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

BuzzCutPsycho

Novice
Joined
Dec 30, 2009
Messages
14
The fan base is very delusional and expects something that the game can never be. It's a mix of morons wanting Second Life in space, ARMA in space, some weird mil-sim shit, or big space rigging without combat and optional PvP. Its best bet is a more accessible first-person EVE Online with better combat. Anything else will be a failure. Something else that is impressive is the number of onlookers without a pot to piss in being concerned with how more financially successful people decide to waste their money.

I think the main point is that CIG tries to do something no other game tries to do which in turn gets them fans who are really into their game as there is nothing like it.

It's effectively blue ocean vs red ocean from marketing.
Red ocean is full of competition where you need to release polished product, you need to mind the price, customer support because otherwise your customer can walk out and buy somewhere else what you are doing.
CIG on other hand is swiming in blue ocean. There is no competition to what they are doing. And ever since they released 3.9 and allowed people to buy ships and wipes every patch stopped then their boat fully swam into it. CIG doesn't need to care about polish because their customers don't have anywhere to go. And you can easily see that by their $$$ numbers shooting into stratosphere pulling $100mil a year since that time.

Effectively people reward CIG for pursuing ambition even if meantime they get buggy/uncomplete product. Because that uncomplete/buggy product is still more fun for them to play than fully finished other product that has maybe 1/10 of features SC has and there are many games like that to begin with.

And this is true especially now because you can actually see the horizon ending instead of streatching into infinity.

There is set list of features to be implemented that is slowly coming down. Salvaging here, medical there and suddenly that list is now very managable and pretty short. In fact streatchgoal missing features list is pretty short now. It is CIG own new inventions beyond streatchgoals that popped up lately that are main limiters toward 1.0. Like servermeshing. Streatch goals never talked about unified world, they could do normal mmo like any other with instancing and it would fulfill that stretchgoal no problem.

I do not mean any of that. I mean the fucking retards who think it should be anything but an MMO game. The second life morons and mil-sim boomers. Also, since everyone is a "backer" they feel entitled to their dumb fuck opinions.

Game looks fantastic and still produces tons of quality buttpain [feelsgoodman]

I know. I love how much it pisses people off. It's why I wear my Legatus badge on Spectrum. That usually get's a few people mad.
 

Myobi

Liturgist
Joined
Feb 26, 2016
Messages
1,395
I mean the fucking retards who think it should be anything but an MMO game.
Oh yeah, fucking retards thinking the game shouldn't be exactly what the company said it wouldn't be when it started asking them for money...

https://web.archive.org/web/20121108021229/https://robertsspaceindustries.com/draft-faq/

Is Star Citizen an MMO?

No! Star Citizen will take the best of all possible worlds, ranging from a permanent, persistent world similar to those found in MMOs to an offline, single player campaign like those found in the Wing Commander series. The game will include the option for private servers, like Freelancer, and will offer plenty of opportunities for players who are interested in modding the content. Unlike many games, none of these aspects is an afterthought: they all combine to form the core of the Star Citizen experience.

Can you explain the stretch goals?

The purpose of the higher stretch goals is to ensure that the game-as-described is finished in the two year time period. We intend to build the game that Chris Roberts described at GDC Online regardless, but without additional funding we are going to have to do it one piece at a time, starting with Squadron 42, rather than as a single larger production. With more funding we can include more ships, systems, unique locations, animations and cinematic sequences.
 

BuzzCutPsycho

Novice
Joined
Dec 30, 2009
Messages
14
I mean the fucking retards who think it should be anything but an MMO game.
Oh yeah, fucking retards thinking the game shouldn't be exactly what the company said it wouldn't be when it started asking them for money...

https://web.archive.org/web/20121108021229/https://robertsspaceindustries.com/draft-faq/

Is Star Citizen an MMO?

No! Star Citizen will take the best of all possible worlds, ranging from a permanent, persistent world similar to those found in MMOs to an offline, single player campaign like those found in the Wing Commander series. The game will include the option for private servers, like Freelancer, and will offer plenty of opportunities for players who are interested in modding the content. Unlike many games, none of these aspects is an afterthought: they all combine to form the core of the Star Citizen experience.

Can you explain the stretch goals?

The purpose of the higher stretch goals is to ensure that the game-as-described is finished in the two year time period. We intend to build the game that Chris Roberts described at GDC Online regardless, but without additional funding we are going to have to do it one piece at a time, starting with Squadron 42, rather than as a single larger production. With more funding we can include more ships, systems, unique locations, animations and cinematic sequences.

CR has been calling SC an MMO for awhile now.

https://robertsspaceindustries.com/comm-link/transmission/19078-Letter-From-The-Chairman

Are you sure you're not a backer? You're showing signs of being one, right down to quoting stuff from an ancient Kickstarter page that nobody should have supported in the first place. I sure as hell didn't.

Listen, I get it. You're frustrated that people with a lot of disposable income are still funding this game. But there are much better things to complain about than what was said over 10 years ago. One doesn't have to look far and wide to find something to complain about in SC.

You just keep going for low-hanging fruit relating to money. You bring it up so much in this thread that you come off as a jealous person who wishes they could piss away that much money on a game.

Don't worry, peasant. I will let you fly one of the ships out of my $25k+ hangar.

And with Invictus coming up, that hangar is only going to get bigger.
 

Myobi

Liturgist
Joined
Feb 26, 2016
Messages
1,395
CR has been calling SC an MMO for awhile now.

https://robertsspaceindustries.com/comm-link/transmission/19078-Letter-From-The-Chairman

Are you sure you're not a backer? You're showing signs of being one, right down to quoting stuff from an ancient Kickstarter page that nobody should have supported in the first place. I sure as hell didn't.

Listen, I get it. You're frustrated that people with a lot of disposable income are still funding this game. But there are much better things to complain about than what was said over 10 years ago. One doesn't have to look far and wide to find something to complain about in SC.

You just keep going for low-hanging fruit relating to money. You bring it up so much in this thread that you come off as a jealous person who wishes they could piss away that much money on a game.

Don't worry, peasant. I will let you fly one of the ships out of my $25k+ hangar.

And with Invictus coming up, that hangar is only going to get bigger.

Calm down bro, it was just a link ^^; Would you like a glass of water to swallow that up?

...See, and I didn't even had to give Chris Roberts $50,000 for a badge.
 

KeAShizuku

Novice
Joined
Dec 11, 2023
Messages
77
For the record I was interested in this once upon a while because I did want something like a cross between Starlancer and Freelancer.

But once I noticed this game was going to cater to multiplayer fags I was out.
This game has nothing to do with rekindling the spacesim genre- in fact indie devs took up that mantle.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
15,879
For the record I was interested in this once upon a while because I did want something like a cross between Starlancer and Freelancer.

But once I noticed this game was going to cater to multiplayer fags I was out.
This game has nothing to do with rekindling the spacesim genre- in fact indie devs took up that mantle.

From my understanding it is more like single player driven focused game with multiplayer attached to it.
It is completely different from something like EVE online or other MMOs where players drive everything.
CIG always said and i don't think they changed recently that they want 90/10 split. 90% of interaction to be with npcs and 10% with players. Npcs will be doing exact same jobs as players and players will be competing not only with players but also npcs.
 

Myobi

Liturgist
Joined
Feb 26, 2016
Messages
1,395
From my understanding it is more like single player driven focused game with multiplayer attached to it.
It is completely different from something like EVE online or other MMOs where players drive everything.
CIG always said and i don't think they changed recently that they want 90/10 split. 90% of interaction to be with npcs and 10% with players. Npcs will be doing exact same jobs as players and players will be competing not only with players but also npcs.
You should had informed Chris Roberts of that before the mother fucker spent the last 10 years and millions of dollars into this "server meshing" tech thing that will supposedly allow them to have "thousands" of players sharing the same areas in this "single player driven focused game with multiplayer attached".
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
15,879
From my understanding it is more like single player driven focused game with multiplayer attached to it.
It is completely different from something like EVE online or other MMOs where players drive everything.
CIG always said and i don't think they changed recently that they want 90/10 split. 90% of interaction to be with npcs and 10% with players. Npcs will be doing exact same jobs as players and players will be competing not only with players but also npcs.
You should had informed Chris Roberts of that before the mother fucker spent the last 10 years and millions of dollars into this "server meshing" tech thing that will supposedly allow them to have "thousands" of players sharing the same areas in this "single player driven focused game with multiplayer attached".

One doesn't exclude the other. If you have 10 000 players you can have 100 000 npcs and you will still have the same ratio.

They will be using effectively the same system X4 uses for npc simulation. So outside of visible range they become simulated much like in X4 and when player crosses their line they become "real" like in X4.
 

Myobi

Liturgist
Joined
Feb 26, 2016
Messages
1,395
From my understanding it is more like single player driven focused game with multiplayer attached to it.
It is completely different from something like EVE online or other MMOs where players drive everything.
CIG always said and i don't think they changed recently that they want 90/10 split. 90% of interaction to be with npcs and 10% with players. Npcs will be doing exact same jobs as players and players will be competing not only with players but also npcs.
You should had informed Chris Roberts of that before the mother fucker spent the last 10 years and millions of dollars into this "server meshing" tech thing that will supposedly allow them to have "thousands" of players sharing the same areas in this "single player driven focused game with multiplayer attached".

One doesn't exclude the other. If you have 10 000 players you can have 100 000 npcs and you will still have the same ratio.

They will be using effectively the same system X4 uses for npc simulation. So outside of visible range they become simulated much like in X4 and when player crosses their line they become "real" like in X4.

Look my dude, I'm no developer here, but as far as I know, most games use culling systems, they will unload assets out of the range of view to boost performance, the NPCs are there, they are just not rendered...now I don't know how this works exactly in multiplayer games with other players, nor am I going to sit my ass here pretending that I do, because that's not even really the point... current hardware can't render that shit, you'll never be able to render areas with thousands of NPCs and players running about with an acceptable framerate with it, on top of that, you are now telling me that 90% of interaction will be with NPCs, only 10% being with players, no clue where these percentages are coming from, nor will I dare to ask... but this really begs the fucking question, what's the fucking point of server meshing then...? "We are going to have thousands of players sharing the same areas!"...you just can't render them, nor will you actually interact with them that much anyway...
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
15,879

One doesn't exclude the other. If you have 10 000 players you can have 100 000 npcs and you will still have the same ratio.

They will be using effectively the same system X4 uses for npc simulation. So outside of visible range they become simulated much like in X4 and when player crosses their line they become "real" like in X4.

Look my dude, I'm no developer here, but as far as I know, most games use culling systems, they will unload assets out of the range of view to boost performance, the NPCs are there, they are just not rendered...
No the culling you talk about is mostly about lod management. In most games npcs don't exist outside of your view. They don't do stuff at all. There are some games that simulate behavior but that is represented by statistics not as in simulating what certain npc does at the moment. So like in SimCity4 traffic isn't simulated by movement of singular vehicles but by more like flow of water. Same with other games.

Game like X4 is different because all npcs and factions when they get out of the view still exist and are not moved to statistical simulation. The exist as individual entities and their movement is simulated, their battles are simulated but they are still singular entities. This is the way SC wants to go.

Betsheda Skyrim does it for example. When NPC leaves your view his travel or actions are still simulated. When NPC says he will go to somewhere he actually goes there where in most of games then moment he would be outside of view he would vanish and magically appear in his destination place the moment you arrive there.

On small scale it works but on larger scale it produces a CPU bottleneck. Which is logical, you are trying to simulate behavior of every NPC in game which is costly vs treating them as statistic which is efficient.

They even have name for it "quanta" and it is as infameous in SC community as server meshing is, it is yet not in the game and lives completely outside of SC ready to be implemented when server meshing will be in:



It effectively combines X4 NPC handling with player driven "single player like" experience rather than MMO sandbox game. That's why they are no expanding missions outside single short missions to use specific ships. Because all of that work is going to be scrapped completely replaced by this thing.
 

Myobi

Liturgist
Joined
Feb 26, 2016
Messages
1,395
In most games npcs don't exist outside of your view. They don't do stuff at all. There are some games that simulate behavior but that is represented by statistics not as in simulating what certain npc does at the moment.

That sounds... not right at all. This would mean that the guy shooting you from the back wouldn't actually be shooting you at all, the car that was about to ram your ass, wouldn't do so, as long as you turned your back at him... anything that moves will require you to either keep them rendered all the time, or to have some level of simulation behind it... now, I guess instead of not rendering anything outside of your field of view, you can just render the entire area around the player, it should work fine in single-player or small multiplayer games, but I don't see it working properly in a MMO that will supposedly allow “thousands of players” sharing the same zones, as it would translate into common crashes to desktop every time you tried to go into busy areas, such as an Auction House or whatever the fuck.

Also, let's be real here... no one in here is going to watch a fucking hour long video of CIG telling us how shit will work out eventually, especially knowing their plans change more often than their underwear.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
15,879
In most games npcs don't exist outside of your view. They don't do stuff at all. There are some games that simulate behavior but that is represented by statistics not as in simulating what certain npc does at the moment.

That sounds... not right at all. This would mean that the guy shooting you from the back wouldn't actually be shooting you at all, the car that was about to ram your ass, wouldn't do so, as long as you turned your back at him...
Why i mean was the sphere around the player not what you as player can see. Same way in Witcher 3 npcs behind you where camera don't see don't have animations they are just all tposing, you can see that with some poor FOV mods where they adjust camera fov but forget about "animation fov".

There are dozens of games that actually simulate individual npcs and they also have spectrum between "let's simulate npc sitting on toilet and reading paper" to "we just need xyz movement coordination".

This is why for example npcs in X4 outside of your view never have issue with docking. Because they never dock physically, their icon just aligns with dock icon and game says they docked. CIG wants to combine both. Give NPCs simulation where it doesn't matter but simulate everything when it matters.

Obviously this is another jesus tech like server meshing.
 

Myobi

Liturgist
Joined
Feb 26, 2016
Messages
1,395
Why i mean was the sphere around the player not what you as player can see. Same way in Witcher 3 npcs behind you where camera don't see don't have animations they are just all tposing, you can see that with some poor FOV mods where they adjust camera fov but forget about "animation fov".

There are dozens of games that actually simulate individual npcs and they also have spectrum between "let's simulate npc sitting on toilet and reading paper" to "we just need xyz movement coordination".

This is why for example npcs in X4 outside of your view never have issue with docking. Because they never dock physically, their icon just aligns with dock icon and game says they docked. CIG wants to combine both. Give NPCs simulation where it doesn't matter but simulate everything when it matters.

Obviously this is another jesus tech like server meshing.

Yeah, but as I said, I just don't see this working properly with an MMO, and it's why games like World of Warcraft use sharding on top of it, what's the solution for Star Citizen?
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
15,879
Why i mean was the sphere around the player not what you as player can see. Same way in Witcher 3 npcs behind you where camera don't see don't have animations they are just all tposing, you can see that with some poor FOV mods where they adjust camera fov but forget about "animation fov".

There are dozens of games that actually simulate individual npcs and they also have spectrum between "let's simulate npc sitting on toilet and reading paper" to "we just need xyz movement coordination".

This is why for example npcs in X4 outside of your view never have issue with docking. Because they never dock physically, their icon just aligns with dock icon and game says they docked. CIG wants to combine both. Give NPCs simulation where it doesn't matter but simulate everything when it matters.

Obviously this is another jesus tech like server meshing.

Yeah, but as I said, I just don't see this working properly with an MMO, and it's why games like World of Warcraft use sharding on top of it, what's the solution for Star Citizen?

Watch that presentation i posted. It is pretty logical and actually fun to watch.
 

BuzzCutPsycho

Novice
Joined
Dec 30, 2009
Messages
14
Why i mean was the sphere around the player not what you as player can see. Same way in Witcher 3 npcs behind you where camera don't see don't have animations they are just all tposing, you can see that with some poor FOV mods where they adjust camera fov but forget about "animation fov".

There are dozens of games that actually simulate individual npcs and they also have spectrum between "let's simulate npc sitting on toilet and reading paper" to "we just need xyz movement coordination".

This is why for example npcs in X4 outside of your view never have issue with docking. Because they never dock physically, their icon just aligns with dock icon and game says they docked. CIG wants to combine both. Give NPCs simulation where it doesn't matter but simulate everything when it matters.

Obviously this is another jesus tech like server meshing.

Yeah, but as I said, I just don't see this working properly with an MMO, and it's why games like World of Warcraft use sharding on top of it, what's the solution for Star Citizen?

Watch that presentation i posted. It is pretty logical and actually fun to watch.

Great presentation. And what we've seen in EVO testing is equally impressive. Looking forward to buying anything at Invictus this year?
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
15,879

Great presentation. And what we've seen in EVO testing is equally impressive. Looking forward to buying anything at Invictus this year?

Yes.

Myobi time, as i will nag him again to try playing with him in free flight week and watch him bug out or crash immediately uninstalling game going back to thread with renewed vigor to comment on state of game.

Up until now i spent total of 1$ (mostly because PTU access which is Alpha access to alpha mode of alpha game and requires at least 1$ to be spend) for the game and i am proud owner of 65$ in store credit:

image.png


Which i will probably never use because i detest micro and i would gladly put it as gift package for someone if only it was allowed (you need to cover half of gift package with new money not in-store money... how jewish of them...)

I hoodwinked someone from reddit for 150$ game package with medium ship and some bike which i immediately melted into starting package with worst ship and SQ42 access (whatever eon it might be) and extra cash in in store credit.

Aside from that i have actually pretty expensive account as it was one of the first made and i have some swag to prove it:

image.png


Turns out that account witch such swag ticket is only one in less than 5000 and it can be sold for pretty penny for SC maniacs. But i keep my 0$ investment still on hold until SC will be released and billions of people will make accounts so i can become a billionaire.

So right now i am 149$ on + when it comes to SC now and possibly billions of dollars on + sometimes in 2049 when it will be released.
I am very much looking forward to invictus and watch people spend 1000s of dollars into my investment. Every bit helps !

So do your part and pledge your support. Not only you will make awesome game in 2049 but also you will contribute to fellow man ascend to riches.

PLEDGE NOW

:mlady:

edit: Now that i think about it. SQ42 20$ pledge can't be bought now because they will be selling SQ42 for 90$ so i am not 149 but 219 dorra on plus.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
15,879
In case you didn't get it. I never spent on SC anything (aside from 1$ i spent to get access into PTU cause i like watching game tech).

I considered pledging support back when they started crowdfunding on their site and i even had my CC ready to be charged on their site filled but the site immediately crashed as too many people tried to support Chris. After around 48 hours they introduced kickstarter (as alternative) and fixed their site and their crowdfudning immidietly jumped to 2mil+ which meant there was no need to support "niche" crowdfunding project.

I honestly thought at the time there will be dozen of people like me who will support niche space game. I am still shocked that they even pulled 2mil let alone 6mil in initial campaign. Space games are so niche that even sim racing community is bigger but somehow SC managed to jump out of that niche into mainstream, somehow.
 

Myobi

Liturgist
Joined
Feb 26, 2016
Messages
1,395
Myobi time, as i will nag him again to try playing with him in free flight week and watch him bug out or crash immediately uninstalling game going back to thread with renewed vigor to comment on state of game.
Suck my nuts, haven't been able to use elevators since that traumatic experience, I live in a 4th floor.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
15,879
Myobi time, as i will nag him again to try playing with him in free flight week and watch him bug out or crash immediately uninstalling game going back to thread with renewed vigor to comment on state of game.
Suck my nuts, haven't been able to use elevators since that traumatic experience, I live in a 4th floor.

Come on. This time elevators work... most of the time.

edit:

Scratch that. This is 3.22 when free flight will happen will be 3.23 which in unknown and has big core tech in it (replication layer) that will probably break stuff again for good while.
 

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