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Star Citizen Progress Tracker v1.0

robertsspaceindustries.com

231–240 of 241 posts

Re: Star Citizen Progress Tracker v1.0

#231

Earlier quoted context omitted.

>Or it was a way to sneak something inappropriate while pretending it was a reference. I agree with the first point - but dont understand your second point. A reference to what? I don't understand >I mean, neither of us chatted with the creator about it so don't act like you know it for a fact. Know what for a fact? It's a well known easter egg - have you actually played the game? Im getting a feeling you haven't. >A…

> Im getting a feeling you haven't. Nope, I admit I didn't. But I got told by several of my acquaintances, then watched a few videos and I have to admit I wasn't won over -- quite the opposite in fact. But I get your point, easter eggs are being put in games all the time, that's true. > I was just giving you advice as if you were a younger me Sounded like that to me as well but still, no hard feelings. :) I just don'…

Thank you for the long reply and admitting you hadnt played the game - careful forming opinions from frens ( I disagree with most of mine usually). Im sorry I really had to skip the mid portion of your comment,as you were talking about possible "spoilers" in death stranding - which is a game I havent played yet. It could be terrible I have no idea. I do recommend though that you play metal gear solid 3 snake eater, its just fantastic. I dont believe you can understand the depth of the worlds kojima creates unless you try it. I too stopped playing metal gear solid 2 - I found it too boring. However MGS 1 and 3 were just incredible. Such great characters. Thanks again, lets touch base if/after you play it. I still have to try MGS5 but I know the story line was ruined my Konami before he got fired/quit.

>I just don't take kindly to anything said that sounds condescending. It's not something that I tend to witness - are you sure people aren't just trying to help generally ( that is the way I tend to take it when it happens )

>Maybe I am too big of a fan of logical and coherent story universes -- could be the cas Ah ok I see - thats kind of interesting - can you recommend anything? I havent played games in ages

Re: Star Citizen Progress Tracker v1.0

#232

The version numbers say everything (example: 'Alpha 3.13.1').

community actually voted or pushed on it not to change until we get like a major tech implemented or had a big addition besides planets like the gas giant were getting in a few days. So that's mostly on the backers. Im surprised since they have gotten one of the big techs before server meshing done and it hasnt changed. i guess people just forgot about it.

Re: Star Citizen Progress Tracker v1.0

#233
post #81

Is Starfield (only recently saw an announcement from Bethesda about this) going to bite into the massive-universe and do-all-the-things market? I played Elite (the original) on the C64, and loved it. I've been 'meaning to play ED for years' - but still haven't. I bought No Man's Sky, was disappointed, as were many, at the time, but about a year ago started playing again - got excited (again) and then lost interest du…

apparently starfield been described as elder scrolls in space by the big man himself.

Re: Star Citizen Progress Tracker v1.0

#234
post #4

How many years has it been?

About ten years now. It's not quite up to Duke Nukem Forever levels yet (15 years), but it's already one of the longest development cycles for a commercial game.

8 if you count the scope creep basically requiring a complete redo on how things are done for the entirety of the game.

Re: Star Citizen Progress Tracker v1.0

#235

I worked on the first demo of Star Citizen a decade ago , prior to the announcement and up through the first Kickstarter. I haven't followed the development much in recent years. I feel like there's been a joke circulating for awhile about finally implementing a "roadmap to a roadmap". Here's my (very limited) insight into how the project took the direction it did. Chris Roberts is a brilliant guy to work with, a fir…

ever think of jumping back into CIG ? i think they could use more programmers.

Re: Star Citizen Progress Tracker v1.0

#236

I worked on the first demo of Star Citizen a decade ago , prior to the announcement and up through the first Kickstarter. I haven't followed the development much in recent years. I feel like there's been a joke circulating for awhile about finally implementing a "roadmap to a roadmap". Here's my (very limited) insight into how the project took the direction it did. Chris Roberts is a brilliant guy to work with, a fir…

ever think of jumping back into CIG ? i think they could use more programmers.

I haven't been contacted and it didn't really cross my mind to ask. It would probably be pretty fun if I were to devote my full time to it. One of the sticking points was that I'm a freelancer and actually didn't have the kind of rig necessary to run the actual builds. I was producing in-flight subsystems for a 2D overlay that could be hooked into by an API from custom code in cryengine. Commonly known as a HUD. My take on it was to make it vector based and procedurally generated. That took too many cpu cycles away from the game itself, and with the stack at that point there was no happy medium. I got the impression that ten people rewriting it as a set of prefab graphical sprite animations was better than me trying to invent a whole API. So mine was shelved. Another thing I did was a surprise for CR, basically a tool to prototype solar systems as you would like them to be and then reverse out masses and gravitation to make them procedural. He wasn't into it. He said "there's no way we're designing solar systems in Flash". So.. ehh. I've thought about writing my own infinite universe type game, but I'm kinda more interested in a-life and markov chain based sims in my spare time now. Ships passing in the expanse.

Re: Star Citizen Progress Tracker v1.0

#237
post #78

Earlier quoted context omitted.

I've honestly been meaning to get around to playing E:D for years but it never happened. First I tried No Man's Sky at I think the Atlas patch, which is the point where it started to become really good. And then... other stuff. Part of me was turned off by how long it seemed to take to travel between systems. I saw some streamers play this and taking an hour to do something like that is just way too much for me. I wa…

My main problem with E:D is that you can't casually jump in and play for 20-30 minutes. I'm just a casual player who juggle work, parenting, some side projects and occasionally I have enough time to play games. But if the pause between two E:D sessions is more than a month (and usually it is), I need to sit down and do my homework - where am I currently, what I want to do and then start playing. So when I have time t…

To help you conceptualize this as not a problem, I'd say you'd be in the same boat with anything.

Many hobbies take time to prep, do, then clean up after. EG, working on a car/boat, working with hands, or really many hobbies.

Jumping in/out isn't doable. And yes, I know this is a sadness.

But a full life is its own reward too...

Re: Star Citizen Progress Tracker v1.0

#238

Earlier quoted context omitted.

I don't know if they have to switch engines in ten years. You could have made a game in 1997 with Unreal-- I can verify this because I was in a meeting with a demo at Activision where we considered this-- and Unreal is still a viable engine in 2021. Game engines went through a period where they evolved very quickly, and they are still evolving. But the rate of change is slower, like word processors. It starts to make…

Wait, it's the same Unreal evolved over the years, rather than brand new versions started from scratch ?

That is a Ship of Theseus question I can't answer.

Re: Star Citizen Progress Tracker v1.0

#239

Earlier quoted context omitted.

I would counter this and say that my greatest time playing MMOs in my youth was the UO days where outside of cities, everything was pretty lawless. In the early stages you might run into a player killer intermittently while out mining or harvesting whatever other material or in a dungeon but the community formed around that aspect was really cool. There was a bounty hunting system where killed players could put cash…

> I would counter this and say that... You cannot counter somebody's preference with another preference. > Killers would also be permanently marked red in their name and banned from cities via the guard system. ...and you are also missing the roleplay aspect of this -- "I am an outlaw!" -- that a lot of people enjoy and get deliberately flagged in order to experience it. What you describe hasn't been happening in mos…

> You cannot counter somebody's preference with another preference.

What would be your preferred way of me bringing this up with a hot take to his hot take? Apparently a counter isn't valid or you're being pedantic.

> ...and you are also missing the roleplay aspect of this -- "I am an outlaw!" -- that a lot of people enjoy and get deliberately flagged in order to experience it.

Can you elaborate on what you mean here? It was a thing that existed and you were often careful to avoid it otherwise you couldn't access resources in town easily. Also, you would be punished with a "jail" time after you died. Not a permanent death, but the time counter increased per murder. I specifically remember my friend having a player killer character that his own brother poisoned for the bounty. My buddy was quite furious and I believe even got into a fist fight with his brother about it given that character wouldn't be playable for weeks.

> What you describe hasn't been happening in most MMORPGs that tried to have a world PvP.

I mean at the time it was one of the largest MMORPGs on the market. Maybe because in the late 90's early 00's the market was smaller and there was less griefing online, which I don't believe to be true, but the system worked pretty well despite headhunters constantly being around. Perhaps no one has found a solid formula for it or the more modern MMORPG gameplay loop doesn't allow it with the constant fetch and grind.

Re: Star Citizen Progress Tracker v1.0

#240

Earlier quoted context omitted.

I remember you would explicitly be presented a screen after you were killed by a player where you could take your funds from the bank to put towards the bounty of the person who killed you.

"Create a problem, sell a solution".

To be fair it wasn't like Origin was scalping the gold as back in the day the in game currency couldn't be purchased like with games these days. It was more of a game mechanic to address a problem.
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