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User information for Jonas Taylor

Real Name Jonas Taylor   
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Nickname theyarecomingforyou
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Signed On Apr 8, 2005, 11:25
Total Comments 6389 (Guru)
User ID 22891
 
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News Comments > Star Citizen Video
44. Re: Star Citizen Video Mar 16, 2015, 19:09 theyarecomingforyou
 
Cutter wrote on Mar 16, 2015, 18:08:
We're haters because you guys drank the Kool-Aid? Heh, yeah, ok. What's the name of your space station? Jonestown?
No, you're a hater because you make up bullshit and criticise the game without any legitimate reason to. There are plenty of reasons to dislike the game or to be wary of it. What you've posted is designed to troll.

I respect much of the criticism, even if I don't agree with it, but you're deliberately antagonistic.
 
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News Comments > Star Citizen Video
43. Re: removed Mar 16, 2015, 19:06 theyarecomingforyou
 
CJ_Parker wrote on Mar 16, 2015, 16:57:
They're not going to release it any time soon. They are going to call what is essentially an advanced beta a "pre-alpha" for as long as dumbfucks keep buying the separately sold Arena Commander and in the very near future FPS module alpha passes.
I'm betting they will only advance it to beta and then to release once the pressure from the community really starts mounting. Until then they'll keep calling it "pre-alpha" and ripping off the mouthbreathers... because why not? Easy money.
It's not beta because it's not feature complete, which is the traditional definition of the term. Multicrew ships are months away and there has been no mention of the implementation of ship boarding. I imagine it will enter beta later this year around the launch of SQ42.

Eirikrautha wrote on Mar 16, 2015, 17:19:
More than anything else, this video has convinced me that SC has no chance of succeeding. Take a moment to look at the FPS terrain. Look at how much detail there is in one station. Now tell me how many of them CR and his teams will be able to build at that level of detail.
They've been developing the various locations simultaneously and using a prefab system that will allow similar building types that can be arranged to create a distinct look. The materials system they use allows them to quickly build up detail. They've said there will be some franchises, so you'd expect to see similar stores with the same brand in multiple locations. Further, they'll be rolling out the various locations and they'll continue to be added after 'launch'. Most of the hard work is being done at the moment, which is creating the themes and styles. It's also worth pointing out that CIG is a large studio now, with over 270 employees - the speed of development has increased significantly over the past 6 months and we'll see faster, more substantial updates this year.

The team working on the PU (Austin) is separate from that of the team designed the FPS mechanics (Illfonic), which is separate to that of the team designing Squadron 42 (Foundry 42), which is separate to the team designed the AI (Moon Collider), which is separate to the team designing the website and backend (Turbulent), which is separate to the team designing the UI (Behaviour), which is separate to the team designing the ships (Santa Monica). The studios have become very specialised. That means the development of one aspect of the game doesn't bottleneck others, though obviously they work together for vertical slices.

A great example of the improved development is the ship pipeline. Since that's been reworked there has been a constant flow of new concept ships, as well as hangar and AC ready ships. We've seen the Herald, Orion, Carrack, Redeemer, Gladius, Gladiator, Javelin, Retaliator and 890 Jump, along with various variants. F42 has been working on ships for S42 (Idris, Bengal, Cutlass, etc) while other studios take on the general ships.

The point is, while progress has been slow up to this point most of the effort has been building up the studios and developing processes and technology. Now CIG is established we'll see things pick up. Further, this isn't a traditional game where all the content has to be available at 'release' - we'll see substantial amounts of content added beyond launch, as the game is intended to last at least five years. That said, CIG has a lot to live up to and it's perfectly understandable to be sceptical. What I'd say is, if you have an interest in the game, follow the videos (Around The Verse, 10 For The Chairman) as they give a good idea of how the game is progressing.

I base my opinions of what I've played and what I've seen coming. At the moment all the signs are positive, even if they do often miss deadlines. I don't mind a few delays if the end game is worth it.
 
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News Comments > Star Citizen Video
32. Re: Star Citizen Video Mar 16, 2015, 16:02 theyarecomingforyou
 
Cutter wrote on Mar 16, 2015, 09:48:
All I see is a lot of time and money being wasted on everything that isn't the space game that was promised.
Stop being a twat. The quality and scope of the core game has increased massively, way beyond what was originally promised. They've just shown off the new damage system to be introduced with 1.1. You do realise the original KS target was $500,000, right? Even accepting that wasn't enough to produce the game outright, it's gone on to raise over $75m - it makes sense for CR to realise his full vision. The vast majority of backers bought in AFTER features like FPS were announced, with everyone else getting extra features for free.

How you can make out that getting MORE for your money is a bad thing I really don't know. Some people just like to shove glass up their ass I guess.

Xero wrote on Mar 16, 2015, 10:14:
Same here. Installed it Saturday night to see wtf it was all about.

I honestly had no clue what the hell I was doing as they drop you in a hanger and you kind of aren't told anything.
They're working on the tutorial, which I think is going to be included in version 1.1 (due any time now). It was mentioned in the Monthly Report. Also due out soon is the FPS and social modules, so the game is starting to come together.

commonperson wrote on Mar 16, 2015, 11:50:
That's something I've been really wondering. They say every ship will be able to be purchased in game but if it's prohibitively expensive that may not be worth it (though if there are ways to make big space bucks may be okay).
It was stated that the Constellation, one of the large multi-crew ships, is expected to take a week to acquire in-game. They've stated that they don't intend to have grind. What will take longer is all the equipment and weapons, the high-tier of which can only be acquired in-game - you'll have to travel to distance systems and spend large amounts of money. Most of the pledge ships come with low end equipment and weapons, meaning you'll have to play the game to upgrade them. It's too early to say for sure, though the community is extremely vocal against any perception of P2W and that's one of the reasons the new equipment rental system is going to be release this month, due to community pressure.
 
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News Comments > Valve on Improving Steam Customer Service
19. Re: Valve on Improving Steam Customer Service Mar 14, 2015, 18:03 theyarecomingforyou
 
Creston wrote on Mar 14, 2015, 15:18:
RIGHT NOW? Your customer support has been fucking terrible for over a fucking DECADE. Thanks for waking the fuck up.
As much as I love Valve, this. Given the amount of money that Steam makes there is absolutely no excuse for such poor customer support.
 
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News Comments > Star Citizen is Huge
118. Re: Star Citizen is Huge Mar 13, 2015, 23:11 theyarecomingforyou
 
jdreyer wrote on Mar 13, 2015, 13:38:
I wonder if Squadron 42 will have any FPS segments. That would be cool.
It will. The idea is that it will basically show off all the different game mechanics, while providing a compelling narrative. The Shubin Mining Station alone is six kilometres in size, one of the largest indoor environments in the game.

CJ_Parker wrote on Mar 13, 2015, 14:31:
Not sure what's "impressive" about zero-G. If the engine supports gravity, which CryEngine apparently does, then turning zero-G on/off is literally a single line of code switching the gravity variable value to the desired state. It's a super-simple toggle.
That's NOT what CIG is doing. In most games zero-G just means floating but you're still relative to the ground - in SC there is no relative direction, plus they're implementing a system whereby you can push off edges which involves a lot of animations and coding. You're not even subtle in your trolling.
 
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News Comments > Star Citizen is Huge
110. Re: Star Citizen is Huge Mar 13, 2015, 12:31 theyarecomingforyou
 
SpectralMeat wrote on Mar 13, 2015, 11:24:
Yeah that zero G arena style gameplay they've showed in the video didn't interest me much, but the map walk through and details in that level was impressive.
Yeah, that part really impressed me - the idea of disabling the gravity generator to alter the environment.

SpectralMeat wrote on Mar 13, 2015, 11:24:
Hope they can achieve their goals because the concept is amazing. Wonder how that perma death situation will play out. You'll have a cloning facility in your ship or something?
Will you be cloned/respawn back at your hangar but what about your ship parked at the planet/station?
If you're talking about the FPS module, then it's an in-fiction simulator and therefore you don't have to worry about the normal death mechanics. If you're talking in the PU when it rolls out then there are a couple of outcomes - if a medic can get to you they can revive you without counting towards your permadeaath; if not then you spawn in a nearby medical facility and you wake up with bionic prosthetics. You have a certain number of soft-deaths before permadeath, at which point your possessions are inherited by another character who you take over as. As for where your ship appears, I'm not sure they've addressed that specifically but I imagine that in-fiction your ship will have been transported to the medical facility with you, unless it was stolen / destroyed by the attackers.

I watch all the shows (Around The Verse, Reverse The Verse, 10 For The Chairman, etc) and the amount of detail they go into with mechanics is quite impressive. The challenge now is taking all these mechanics and making them easy enough to understand and enjoyable enough to play.
 
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News Comments > Star Citizen is Huge
108. Re: Star Citizen is Huge Mar 13, 2015, 11:20 theyarecomingforyou
 
SpectralMeat wrote on Mar 13, 2015, 08:23:
Finally got around to watch the video last night and the fps module does look pretty impressive.
I wonder if they will be able to keep up the level of fidelity for the whole game without making every space stations and bases on planets look too similar.
They're using pre-fabs to make building environments quicker and more consistent but locations are being made individually, so they should all feel like unique, distinct places. It will also tie into the economy system, so the appearance of locations will change depending on prosperity. We'll get the first glimpse later this month / early next month with the release of the Social Module. They're taking their time with locations and the concept art for areas is quite distinctive.

Really it's too early to tell but all the indications are that they shouldn't be too samey. I just hope there's enough to do planetside, which is where the new conversation system and AI comes in. I'm also not convinced about the zero-G gameplay, as the Ender's Game style arena doesn't really look that fun to me (though on ships / stations it could be quite interesting).
 
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News Comments > Star Citizen is Huge
105. Re: Star Citizen is Huge Mar 13, 2015, 00:17 theyarecomingforyou
 
Comet wrote on Mar 12, 2015, 21:02:
A couple of things. In case you haven´t noticed game graphics and technology is continuously evolving. In newer games, characters are much more lifelike. Look at the upcoming Uncharted game. Star Citizen is simply using the latest tech much like the upcoming 2015-2016-2017 games are.
Also the current character models are not final. They are now implementing Infinite Realities technology. You can check demos of the tech yourself. Download it or check videos on Youtube.
Exactly. The new animations and muscle system they've implemented is dramatically higher fidelity than what they had before, which we can expect to see in the FPS module later this month. Further, the motion capture technology is going to be important for the singleplayer campaign. The technology being used is cutting edge and goes beyond anything ever done before.
 
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News Comments > Star Citizen is Huge
103. Re: Star Citizen is Huge Mar 13, 2015, 00:09 theyarecomingforyou
 
CJ_Parker wrote on Mar 12, 2015, 13:14:
theyarecomingforyou wrote on Mar 12, 2015, 12:19:
I'm getting 60fps at 2560x1600 with a GTX 970 SLI setup. They haven't even implemented technologies like DX12 yet, so there's a lot that can be done to improve performance to offset additions like anti-aliasing.

Stop lying. You are not *consistently* getting 60fps, especially not on a SLI setup which has a history of being extremely poorly supported by this dev team. SLI in SC is broken as fuck and you are getting between 30fps and 60fps depending on where you are, what you're doing and what is going on in the game at the time.
Fuck you. I do get a solid 60fps in the hangar and in Free Flight. The racing is more demanding, where it drops to 45-50fps. The point being that I'm getting more than playable framerates already. SLI was badly broken at launch but now works great, so that shows how little you've been following the game.

CJ_Parker wrote on Mar 12, 2015, 13:14:
Good for you. But how is an episodic release "bigger" or "better"? It sucks ass. A lot of ass. Squadron 42 in its motherfucking ENTIRETY was supposed to be out this last November.
The reason the game is episodic is to allow backers to play it earlier and to be able to incorporate feedback into future episodes. Being episodic has no bearing on the scale of the game, it just allows backers to play it without having to wait for the entire campaign to be completed. You can't argue that the game is taking too long and then complain about it being episodic. You're just moaning for the sake of moaning.

CJ_Parker wrote on Mar 12, 2015, 13:14:
Now, if we are LUCKY as fuck, we might get the first episode by November this year.
In plain frickin' English: A full year delay for only 20% of the promised content!
With the added "bonus" risk of cancellation of future episodes in case the focus of development should shift or funding dries up or the Roberts bros break up due to irreconcilable differences.
The game has been delayed. We get it. If that was because of incompetence then maybe you'd have a point but instead backers are getting an even better game. Half-Life and Half-Life 2 were both delayed and they ended up better games because of it - same with Deus Ex: Human Revolution, Unreal Tournament, Far Cry 3, TES: Oblivion, etc, etc. The difference is they all came from established studios with established funding. Backers obviously like the direction the game is going in otherwise it wouldn't be pulling in millions of dollars a month.

CJ_Parker wrote on Mar 12, 2015, 13:14:
Brainwashed bullshit. Just because CR likes to repeat that line doesn't mean it's true or make it true. Like at all. What "interaction" are we talking about here? Just because there's been a couple of make-believe non-substantial polls where the devs had probably already made up their mind and knew exactly how people would vote beforehand because the options were like "do you want chocolate or poop"? Wow. That's a tough choice huh? Interaction, my ass...
Please, do share with us all the games that have greater community interaction. If you followed the game at all you'd know that substantial changes have been made as a result of the community, from ship names to the control scheme, funding priorities to balance, etc. This isn't a game being made by committee where people vote on every decision the company takes - it's a Chris Roberts game with involvement from the community, as it should be.

CJ_Parker wrote on Mar 12, 2015, 13:14:
Again. Brainwashed bullshit and simply parroting what Roberts keeps blabbering about. Aside from it being as clear as day, there are comments from professional developers on the net who have stated that SC modules are more like advanced betas.
What other AAA games are shown off and playable this early in development? The answer is none.

At the end of the day what matters is the game itself and as someone who plays it regularly, both offline and co-op, I am very pleased with it so far. The progress that has been made is incredible. Further, we have shows like ATV and 10FTC to show us the development of the game. It is shaping up to be better than I could have ever imagined and I had pretty high expectations. However, that doesn't mean it is without fault and I'm quick to share my concerns and grievances on the forums. If you think a small delay to dramatically improve the fidelity and scale of the game is a dealbreaker then you're entitled to that opinion; I utterly reject that mentality.
 
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News Comments > Star Citizen is Huge
41. Re: Star Citizen is Huge Mar 12, 2015, 12:23 theyarecomingforyou
 
InBlack wrote on Mar 12, 2015, 12:02:
Im impatient because the game that was originally pitched is not the same one that is currently being developed? Wow, just wow.
Yeah, how dare they upgrade that little shack you bought and give you a mansion for no extra cost. But wait, the front door is red not blue?!? It's an outrage!
 
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News Comments > Star Citizen is Huge
37. Re: Star Citizen is Huge Mar 12, 2015, 12:19 theyarecomingforyou
 
SpectralMeat wrote on Mar 12, 2015, 10:27:
Makes you wonder what kind of hardware specifically video card you'll need to run this game at a smooth 60fps.
Just running around in the hangar runs into the single digit frame rates for me at the moment with the GTX760 and 2Gb VRAM.
Hopefully they will do a lot of optimization before this comes out.
I'm getting 60fps at 2560x1600 with a GTX 970 SLI setup. They haven't even implemented technologies like DX12 yet, so there's a lot that can be done to improve performance to offset additions like anti-aliasing.

nin wrote on Mar 12, 2015, 10:31:
I wish I'd never backed this on KS. What it was then, and what it is now are completely separate things. Even at $37, I have buyers remorse...
You're annoyed that they're building a game that is bigger and better than they promised at no extra cost? I couldn't be happier with the direction that development has taken.

Wildone wrote on Mar 12, 2015, 11:36:
This game is going the way of DNF. I called it, they fired Rob its a sign that things are not well aboard the USS SC
You win the Hyperbolic Bullshit Award™ - congratulations. DNF was a game where it was announced and nothing was heard about it, other than occasional interviews creating hype; it was clear it was going to be a trainwreck. With Star Citizen the development process has been open in an unprecedented manner, with incredible community interaction. There is literally no comparison.

I regularly play the game co-op and it's great fun, plus this month we have the FPS module and the social module not long after that. People just seem to complain because they can't comprehend the business model, where content is show off at an earlier point that it usually would be even to a publisher.

As for Rob, like Eric, he's a great guy but the game is bigger than any one individual.

Zor wrote on Mar 12, 2015, 11:45:
What I wanted was whatever Chris Roberts and his team ultimately want to create. Nothing they've added to it since then bothers me one bit and neither does waiting for it to be implemented.
Exactly. I trusted his vision based on his previous games, which rank amongst my all time favourites (Starlancer, Wing Commander 3, etc). The genre was dead before he got involved and now we're going to see a game that goes beyond all that has come before it, to showcase the PC as a major gaming platform.
 
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News Comments > Star Citizen is Huge
5. Re: Star Citizen is Huge Mar 12, 2015, 09:53 theyarecomingforyou
 
InBlack wrote on Mar 12, 2015, 09:34:
Huh? 100Gbs, and that is with compression...What gives? How can a space game be so fucking huge??? Cryengine level size problems again? Also I would like to know what exactly do they mean by StarCitizen client? Does that include every module? (Even the unreleased ones?)
They're talking about the final release, which will include all the modules. As for the size, that's because the textures and assets are substantially larger than previous multi-platform games designed around console. Although it's a space game it's much better described as a first-person universe, as the large multicrew ships and space stations are bigger than the levels in most traditional games.

InBlack wrote on Mar 12, 2015, 09:34:
Also, apparently someone in that thread asked a question that what happens to the backers who opted in for "StarCitizen pre installed on a 16GB USB drive". These were sold towards the beginning of the kickstarter campaign.
They haven't made a decision yet. They could always just offer a choice - keep the 16GB USB drive with the installer (necessitating a large download) or pay extra to upgrade to the 128GB version. They might even just upgrade it to 128GB at no cost. It's a bit premature to address it, particularly if the game ends up larger than 128GB.

CIG is working hard to minimise asset size while improving quality. The new damage system is a great example, as it's dramatically better than the old system and results in assets just a quarter of the size that are much quicker to make.
 
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News Comments > Source 2 Games Must Use Steam
46. Re: Source 2 Games Must Use Steam Mar 6, 2015, 10:43 theyarecomingforyou
 
Valve doesn't set the price of games, all it does is provide information on what they consider to be the appropriate price. Steam games often appear cheaper on third-party sites. The reason you don't usually see cheaper prices at launch is because it undermines their profits.

Personally I think this is a decent offer, though I can't see many other publishers taking advantage (not like Ubisoft, EA, Activision, etc). Basically it's a way for mod makers and independent developers to use a quality engine and have a platform to sell it on.

Most engines are heading towards this model, where there is no upfront cost and they simply take a cut of the proceeds.
 
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News Comments > Source 2 Games Must Use Steam
7. Re: Source 2 Games Must Use Steam Mar 5, 2015, 11:48 theyarecomingforyou
 
Considering that Valve didn't do anything to interfere with Black Mesa, the fan made recreation of Half-Life, I doubt we'll see Valve refusing to allow a game to use the engine because they choose not to publish it on Steam. It might technically be possible but I doubt it will happen.  
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News Comments > Anachronox & Other Square IP Pitches Sought
32. Re: Anachronox & Other Square IP Pitches Sought Feb 18, 2015, 05:15 theyarecomingforyou
 
At first I thought this with a novel and noble initiative, with the publisher allowing indie developers to approach them for funding, but was disappointed to find this is simply a way for SE to exploit its IP without any of the risk.

This is a scummy move. I can't say it's surprising though, as I've never held a high opinion of SE.
 
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News Comments > Terraria: Otherworld Revealed
9. Re: Terraria: Otherworld Revealed Feb 17, 2015, 10:47 theyarecomingforyou
 
Ozmodan wrote on Feb 17, 2015, 06:41:
Terraria was not that great a game, so I don't expect much from this one too. Really was not much of a sandbox, just another sidescroller masquerading as one.
I didn't get it when I first played it. However, after watching my friend play it I was hooked - I sunk 10hrs into it in just one day. It's incredibly addictive.

I'm looking forward to this, though it doesn't look particularly innovative. I'd rather see a graphically updated Terraria 2 - something more along the lines of Trine 2. This looks more like an expansion pack.
 
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News Comments > Gearbox on Homeworld: Cataclysm
4. Re: Gearbox on Homeworld: Cataclysm Feb 3, 2015, 18:43 theyarecomingforyou
 
eRe4s3r wrote on Feb 3, 2015, 18:24:
Oh please, if they really wanted they could just literally remake it. They already have working Homeworld 1 in their fancy engine, and Cataclysm just expanded on that anyway.
All they did was bolt on a new graphics engine to the existing code. Without the source code they could create an approximation but it would require a lot more work.

Personally I'd rather see a new AAA title than for them to spend too much time on a lesser known title.
 
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News Comments > Techland Reconfirms Dying Light Mod Support
12. Re: Techland Reconfirms Dying Light Mod Support Feb 2, 2015, 16:04 theyarecomingforyou
 
jacobvandy wrote on Feb 2, 2015, 14:26:
Wow... That false sense of entitlement is so pervasive, it's even REDUCING the graphics quality of games. Makes me sad that "PC gamers" these days (or at least enough of them to affect what developers do) really want a more console-like experience, because they can't handle the responsibility of having more options. GG.
The issue is that the max view setting crippled performance without offering perceivably better visuals. TotalBiscuit put up a video about it - basically the view distance is CPU limited, meaning that if you turn the setting up it cripples even high-end machines. It creates the impression that the game performs poorly. Many users can't be bothered tweaking every setting just to find what is responsible for the poor performance. Those who want to push the game further expect to play around with config files.

As counter-intuitive as it seems to the PC Master Race it is a sensible decision. The issue is why they didn't impose a sensible limit before release.
 
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News Comments > Bot Colony Ending
7. Re: Bot Colony Ending Jan 30, 2015, 21:15 theyarecomingforyou
 
This would have been a disaster with a competent developer behind it, as the technology simply isn't mature enough. With an incompetent developer it was always going to be a money pit.

Props to them for trying something different though.
 
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News Comments > Far Cry 4 Key Revocation Follow-ups
50. Re: Far Cry 4 Key Revocation Follow-ups Jan 30, 2015, 09:17 theyarecomingforyou
 
HorrorScope wrote on Jan 29, 2015, 23:59:
I've always known inside when I go somewhere just to buy a key and it is discounted the way they are, flags are raised. So if one got burnt here learn, one of the cheaper lessons you'll learn.
Steam and GMG regularly have sales of 50-75%, even on recently released titles. The fact that a game is cheap is not an indication that it was acquired fraudulently and will be revoked. As I pointed out, third-party services like TrustPilot show the sites in question to have a good reputation.

At the end of the day consumers have no way of knowing which sites are authorised and which are not, something Ubisoft is equally to blame for. They paid for a product and Ubisoft simply removed it without warning or explanation. Ubisoft should take the issue up with the retailer, not the consumer. The matter is made all the worse by that fact that Ubisoft was paying YouTube personalities to promote their games and the sites in question were being linked to.
 
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