jdreyer wrote on Sep 13, 2020, 17:37:Kosumo wrote on Sep 13, 2020, 06:10:I don't know if that's fair, but he certainly suffers from Peter Molyneux Syndrome.
Chris Roberts - pathological liar.
Drayth wrote on Sep 13, 2020, 02:07:Officially CIG said there would be no CitizenCon this year and that it wouldn't even be going all digital but it is widely expected there will be an equivalent presentation, especially given that CIG is preparing to release a new roadmap. There's been so little progress on SC and S42 that the community has becoming increasingly critical and rightly so.jdreyer wrote on Sep 12, 2020, 17:34:Drayth wrote on Sep 11, 2020, 16:09:
It was canceled a while ago.
They're not holding a virtual one?
Oh, gotcha. No actually. There were hints there may be some surprise video around the time of the convention, but nothing yet.
theyarecomingforyou wrote on Sep 12, 2020, 08:12:
He's posted again. Something strange is going on. Now he's promising the game won't take 10-20 years. Bold promise.
"I can promise you the gameplay I described is not a pipe dream, nor will it take 10 to 20 years to deliver. I described systems we either have working, or are working on; we've even shown early versions of some of this like fire on Inside Star Citizen. I can't promise you exactly what quarter it will come together but once the new Road Map web work is done you'll be able to see the teams progress to achieving what I describe in real time."
jdreyer wrote on Sep 12, 2020, 17:34:Drayth wrote on Sep 11, 2020, 16:09:
It was canceled a while ago.
They're not holding a virtual one?
theyarecomingforyou wrote on Sep 11, 2020, 16:50:Do you know the latest on the gas phase change modules required for proper flight modeling and martini making. The last I heard;
Speaking of Chris Roberts, he bizarrely posted to Spectrum for the first time in 18 months. It was a rambling post about the in-game atmospheric room system, attempting to defend it from criticism.
Here's an excerpt of his excellent story telling:
A ballistic round passes through the ship's shield, which scrubs off some of its kinetic energy but not enough as the round's velocity was high as was its mass as it was an armor piercing round. It manages to penetrate the armor and strikes an internal component, say a power relay node (something else we are working on as part of the pipe system refactor). The power node takes damage giving it a chance to "misfire" while in use. A few minutes later the node does misfire, blowing its fuse and resulting in it catching fire. The crew of the ship doesn't realize a fire has broken out in one of the side corridors, as they are busily concentrating on fighting the ships attacking them. The fire starts to spread along flammable surfaces, and as the fire starts to engulf other components they also catch fire. The engineer on the bridge of the ship sees his console flash red giving him a warning that several components have failed and looking at his ships schematic he sees a fire has broken out below decks. The engineer decides to seal the bulkhead doors on the corridor to contain the fire but the doors have no power as the power node is out! He comms one of his crew mates to leave his turret and grab an extinguisher and put out the blaze which is slowly creeping towards the power plant room. Fire reaching a ship's power plant or it's ammo stores are two sure fire ways for your ship to go boom. With the physical damage system ships will no longer just explode when their hit points reach zero, they'll explode because something inside them went critical and exploded (due to damage or heat), which then damages everything else. Outside of that damage will affect the ability of the ship to function or it's structural integrity so they also could become a lifeless hulk as much as they could go up in a flash of light. When the crew member gets to the corridor where the fire has broken out is has already consumed a huge amount of oxygen in that "room" (the corridor) and has released noxious gasses, so the crew member can't breathe and quickly retreats to put on a fire resistant suit and helmet. The engineer in desperation manages to reroute power away from the destroyed node through a secondary node restoring power to enough of the bulkhead doors to allow him to contain the fire. Noticing that there is an external airlock in the sealed off area he opens the airlock, venting the oxygen in the sealed off corridors and rooms to the vacuum of space, depriving the fire of the ability to burn, putting most of it out. By this time the crew member is suitably dressed and can extinguish the fire that made it past the bulkhead door before it can grow again. The engineer then reseals the airlock and allows the life support system to replenish the air in the vented part of the ship. Once done the engineer opens up the bulkhead door allowing the crewmember in with a replacement fuse for the power node, restoring power to that section of the ship, then returns to his turret. It's been a close call but the ship is still alive and in the fight!
Kosumo wrote on Sep 11, 2020, 04:45:The reason for unifying the camera view was so that CIG could add different weapons and armours without having to create assets for both the first and third person views. It requires more work upfront but reduces work further down the line. If it was as smooth as that video then I'd be all for it. Currently the in-game movement is awful.
But the reality is that the game has never played like that demo - which it shows no reason why you would do your first person camera like that as apposed to how games where already handling the player camera. Chris just wasted time and (other peoples) money due to his lack of experance with modern gaming and game design.
Kosumo wrote on Sep 11, 2020, 04:45:No, and that's exactly the issue. CIG demonstrated that the unified view works well offline in that video but as soon as you add in the appalling netcode and server backend it falls apart. The game doesn't play anywhere close to as smooth as that video and we're more than three years on.
]Have you ever played a game of Star Marine that was anywhere close to that video? Bet you haven't, bet no one has due to next to no one playing Star Marine - even after Chris wasted just about $2 million dollars of backers money contracting out Star Marine to IllFonic to make it, which CIG then mismanaged it by not insuring that IllFonic was on the same page when it came to the scale of the assets and props.
Kosumo wrote on Sep 11, 2020, 04:45:You mean this one? Yeah, it's pure cringe. I saw it at the time. Not only does he not have a clue what to do but he also uses an Xbox controller rather than mouse and keyboard or HOTAS. But I couldn't care less whether he's any good at the game, only whether the game itself is good (which it isn't currently).
The video you should have paid attention to is the one where Chris attemps to play Star Citizen and its apparent that he has no idea what he is doing ..... yet this is his dream game?
Kosumo wrote on Sep 11, 2020, 04:45:That for me is where the project started to fall apart, which was just after the Star Marine debacle. The sandworm and NPC AI was obviously faked and when Alpha 3.0 was eventually released it had a fraction of the features promised. Ever since they've opted for scripted presentations and misleading people about the status of development.
As you know, CIG has had plenty of videos of demos that really mislead people to what the current state of the game is like.
Where is the Sandworm*? Same place as Chris and Sandi - no where to be seen. It was lies.
theyarecomingforyou wrote on Sep 11, 2020, 03:42:
The concept of a unified first/third person camera is fine. CIG has even demonstrated it running smoothly here. The issue is that performance and the netcode currently are appalling, so it doesn't play smoothly.
grudgebearer wrote on Sep 10, 2020, 10:46:Again, I think my opinion was perfectly reasonable at the time. Back then the game was less than three years after the Kickstarter and we had seen the release of Arena Commander, which was fun to play. The scope of the project had changed to match funding and that would mean it would take longer than originally anticipated. Notice how even back then I didn't like the funding model.
LOL...theyarecomingforyou wrote on Jul 16, 2015, 10:25:
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.
Kosumo wrote on Sep 11, 2020, 00:01:The concept of a unified first/third person camera is fine. CIG has even demonstrated it running smoothly here. The issue is that performance and the netcode currently are appalling, so it doesn't play smoothly. As for food and drink, I agree that it is a bad system and the wrong focus for the game.
I don't agree that Chris Roberts has great ideas either. Look at some of his idea that they have used in Star Citizen - The first person camera being in the models eyes - it was fucked, they then spent ages making a system to stop it shaking all over the place and making people sick. Have you seen the system for having to eat and drink in Star Citizen? Nothing fun or good about it. It's pointless and hinders the gameplay.