblix wrote:I miss the excitement everyone had when the Dev's first landed and walked on a planet. It's crazy how fast we get used to amazing innovations and move on to irritation and criticism.
xtremetuberVII wrote:I've been working with procedural generation for twenty years, and seeing procedural generation utilised the way Star Citizen and No Man's Sky do it, it floored me. Terragen, was the software I used. I was absolutely delighted when I learned that some of the scenes in G.I. Joe were rendered using Terragen! Once I learned that, I said, if that ever made it to a video game, I would spend all of my (reasonable amounts) gaming moneys to make that project REAAAAAALLLL. Oh hey, 2012, new kickstarter, who dis? Procedural generation in a space game?! Besides Elite? Sign me up! .....45 dollars? Are you...for real? I'm spending 60. Wait, what do you mean I can actually WALK AROUND IN THE SHIP?!
Shane Shepherd wrote:The only thing I would have added was something at the beginning explaining that in 2016 the hiring of the former Crytech employees and resultant ability to have planets and planet tech was a huge adjustment for the whole project and almost a test of the development clock!
xtremetuberVII wrote:"What do you mean we can create a planet in six months now? It took us 4 years for the first one!" "CryTekEmployees Son."
by icycalm » 05 Oct 2022 01:04
khafra wrote:The non-predatory alternative that started at the same time was Elite Dangerous, which I still play today. Graphics aren’t quite on this level, at least on my system; but the fighter-to-cruiser style combat is similar, and it’s set in a realistic reproduction of the whole Milky Way instead of a smaller, handcrafted set of systems.
Automatic_Cricket_70 wrote:idk if i'd call elite necessarily non predatory. they charged hundreds of quid for alpha testing that was testing the tutorial for a few weeks prior to launch, reneged on several key sales pitches last minute, and their full game price DLCs are pretty much rehashes of the previous grind tracks except for the fps dlc which has pretty much zero integration with the rest of the game and saw elite dangerous players fleeing the game to SC and fdev's stock value plummet it was so poor.
elite tends to get by on the "doesn't sell ships and is launched" memes but what's there is so mediocre at best with questionable monetization and a studio that has signaled a number of times their lack of interest in further developing the game to even the previously set standards of their own design.
which is not surprising because fdev's business model is generally to produce shovelware mainly for consoles and mobile.
by icycalm » 05 Oct 2022 01:30
T-Baaller wrote:What is the actual status of SQ42?
Agreeable-Weather-89 wrote:Well fuck, where do I begin? We've been genuinely trying to get a product out, unlike Star Citizen we'll only make money when it's out. The problem is we never locked a scope so for the first half with more money rolling in things constantly changed meaning little progress and rewriting entire portions.
Around 2016 early 2017 things changed because while more money rolled in the percentage change was far smaller so scope fixed. A $2m/year game will be very different to a $10m/year game but $60m to $100m are pretty similar. Great. With that matter settled we hoped to get down to some real progress. Hoped. The engine constantly changed under our feet due to the PU and looking back they should have been different codes it'd have saved so much time.
We went through a couple leads as deadlines got missed and they burned out, I don't blame them, the entire project became poison with no one wanting to step up to lead knowing they'd have unrealistic deadlines placed on them so eventually I got out into the role.
Now our final hurdle, the engine is getting there, the scope solid but the expectations changed games like God of War, TLOU2, RDR2 meant gamers wanted more and our (by now) 5 year old design was falling far short so we took the difficult decision to reboot, ground up, engine, voice, mocap stayed but everything else got changed which made if very difficult when we had to show this for the Briefing Room. To be honest as I'm writing this optimistically 2025 is the release and we've completely forgotten about part 2 and 3 and we hope our backers have as well.
Qeldroma311 wrote:I think I would ask him if he is happy with how this game is coming together.
victini0510 wrote:At Bar Citizen LA, I got to do exactly this. He didn't offer a lot of new information but did offer a lot of insight into how he sees the game now, a lot more interesting than the Letter to the Chairman imo. I'm struggling to remember exactly what we talked about but I remember feeling more optimistic about both Star Citizen and Sq42 afterwards.
I asked him your exact question actually and he said he was very proud of the project so far and where it was going in the short and long term. He understood the complaints about mismanagement and scope creep, and does read a lot of the community feedback. He's been working to address those and says he thinks CIG has improved on this front. No more showing off far future ideas, no more solid dates for things. He said the funding model gives CIG a lot more freedom than pretty much any other game development studio and much of the work is being done behind closed doors for Squadron and future gameplay systems and features. I remember he mentioned river tech as an example.
He was still very passionate and optimistic about the game, still the pretty goofy dude with the wild hand gestures and big ideas. I remember him speaking about 3.17 and most people had fairly uninteresting, uninspired questions. "What's progress on this ship? Will this feature be soon?" much like you see in this comment section.
Overall, I think he was happy with the game :)