yuastnav wrote on Jan 28, 2015, 16:24:
Chris, less talking and more gameplay footage plx.
There... there is gameplay, right? I mean, after 4/5 years (according to the evil wikipedia development started in 2011) surely there is something to show.
I haven't quite followed the release schedule. Besides this dogfighting module, what else did they release that's interesting?
The recent 1.0 patch added 15 ships to Arena Commander. The FPS and social modules are due out in March/April. Multi-crew ships are due around summer and the first episode of Squadron 42, the singleplayer component, is due at the end of the year (probably November or December). Demonstrations have been given of the FPS and social modules, as well as multi-crew ships - it's clear to see how much work has been put into the game. Significant parts of the engine have had to be rewritten to support the features planned (physically based rendering, 64-bit precision, DX12/Mantle support, Oculus Rift support).
A prototype was developed in 2012 for the Kickstarter but it was put together by a few people in their spare time. The studio was built-up during 2013-2014, with the hangar module and DFM module delivered and significantly expanded upon. In that time the fidelity has massively increased from the original demonstration. This is not a traditional game where there is already an established developer and they've been working on it for years before showing anything off - the game was shown off years before the public would normally see it due to the nature of crowdsourcing.
Wildone wrote on Jan 28, 2015, 17:03:
I guess they're finished with the DFM then? Because its like, AWESOME ALREADY?! not..
Yeah, because a game that they explicitly state is pre-alpha is obviously done.
Multi-crew ships are due this year and we'll start seeing new mission types added, like escort roles. We'll also see ship boarding added, as well as the ability to earn ships without needing to pledge additional money. If you knew anything about the game you wouldn't be making such banal comments.
nin wrote on Jan 28, 2015, 15:33:
Your description reminds me of the long (empty) hallways in The Old Republic, which were seemingly added just to make the world feel bigger. You did a ton of running there as well...
If you watch the second video they explicitly state that they want to avoid that - there will be random encounters and players will always have to watch their backs (less so in better regulated areas, more so in shady territories). They want to make sure there is always something to do, that the world is compelling and involving.
I'd rather CIG takes it time and produces the game properly than rushing to appease people who don't even intend to buy the game, only criticise it. I pledged back in 2012 and have been extremely happy with the progress of the game so far. When I backed I had no idea the game would be this deep or have such an incredible degree of fidelity. Clearly this is the game people want otherwise it wouldn't have received record breaking funding. Even this month it's pulled in millions.
"The price of freedom is eternal vigilance."