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Vapourware Scam Citizen - Only people with too much money can become StarCitizens! WOULD YOU LIKE TO KNOW MORE?

Grotesque

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Divinity: Original Sin Divinity: Original Sin 2
Ship_Pipeline_-_Full.png
 
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Makabb

Arcane
Shitposter Bethestard
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This fraud has raked in $148 mil of crowd funding money so far and is nailing some soft porn star on the side.

Yeah, a totally solid business man with handshake quality. Would not pledge (and to this day I haven't).

SC development reminds me of Grimoire
 

Latelistener

Arcane
Joined
May 25, 2016
Messages
2,579
I don't think it will ever be "stable". It just looks like the sort of game that you can patch your whole life, and it will still be clunky, because you need rewrite the whole thing from the scratch.

At this point they're suppose to have a stable working editor, where designers can create missions and shit, but...
 

Dexter

Arcane
Joined
Mar 31, 2011
Messages
15,655
This fraud has raked in $148 mil of crowd funding money so far and is nailing some soft porn star on the side.

Yeah, a totally solid business man with handshake quality. Would not pledge (and to this day I haven't).
Don't worry about unimportant details peasants, just keep pledging: https://www.pcinvasion.com/chris-roberts-pleads-for-more-money
Chris Roberts pleads for more money – Is Star Citizen now a money pit?

Posted By: Paul Younger April 29, 2017
star-citizen-video-shows-revampe-640x360.jpg

The latest Star Citizen newsletter arrived last night which included a lengthy note from Chris Roberts. In this update, he explains why they are continuing with ship sales even though they have raised more than 150 million.

As backers know, CIG’s ambitions for the game have gone far beyond the initial crowdfunding pitch. Roberts highlights this mentioning their planet landing tech which was first shown last year and how it could only have been possible with more money from backers.

“If you look back on the initial campaign promises and stretch goals, we only promised to put a small team together to investigate Procedural Technology for the game, not to dramatically expand the game by making every planet and moon explorable. But because of the continued support, we were not only able to hire the world class team we have in Frankfurt, and then allow them to make rapid progress in developing technology that will deliver Crysis-quality planets, we were also able to make the decision to go all in and deliver fully realized worlds and moons to visit and explore.”

Roberts then goes on to explain their goals and the work needed to bring this planet tech to life.

“The ability to land and explore any planet or moon opens up a new set of challenges if we want to maintain the incredible attention to detail that is Star Citizen’s trademark. Our goal with Star Citizen is that every location, every star system feels like it exists holistically in a universe with palpable history. We can’t rely on magic formulas to do this; we want human hands guiding the creation. And when you can explore a whole planet or moon, having just one landing location or point of interest doesn’t sell the promise of the incredible new universe that this new tech will allow, so we think about ways we can add additional content and points of interest; Outposts, wrecks, small settlements, farms, mining facilities, abandoned ruins and so on. While we are building tools to help the artists and designers build worlds as efficiently as possible, ecosystems still need to be created, modular building sets made, props built, VFX and sound created. Each of these elements takes months of work to design in a reusable way while maintaining our level of fidelity.

“Most Sandbox games, aren’t trying to deliver a play area that has the scale or scope that we are going for. Most 1st person engines support a 128km2 patch of detailed landscape at most. We are aiming to deliver multiple star systems, populated with whole worlds and moons you can circumnavigate, all with living ecosystems and AI populations. The scale and detail we are going for is mind boggling.”

star-citizen.jpg

Planets look great but at what price to backers?

It’s fantastic to see ambition but CIG have failed to deliver much of anything promised so far and there’s been a lot of hot air. Roberts continues:

“No other game has the opportunity we have. No other game has the support we have. It is a privilege to build something the likes of which has never been seen before. Our profit is seeing how many more gameplay possibilities there are in Star Citizen today compared to two years ago or even when I first pitched Star Citizen 4½ years ago, but it was your enthusiasm that inspired us and gave us the freedom to get it done right, rather than just get it done.”

Roberts concluded his plea for more cash citing features the game has had for quite some time.

“If you’ve bought a basic starter package, you’ve got a front seat to the development of most ambitious PC game of all time. You can dogfight in Arena Commander or run and gun in Star Marine or experience the beginnings of the huge universe sandbox that Star Citizen will be in the Mini Persistent Universe game mode. If you have Squadron 42 as part of your package, you’re going to get a First-Person Story game that will compete with the biggest AAA single-player games out there, with production values that only a few can touch.

“You don’t have to do anything more than this. You don’t need to buy additional ships, or subscribe. You’ve done as much as we could ask or want.

“But if you like our ambition and want to support further, if you think it is a worthy cause, if you want to make sure that all the features we are working on are given the time to be built right, then contribute how you feel comfortable.”

What seems to be happening is that the more money backers keep giving CIG for Star Citizen, the less likely they are to see an actual game. The more money CIG has for the project, the more it can grow in scale well beyond what backers actually wanted from the game to start with. This in itself is fine but they have failed to meet original funding goals first.

Taking Elite Dangerous as an example. Frontier had the sense to give backers a game, albeit quite basic when it launched, and then expand on it with expansions. This raises more funds and backers had a game to play from day one.

CIG, on the other hand, are wanting a continual flow of money so they can play around with ideas in the hope it will all work out in the end. It’s quite worrying. As a backer, I have written off my funds as a bad crowdfunding decision. Thankfully it was a small amount, unlike some backers who have pumped thousands into the Star Citizen coffers since 2012.

I’ve had a front seat to the development process and I’ve not been impressed with what I’ve seen so far. As for Squadron 42, they have been keeping so quiet about that I’m starting to think it will be hurried out the door to help raise more funds quickly, something Roberts himself hinted could happen back in January.

What happens in the next twelve months remains to be seen, but backers should be concerned. This could be a never-ending project that continues to burn cash. When 3.0 eventually releases later this year we might have a better idea where this is heading, or not.

Full "Newsletter":
Star Citizen Newsletter - The Power of Our Community April 28th, 2017

Greetings Citizen. This week was a busy one on the Community front. This past weekend was BritizenCon, which was held in Manchester, not far from our Foundry 42 offices in Wilmslow.

Backer funded events, like BritizenCon and Bar Citizen, help to remind us why we’re doing this in the first place. The developers who participated in the Q&A panels at BritizenCon really enjoyed interacting with the community and we look forward to next year’s event.

Speaking of events, tickets to our upcoming Gloria Theater show during Gamescom quickly sold out as well. It’s good to see that the community is just as excited to see us at Gamescom as we are to see you.

Then on Tuesday we held a Subscriber Town Hall where writers David Haddock and William Weissbaum joined designer Jonny Jacevicius to answer subscriber questions about the Banu culture and the Defender, which we unveiled last week.

This upcoming weekend is the last chance to pick up the Banu Defender during it’s “Concept” Sale. Please remember, the Defender is still in the concept phase, so while we will retain the spirit of the ship, there’s a chance that modifications will be made as the ship moves through the pipeline and previously unanticipated issues come to light.

Speaking of the sale, I wanted to take a few minutes to discuss why we do things like Concept and Flight Ready Sales as I see occasional discussion about why we are still raising money after collecting almost $150M from crowdfunding.

Simply put; because we want to create the richest most fully realized universe that Gaming has ever seen.

I made a commitment a long time ago to all of you that any additional money raised beyond the initial crowdfunding goals before the “Commercial” launch of Star Citizen would go back into making the game bigger and better. My challenge to the community was “YOU set the ambition by your level of support.” We have been holding our side of the bargain ever since. It’s why we have grown to 428 employees worldwide over the past year and are still looking for more talented developers. This is a very different approach than a typical Publisher, whose main motivation is to generate profits; more sales equals better returns for its shareholders. During this development phase, our “profit” is making the game better. A great example of this is the Planetary Tech that we will debut with 3.0 in a few months. If you look back on the initial campaign promises and stretch goals, we only promised to put a small team together to investigate Procedural Technology for the game, not to dramatically expand the game by making every planet and moon explorable. But because of the continued support, we were not only able to hire the world class team we have in Frankfurt, and then allow them to make rapid progress in developing technology that will deliver Crysis-quality planets, we were also able to make the decision to go all in and deliver fully realized worlds and moons to visit and explore.

The ability to land and explore any planet or moon opens up a new set of challenges if we want to maintain the incredible attention to detail that is Star Citizen’s trademark. Our goal with Star Citizen is that every location, every star system feels like it exists holistically in a universe with palpable history. We can’t rely on magic formulas to do this; we want human hands guiding the creation. And when you can explore a whole planet or moon, having just one landing location or point of interest doesn’t sell the promise of the incredible new universe that this new tech will allow, so we think about ways we can add additional content and points of interest; Outposts, wrecks, small settlements, farms, mining facilities, abandoned ruins and so on. While we are building tools to help the artists and designers build worlds as efficiently as possible, ecosystems still need to be created, modular building sets made, props built, VFX and sound created. Each of these elements takes months of work to design in a reusable way while maintaining our level of fidelity. Just one small example of this is the Outpost Set that we have been sharing the progress on its development on Around the Verse. And this is just one set, we plan to have multiple styles to help populate the many worlds we plan to build. If you checked out Eric Kieron Davis and Sean’s Happy Hour livestream in scheduling a “Space Whale” last week, you would have seen just how many elements go into delivering just one seemingly small feature. Most Sandbox games, aren’t trying to deliver a play area that has the scale or scope that we are going for. Most 1stperson engines support a 128km2 patch of detailed landscape at most. We are aiming to deliver multiple star systems, populated with whole worlds and moons you can circumnavigate, all with living ecosystems and AI populations. The scale and detail we are going for is mind boggling.

This is a challenge that excites us and one we gladly accept. To paraphrase John F Kennedy, “We chose to do this, not because it is easy, but because it is hard.”

No other game has the opportunity we have. No other game has the support we have. It is a privilege to build something the likes of which has never been seen before. Our profit is seeing how many more gameplay possibilities there are in Star Citizen today compared to two years ago or even when I first pitched Star Citizen 4½ years ago, but it was your enthusiasm that inspired us and gave us the freedom to get it done right, rather than just get it done.

And you, the amazing Community that has come together to support Star Citizen in small and large amounts are our shipmates in this great voyage. Even in our alpha state, our ability to interface directly with you and get feedback on everything from content to network allows us to strengthen our engine and the game moving forward.

If you’ve bought a basic starter package, you’ve got a front seat to the development of most ambitious PC game of all time. You can dogfight in Arena Commander or run and gun in Star Marine or experience the beginnings of the huge universe sandbox that Star Citizen will be in the Mini Persistent Universe game mode. If you have Squadron 42 as part of your package, you’re going to get a First-Person Story game that will compete with the biggest AAA single-player games out there, with production values that only a few can touch.

You don’t have to do anything more than this. You don’t need to buy additional ships, or subscribe. You’ve done as much as we could ask or want.

But if you like our ambition and want to support further, if you think it is a worthy cause, if you want to make sure that all the features we are working on are given the time to be built right, then contribute how you feel comfortable. There are multiple ways to support, like submitting bug reports on the Issue Council or telling your friends about the game. The perks or rewards for people who go the extra mile are just that; us saying thank you for allowing us to build a game for all of you that could never be attempted in any other model. Additional contributions are about making the game better rather than gaining a personal advantage down the road. And that is why no matter what your level of support you should be happy if someone else goes above and beyond. After all, they are helping make the game better for EVERYONE.

This kind of enthusiasm and altruism is not common, but it is what is special about crowdfunding and is what allows something as ground breaking and ambitious as Star Citizen to happen. I can promise you that the team and I have no other goal than making a fully realized universe like no other. We go to sleep and wake up thinking about how we can make it better at every turn. It may be taking longer than we all wanted, but the game itself has become so much more. And while there are some who say they want a less ambitious game, I am skeptical. You didn’t back Star Citizen to be a ‘safe’ Space Sim. You didn’t back it for a game you would play for a few weeks and then discard. You backed it for its ambition, the shared dream of a seamless space sim where you can go from flying a ship to walking around inside one, to space walking, to touching down on a planet and stepping outside, all at a level of detail and scale never seen before. You backed it to have a destination to escape to with your friends for many years to come. I am 100% confident that one of the reasons why we have raised so much money is because we dreamed big. When we debuted the “Imagine” trailer back in Dec 2014, it was a dream of the future, but now with your support we are on the cusp of realizing that dream far more literally than anyone could have imagined.

And for this, I thank you all!

See you in the 'Verse!

--Chris Roberts

At least some of the intellectual giants backing this ponzi scheme seem to be finally waking up and demanding refunds, likely making Roberts and CIG more nervous and desperate: https://www.reddit.com/r/starcitizen_refunds/
h6aTv7b.png


https://www.reddit.com/r/starcitizen/comments/66qrlc/cig_your_marketing_is_too_far_ahead_of_itself/
https://motherboard.vice.com/en_us/...s-new-referral-contest-to-die-in-a-black-hole
1493159868624-image1.jpeg



I don't think it'll be long now until this shitshow collapses into an amazing fireworks display.
 
Last edited:

Makabb

Arcane
Shitposter Bethestard
Joined
Sep 19, 2014
Messages
11,753
This fraud has raked in $148 mil of crowd funding money so far and is nailing some soft porn star on the side.

Yeah, a totally solid business man with handshake quality. Would not pledge (and to this day I haven't).

all he needs to do is to drop another trailer to get fanboys rolling for anotehr 150 million

 

Tytus

Arcane
Joined
Jul 9, 2011
Messages
3,596
Location
Mazovia
This fraud has raked in $148 mil of crowd funding money so far and is nailing some soft porn star on the side.

Yeah, a totally solid business man with handshake quality. Would not pledge (and to this day I haven't).

all he needs to do is to drop another trailer to get fanboys rolling for anotehr 150 million



It's already may of 2017. And we don't even have hard deadline for SQ42. The date they set will get delayed again as usual.
What are they doing with all that money?
Wiping their asses with it?
Inb4 game development will break down, EA will buy what's left of the company and release the game with most of the announced features missing, in like 3-4 years :P
 

:Flash:

Arcane
Joined
Apr 9, 2013
Messages
6,453
The Digital Antiquarian's Wing Commander retrospective shows that Chris Roberts has always been this way. Only now he doesn't have an Origin to rain into his parade:

At the beginning of August, Snell unceremoniously booted Chris Roberts, the project’s founder, from his role as co-producer, leaving him with only the title of director. Manifesting a tendency anyone familiar with his more recent projects will immediately recognize, Roberts had been causing chaos on the team by approving seemingly every suggested addition or enhancement that crossed his desk. Snell, the brutal pragmatist in this company full of dreamers, appointed himself as Warren Spector’s new co-producer. His first action was to place a freeze on new features in favor of getting the game that currently existed finished and out the door.
http://www.filfre.net/2017/04/from-wingleader-to-wing-commander/
 

Makabb

Arcane
Shitposter Bethestard
Joined
Sep 19, 2014
Messages
11,753
The Digital Antiquarian's Wing Commander retrospective shows that Chris Roberts has always been this way. Only now he doesn't have an Origin to rain into his parade:

At the beginning of August, Snell unceremoniously booted Chris Roberts, the project’s founder, from his role as co-producer, leaving him with only the title of director. Manifesting a tendency anyone familiar with his more recent projects will immediately recognize, Roberts had been causing chaos on the team by approving seemingly every suggested addition or enhancement that crossed his desk. Snell, the brutal pragmatist in this company full of dreamers, appointed himself as Warren Spector’s new co-producer. His first action was to place a freeze on new features in favor of getting the game that currently existed finished and out the door.


H8E1s2T.jpg
 

Latelistener

Arcane
Joined
May 25, 2016
Messages
2,579
If I had 150 millions, I'd probably do some crazy shit too (but I don't think that would involve 14 years old kids).

:shredder:
 

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