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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
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User ID 22891
 
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News Comments > Star Citizen FPS May Come Next Month
78. Re: Star Citizen FPS May Come Next Month Jul 20, 2015, 16:18 theyarecomingforyou
 
InBlack wrote on Jul 20, 2015, 15:46:
Ok, everyone just chill for a bit. Lets forget for a moment the fact that the S in FPS stands for 'shooter', and lets set aside the arguments whether it was promised at kickstarter or added post kickstarter as a strech goal. Can we all agree that Chris Roberts now claims that the FPS module is INTEGRAL to the entire Starcitizen experience? Mkay?
See, now that's a fair point to make. Not whether the FPS should exist but how much importance it should have. However, there seems to be some confusion. While FPS combat will exist - for ship boarding and planetary / space station encounters - it's only a small aspect of the game. The reason it's considered important is because of the associated mechanics, especially zero-G. It's also important to get the mechanics right for the social module. Those who like FPS can gravitate towards it; those who dislike it can minimise their exposure to it. What's great about the game is that people can play it how they like.

InBlack wrote on Jul 20, 2015, 15:46:
So if it's an integral part of SC as CR claims, then where the fuck is it????? Why was it delayed indefinitely a few weeks ago, only to be announced as IMMINENT as in ready for public test realm in 4-5 weeks??? If its so damn important, why was it not developed first and foremost? Why wasn't it released before anything else?
It wasn't 'delayed indefinitely' - they simply declined to give a new release date, other than to say it was coming soon. In fact they repeatedly stated it was coming soon. It IS important but there have been several issues that delayed it - the netcode being one, some of the animations being another. However, you have to remember that it's being developed by a third-party studio - the other modules are being developed independently to minimise the impact of a delay with any one of them.

InBlack wrote on Jul 20, 2015, 15:46:
How can everyone be so oblivious to the fact that this dude keeps promising shit, failing to deliver on said promises, promising other shit, failing to deliver, promising something third, fourth etc. etc. etc. How can you trust someone in a leadership position to make a game when he is all over the fucking place all the time?? I really feel sorry for CR's employees, Im sure they are all a dedicated bunch, working in an impossible framework. This is not how you manage a successful project, it's how you ruin a potentialy succesful one. Anyone on this board following this have any project management experience? Id like to hear what you have to say about it.
Games get delayed. It happens. Nobody likes it but they're to be expected on a project of this scale. Look how long it took to release GTA V on PC - it was six years. It was delayed numerous times even though they were an established studio, yet it was recognised as a great game when it came out. Team Fortress 2 took even longer. Unreal Tournament was significantly delayed. Half-Life and Half-Life 2 were significantly delayed.

At the end of the day I'd rather have a great game that is delayed than a good game that was rushed. What's being developed now far exceeds what was originally promised in scale and fidelity. There is no second chance on a game like this - no other developer is going to drop $100m developing the next Star Citizen. Therefore it's sensible to make this game was amazing as possible, even if that means delays. This is a game that will be played for years, not simply discarded after an eight hour campaign.
 
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News Comments > Star Citizen FPS May Come Next Month
73. Re: Star Citizen FPS May Come Next Month Jul 20, 2015, 15:57 theyarecomingforyou
 
Kxmode wrote on Jul 20, 2015, 15:25:
This! In the original Kickstarter pitch video Chris NEVER once mentioned or even hinted at ANY kind of first person combat. It was ALWAYS going to be space combat. FPS only became a thing as the 20 million stretch perk. It wasn't even part of the pitched game. I should have started requesting my refund back when the 20 million stretch goal was revealed.
WRONG! This has been rebutted numerous times already.

Kxmode wrote on Jul 20, 2015, 15:34:
Stretch goals on RSI's website are irrelevant to the original goals stated on the KickStarter page. There's no mention of ship boarding as a feature on the KickStarter page.
WRONG! The stretch goals are listed on the Updates section of the Kickstarter, including the $3.5m stretch goal on the 14th November. There was also a chart on the main page that was updated as stretch goals were achieved.

Kxmode wrote on Jul 20, 2015, 15:45:
theyarecomingforyou, zor I'm going to ask both of you two very important questions. When did you back and for how much?

I backed for $930 since 1/2013 (Veteran backer status).
I pledged $37 during the original Kickstarter, which finished 11/2012 (Original Backer status). I was also one of the first to register on the RSI website, which makes me a Golden Ticket holder. When Arena Commander was released I enjoyed it and pledged more. At the moment my total pledge stands at over $500, though that includes multiple copies of the game as gifts for family members and friends, merchandise and a CitizenCon ticket.

As someone who backed the game when it was originally pitched I'm very happy with the progress. I was hoping for a spiritual successor to Starlancer and Star Citizen is shaping up to be that and more.
 
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News Comments > Star Citizen FPS May Come Next Month
61. Re: Star Citizen FPS May Come Next Month Jul 20, 2015, 15:19 theyarecomingforyou
 
LurkerLito wrote on Jul 20, 2015, 15:06:
And you obviously don't know a thing about games. Star Marine is a FPS (S as in Shooter, call of duty BS) it has nothing to do with the original game. First person trading, sure walking around your ship yes, but shooter NO! Stop trying to add extra words in there that don't exist.
Here are the relevant stretch goals:
14/11/2012 - $3,500,000
Ship boarding Ė learn more about how Star Citizen will allow players to conduct boarding operations.

Details from the Chairman's Letter:

Once a ship has successfully tractored in a target vessel, it will dock at a pre-determined location on the hull (ie, you will always dock at one of the same doors on the Constellation.) There will be a 30-second period where the attacking player cuts open the targetís door. The defender can use that time to set up to fire back. Think an interactive recreation of the opening scene of Star Wars, with the Rebels nervously waiting to defend the corvette from Stormtroopers.

Players will have access to a variety of upgrades to help/hinder boarding operations. Armored space suits, hand scanners, explosives, more powerful (or functionally different) weapons and so on will be available to players on both sides of the equations.

Defending players will have upgrade options that can help put the battle in their favor: a self destruct process, a dead manís switch, automated miniguns they can position in the cockpit and so on. Itís going to be a challenge to get onboard a targeted ship successfully, one that youíll need to work with your friends to accomplish.

Finally, the cost to recover a boarded ship will ultimately be high. Since youíve disabled and otherwise crippled it in battle (and cut into the hull to board) you must conduct repairs in deep space if you wish to keep the hull rather than simply looting itÖ during which the ship is in danger of being boarded by a third party. Boarding parties should plan to carry an advance repair bot with them or to suffer the difficulty of flying in a depressurized cockpit (limited life support time, less responsive controls.) Finally, only one ship can be flown at once: you will need to work with a partner if you wish to keep a boarded ship and your own craft.

18/11/2012 - $5,000,000
Enhanced boarding options: melee combat, heavy weapons, zero gravity simulation, suit HUD options and EVA combat.

Both of those were added before the game was funded on Kickstarter on the 19th November, 2012.

FPS was intended from the beginning, which is one of the reasons the game was built on CryEngine. It wasn't shown in the original pitch because it would have required too much prototyping and because funding was still a question mark. However, as soon as it was clear the game was going to be funded the stretch goals were added before the Kickstarter closed.

You're simply wrong.
 
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News Comments > Star Citizen FPS May Come Next Month
56. Re: Star Citizen FPS May Come Next Month Jul 20, 2015, 15:00 theyarecomingforyou
 
SpectralMeat wrote on Jul 20, 2015, 14:44:
theyarecomingforyou wrote on Jul 20, 2015, 14:39:
SpectralMeat wrote on Jul 20, 2015, 12:09:
I have not downloaded the patches in a while, does the space ships still control like a free floating camera? No weight, or mass stop and spin around on a dime?
Nope. In fact controlling the drift it a major part of the gameplay. The latest patch has considerably restricted boost to prevent it being abused, making it a strategic tool rather than a fundamental flight mechanic. The controls have changed in this latest patch and more work is being done. The flight model is not final.
Thanks
I will check it out than. Ones the client downloads all 16Tb of patches
No worries.

Calix, one of the developers, has stated that they're working on testing out changes to the control system in the future when they can push out small updates to the PTU (the test server). It's also worth pointing out that at the moment only the small ships are playable and they are inherently more manoeuvrable than the bigger ships that will come later. Something like the M50 or 350R will manoeuvre very quickly, whereas something like the Gladiator or Cutlass will be much slower.

This latest patch changed gimbals (they move slower to curb the advantage the mouse has), changed the thrust values of most ships and rebalanced boost (reduced it). Ship health has been doubled to improve longevity and balance missile spam (which has also been reduced). At the moment they're working on the component and armour systems, which is when the game will start being customisable - the mass of the items and their locations will affect the flight handling.
 
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News Comments > Star Citizen FPS May Come Next Month
52. Re: Star Citizen FPS May Come Next Month Jul 20, 2015, 14:39 theyarecomingforyou
 
LurkerLito wrote on Jul 20, 2015, 11:55:
You're absolutely wrong:
https://www.kickstarter.com/projects/cig/star-citizen/description
Real quick, Star Citizen is:

A rich universe focused on epic space adventure, trading and dogfighting in first person.
Single Player Ė Offline or Online(Drop in / Drop out co-op play)
Persistent Universe (hosted by US)
Mod-able multiplayer (hosted by YOU)
No Subscriptions
No Pay to Win
Please point out where FPS was part of the original goal. It's not FYI, not even in the document. That's what I and many others funded and agreed to including the time line to completion. It's a good thing kickstarter keeps the original docs around, cause I am sure CIG has modified it significantly on their site and revised it to their version of history.
As I pointed out, FPS was included in the stretch goals before the Kickstarter concluded ($3.5m and $5m) - if you check the dates they were both before the close of the Kickstarter (funding was also conducted on the RSI website). That means anyone unhappy with the inclusion of FPS combat could have backed out before the Kickstarter concluded. The only thing that changed was the scale of the FPS module, which - like all other components of the game - increased in scale to take advantage of the extra funding.

The vast majority of funding was raised AFTER the inclusion of FPS. Those backers knew what they were getting, whilst early backers get more for no extra cost. What it comes down to is that the game is delayed. And you know what... that's pretty damned common for a project of this scale. Nobody likes delays but people have to be reasonable and accept that they happen. It was promised as a cutting edge PC game to show off the platform and that's absolutely what it's going to be, now more so than ever.

LurkerLito wrote on Jul 20, 2015, 11:55:
Here is the deal with crowd funding, you come up with a concept, you try to get funds from backers, then *gasp* YOU FINISH IT with what you promised, and then you get to do another or build upon the released version for the sequel. You don't say you're building a Space Sim, then say "ooh it would be great if it had a FPS" then say "we can't deliver the space sim you funded until we also finish building the FPS." That is bait and switch and is the reason backers are mad and looking to get out.
Stop being ridiculous. Adding or improving upon features isn't 'bait and switch'.

Darks wrote on Jul 20, 2015, 12:09:
Personally, I could give a crap less if they have the FPS part of this gamer working. They need to concentrate of the main part of the game and get it completed instead of wasting considerable time and effort and resources on a late stretch goal that was promised.
As pointed out, it wasn't a late stretch goal - it was mentioned before the close of the original funding. Further, it is being developed by an external studio, Illfonic, and so it isn't delaying the rest of the game. Your argument has no merit.

SpectralMeat wrote on Jul 20, 2015, 12:09:
I have not downloaded the patches in a while, does the space ships still control like a free floating camera? No weight, or mass stop and spin around on a dime?
Nope. In fact controlling the drift it a major part of the gameplay. The latest patch has considerably restricted boost to prevent it being abused, making it a strategic tool rather than a fundamental flight mechanic. The controls have changed in this latest patch and more work is being done. The flight model is not final.

Flatline wrote on Jul 20, 2015, 12:41:
Question: How did we go from "the FPS fails at fundamental design levels to be fun and we're basically taking the thing back to design indefinitely and we don't have any estimate of when FPS will be in the game" to "FPS IN THE GAME BITCHES AT GAMESCON!" in literally 3 weeks?
Because that was never the case. The delay was misrepresented in the gaming press. Ben Lesnick, the community manager, posted unofficially that the delay was a matter of weeks not months but that no official date was being given in case things slipped. It's this sort of confusion which is exactly why CIG doesn't like giving out release schedules.
 
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News Comments > Star Citizen FPS May Come Next Month
20. Re: Star Citizen FPS May Come Next Month Jul 20, 2015, 11:34 theyarecomingforyou
 
Zor wrote on Jul 20, 2015, 11:10:
Depending on the success or failure of what they will demo at GamesCon, you *MAY* have to eat those words

I'm really hoping they blow us away with their work on multicrew and large world so that your points about $999 ships and small skyboxes are addressed. The demo is reportedly going to include their sub-light "supercruise" Quantum Drive travel as well, so this shit may actually start to look like a space game in the vastness of space and not a Sim Pod.

Chris Roberts always said that he wanted this game to be a truly first person experience at all levels, but it's too easy to ignore or reject that point so that people can continue to bitch about scope creep or that the game isn't what they originally planned or advertised. They always had enormous designs for the game provided the money and time was there to realize it. If they are guilty of anything it's being ambitious with their release dates. Being ambitious with the scope is a fantastic thing in this age of stagnating development and status quo games.
This is the thing, it only takes a few good presentations and major releases (FPS, social module, multi-crew, etc) to set things back on track. After that the game should start to come together at a faster rate. Sure it's annoying that development feels like it's ground to a halt but this is the time when most of the progress is behind the scenes. Take the motion capture, for instance - they're developed the script, hired the studio space, built an advanced motion capture facility (with the help of Andy Serkis' studio), built a set, procured the services of Hollywood grade actors and finished filming. That's a MAJOR milestone yet because it's for Squadron 42 it's all been kept under wraps to avoid spoilers.

Every major presentation so far - FPS, multi-crew, social module, etc - has been very impressive yet as the time goes by people seem to forget the scale of what's being achieved. Sure the game could still easily go tits up and have to be scaled back from what was originally promised but that's not where we're at at the moment. In fact the quality keeps being increased.

Gamescom will be a big moment for the game, as right now it has a lot of detractors. If CIG can show substantial progress and release it within a short timeframe (i.e. before Christmas) then that will calm a lot of the negativity.
 
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News Comments > Star Citizen FPS May Come Next Month
17. Re: Star Citizen FPS May Come Next Month Jul 20, 2015, 11:21 theyarecomingforyou
 
Grokk wrote on Jul 20, 2015, 10:50:
The FPS stretch goal was hit a full 12 months after the crowd funding campaign started.
Wrong. FPS combat was one of the stretch goals hit in the original Kickstarter campaign, both at $3.5m and $5m. Development started in late 2013 (12 months after the start of crowdfunding) and first shown off about a year later. At the moment it has been worked on for 18 months, which isn't much time for a project of this scale (zero-G, accurate first and third person animations, motion capture, netcode, backend integration, etc).

Wildone wrote on Jul 20, 2015, 10:53:
Yes that was the original pitch at some point, then the german fan boys took over and wanted it to be 'everything in space' and have the ships be able to do 'everything in space' and so what you see here is a monumental spectacular failure.
A delay isn't a spectacular failure, it's just a delay. Team Fortress 2 wasn't a disaster - in fact it's one of the most successful and respected games out there - and it took nine years to be released. But no, we can't have sensible comparisons like that.

If you look at most of the stretch goals they're simply adding content (i.e. more missions, more star systems, most customisation, etc) or committing to features that were expected. For instance, motion capture and celebrity actors are industry standard for a AAA project and Chris Roberts' previous games had used celebrities such as Mark Hamill and Malcolm McDowell. Others, like DX12 and VR support, were demanded by the fans and in-line with the pledge of making a cutting edge space sim.

The original release schedule was wildly optimistic and unrealistic given that CIG wasn't an established studio. We get it and Chris Roberts only has himself to blame but it was only a guide and it was stated at the beginning that delays and changes were inevitable. However, the quality of the product hasn't suffered - in fact it's only improved. It's simply been delayed like so many AAA games.
 
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News Comments > Star Citizen FPS May Come Next Month
7. Re: Star Citizen FPS May Come Next Month Jul 20, 2015, 10:06 theyarecomingforyou
 
Tumbler wrote on Jul 20, 2015, 09:57:
P52 is in game! New update pushed out for the AC side of things 2 nights ago. P52 is one sexy ass ship!
It is. It will also be the cheapest ship at $20 and, as always, will be available with REC (i.e. without spending any money).

Tumbler wrote on Jul 20, 2015, 09:57:
Looking forward to trying it but on vacation now. Hopefully they'll get the FPS thing out one day. I'm more interested in Multi crew but I wonder if that isn't stuck behind the FPS because I don't see how they can offer the multi crew experience without being able to offer a FPS experience in general...and then I have no idea how they go from that to offering a FPS experience inside a space ship that is flying around...
They've implemented 64-bit precision, which is required for the large maps and localised physics grids. They'll be showing it off at Gamescom early next month. They're still working on the Constellation and Freelancer, which will be the test beds for the multicrew support in AC2.0, so I'm not expecting a surprise announcement next month that it's ready. It's not dependent on the FPS as such, as boarding won't be added until AC3.0, but all the progress is in the main branch and that's why AC1.1.5 was delayed - technically AC2.0 could be released before Star Marine. It will be this year.
 
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News Comments > Star Citizen FPS May Come Next Month
1. Re: Star Citizen FPS May Come Next Month Jul 20, 2015, 09:53 theyarecomingforyou
 
This was widely expected, as CIG is putting on a presentation at Gamescom. There was also a comment from Ben Lesnick on the forums saying it was expected in weeks, not months. They will be showing off the multi-crew aspects, elements of Squadron 42 and likely the social module, though they won't be showing off the FPS module - that means that it should be playable.

Yesterday CIG released 1.1.5 to the PTU, doubling the number of players supported online, updating the launcher, adding two new ships, rebalancing the game (weapons, boost, damage, etc), etc.

The pace of development up to this point has been slow but hopefully we should see quite a few major additions between now and Christmas. That won't pacify the critics but should satisfy fans and many on the fence.
 
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News Comments > Origin Accounts Becoming EA Accounts
16. Re: Origin Accounts Becoming EA Accounts Jul 19, 2015, 15:12 theyarecomingforyou
 
Kxmode wrote on Jul 19, 2015, 11:39:
Their Origin branding campaign - much like Chris Roberts' latest game - is a failure.
The trollforce is strong in this one.
 
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News Comments > Brothers In Arms Rearming
18. Re: Brothers In Arms Rearming Jul 17, 2015, 23:37 theyarecomingforyou
 
Quboid wrote on Jul 17, 2015, 09:18:
I've now been annoyed by how bad BiA: Hell's Highway was for longer than World War 2 lasted.
I thought BiA:HH was excellent. The narrative had emotional resonance, which was unusual for the time.

That said, I have zero faith in Gearbox delivering a quality product any more.
 
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News Comments > Cloud Imperium on Star Citizen Refunds
110. Re: Cloud Imperium on Star Citizen Refunds Jul 16, 2015, 15:03 theyarecomingforyou
 
grudgebearer wrote on Jul 16, 2015, 11:20:
How is that not the veritable definition of hypocrisy? You are giving CIG a pass for doing something that you would criticize EA or any other company for doing. Whether or not a company has resources or not, doesn't have any bearing on whether or not the practice of selling in-game assets for actually currency, before there is even a playable game to be had, is a terrible business model. It would be terrible for EA to do it, and it's terrible for CIG to do it, and the only reason you are defending it is because you are in love with the dream of Star Citizen, and you are willing to embrace hypocrisy in the hopes of seeing that dream fulfilled.
It's not hypocrisy. My position is rather simple - if a company can afford to make a game like this then they should fund it themselves; if they cannot, and it would not be made any other way, then it is acceptable. That's no different to me saying that rich people should pay inheritance tax while poor people should be exempt.

Plenty of artists charge upfront for their work, yet when a video game developer does suddenly you flip your lid. Should the Mona Lisa not have been painted had Leonardo da Vinci not been able to afford the paints and canvas, or would it have been acceptable for him to ask a benefactor to provide them in return for a percentage of his work?

grudgebearer wrote on Jul 16, 2015, 11:20:
What was pitched in the kickstarter...is not what is being sold now. You can argue every way from Sunday, but people who pledged based off of Squadron 42, or the persistent space sim universe, are now getting a product that is completely different than what was presented during the pledge period. Don't give me that "Roberts was always going to make an FPS-world-space, because that's not what was sold to kickstarters. If Chris Robert's was in this for the passion, he'd have started this project with his own cash, and then presented a functional prototype, before he started asking everyone else to fund his pipe dream.
You're talking shit. The game now is everything that was promised in the Kickstarter and more. I pledged at the beginning and consider the game to be completely in-line with that pitch. FPS combat was promised in the $3.5m and $5m stretch goals BEFORE the end of the Kickstarter - anyone not interested could have cancelled their pledge.

The game now is simply an expanded version of what was promised. The idea that it's "completely different" is without merit and patently hyperbolic.

grudgebearer wrote on Jul 16, 2015, 11:20:
The term "necessary evil" is only used by people to justify terrible behavior.
Fucking hell, mate - we're not talking about the Holocaust here. We're talking about a bloody video game. Apply some god-damn perspective.
 
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News Comments > No PC Batman: Arkham Knight Until Fall?
21. Re: No PC Batman: Arkham Knight Until Fall? Jul 16, 2015, 14:29 theyarecomingforyou
 
Quinn wrote on Jul 16, 2015, 14:02:
If only they improved their data streaming a little so I would suffer a tad less micro-stuttering, it wouldve been enough for me. Now that it's off the shelves, I feel like I can say goodbye to the occasional patch that would've included said fix.

What most of you fail to realize is that this game is motherfucking gorgeous. The level of detail is insane all across the city. I honestly think that 80+% of the whiners simply have too weak a PC. The recommended specs were a lie.
If the game doesn't support SLI, as was mentioned earlier, then you can't say it's about not having the specs. I have a GTX 970 SLI setup and game at 1600p - without SLI I'm simply not going to get the performance I expect.

You can't say it's just whiners when the publisher considered the game so bad they decided to pull it entirely and spend months fixing it. I mean the game was capped at 30fps, FFS! Wanker Bros fucked up.
 
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News Comments > Warhammer 40,000: Eternal Crusade Switches to Unreal Engine 4
6. Re: Warhammer 40,000: Eternal Crusade Switches to Unreal Engine 4 Jul 16, 2015, 13:18 theyarecomingforyou
 
It looks very similar to Space Marine, which was actually a really good game.

Just because it was announced two years ago doesn't mean production began at full pace - they might have just been exploring design options and tech solutions. Their website previously said the engine was 'TBA' and as far as I'm aware they didn't actually announce they were using any other engine, so I'm not sure there's actually been a change.

Nothing I've seen so far has me particularly impressed but then I thought Space Marine looked terrible yet it was incredibly fun to play.
 
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News Comments > Warhammer 40,000: Eternal Crusade Switches to Unreal Engine 4
2. Re: Warhammer 40,000: Eternal Crusade Switches to Unreal Engine 4 Jul 16, 2015, 11:48 theyarecomingforyou
 
Random trivia: Behaviour Interactive is also one of the developers working on Star Citizen.  
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News Comments > Cloud Imperium on Star Citizen Refunds
104. Re: Cloud Imperium on Star Citizen Refunds Jul 16, 2015, 10:25 theyarecomingforyou
 
grudgebearer wrote on Jul 16, 2015, 08:16:
Giving CIG a pass on what is and always was a terrible business model that fleeces the gullible into purchasing concept art on the promise that by purchasing the art it will one day be a playable asset in game, all the while stating that EA shouldn't do the same thing is staggeringly hypocritical.
It's not hypocritical. If a company that has access to vast resources, like EA or Activision, did it then I'd be opposed because they could afford to make such a game without asking consumers to pay for an unfinished project. But CIG had no such resources and had approached various publishers without success. They are two very different scenarios.

grudgebearer wrote on Jul 16, 2015, 08:16:
Basically it's ok for CIG to sell in-game assets (years before they are available in a playable game) for massive amounts of money, because CIG couldn't get a publisher to work with him and give him unlimited cash to burn? If you think Star Citizen is about anything more than making money, then you are deluding yourself to a point where you should seek medical help.
Nobody is being forced to buy the game and everybody has been made aware of the risks. Of course the game is intended to make money but I disagree that making money is the only goal. I sincerely believe that Chris Roberts is making this game because of his passion, not because of money.

As I said, I don't like the funding model but am rational enough to accept it was a necessary evil. You're free to disagree. If you don't want to back the game then don't.
 
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News Comments > No PC Batman: Arkham Knight Until Fall?
4. Re: No PC Batman: Arkham Knight Until Fall? Jul 16, 2015, 09:55 theyarecomingforyou
 
jomisab wrote on Jul 16, 2015, 09:48:
I would not be surprised if it's never re-released for PC. They will delay and delay and delay until it fades from memory....except for those who already bought it and never get it fixed properly.
Nah, it'll be fixed to prevent a lawsuit. It just might not be fixed to a particularly great level.
 
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News Comments > Gearbox May Outsource Next Duke Nukem
39. Re: DOOM Reboot Jul 16, 2015, 06:37 theyarecomingforyou
 
MoreLuckThanSkill wrote on Jul 15, 2015, 22:36:
Don't get me wrong, I actually really liked how the Doom(4) trailer looked. But seriously, we've all reached the age where the target demographic is at least 15-20 years younger.
That's just because we've all got older. Do you know how old I was when I first played Doom? I was eight. Don't get me wrong though, my parents were responsible and sat me down to explain the violence in the game and how it wasn't real. But let's not pretend that kids don't play violent video games.
 
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News Comments > Cloud Imperium on Star Citizen Refunds
94. Re: Cloud Imperium on Star Citizen Refunds Jul 15, 2015, 19:51 theyarecomingforyou
 
Kosumo wrote on Jul 15, 2015, 19:01:
I'd like to know if you think selling/pledging a ship in a 'concept' ready stage for ~10 times the price of a whole AAA computer game, for a game that is not ready, or close too, is a sound model for software development?
Yes and no. If this was EA or Activision doing it I couldn't be more critical, as they have the resources to make games without such a business model. However, this game wouldn't have been made otherwise and ship sales have allowed them to make this game the scale it is. In an ideal world this business model should never be used.

Kosumo wrote on Jul 15, 2015, 19:01:
So you think that making a promise that you will get this ship at sometime in some state for a game that you will get at sometime that itself will only be in some state, is where it would be good if PC gaming headed towards?
No. Anyone not willing to lose any money they pledge shouldn't be spending money on this game. Those people should wait until the retail release before making a decision on buying the game.

My hope is that if CIG becomes an established and financially independent studio as a result of this game that it would not use this business model again. Valve is a great example - they took the success of the Half-Life franchise and used that to establish themselves as an independent company. Now they're not beholden to anyone and can experiment with disruptive business models, like that of Dota 2. Hopefully CIG can do something similar.

This genre was dead before Star Citizen. This was the only way this game was going to get made. Being my favourite genre I was happy to gamble on it.
 
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News Comments > Op Ed
103. Re: Op Ed Jul 15, 2015, 18:51 theyarecomingforyou
 
Posting that comment in every Star Citizen topic... really? Classic trolling.  
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