When will we see Star Marine? Tonight, I don’t have an absolute answer for you. What I will tell you is that we know exactly what we have to do, and we’re already well on our way to doing it. With allocation of additional resources and increased cross-studio focus on the FPS portion of the game we are on our way… we’re just not there quite yet. I’m confident that with the significant updates and changes to the backend architecture discussed above that we will have an experience worthy of the Star Citizen name; it’s just going to take some additional integration and testing. On the public side, I know that it’s time to open up our communications on the Star Marine rollout process: starting with this message and continuing each week, we will provide a high level update on the challenges just as we did for Arena Commander.
We ended the 2012 pledge campaign with ‘The Pledge,’ in which I outlined our new company’s goals to be open about our process. Today, I want to rededicate ourselves to this: I can’t promise you we’ll meet every internal deadline or that every decision we make is something you’ll agree with. There will be challenges that we struggle to overcome, and we will never be able to predict all of these with certainty…but I can promise you we will keep you informed and that we will not stop working until the game is done right. After all, that’s why we’re here in the first place. Your support is letting us create the game we want to make before anything else. Because of you, we have the freedom to make sure things work the way we want, even if it takes more time and more effort. We won’t let you down!
Dacron wrote on Jul 1, 2015, 19:40:If the game isn't what's promised then there will be a lot of criticism, don't you worry about that. There's already major friction on the forums from HOTAS users who feel that the mouse is overpowered, as they feel that CIG isn't delivering on the promise of control agnosticism.
I hope if the content is lacking on release compared to full games the excuse won't be it was only a target to make the first episode larger than other full games, sorry it was only 2.5 hours long, we promise the next will be. ("Let's just ignore the most recent information from CIG that the first "episode" of Squadron 42 is going to be what most studios release as a full retail title in playable content. *eyeroll*" - from Zor, which my reply was based off.)
Dacron wrote on Jul 1, 2015, 19:40:Fuck dude, that's like comparing the common cold to Ebola. Do you know another game that had delays? Team Fortress 2, and it's worth pointing out that Valve was a lot more established when it was originally announced. CIG has been very open with the development process - to compare it to DNF is transparent trolling.
I mean, 3drealms had a whole bunch of reasons for pushing Duke Nukem Forever back. Delays happen.
NegaDeath wrote on Jul 2, 2015, 00:47:That's simply not true. There is plenty of active discussion on the forums, from criticism of pricing, delays, LTI, etc. Many backers with large investments have been the most vocally critical.
There are posts from individuals criticizng. Any post with criticism of any form is pounded into oblivion by hundreds of members of the CR defense force, exactly what InBlack was talking about. Not that this is unique to this game but the severity seems to scale with financial investment. Probably related to post-purchase rationalization.
NegaDeath wrote on Jul 2, 2015, 00:47:The game when it had $19m in funding is different to the game now that it has $85m. Development will be quicker now that 300 people are working on it but the scope of the game has also increased, especially with the FPS module which everybody assumed was simply going to be tacked on. The FPS component is a full-fledged game in its own right and surprisingly enough that takes time to develop.
Letter from the Chairman - $19 Million:
"...the more funds we can raise in the pre-launch phase, the more we can invest in additional content (more ships, characters etc.) and perhaps more importantly we can apply greater number of resources to the various tasks to ensure we deliver the full functionality sooner rather than later."
Derp.
theyarecomingforyou wrote on Jul 1, 2015, 12:48:Such a statement can excuse any amount of delays. Probably was uttered at 3D Realms numerous times. A good project manager wouldn't make incorrect public statements that often.
When the statement was made it was accurate. Release dates are targets, not factual statements. Delays happen.
theyarecomingforyou wrote on Jul 1, 2015, 12:48:There are posts from individuals criticizng. Any post with criticism of any form is pounded into oblivion by hundreds of members of the CR defense force, exactly what InBlack was talking about. Not that this is unique to this game but the severity seems to scale with financial investment. Probably related to post-purchase rationalization.
Then why are there so many posts on the official forums whenever there's a delay?
theyarecomingforyou wrote on Jul 1, 2015, 12:48:
CIG has quoted Brook's Law specifically in reference to the delays. They used the "nine women can't make a baby in one month" to point out that adding more people to a project won't necessarily shorten the time it takes. Here's the link: 10 For The Producers (Episode 2).
theyarecomingforyou wrote on Jul 1, 2015, 12:48:
When the statement was made it was accurate. Release dates are targets, not factual statements. Delays happen.
Dacron wrote on Jun 29, 2015, 22:12:When the statement was made it was accurate. Release dates are targets, not factual statements. Delays happen.
Don't know if you noticed, but a lot of stuff they say turns out to be false. Like release dates. Just saying.
InBlack wrote on Jun 30, 2015, 02:52:Then why are there so many posts on the official forums whenever there's a delay? The answer is that fans do care about the delays but they also care about the final product. I'm perfectly happy to accept delays if it results in a better game and I acknowledge that delays can happen on a complicated project like this. The scale of the game now vastly exceeds what was originally promised but unfortunately the complexity has resulted in some delays. That's not at all uncommon for the industry and you also have to consider that CIG wasn't an established studio - there were only a few members at the beginning, whereas now there are hundreds of people working on the game.
RSI has been shifting the goalposts since day 1 of the kickstarter, the fanbois don't seem to even notice. The blind faith of the truly faithful is not to be underestimated. They really think that CR will transport them into this magical world of the future where nothing is the limit. What they dont seem to get is that CR's track record speaks louder than any hype or words, and that what has been released so far is so far below any kind of par its hilarious.
Flatline wrote on Jun 30, 2015, 15:23:CIG has quoted Brook's Law specifically in reference to the delays. They used the "nine women can't make a baby in one month" to point out that adding more people to a project won't necessarily shorten the time it takes. Here's the link: 10 For The Producers (Episode 2).
Yeah. So not only are we going to have slowdown on the rest of the game, but Chris Roberts needs to fucking google Brooks' Law.
Kosumo wrote on Jun 29, 2015, 17:24:
With allocation of additional resources and increased cross-studio focus on the FPS portion of the game we are on our way
What the fuck? I thought that they where having diffent studios work on the diffent parts of this mess? By increasing the 'cross-studio focus' does that not mean that those other studios are being taken away from their core roles? Where have the additional resources come from? Did they just have a cupboard with resources in it that just go and grab some more from? Star Marine is how taking away form the main game.
Sounds like they have no idea what they are doing. Loose plans, poor time esterments, no control on bloat, to much fund rasing/ship selling.
Still, if people wish to give the guy money, who am I to stop them.
InBlack wrote on Jun 30, 2015, 02:52:
Have they even shown ONE working system from the MMO?
Dacron wrote on Jun 29, 2015, 22:12:
Don't know if you noticed, but a lot of stuff they say turns out to be false. Like release dates. Just saying.
Zor wrote on Jun 29, 2015, 17:04:
Let's just ignore the most recent information from CIG that the first "episode" of Squadron 42 is going to be what most studios release as a full retail title in playable content. *eyeroll*
And, um, what P2W are you referring to? It's a skill based game, not an RPG loot/gear/stats based game. Nor is there anything like a War Thunder/World of Tanks ammo shop.
Zor wrote on Jun 29, 2015, 14:56:SpectralMeat wrote on Jun 29, 2015, 12:45:You'll correct his error about the engine but say nothing of the fake quote by Chris Roberts he conjured up?El Pit wrote on Jun 29, 2015, 12:42:It's the Crysis not the Unreal engine. Not that it changes your point
And then there were some fanboys on this forum saying that since it's the Unreal engine, the FPS part would be easy cake. Like looking for the line "FPS Mode=0" in the engine and changing it to "FPS Mode=1". Guess those guys are learning it the hard way that a) there is a difference between reality and fanatism and b) to never trust the snake oil salesman!
Parias wrote on Jun 29, 2015, 19:58:HorrorScope wrote on Jun 29, 2015, 19:44:
Reading up on Star Marine that sounds a lot different than the original vision given. I recall, you can hit different body parts and that would affect the hitee. That you could miss and do damage to the ship and that would then need repair before it is too late. That you could sabotage someone at a docking station and steal their ship. Now it sounds like meet a station and do some un-attached PvP? Huh?
That's the long-term plan for the full, persistent-universe portion of the game once it's actually developed. The smaller-scale "Star Marine" concept is just the initial implementation of FPS combat to get things working and tested, just like what they're doing with "Arena Commander" for the space combat.
HorrorScope wrote on Jun 29, 2015, 19:44:
Reading up on Star Marine that sounds a lot different than the original vision given. I recall, you can hit different body parts and that would affect the hitee. That you could miss and do damage to the ship and that would then need repair before it is too late. That you could sabotage someone at a docking station and steal their ship. Now it sounds like meet a station and do some un-attached PvP? Huh?
AngelicPenguin wrote on Jun 29, 2015, 18:15:Rigs wrote on Jun 29, 2015, 17:45:
Hasn't it been like three YEARS already?! And just AC to show for it?! WTF?! And everyone's ok with this? 'I don't mind the delays' Are you crazy? He's got like over $80 million and still can't develop a game within a typical triple-A game dev period...
=-Rigs-=
I didn't give them anything, so, sure, take all the time you want.
Tumbler wrote on Jun 29, 2015, 17:43:
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.
Rigs wrote on Jun 29, 2015, 17:45:
Hasn't it been like three YEARS already?! And just AC to show for it?! WTF?! And everyone's ok with this? 'I don't mind the delays' Are you crazy? He's got like over $80 million and still can't develop a game within a typical triple-A game dev period...
=-Rigs-=