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[-] And009@reddthat.com 2 points 6 days ago

I was hoping there to be a conspiracy story behind it but the crux is they don't understand the concept of MVP or made anything before.

[-] Cagi@lemmy.ca -5 points 6 days ago* (last edited 6 days ago)

Squadron 42 is feature complete and is in optimization and polish phase. 30-40 hour campaign. It looks amazing. This was released this weekend, played live not prerecorded.

https://youtu.be/1H-0x4xk2Xk?si=Q3SmA_skltVVUkiy

[-] Fades@lemmy.world 0 points 5 days ago

Hey look, it’s one of those gullible marks.

“Feature complete” but they can’t release it for another two years? Hmmm…… 🤔

As a dev myself this shit is hilarious

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[-] Rottcodd@lemmy.world 119 points 1 week ago

Do people just not know who and what Chris Roberts is?

This is what he's done throughout his career - the only thing that's notable about Star Citizen really is the scale of it and thus the opportunities he has to find ever more things to obsessively tinker with.

It's entirely possible that if Microsoft hadn't bought out Digital Anvil and given him the boot, this wouldn't even be Star Citizen - it would be Freelancer, coming into its 25th year of delays.

[-] p03locke@lemmy.dbzer0.com 14 points 1 week ago

Chris Roberts is still rich, and could probably retire right now without worrying about anything. He could tank the company, and he wouldn't care.

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[-] peopleproblems@lemmy.world 111 points 1 week ago

And then, compare it to No Man's Sky, who gave us lofty expectations, failed to deliver on launch, but actually kept with it despite no new revenue flowing into the game from existing buyers. And now we have something incredible. We have a universe that is unfathomably large. We have multiplayer, we have all sorts of events and quests. Freighters! You can piece together your own ships now.

I hope we can eventually build space stations or pilot Capital Ships. No Man's Sky came out in 2016. In 8 years it has done far more than SC has done with far less of a budget.

Do I wish we could have everything that Roberts promised? Sure. But I also have a bridge to sell that you can at least walk over.

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[-] Allero@lemmy.today 70 points 1 week ago

That was my concern long ago when I entered the game.

The problem is, CIG have financially incentivised themselves, knowingly or not, to never finish the game.

Being alpha game means you can wipe everything again and again. And they do! One thing they do not touch, however, are ships purchased with real world money. And players do buy those ships in order to not start the game from scratch over and over again, and pay a lot for it, in hundreds and often thousands of dollars!

Upon release, on the other hand, no wipes are planned, and this means one thing: revenue will absolutely plummet as players just buy ships for in-game currency instead of actual cash. Releasing the game now is a suicide move, as CIG won't be able to blatantly extort players for their money anymore.

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[-] shadowedcross@sh.itjust.works 65 points 1 week ago

Yeah, Star Citizen is the world's most expensive tech demo, that is the picture book definition of scope creep. It'll just keep getting more and more complicated, but never get to any kind of a "complete game" state.

[-] slaacaa@lemmy.world 30 points 1 week ago* (last edited 6 days ago)

I work as project manager, just spent the entire week fighting a client on a new project’s scope, because he wanted more things done by the team than what was agreed in the proposal.

Anytime I read about this game, I have to do breathing excercises in a corner to calm my anxiety.

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[-] Zahille7@lemmy.world 62 points 1 week ago* (last edited 1 week ago)

Who'd'a thunk?

[-] Adderbox76@lemmy.ca 56 points 1 week ago

Well no shit. He figured out that as long as you never "release" a finished game, you're not going to be blamed for "bugs" while still collecting money on in-game purchases.

There's a reason he made sure that the in-game store was perfected and ready to go long before the game was anywhere near completed. It's been the plan ever since he and his team realized that the ultimate scope was likely out of their reach.

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[-] alcoholicorn@lemmy.ml 34 points 1 week ago* (last edited 1 week ago)

Because Crysis looked good, Chris Roberts mandated that Star Citizen would use Cryengine 3.

To make astronomically large spaces fit in the game engine from 2009, they made everything infinitesimally small.

So now due to the inaccuracy inherent in floating point calculations, instead of invisibly nudging things a few millimeters in the wrong direction, teleports people hundreds of feet out of their ships into space if they bump into a physics object, ladder, elevator, etc.

This is what happens when an ideas guy with no technical knowledge is making technical decisions.

[-] G0ldenSp00n@lemmy.jacaranda.club 39 points 1 week ago

This is not even true, they rewrote the engine to support native 64-bit precision to let them fit large spaces, they didn't just make everything small. They basically employ all the people that used to make Cryengine since Crytek went out of business, so the engine they are building is actually pretty good.

[-] Fades@lemmy.world 0 points 5 days ago* (last edited 5 days ago)

Classic, the person who doesn’t know what they’re talking about is SO sure that they know the truth. So much so they’re out here correcting people and handing out false info.

so the engine they are building is actually pretty good

Keep living in a false reality pal. I’m sure you k or so much more than the engine dev who replied to you.

How much $$ have you wasted on star citizen lmao

[-] Agent_Karyo@lemmy.world 14 points 1 week ago

I am engine developer, but even to this day you can clearly see Cryengine 3.x issue in star citizen.

They simulate zero-g areas as a Cryengine underwater map. You routinely see stuff floating as if in water even on planets with gravity.

You can also witness strange bugs that confirm the size issue (that they made everything extremely small in a Frankenstein version of a Cryengine map); one example would be your footmarks suddenly becoming massive.

The completely fucked up physics in sc (e.g. tanks bouncing like beachballs) is also a legacy of Cryengine 3.0.

[-] billiam0202@lemmy.world 33 points 1 week ago

To make astronomically large spaces fit in the game engine from 2009, they made everything infinitesimally small.

In fairness, when Star Citizen first went in to development CE3 was a modern engine.

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[-] jewbacca117@lemmy.world 33 points 1 week ago

Damn. I had really hoped my grandchildren would get to play Star Citizen in their lives.

[-] Maggoty@lemmy.world 32 points 1 week ago

Misguided development at CIG? Why I never!

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[-] limitedduck@awful.systems 25 points 1 week ago

Today was day one of Citizencon and CIG revealed a lot of stuff that shows they're still working to give players the game they want. Most of it was actually tech to answer the scalability problem for everyone wondering how they're going to get to 100 star systems when they still only have 1

[-] fartsparkles@sh.itjust.works 19 points 1 week ago

Next it’ll be 1000 star systems while we’re still waiting on Squadron 42.

[-] arudesalad@sh.itjust.works 30 points 1 week ago* (last edited 1 week ago)

Fun fact: If you take the year, add two, you'll get the current planned release date for sq42

This isn't dependent on the current year

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[-] draneceusrex@lemmy.world 15 points 1 week ago

Dull surprise.

[-] deegeese@sopuli.xyz 14 points 1 week ago

If they finished it they’d have to find a new revenue stream.

[-] Bonesince1997@lemmy.world 14 points 1 week ago
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this post was submitted on 19 Oct 2024
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