Kxmode wrote on Aug 31, 2015, 15:57:
theyarecomingforyou wrote on Aug 31, 2015, 15:36:
Kxmode wrote on Aug 31, 2015, 15:15:
We're discussing the merits of Star Citizen's social module using language that isn't cult-like in nature. You're more than welcome to continue putting in your points as a White Knight backer. Unlike the RSI forums and the Star Citizen reddit everyone is open to express their viewpoints.
There's a difference between expressing your opinion and trolling - your posts clearly fall under the latter. Really, your posts are just embarrassing.
This is the typical White Knight response. I extend an olive branch of friendship and peace by letting you and others know that everyone is welcome to discuss Star Citizen, and you punch me in the face.
#WhiteKnightDouchery
You accused me of acting 'cult-like' and have trolled every SC topic. To claim that you were extending 'an olive branch of friendship' is patently disingenuous and frankly insulting. I've been more than reasonable but I've had it with your douchebaggery. Congratulations, you've managed to make Mr Desktop Commander look reasonable and mature.
jdreyer wrote on Aug 31, 2015, 16:18:
@ Theyarecoming, 88Fingers, BadIron
I’m generally on your side in these forums. I’m excited for the game and think they’re making good progress with the architecture of the individual modules.
That being said, this social module is really depressing. Yes, is huge and beautiful, but obviously took 10s of 1000s of hours to build. There’s just no way to apply that scope to 100 never mind 200 individual locations. There are two locations so far: ArcCorp and Nyx. There are two maps (IIRC) for Arena Commander. And the Star Marine module will also launch in a few weeks (hopefully) with two maps available. And I’m sure they’ll look fantastic. But again, two maps. Does anyone know how many maps total are supposed to be included in Star Marine?
The assets are being built out as building blocks. That means you'll get similar stores on each planet, each using the same building blocks but laid out different. They're also working on procedural generation, which was one of the stretch goals, in order to build and deploy assets more quickly. I agree with your criticism of Arena Commander and this is something I have frequently brought up on the official forums - we only have the same two levels it launch with last year. The only thing I would say is that we don't have 64bit precision which is needed for the larger levels. That comes with AC2.0, at which point I would expect to see more levels. It will come with the Stanton system.
I'll also point out that Star Marine only ships with ONE map, as Sata Ball will be coming later. Again, that's something I've criticised on the forums. They're going to need to add a lot of content very rapidly next year if the game is going to take shape.
jdreyer wrote on Aug 31, 2015, 16:18:
If the goal is to ship at the end of 2016, I don’t see how they have more than a dozen hubs and a dozen maps for Star Marine and a couple dozen space environments. I just don’t see how they build all the content before then. For me, I think such a small scope will probably be okay. I got into SC for Sq 42, not the MMO. If it is part of the game, I’ll probably get in and tool around casually, and be happy with that scope (although with nearly a million backers, that sounds pretty crowded). But I don’t see how they make good on their promise.
There's no way the game will ship by the end of 2016. We'll likely see Squadron 42 before then but the PU will take a lot longer to roll out. However, by then we'll have the start of the PU - we'll have multiple systems to travel between, items to buy, ships to upgrade, ship boarding, missions, etc. Once the basics are in place it's simply a matter of adding content.
However, while I am very much looking forward to the game and have high hopes for it that doesn't mean I don't have my concerns. CIG has a poor track record when it comes to delivering playable content and the SocMod is hardly exciting - it's just a large empty map. However, I also recognise that a lot of the last few years have been building up the studios, the assets and the fundamentals (FPS, netcode, story writing, performance capture, audio creation, etc). It may be that they can start pumping out content as quickly as the ship pipeline, which has been very effective (in large part because it generates revenue).
"The price of freedom is eternal vigilance."