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Real Name B Williams   
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Signed On Sep 12, 2003, 14:45
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User ID 18369
 
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News Comments > Op Ed
38. Re: Op Ed Jul 14, 2015, 16:01 Tumbler
 
you would need a custom engine built to scale assets and content in an intelligent way, to go from space to planetside, to close quarters, etc... like dsmarts projects (except ideally it would be good, playable, logical, etc instead) ... dsmart had the right concepts, he just utterly failed to execute in any meaningful way - so he is somewhat qualified to comment... failures gotta stick together i guess

I've been giving some of the technical side of things some thought lately and the main issue I keep coming to is how big of a memory foot print can a game realistically use and be stable? Does any game currently run at higher than 4gb? Even if you require a computer with 4gb you need to leave some alone to run the os and what not so games on pc might typically use at most 3gb. If a game requires 8gb to play then maybe it's up to 4gb+ of stuff loaded into memory.

The level of fidelity that some users think they're going for, allowing you to have a full space sim running at the same time you have fps combat happening on space stations and even inside ships is beyond what anyone has tried to do.

I think it's more likely they'll have a FPS game and a space game and the two shall never meet. (They've said they're going to allow boarding of other ships in space combat and what not but I think we'll probably see a lower level of fidelity there as you're still in the space side, it won't be what you might see on a space station loaded seperately) The same way you load into the hanger right now, that will be planet side maps, space stations, fps combat, etc. When you get into your ship and want to leave you have to wait while it loads into the space side.

A lot of fans seem to think that is all going to be in one "game" by the end of development and it probably is possible for a super computer to run all that in one space but for most users their computer simply wont' be able to load assets into memory fast enough to keep up unless you just load it all before you start playing...but that would have to be in the neighborhood of 16-32gb of memory being used only for the game. (Possibly even more)

I've never heard of a game going that large. Ignoring the fact that very few people have enough ram to support that is it even stable when you get that large?

And if you're running a game that large in memory what kinds of issues would happen when it's trying to load that info into the VRAM on the video card?

Assuming someone has 64gb of ram on their pc, and creates a ramdisk where SC is installed, is a 32gb game even possible in any engine?
 
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News Comments > CIG Refutes Star Citizen Concerns
141. Re: CIG Refutes Star Citizen Concerns Jul 10, 2015, 15:08 Tumbler
 
Planets idea is a great choice comparison. Any development time known for that? I was thinking Arma is a good comparison as well but in both cases those were iterative updates to existing games. Ww2 online might be worth looking into as well. That had a good flight model but the ground game was shit.

I'll have to look up dev times on those games.

Edit : Star wars galaxies too, from development up to when jump to light speed was released would be a useful comparison. (as well as terrifying...)
 
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News Comments > CIG Refutes Star Citizen Concerns
134. Re: CIG Refutes Star Citizen Concerns Jul 10, 2015, 11:48 Tumbler
 
Slashman wrote on Jul 10, 2015, 10:14:
Not saying he's a prophet or anything, but he does seem to at least understand what CIG is dealing with (and seemingly failing at).

I think if you look at his games you'll see he doesn't know what they are dealing with. He's never technically tried to tackle something this ambitious. At best he's tried to do something similar on an indie scale where the player controls 1 ship most of the time. I'd say he'd be familiar with the kinds of problems the X series developers would be dealing with.

DICE is likely the best studio to give a summary on progress of Star Citizen because they're really the only guys that run a FPS engine that involves FPS combat on the ground with vehicles you can fly and drive around on the same map. But I doubt they would comment publically.

If you wanted to really look at the problem you'd probably start with the major hurdle, how do you take a game like battlefield and make it an mmo where you can jump between "battlefields" easily with your ship. (in battlefield think of a blackhawk with players in the back)

That is essentially what they are trying to build. Hundreds of little battlefields where you can fly your space ship into them and if other players are there you can fight. How do you make the maps bigger to make it feel like space? How do you make it possible to move between maps without a minute of load time every time. (at least) How do you deal with a capital ship coming into a space, or multiple.

BF2142 had something similar with titan combat but "flying" those ships was basically just telling them to move to another location on the map and you just waited. But that did have the ability to board and take over the ship. That might be where we're headed, a battlefield style game where each map is it's own location in space and then it's basically a fps with vehicles and stuff that fly around in that space.

Space combat might be kind of arcadey in that case but if they could get something like the BF2142 experience but as an MMO going I think that would be a success. Taking over a titan in bf2142 would basically be taking over a ship in Star Citizen.

Considering they are using the cryengine that seems like the easiest way to deliver most of what they want. If they're going to try and create a very deep and detailed space combat game though I don't see how they're going to be able to keep the FPS stuff in the same area of play without creating some revolutionary new product that would be a milestone in gaming history.

An engine that could run a detailed flight model at the same time it offered a great FPS experience is "Ready Player One" level of tech. Way more processing power than we have to work with, it's more realistic to thing of an MMO style BF2142 game in the end. (I liked that game, and I liked battlefield of old, not so much the new stuff. We'll see what Battlefront is like)

Someone posted this chart that I think is very relevant.

https://i.imgur.com/flrVzR9.png

Does anyone have info that these development times aren't accurate? Considering how much time it takes to make those games I don't know if the project is doomed based on how long they've had. I don't think they'll have the PU up next year though but the whole project failing? Not likely.

This comment was edited on Jul 10, 2015, 12:06.
 
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News Comments > CIG Refutes Star Citizen Concerns
77. Re: CIG Refutes Star Citizen Concerns Jul 9, 2015, 17:31 Tumbler
 
Before this is all said and done, this game will turn out to be the biggest law suit in the history of gaming.

Chris Roberts wont even be able to find a Rock to hide under after ripping off everyone with false hopes and dreams.

Well I sure am glad that forum post put everyone's fears to rest.

Would anyone feel better if they'd made this announcement back in early April or better yet late march, and said, sorry guys, we've run into a lot more bugs than planned and we need to hold the release until at least end of June. We'll update you at the beginning of June with a progress report and go from there. (And then in early June they'd have said something similar and said sorry, still squashing bugs, making things better, looks like end of September)

I'd personally feel a lot better if they stayed out in front of this issue like that but would it make any difference in this case for you guys?

 
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News Comments > CIG Refutes Star Citizen Concerns
71. Re: CIG Refutes Star Citizen Concerns Jul 9, 2015, 15:28 Tumbler
 
TotalBiscuit and crew weigh in

https://www.youtube.com/watch?v=LILjYt5VaKE&feature=youtu.be&t=35m20s

That's a good find. I really hope this at least gives the guys at CIG a good kick in the pants. If nothing else I hope the increased pressure is something they will be affected by. TB was a big fan of theirs early on, mentioning them on several occasions and being very excited. Fast forward to today and you can see him struggling to say things that are neutral.

I'm not at a point where I want my money back, I want to see what they make and I'll wait while they make it. I do have a bit more than necessary to do that though, so when the next major patch comes out for Arena Commander I think I'll sell one of my ships assuming those changes don't turn things around for my ships. The two extra ships I own aren't that thrilling to fly so far but who knows what they'll end up as.

The $250 connie with all sorts of extra bells and whistles I'll keep and stick it out with that. I can live with this thing one way or the other if I only have that package but having those other ships at this point I feel like it's better to sell them to someone else so I'm only invested at $250.

I suppose I should stop my $10 monthly sub too but I don't want to. I like the little trinkets and like pitching in $10 a month.
 
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News Comments > CIG Refutes Star Citizen Concerns
55. Re: CIG Refutes Star Citizen Concerns Jul 9, 2015, 13:48 Tumbler
 
That's like saying you've been waiting for over 200 years for the second coming of Jesus.

... Inquisitive did you mean 2000 years? Because it's been approx 2000 years since he died. Was there an expected return of Christ in 1815 and so far nothing?
 
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News Comments > CIG Refutes Star Citizen Concerns
11. Re: CIG Refutes Star Citizen Concerns Jul 9, 2015, 10:52 Tumbler
 
I think if they'd just give target dates for things that release in approx 6 months or less they'd avoid a lot of this drama. This has consistently happened when they don't update people after they've already passed the release. They act like adjusting the date would only make things worse ahead of time so just don't say anything! It's going to work out well one of these times!



Currently that would include release windows for sq42, FPS and social / planetside. But not sharing that info and waiting until fans start screaming is a strategy too...

This comment was edited on Jul 9, 2015, 11:04.
 
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News Comments > Star Citizen Executive Producer Departs [Updated]
143. Re: Star Citizen Executive Producer Departs [Updated] Jul 8, 2015, 14:28 Tumbler
 
Someone posted this in a thread that got shoved into the "concern" forum. (an almost hidden subforum that is used to hide/censor critical discussion)

This is your trend and it is rather easy to predict things.
2013 - Hangar
2014 - Arena Commander
2015 - Star Marine
2016 - PlanetSide
2017 - Squadron 42
2018 - PU Prototype
2019 - PU Alpha
2020 - PU Beta
2021 - Final Game

That's a lot closer to reality in my opinion based on how CIG has performed up to now. The response from users when you suggest CIG just give us long term objectives and rough time frames is that he community would flip out. I assume CIG believes this as well.

It seems absolutely predictable that you'd make a lot of people angry by not delivering something on time as well as trying to "delay" it months after you already failed to deliver. I don't know why they continue to shoot themselves in the foot this way because every 30 days you should be able to guess if you're going to be ready to release something a month from now if nothing else.

They have monthly reports but they don't talk about overall progress. So at this point people want to know about SQ42. In January this year, I believe, CIG's official stance was that SQ42 would be out at the end of this year. (prior to this in February of 2014 they said end of this year, possibly first quarter 2015) Remember when the Forums went crazy about the SQ42 delay? ....no? That's because it didn't happen. They gave us the info in a timely manner and it was fine. But drop that info after you already passed the date? That doesn't go so well.

Maybe everyone's life would be better if they simply stopped trying to hide things and just put the info out there.
 
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News Comments > Star Citizen Executive Producer Departs [Updated]
130. Re: Star Citizen Executive Producer Departs [Updated] Jul 7, 2015, 23:27 Tumbler
 
And there is something playing out as I type this, and which, I hope, is going make everyone happy depending on how it plays out.

Does it involve a free ship in your game with the purchase of the next Star Citizen ship for sale? Because this all feels like some bizarre attempt at cross promotion of your game without the permission of the star citizen guys.

And ooooohhhhh man, I just stumbled upon the steam reviews for your game, I doubt I need to mention the game again, wow. Those aren't even vulgar or insults, just pure carnage. I encourage anyone interested in Line of Defense to go read the steam reviews. They're worth it.

Still laughing at the Youtube linked video, DEREK SMART's DESKTOP COMMANDER!
 
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News Comments > No Man's Sky Gameplay Video
7. Re: No Man's Sky Gameplay Video Jul 7, 2015, 12:29 Tumbler
 
Have they said anything about cost for this game? With all the promotion and hype I feel like they're going to shoot for a $50 or $60 price point but every time I see it I think $20 on steam, $30 on console stores. (Extra $10 just because)  
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News Comments > Star Citizen Executive Producer Departs [Updated]
21. Re: Star Citizen Executive Producer Departs? Jul 6, 2015, 11:25 Tumbler
 
Lotta bad news lately. I hope they can release the FPS module by the end of Sept and have something to show. That seemed to silence critics in the past.

I do like seeing outside pressure push on CIG though. There doesn't seem to be any coming from fans. Criticism is either downvoted or cast aside on the forums.

I'm looking forward to whatever they release next but at this point I'm seriously considering getting rid of at least one of my LTI ships. Problem is that I picked two of the ships that seem the least functional in AC right now. (Avenger and Cutlass) The avenger's outside guns are class 1 crap that can't be manually aimed so using a mouse with that ship leaves you using 1 weapon or trying to use everything as if it's a fixed weapon. The main gun is good but AC is all about firing all your guns at the same time. If you can't do that then you need another ship. (I'm not a fan of using fixed weapons with a mouse)

I have a joystick but so far the game isn't worth setting up a place to use it.

The other ship is the cutlass which is just a huge pile of shit atm. It's got plenty of guns, but it's a Bus.

I'd rather hold onto them until they at least become more functional in AC but who knows. I'm still wanting to hold on my Connie package with the p52.

Just checked the ship trades subreddit and according to 1 person that Avenger LTI ship I have sells for $170?! Going to start looking into how to sell that properly.

 
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News Comments > Steamship Ahoy - Vector Thrust
1. Re: Steamship Ahoy - Vector Thrust Jul 3, 2015, 11:56 Tumbler
 
This is a weird trailer, it talks a lot about how the world is a wasteland because of war and so now everyone is turning to the sky to survive...but they're all flying combat jets. How can anyone survive flying combat jets!? They'll run out of fuel in a couple hours, they require constant maintenance and the sky isn't really a place you can live...

It's $23 so that's a plus. I would say $19.99 would have been a better price. (it's normally 24.99 and discounted currently)
 
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News Comments > Star Citizen Adds $400 Ship
31. Re: Star Citizen Adds $400 Ship Jun 30, 2015, 23:15 Tumbler
 
The price is absurd but if people will pay it then so be it. The weirdest thing about this is I don't see how there is any hope that the mechanics for ferrying passengers around the Galaxy will be in game at launch. This seems like something that would be added in year 2 if not later.  
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News Comments > Out of the Blue
11. Re: Out of the Blue Jun 30, 2015, 15:24 Tumbler
 
It's the Bradley Fighting vehicle all over again. Watch "The Pentagon Wars" if you're unfamiliar. It's an excellent HBO movie about the creation of that thing. It's on amazon instant video too!  
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News Comments > Out of the Blue
8. Re: Out of the Blue Jun 30, 2015, 13:33 Tumbler
 
The ability of the F-35 to "dogfight" is really irrelevant, it simply isn't designed to do it. Of course it failed to keep up with an F-16, a plane that was designed to dogfight a MiG

This. Dogfighting is obsolete. It's possible a fighter will get into a dogfight but it will be an anomaly. The strategy of air power currently is to fly an enormous radar system into the air, AWACS, and then that is the only thing shooting easily visible radar. It's hundreds of miles from the front lines. The fighters go in passive, the AWACS sends them to the enemies and they pop radar on a split second before they fire. There is almost no warning and it's brutally effective.

That is why they want fighters that can't be picked up on radar. If the enemy is lucky they might spot our fighters a little earlier if they're using active radar. (it's like using a flashlight at night) They can sure as hell see our AWACS they just can't hit it and they know there are fighters between them and the AWACS.

The AWACS with a dozen F15's has been completely dominant in air engagements up to now. Add the F22 and their hope is that those fighters will be almost impossible to spot even for air defenses on the ground and the enemy will simply see their planes start exploding in the sky and bombers like the F117 and B2 mean they can also make things start exploding on the ground with very little danger from air defenses.

In order for dogfighting to start mattering again there would have to be some new technology invented that spotted aircraft reliably and neutralized the "stealth" features. Even then missiles would take out most targets long before dogfighting was possible and it'd probably be cheaper all round to just use dozens and dozens of drones. You can send drones on suicide missions as well. Sort of like a cruise missile but it can just sit up there and wait.
 
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News Comments > On Star Citizen FPS Delays
52. Re: On Star Citizen FPS Delays Jun 29, 2015, 17:43 Tumbler
 
It does strike me as weird that he's mo-capping stuff. Shouldn't you, ya know, build the space game first? Then add the cutscenes? The space marine fps is the least interesting part of the game to me, so meh.

He's got a crazy operation going. I'm pretty sure it'll come through, eventually. I'm not hung up on delays, especially since they seem to be measured in months as opposed to years.

I think he's trying offer FPS elements and planetside elements in the SQ42 campaign. Sort of like how Halo has space flight in Halo 4 but it was primarily a FPS game? I think it's going to be the opposite of that. Mostly a space flight game with some FPS elements / missions.

Time will tell.
 
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News Comments > On Star Citizen FPS Delays
51. Re: On Star Citizen FPS Delays Jun 29, 2015, 17:40 Tumbler
 
it's my understanding they have done continuous fundraising by selling capital ships for thousands of dollars at various junctions. do the purchasers not have an advantage by doing this? is that not paying to win?

The cap ship sales are rare and extremely limited. The continuous fund raising has been from a variety of smaller ships that sell anywhere from $50 to $150 on average. There are more expensive versions from time to time but that isn't where the bulk of their funding is coming from.

And as far as an advantage overall in game? Who knows. The ships don't exist yet, the game they will be in doesn't exist yet. And from what they've described it's going to take several players, at least, to properly crew a capital ship so if you're asking if a capital ship with 4 players inside it is going to be more powerful in combat than a single man fighter.....yeah. I think that is a safe bet. News flash, as a single seat fighter you probably don't want to attack capital ships that are player controlled or computer controlled. That is often not intended to be a fair fight.
 
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News Comments > On Star Citizen FPS Delays
43. Re: On Star Citizen FPS Delays Jun 29, 2015, 16:10 Tumbler
 
Not sure why it takes 2 1/2 months to say this but what do I know. Delays aren't a problem for me, these guys have been through this before with AC, they planned for one release date and it seems the real date is 2-3 months later. I don't really care when the FPS module comes out.

BUT I do care when SQ42 arrives...end of this year abouts...right? *crickets*

Crap. Well, seems like the P52 is right around the corner. I can look forward to flying that around.
 
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News Comments > Warhammer 40,000: Regicide Patched
1. Re: Warhammer 40,000: Regicide Patched Jun 29, 2015, 15:29 Tumbler
 
This game is surprisingly awesome. It needs more content and it's getting it, slowly in my opinion but it's in early access so they seem to be doing things right.

This is one of the best 40k games to be released in years. Sad for the license in general but this game is a lot of fun. The combination of turn based games like xcom mixed in with chess strategies. You always have to be jumping back and forth with how you're thinking. You'd never make these moves with normal chess but doing it on this gives you a chance to throw a grenade or heal your unit. It's awesome.
 
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News Comments > Sunday Legal Briefs
13. Re: Sunday Legal Briefs Jun 28, 2015, 20:06 Tumbler
 
Drone Owner:

I'm sorry, but I must insist on full payment for equipment you damaged, as you shot it when it was above my property. The aircraft's GPS data positions it clearly above our orchard. Additionally, the hexacopter crashed next to our driveway, ~203 feet (per Google Maps) from the dirt road that separates our respective properties.

I also dispute your characterization that I was "testing surveillance equipment." There was no camera on the hexacopter, and had a camera been mounted, the price for repairs would have been an extra $300. Just as you asked me to give the courtesy of notifying you of my flying activities, I also ask you the courtesy of not shooting live ammunition in our direction. This is the third time discharge from your firearms has hit our house and property. The first incident left a bullet hole in the door by our garage. The second incident occurred last Thanksgiving when birdshot from your skeet shooting activities rained into our backyard. The third, of course, being what we're currently discussing.

I'm hoping to resolve this in a civil manner. An entirely new rig would have cost $1500. Instead, I'm just asking that you pay for what you broke. Let me know if you wish to discuss further.

Assuming this letter is accurate this neighbor sounds like a complete asshole.

The first incident left a bullet hole in the door by our garage. The second incident occurred last Thanksgiving when birdshot from your skeet shooting activities rained into our backyard. The third, of course, being what we're currently discussing.

You don't think that warrants a response? The crazy fucks can't even safely fire their weapons without hitting this guys house for gods sake. It's not hard...

This comment was edited on Jun 28, 2015, 20:11.
 
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