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Chris Roberts' STAR CITIZEN - Page 2

post #51 of 221
Downloaded Alpha 2.0 Hopped into the 1st person Universe thing, just a sausage party of dudes locked in a airplane lobby room jumping up and down, walking around was janky. Proceeded to the new hanger. Jesus, this looks fucking gorgeous. Both video cards were working overtime rendering everything. I didn't have Shadowplay on to record any of it this time around. Oculus should hurry the fuck up and deliver their commercial grade product already (I really want some 1st person Fallout/Skyrim too, and Alien)
post #52 of 221
Thread Starter 

I'm downloading the 30 gig (!) Alpha 2.0 myself, mostly because it looks like there might be some actual gameplay in space. I'll be more than happy to take back any bad words I've said if they actually produce anything close to what they said they'd produce.

 

Also, I want Kilrathi.

post #53 of 221
Thread Starter 

It failed to connect three times, and kicked me to desktop twice when I did. I didn't get airborne once.

 

Hangar shore is purty, tho'...

post #54 of 221
Quote:
Originally Posted by Jacob Singer View Post

 

Also, I want Kilrathi.

 

 

Can you feel that throbbing nostalgia in your pants?  

post #55 of 221

The graphics are the best I've ever seen, but once you get into space it seems kind of aimless. 

post #56 of 221
Quote:
Originally Posted by Ambler View Post
 

The graphics are the best I've ever seen, but once you get into space it seems kind of aimless. 

 

Did you try turning the targeting computer back on?

post #57 of 221

Oh, I haven't played it yet... just commenting on the many videos on youtube.

post #58 of 221
Quote:
Originally Posted by Ambler View Post
 

Oh, I haven't played it yet... just commenting on the many videos on youtube.

 

On the videos you saw, did they try turning the targeting computer back on?

post #59 of 221

What's the deal with the targeting computer?

 

I HAVE TO KNOW NOW

post #60 of 221
Quote:
Originally Posted by MrSaxon View Post
 

What's the deal with the targeting computer?

 

I HAVE TO KNOW NOW

 

 

It's the name of that thing Luke turns off.  

post #61 of 221

Dear developers: When you make people download 30 bloody gigs for your alpha, at least have it so they can resume the download after shutting down their computer. In Australian bandwidth, 30 gigs is a two-evening job at least and it stinks having to start all over again, especially when your launcher sucks up bandwidth like Mr. Fucking Creosote.

post #62 of 221
Thread Starter 

Hey guys! want a polo shirt?

 

https://robertsspaceindustries.com/comm-link/transmission/15399-Polo-Shirts-Now-Available

 

This might be a game someday!

post #63 of 221

Quote:
This is a pre-order, shirts are estimated to ship in September 2016.

If you don't pre-order, you just get a plain polo shirt, without the logo.

I just bought $250 worth of them, to go with my $200 battlecruiser that's sitting in my alpha hanger, next to my $75 pre-ordered fighter.

They should let you buy a digital polo shirt for $35, to hang in your ships virtual closet.
post #64 of 221

So... when's this fuckin thing coming out again?

post #65 of 221

"Late 2016"

 

If I was a betting man I'd put good money on the release date being pushed back.

post #66 of 221

I haven't really been following Star Citizen but, those of you who have been tracking its development and playing in the early builds - is it looking like it might live up to the hype? It sounds really amazing and I desperately want it to achieve its goals because a great multiplayer space-sim with awesome FPS elements could be incredible. 

 

Fuck all of this "spend hundreds of dollars on a ship" and "buy a shirt!" nonsense, though. 

post #67 of 221
Thread Starter 
Quote:
Originally Posted by MrSaxon View Post
 

I haven't really been following Star Citizen but, those of you who have been tracking its development and playing in the early builds - is it looking like it might live up to the hype? It sounds really amazing and I desperately want it to achieve its goals because a great multiplayer space-sim with awesome FPS elements could be incredible. 

 

I'll be honest. The twenty or so minutes of worthwhile SPACE gameplay that exists have me genuinely intrigued (bar stupid space racing nonsense), but most of the rest seems like dreams from a sci-fi novel.

post #68 of 221
Quote:
Originally Posted by mongycore View Post


If you don't pre-order, you just get a plain polo shirt, without the logo.

I just bought $250 worth of them, to go with my $200 battlecruiser that's sitting in my alpha hanger, next to my $75 pre-ordered fighter.

They should let you buy a digital polo shirt for $35, to hang in your ships virtual closet.

 

Your new polo shirt(s) will be stained with your manly tears soon enough.

post #69 of 221
Quote:
Originally Posted by Jacob Singer View Post

I'll be honest. The twenty or so minutes of worthwhile SPACE gameplay that exists have me genuinely intrigued (bar stupid space racing nonsense), but most of the rest seems like dreams from a sci-fi novel.

I've occasionally been temped to try out the Persistent Universe beta they've got going, but from what I've heard it's buggy as hell and short on content, and probably not worth the 30 gig download.
post #70 of 221

It probably won't be released until 2020, but I've got admit that - having now watched this gameplay video from Gamescon - it's looking pretty sweet!

 

post #71 of 221

This stuff gets me sexually excited.

post #72 of 221

That looks literally TOO good. Like, everything I want out of a space game and it's making me wary.

post #73 of 221

Have they announced what it takes to run this?  I'm assuming at least a Pentium II.

 

Time to fire up QEMM and free up some memory.  

post #74 of 221
The fact I have a job and an infant child and will never get to play this makes me seriously depressed.

Space flight sims used to be my entire second life from age 5-20somwthing. Now I'm hoping I can sneak home at lunch and plug into the Matrix to play whatever games my kid grows up with while he's at school.
post #75 of 221
Thread Starter 

Christ, that audience. "Lemme bring up the radar." "WHOOOOOOOOOOOOO!!!!!"

 

I hope they all spent hundreds of dollars on spec ships.

post #76 of 221

I just want Wing Commander Privateer with a decent space flight engine.

post #77 of 221
Thread Starter 
Quote:
Originally Posted by MrBananaGrabber View Post
 

I just want Wing Commander Privateer with a decent space flight engine.

 

As do we all. 

post #78 of 221

I was hesitant to admit this, but I picked it up a few weeks back in a weak moment. I logged in, looked at my empty hanger (for some reason, I have a ship) and then went into the game and launched myself off into space in my suit from a space station. I flew back and jumped on some strangers ship and we flew off into the stars. Then I shut my PC down for the day. It was nice.

post #79 of 221
Quote:
Greetings Citizen. It’s time for CitizenCon!

Four years ago, we began our historic crowdfunding campaign for Star Citizen. It’s incredible to think about where we are now compared to where we started. Today, there are over 350 employees at four offices across the world delivering the game of your dreams and theirs.

This Sunday, October 9th at 3pm PDT (10pm GMT), join us in celebrating this incredible journey at CitizenCon. The event will be broadcast live from Los Angeles. We’re excited to show you the progress we’ve made on a number of fronts, but don’t want to spoil the surprise, so make sure to tune in to our Twitch livestream to see exactly what we have planned.

Also, we’ve got a number of fun things planned leading up to the main event. From gameplay live streams to fan gatherings, there are plenty of ways to engage with the Star Citizen community and devs before Sunday’s show. You can find the specifics of these events in our CitizenCon 2946 Details post.
post #80 of 221

Don't ever change, mongycore. :)

post #81 of 221
Thread Starter 

Well, I'm a known broken record as far as this game goes, but it bears comedic reprinting. I know Elite Dangerous isn't everyone's cup of tea, but they've delivered on what they promised and have continued to grow and expand their property in all the ways they said they would, at a fair price. I find them second only to CD Project Red in their devotion to their game.

 

CitizenCON looks like a sad joke, as does the never-ending continued alpha build of this once worthwhile product.. 

post #82 of 221
Quote:
Originally Posted by Jacob Singer View Post
 

Well, I'm a known broken record as far as this game goes, but it bears comedic reprinting. I know Elite Dangerous isn't everyone's cup of tea, but they've delivered on what they promised and have continued to grow and expand their property in all the ways they said they would, at a fair price. I find them second only to CD Project Red in their devotion to their game.

 

Preach. While I haven't dipped into ED since my Powerplay-induced burnout, it astounds me when I see people will trotting out the same old pea-brained criticisms of that game (Mile wide and an inch deeeerp) while continuing to evangelize SC despite it still only being playable as a pint-sized horde mode, a one-course time attack and a limited sandbox that last I'd heard, still ran like utter dogshit.

 

As for CitizenCon: well, I guess it's Roberts playing to his true strength, which I'm increasingly convinced is PR. It reminds me of when a big deal was made of SC coming to PAX Aus a couple of years ago, only to find out at the last minute that what they were actually doing was sticking the most basic cubicle they could manage in the venue itself, and running their own exclusive 'backers' party' in a venue down the road - which, naturally, they were charging entry to. Of course, this backer had better things to do (like actually going to fucking PAX), and felt much better about my non-payment when I found out that the event was little more than a screening of Star Marine footage that was released online the next day anyway. Thinking back, I think that was the point when I started realizing that SCI were starting to take the piss. 

post #83 of 221
Some news out of citizenCON.

Singleplayer Campaign Delayed to 2017.
Quote:
At Citizencon the team at Cloud Imperium Games announced the delay, saying that the campaign would not meet its 2016 release date. While a lot of the technology behind the game is done there are still a few areas that are lacking such as AI logic and mission integration.

The team's current project is to bring one of the chapters to release quality, and when that is done it will be shown off to the public. Somewhat worryingly there is 28 chapters in the game, which makes it sound like there is a lot of work to get done.

At a technical level it still sounds like they're at Alpha stage of development. Maybe this won't see release until Fall/Christmas 2017 at best.

It would be fucking amazing if they changed things up and went the Hitman episodic route for Squadron 42. They'd finish a chapter, sell it full price, work on the next chapter, sell it full price. Just think of the billions they'd rake in. Why sell one full game once when you can sell a smaller game 28 times? And with each new Chapter Release they sell more newly designed ships to go with each new chapter, that are pretty much mandatory to finish the campaign mission in question. Jesus, I should go work at EA's monetization department.
post #84 of 221
Thread Starter 

I wouldn't be surprised if this does turn out to be the biggest con/deception/theft in the history of gaming, when all is said and done. I think I could have solo written the first mission of Squadron 42 in BASIC by this point, and have it match what they have on offer.

post #85 of 221
Thread Starter 
10CLS
20PRINT"Hello, world!"
30PRINT"I'm making a space game in BASIC."
40PRINT"This text is being printed via the PRINT command."
50PRINT"On the next line, I'll use CLS."
60CLS"Now the next word would be PRINT."
70PRINT"Finally, on line 80, I'll use SEND ME MONEY."
80END"And return to SEND ME MONEY"
90PRINT"Now my program is over."
post #86 of 221
Bitch, fuck rep...you just earned yourself a copy of Quadrilateral Cowboy.
post #87 of 221

Is this game ever coming out? 

post #88 of 221
Thread Starter 

Dollars to donuts Cyperpunk 2077 hits first.

post #89 of 221

With every passing news announcement, I'm become progressively happier with my decision not to buy into this a couple of years back. I'd be fuckin' pissed by now if I had.

post #90 of 221
Quote:
Originally Posted by Jacob Singer View Post
 

Dollars to donuts Cyperpunk 2077 hits first.

Rate this is going, we'll be lucky if the fucker drops by 2077.

post #91 of 221

I bought into the hype a while back and now watching all the vids from the CON, I'm seeing all the little animations when you do just about anything. It looks cool and all, and you can hear the oohhh and ahhhhs in the background. But now I'm just thinking how annoying as fuck they are going to be in game. Which we are never going to get.

post #92 of 221
Quote:
Originally Posted by The Rain Dog View Post
 

With every passing news announcement, I'm become progressively happier with my decision not to buy into this a couple of years back. I'd be fuckin' pissed by now if I had.

 

Seconded.  I can't remember what made me hesitate but I'm sure glad that I did.

post #93 of 221

Ever since it's announcement there's always been an air of "Too good to be true" around this game for me. The No Man's Sky debacle just reinforced that. 

 

I'd still love to give Elite a try sometime. But I don't own a HOTAS set-up.

post #94 of 221

So ... is the answer "no," it isn't ever coming out?  

post #95 of 221
Quote:
Originally Posted by Codename View Post
 

Ever since it's announcement there's always been an air of "Too good to be true" around this game for me. The No Man's Sky debacle just reinforced that. 

 

I'd still love to give Elite a try sometime. But I don't own a HOTAS set-up.


I've played it with a controller and still had a pretty good time so far with it. I need to spend some serious hours getting used to the game still, but my dabblings have been fun.

post #96 of 221
Thread Starter 
Quote:
Originally Posted by Codename View Post

 

I'd still love to give Elite a try sometime. But I don't own a HOTAS set-up.

 

True Confession Time: I have a great HOTAS set-up, but keep defaulting to mouse-keyboard. And I still kick ass.

 

Then again, I use Voice Attack for a lot of stuff.

post #97 of 221
Quote:
Originally Posted by Overlord View Post
 

So ... is the answer "no," it isn't ever coming out?  

 

Your third Death Star will probably be finished first. 

post #98 of 221
Quote:
Originally Posted by MrSaxon View Post
 

 

Your third Death Star will probably be finished first. 

 

Cloud Games Imperium is more forgiving than I am.  

post #99 of 221
Thread Starter 

This is an email Chris Roberts sent out to us suckers backers, copy/pasted here in its entirety (you can skip to the bottom for my TL/DR version):

 

 

Greetings Citizens,

Four years ago today the initial Crowd Funding Campaign for Star Citizen came to a close with equal amounts of exhilaration and exhaustion.

I am always humbled by the incredible response that Star Citizen received from space sim fans and PC gamers. The groundswell that swept up the project from its announcement and carried it forward ever since has been something the team and I have never taken for granted.

Thanks to all of your support, we’ve been able to expand the scope of Star Citizen to create a living, breathing universe. No other game tries to deliver the scale and fidelity that Star Citizen does with its detailed worlds that can have you walking through a dense jungle, wandering the dark alleyways of a futuristic city, landing on a space station orbiting a moon, or piloting a space ship across vast star systems teeming with activity, all from a seamless first person viewpoint.

Starshipbridge.jpg

Your contributions have enabled us to hire some of the best and brightest in the video game business. The planetary tech we showed at Gamescom and CitizenCon is a prime example of something that only became possible with your continued support.  We now stand at four internal studios and 377 employees all dedicated to building the best game we can. We are not building something to be played for a week and then discarded, we are building Star Citizen to be an online destination that can grow and flourish for years to come.

With this ambition comes a price. Not just in the salaries of the hundreds of people pouring their hearts into the project, but in the unpredictability of the groundbreaking technology that we need to develop to achieve a game of this scale and detail.  We have taken a lot of flak over the last couple of years for the extending timeline of Star Citizen, but the simple fact is that game development, especially game development on the scale of Star Citizen, is complicated.  If you talk to any developer that works on large titles they will tell you that schedules, especially early in the development cycle, move all the time.  Most people never see this because a publisher won’t announce a project publicly until it is very far along; normally at least in Alpha, with all the technology and gameplay R&D completed. Even then, the timelines can be unpredictable as can be seen in the delays on big name titles from publishers.

With Star Citizen, we never had the luxury of developing behind closed doors until all the technology has been built. We’ve been public since before we opened the doors of our first office in early 2013.

Having the participation and feedback from all of you as we build Star Citizen block by block is vital to making a game that will stand the test of time. Polish and iteration help make good games great and we have the opportunity to do this with the participation of an engaged and active user base. That’s a luxury that most other games don’t have.

Open Development does have its drawbacks. Not everyone understands the process or how difficult it can be. We have always tried to be open and share our progress. We refactored Around the Verse to focus more on developers showing and talking about their work to help give insight into the process. Our monthly reports have more information than any monthly report I had to do for Electronic Arts or Microsoft when at Origin or Digital Anvil.

The only thing we currently don’t share is internal estimates on completion and dates.

As you know we’ve not been keen to give hard dates on the project after the initial set of dates which we had estimated when the project was a lot smaller in scope.  When I’ve talked about releases, I’ve always qualified any discussion of timing with “we’re hoping to” or “the goal is” to give a rough timeline for people, but unfortunately some people often tend to forget the qualifiers and treated my comments nonetheless as a promise.

Because of this we have been reticent to share our internal timelines, even with caveats, as it always seems to cause trouble; one section of the community gets annoyed because things are perceived as late while another gets annoyed wondering why we shared dates at all if they aren’t solid.  Of course even when we don’t give dates we have yet another part of the community getting annoyed because they feel left in the dark and have no idea when the next build will drop.

Basically it is a Kobayashi Maru.

I’ve reflected long and hard on this dilemma and have concluded, to quote another Eighties film, “the only winning move is not to play.”

What if we didn't give you just an estimated date, but instead shared our internal schedule? No filter, no hedging. You see what we see.

Whether or not to share this kind of information has been a long running debate among the team here at Cloud Imperium Games. Target dates are not release dates, and everything you see will shift at some point, sometimes slightly and sometimes wildly. The danger in doing this has always been that casual observers will not understand this, that there will be an outcry about delays every time we update the page.

We’ve taken stock, thought through everything and decided that, while that is a risk, above all we trust the community that has given us so much support. The community that has let us focus our passions on this incredible project. You have allowed us to take this journey, you have tracked and followed so much of how game development works… and now we think it is right to further part the curtain and share with you our production process.

So for Star Citizen Alpha 2.6 we’re going to share our internal schedule and its breakouts on a weekly basis. These are the very same schedules we update daily and are circulated internally on our intra-studio hand-offs with a few exceptions: the individual developer names assigned to the tasks will be omitted (for obvious reasons), we’ll remove the JIRA details and we’ll modify the technical wording to make it readable for a wider audience, but otherwise, when something changes, slips or is completed, you will know.

80229a6f-0e87-43de-8a01-997e3b42cea6.png

This schedule will always be available on the RSI Website and we will be updating this page weekly with a snap shot of our internal schedule.

We take the process of production very seriously and spend a lot of time on improving our ability in this area. Our worldwide Production Team is twenty-five strong and they are the backbone that drives our development forward. They work closely with developers to break down and create tasks, chase up task completion daily, update their respective team’s schedules, encourage and strengthen open communication by organizing meetings, agendas, and creating action items to help push the project forward day by day. The Production Team has many collective years with some of the biggest developers, publishers and games. They are like the rest of the CIG team, World Class.

Game development is, at its very heart, a process of constant improvement. We view our communications as part of this process, whether that means improving the quality of our videos or finding new ways to share information with our community. I hope you enjoy this new, even more detailed look at Star Citizen’s development.

If this initiative is well received, then we will continue this process as we move onto the next milestone. 

The Anniversary Livestream

This afternoon, at 1 PM Pacific, we are kicking off the fourth Star Citizen Anniversary Livestream. If you’ve discovered Star Citizen more recently, the anniversary livestream celebrates the last day of Star Citizen’s original crowd funding campaign. Back in 2012, we celebrated the incredible support we received with a 24-hour livestream. Today, we have too much work to do to break from it for a full day, but we want to honor the spirit of the campaign by appearing live and celebrating our passion for what we’re doing.

85_X_city_shot.jpg


The livestream will be followed by a weeklong sale. This year, we are patterning the event after an in-universe ‘air show’ called the Intergalactic Aerospace Expo. All of our companies, from Esperia to Aegis, will present their ship lineups with a different company’s spacecraft showcased each day (along with some special surprises you’ll learn more about during the stream). If you’ve missed out on a ship in the past that you’ve been itching to pick up, this is your chance; if you’re happy with your current fleet, I hope you enjoy some of the additional materials and content we have put together for the event.

With that in mind, I wanted to take a moment to address a common question: why we do ship sales.

First and foremost, I want to stress that the universe will always be open to anyone with a starter package. No backer is being asked to pay more to enter the game world or to unlock some otherwise unavailable endgame content. Your initial Aurora or Mustang is your ticket to a bigger universe where you can earn your fortune and make your name.

If you chose to buy an additional or bigger ship, you are doing this primarily to support the project. The backers that choose to purchase concept ships are helping us add top tier talent to the game, expand our development tools and facilities and give us the time and bandwidth to pursue the kind of pure creativity that continues to make this project so exciting.

The additional ships are rewards for helping expand our dream, to make sure we continue to go above and beyond what we set out to create. Every ship you can buy now will be available in the finished game, for purchase with in game currency.  But early supporters receive some convenient rewards (such as LTI) and the option of having a different starting experience with larger or role-specific ship designs. We feel this is the least we can do for the portion of the community that continues to support us well past what they need to contribute to play Star Citizen. We feel comfortable with this exchange as Star Citizen is not a stats based MMO with typical end game content. Just like real life there is no real end game in Star Citizen. It is more about what you want to do. Do you want to be a fighter? A trader? An explorer? A miner? A pirate? Player skill counts heavily as well as the role the ship was designed for. There is no ship that will sweep all before it. Different ships are needed for different situations. Having an Idris does not mean you will crush all before you, but an Idris manned by a group of friends that work together will be formidable. However, it’s a pretty bad bulk cargo carrier or mining ship, and if you’re chasing nimble outlaws through a dense asteroid field, you’re likely to take quite a bit of collateral damage and be left in the dust.

The desire to continue to improve Star Citizen is also why we have begun offering an incentive to purchase a new concept with fresh money rather than melting a ship and using store credit. We offer backers a more comprehensive system for melting and refactoring their pledges than we had ever dreamed possible back in 2012, which is a system I believe no other game offers, and as a result you can often swap to a more favored ship without impacting funding at all. We built this to allow you all to be able to purchase a ship with confidence, knowing that if something you like better comes along you can switch out to it with minimal hassle and no loss. We do not intend to change this system, but maintaining it means that we need to find other ways to encourage new contributions rather than just recycling old ones as the continued funding means we can continue to make the game as good as it possibly can be. Going forward, these cash sales will focus on newly introduced concept ships and top tier limited capital ships.

Having said all this I want to reinforce that you should only participate in the anniversary sale as a way of supporting the project. There is no need to own anything other than basic starter ship if you just want to have some fun. You will be able to earn all the ships we offer in these sales once Star Citizen goes live.

With that, I would like to wish every backer a happy fourth anniversary and thank our subscribers whose additional support allows us to put on events like this. To all of you, Star Citizen is what you are making it… and you are making it something that I believe will provide an incredible escape to people around the world. Every day, we get closer to our shared dream of a living, breathing science fiction universe where we can immerse ourselves like never before. That’s the dream that keeps us working as hard as we can on this project and it’s something I hope you will continue to support and celebrate. There’s more work to do, but with every production milestone, with every community event, with every bright idea made code I know we are getting closer to that most important promise: we’ll see you in the ‘Verse.

-- Chris Roberts

 

TL/DR: Geez guys, we're sorry this has been taking so long, but you've all been good sports. Well, no, some of you have been big ol' meanies. We're still not promising any dates or anything, but we're gonna share our constantly changing internal schedule with you! Aren't we brave?

 

Also we have a new sale on ships! Which you totally don't have to buy or anything, 'k? But if you do buy a couple, you'd really be supporting us. 'Cause making this game is like, really hard, guys. 

 

Hugs and kisses!

post #100 of 221

Damn, I feel for you Singer.  

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