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colonelwest
Jun 30, 2018

Rotten Red Rod posted:

I would guess that Rockstar hasn't shared the development costs of that game publicly so they don't have a confirmed figure.

Ironically we know much more about the inner workings of the development of most big publisher games than we do Star Citizen. Sure they’ve put out thousands of hours of videos, but it’s all just a big of jumble of nonsense acronyms, “character shoe polish reflections v3”, smoke and mirrors demos, and years of work that led to dead ends and was quietly thrown out.

Ask any Citizen simple questions like “what is the current planned scope of Star Citizen? What major milestones will make it feature complete? How many years until Beta/release? What is the current of state of Sataball and sand worm mechanics?” and you’ll get a thousand variations of dreams.txt and endless apologizing for years of broken promises.

colonelwest fucked around with this message at 19:47 on Jan 8, 2020

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Virtual Captain
Feb 20, 2017

Archive Priest of the Stimperial Order

Star Citizen Good, in all things forevermore. Amen.
:pray:

TheAgent posted:

hello
  • Germany is expected to give over $10m in tax credits to F42 in 2020(1?) alone
  • costs continue to rise and studios continue to expand which promote higher tax incentives
  • "You can make money from failure. Thank the taxpayers for keeping us alive and investment spry."
  • a new hire is expected to be an "expert" in less than 12 weeks from hire date
  • confusion about what exactly management does or what newly hired "leads" do
  • "rudderless" direction until "last second" changes, including art and design
  • due to this, programmers create shortcuts that will be "fixed later"
  • if those programmers leave, it causes massive confusion within the team as they try and piece together solutions
  • this happens "often" but should be "eased" in 2020 due to new 3rd party help from an outside firm
  • this help involves a custom built CE toolset, better regs and code oversight
  • "This isn't something everyone is happy about."
  • this includes "dailies-like" bi-monthly updates to top brass and outside firm
  • the sq42 visual teaser shown xmas day was one of these
  • updates consist of three "courses": gameplay, in-game visuals and cutscenes
  • supposedly SQ42 content is already in SC - mission givers like miles eckhart are considered SQ42 NPCs
  • huge issue when the 3rd party played a recent SC patch (3.8?)
  • "They were surprised because [CR? ER?] gave them the impression of a fully-functioning game with little-to-no bugs."

:five: lol complete dumpster fire :five:

peter gabriel
Nov 8, 2011

Hello Commandos

Quavers posted:

Obsidian Ant trying to understand Sq42 development: "What the HECK Is Going On With This Game? The Curious Case of Squadron 42"

https://www.youtube.com/watch?v=bEwr5zYCwuo

Summary: CI¬G lied to crytek, lied to backers, lied to UK government and banks. CI¬G say SQ78 is totes not a separate game unless it is.
It's really funny because they can;t wriggle out of this, from any angle they are lovely, either they lied to backers or to Crytek, it's really really funny this because the conclusion, whatever it is, is bad.

ErrEff
Feb 13, 2012

This new third party firm, whatever it is, sounds like it's going to be in a position of oversight/production. That's a very interesting development because that makes is sound like control might be wrested away from Chris in some manner, like people in this thread have speculated.

Fidelitious posted:

Outside firm? This must be something imposed by Calder investment right? There's no way crobbers would go for 3rd party oversight without a big stick forcing him to.

It definitely sounds like an element introduced by concerned investors, hoping to course-correct this entire project.

Agony Aunt
Apr 17, 2018

by LITERALLY AN ADMIN

TheAgent posted:

hello
  • Germany is expected to give over $10m in tax credits to F42 in 2020(1?) alone
  • costs continue to rise and studios continue to expand which promote higher tax incentives
  • "You can make money from failure. Thank the taxpayers for keeping us alive and investment spry."
  • a new hire is expected to be an "expert" in less than 12 weeks from hire date

Its the Uwe Boll of game development isn't it?

As for the new hire thing, my measure was always 3-6 months before they start "norming" and 6-12 months before anyone starts "performing". This is why high turnover is bad. I managed helpdesks for a few years where turnover is particularly high. My main focus was on retention. Making the workplace pleasant. Providing the call center agents with support and making them feel valuable. Giving them plenty of breaks, despite crippling SLAs which would normally encourage a manager to cut breaks and push the agents to cut calls short. In the end we reduced staff turnover and pushed back on our SLAs by showing increased client and staff satisfaction.

Scruffpuff
Dec 23, 2015

Fidelity. Wait, was I'm working on again?

TheAgent posted:

hello
  • Germany is expected to give over $10m in tax credits to F42 in 2020(1?) alone
  • costs continue to rise and studios continue to expand which promote higher tax incentives
  • "You can make money from failure. Thank the taxpayers for keeping us alive and investment spry."
  • a new hire is expected to be an "expert" in less than 12 weeks from hire date
  • confusion about what exactly management does or what newly hired "leads" do
  • "rudderless" direction until "last second" changes, including art and design
  • due to this, programmers create shortcuts that will be "fixed later"
  • if those programmers leave, it causes massive confusion within the team as they try and piece together solutions
  • this happens "often" but should be "eased" in 2020 due to new 3rd party help from an outside firm
  • this help involves a custom built CE toolset, better regs and code oversight
  • "This isn't something everyone is happy about."
  • this includes "dailies-like" bi-monthly updates to top brass and outside firm
  • the sq42 visual teaser shown xmas day was one of these
  • updates consist of three "courses": gameplay, in-game visuals and cutscenes
  • supposedly SQ42 content is already in SC - mission givers like miles eckhart are considered SQ42 NPCs
  • huge issue when the 3rd party played a recent SC patch (3.8?)
  • "They were surprised because [CR? ER?] gave them the impression of a fully-functioning game with little-to-no bugs."

So much for the Crobbler.

Bye, Chris. Don't let the space door hit your rear end on the way out. We'll let you know when you get "original concept" credits in microprint somwhere in the final product.

Say hi to Strangli for us.

Quavers
Feb 26, 2016

You clearly don't understand game development

TheAgent posted:

hello
  • Germany is expected to give over $10m in tax credits to F42 in 2020(1?) alone
  • costs continue to rise and studios continue to expand which promote higher tax incentives
  • "You can make money from failure. Thank the taxpayers for keeping us alive and investment spry."
  • a new hire is expected to be an "expert" in less than 12 weeks from hire date
  • confusion about what exactly management does or what newly hired "leads" do
  • "rudderless" direction until "last second" changes, including art and design
  • due to this, programmers create shortcuts that will be "fixed later"
  • if those programmers leave, it causes massive confusion within the team as they try and piece together solutions
  • this happens "often" but should be "eased" in 2020 due to new 3rd party help from an outside firm
  • this help involves a custom built CE toolset, better regs and code oversight
  • "This isn't something everyone is happy about."
  • this includes "dailies-like" bi-monthly updates to top brass and outside firm
  • the sq42 visual teaser shown xmas day was one of these
  • updates consist of three "courses": gameplay, in-game visuals and cutscenes
  • supposedly SQ42 content is already in SC - mission givers like miles eckhart are considered SQ42 NPCs
  • huge issue when the 3rd party played a recent SC patch (3.8?)
  • "They were surprised because [CR? ER?] gave them the impression of a fully-functioning game with little-to-no bugs."

Star Citizen now has a publisher :gary:

Agony Aunt
Apr 17, 2018

by LITERALLY AN ADMIN

TheAgent posted:

hello
  • "They were surprised because [CR? ER?] gave them the impression of a fully-functioning game with little-to-no bugs."

Yes, CIG would do that.

CIG and the faithful backers are their own worst enemy at times. They love to promote the game as something that is fully playable and a good experience. Then someone tries it out and discovers it a bug ridden pre-alpha and when they question it, having been assured its a quality game, they face screams of "ITS ALPHA!".

This surely leaves a bad taste in the mouths of those who tried it and leads to more negative feeling than the positive that CIG and the faithful are expecting.

ErrEff
Feb 13, 2012

Please don't use the P-word, it upsets the backers. We prefer one of the following:

"Temporary Development Support"
"Oversight Caretaker"
"Production Consultancy"
"Finish Line Partner"

This will help ease them into pledging more.

Hav
Dec 11, 2009

Fun Shoe

TheAgent posted:

hello
  • this happens "often" but should be "eased" in 2020 due to new 3rd party help from an outside firm
  • this help involves a custom built CE toolset, better regs and code oversight
  • "This isn't something everyone is happy about."
  • this includes "dailies-like" bi-monthly updates to top brass and outside firm

Hello. This sounds like some whip-cracking to me. I wonder who the third party is?

Also lol on the shortcuts being left. The whole product is minimum viable.

Inacio posted:

as much as i love it where does this come from

Sources and methods, m'dear.

EmesiS
Feb 5, 2016

Pleasure + Edging = Pledging.

Hav
Dec 11, 2009

Fun Shoe

peter gabriel posted:

it's really really funny this because the conclusion, whatever it is, is bad.

Star Citizen: The increasingly poor decisions of Chris Roberts

Agony Aunt posted:

As for the new hire thing, my measure was always 3-6 months before they start "norming" and 6-12 months before anyone starts "performing".

We have an extremely deep and old structure that we're streamlining at the moment - this seems entirely viable. However, our codebase spans decades and our poor choices are something we have to warn people about.

Paranoid Peanut
Nov 13, 2009


sup guys, is the game out?

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

Paranoid Peanut posted:

sup guys, is the game out?

Yes.

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

Except if we're talking legally. Then, no.

mjotto
Nov 8, 2017
That depends. Have you bought a Idris?

DapperDon
Sep 7, 2016

Paranoid Peanut posted:

sup guys, is the game out?

colonelwest
Jun 30, 2018

Paranoid Peanut posted:

sup guys, is the game out?

Yes it’s out and fully playable, first go drop a grand on a picture of an Idris, and then go to Reddit and endlessly dream and theorycraft about the best drat space sim ever that will become a Ready Player One singularity someday. Congrats, you’re playing Star Citizen.

Quavers
Feb 26, 2016

You clearly don't understand game development
https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/ptu-feedback-increased-player-cap-to-60

:trustme: Greetings!

We are opening a special PTU with the player cap increased to 60 from 50. This is an experimental setup and the build is identical to live, just with 10 more players. Our goal is to collect performance and stability data while making additional cap adjustments, but any oddities that you see would be helpful to know about as well. Please reply with any issues, new performance bottlenecks, or negative impacts that are new to PTU and not currently on live. Please include screenshots and videos where appropriate.

It's important to note that this is merely a test, and is not representative of any definitive incoming changes.

Your help would be much appreciated!

-Baior
Lead Player Experience Analyst

monkeytek
Jun 8, 2010

It wasn't an ELE that wiped out the backer funds. It was Tristan Timothy Taylor.

Quavers posted:

https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/ptu-feedback-increased-player-cap-to-60

:trustme: Greetings!

We are opening a special PTU with the player cap increased to 60 from 50. This is an experimental setup and the build is identical to live, just with 10 more players. Our goal is to collect performance and stability data while making additional cap adjustments, but any oddities that you see would be helpful to know about as well. Please reply with any issues, new performance bottlenecks, or negative impacts that are new to PTU and not currently on live. Please include screenshots and videos where appropriate.

It's important to note that this is merely a test, and is not representative of any definitive incoming changes.

Your help would be much appreciated!

-Baior
Lead Player Experience Analyst


I see they are making the big push to get one whole capital ship per server instance!

ggangensis
Aug 24, 2018

:10bux:

TheAgent posted:

hello
  • Germany is expected to give over $10m in tax credits to F42 in 2020(1?) alone
  • costs continue to rise and studios continue to expand which promote higher tax incentives
  • "You can make money from failure. Thank the taxpayers for keeping us alive and investment spry."
  • a new hire is expected to be an "expert" in less than 12 weeks from hire date
  • confusion about what exactly management does or what newly hired "leads" do
  • "rudderless" direction until "last second" changes, including art and design
  • due to this, programmers create shortcuts that will be "fixed later"
  • if those programmers leave, it causes massive confusion within the team as they try and piece together solutions
  • this happens "often" but should be "eased" in 2020 due to new 3rd party help from an outside firm
  • this help involves a custom built CE toolset, better regs and code oversight
  • "This isn't something everyone is happy about."
  • this includes "dailies-like" bi-monthly updates to top brass and outside firm
  • the sq42 visual teaser shown xmas day was one of these
  • updates consist of three "courses": gameplay, in-game visuals and cutscenes
  • supposedly SQ42 content is already in SC - mission givers like miles eckhart are considered SQ42 NPCs
  • huge issue when the 3rd party played a recent SC patch (3.8?)
  • "They were surprised because [CR? ER?] gave them the impression of a fully-functioning game with little-to-no bugs."

Exactly like speculated in this thread. Everyone working in software engineering knows the feeling of sitting in front of a huge pile of over-engineered code, sprinkled with hacks, shortcuts and the like, trying to fix this one bug and ends up building another balcony after 2 months to solve this specific issue while creating 3 more in the future.
The whole development was never sustainable in the first place.

What does "better regs" mean, better regulations or do they switch to a requirement driven dev model? I can imagine that the latter would be exactly the thing an overpaid consultant would suggest trying to salvage this mess.

peter gabriel
Nov 8, 2011

Hello Commandos
hi, it's year 9 of the development of our revolutionary space mmo that cost a quarter of a billion dollars, we are going to launch an experimental server that has 60 players instead of 50, we realise this is a huge increase but hopefully we can handle it.
Thanks,
A loving Idiot

ggangensis
Aug 24, 2018

:10bux:

Quavers posted:

https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/ptu-feedback-increased-player-cap-to-60

:trustme: Greetings!

We are opening a special PTU with the player cap increased to 60 from 50. This is an experimental setup and the build is identical to live, just with 10 more players. Our goal is to collect performance and stability data while making additional cap adjustments, but any oddities that you see would be helpful to know about as well. Please reply with any issues, new performance bottlenecks, or negative impacts that are new to PTU and not currently on live. Please include screenshots and videos where appropriate.

It's important to note that this is merely a test, and is not representative of any definitive incoming changes.

Your help would be much appreciated!

-Baior
Lead Player Experience Analyst


drat, the backers were right. They are making huge leaps. I'll buy an Idris now and drown my anger about missed once-in-a-lifetime opportunities to buy pictures of spaceships in alcohol

ggangensis fucked around with this message at 23:27 on Jan 8, 2020

Mr Fronts
Jan 31, 2016

Yo! The Mafia supports you. But don't tell no one. Spread the word.

Hav posted:

Hello. This sounds like some whip-cracking to me. I wonder who the third party is?

Also lol on the shortcuts being left. The whole product is minimum viable.


Sources and methods, m'dear.

The new independent third party code auditor is: Freyermuth, Roberts and Gardiner GmbH. They're very expensive, but worth every euro.

Popete
Oct 6, 2009

This will make sure you don't suggest to the KDz
That he should grow greens instead of crushing on MCs

Grimey Drawer
They clearly haven't done anything to address player limit they just want to see what happens if they bump it up to 60. Hoping they some how incidentally fixed it so it doesn't immediately set the server on fire anymore.

Pixelate
Jan 6, 2018

"You win by having fun"
I am looking forward to the increased stability

ggangensis
Aug 24, 2018

:10bux:

Popete posted:

They clearly haven't done anything to address player limit they just want to see what happens if they bump it up to 60. Hoping they some how incidentally fixed it so it doesn't immediately set the server on fire anymore.

Yeah, but changing the player-limit constant from 50 to 60 is probably the only thing their competence allows for these days. And even that is a stretch. :trustme: "Oops, the size of this array was hardcoded to 50 instead of using the player limit constant and now we have strange memory corruptions. Time for the bugsmashers!"

marumaru
May 20, 2013



Quavers posted:

https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/ptu-feedback-increased-player-cap-to-60

:trustme: Greetings!

We are opening a special PTU with the player cap increased to 60 from 50. This is an experimental setup and the build is identical to live, just with 10 more players. Our goal is to collect performance and stability data while making additional cap adjustments, but any oddities that you see would be helpful to know about as well. Please reply with any issues, new performance bottlenecks, or negative impacts that are new to PTU and not currently on live. Please include screenshots and videos where appropriate.

It's important to note that this is merely a test, and is not representative of any definitive incoming changes.

Your help would be much appreciated!

-Baior
Lead Player Experience Analyst




really hilarious to see how much people are making GBS threads on them for this

Popete
Oct 6, 2009

This will make sure you don't suggest to the KDz
That he should grow greens instead of crushing on MCs

Grimey Drawer
I know there are probably a dozen different answers to this but what is the player limit goal anyways? If it's a true MMO you'd think in the thousands in which case lol that is never going to happen.

BumbleOne
Jul 1, 2018

by Fluffdaddy

Agony Aunt posted:

I managed helpdesks for a few years where turnover is particularly high. My main focus was on retention. Making the workplace pleasant. Providing the call center agents with support and making them feel valuable. Giving them plenty of breaks, despite crippling SLAs which would normally encourage a manager to cut breaks and push the agents to cut calls short. In the end we reduced staff turnover and pushed back on our SLAs by showing increased client and staff satisfaction.

untill one day your boss comes in and is like:

"What is this? Your subordinates LIKE you?? Their faces show no signs of despair and agony! this is UN-ACCEPTABLE, is this some sort of holiday spa here? Why do they not suffer and live in misery? You will be replaced by an incompetent, nacrcisstic rear end in a top hat ASAP"

Pixelate
Jan 6, 2018

"You win by having fun"
Erin said 1000 player server meshing is happening in 2019. Stayed tuned!

TheDeadlyShoe
Feb 14, 2014

their initial goal was 'unlimited' because servers were going to be able to spin up inside the same instance and split the load

Rotten Red Rod
Mar 5, 2002

Question - when they say 50 players per server, is that like, 50 random people who are all over the galaxy, and you will only interact with those 50 during your session? Or is it 50 who are in the sector near you, and travelling elsewhere will change servers put you with another group of 50 who are nearby?

NoMas
Oct 2, 2013

Man Moth!?
Stimpire dancing cat robots

https://twitter.com/gadgetlab/status/121476114261623193

TheDeadlyShoe
Feb 14, 2014

Over the whole galaxy, because they havent managed to implement any form of zoning.

Pixelate
Jan 6, 2018

"You win by having fun"
"I guess someone who works on the SmachZ is a Star Citizen fan"



:reddit: posted:

Isn't this a lovely scam?

Pixelate fucked around with this message at 23:46 on Jan 8, 2020

Woolwich Bagnet
Apr 27, 2003



Rotten Red Rod posted:

Question - when they say 50 players per server, is that like, 50 random people who are all over the galaxy, and you will only interact with those 50 during your session? Or is it 50 who are in the sector near you, and travelling elsewhere will change servers put you with another group of 50 who are nearby?

Yes.

Zaphod42
Sep 13, 2012

If there's anything more important than my ego around, I want it caught and shot now.

Popete posted:

They clearly haven't done anything to address player limit they just want to see what happens if they bump it up to 60. Hoping they some how incidentally fixed it so it doesn't immediately set the server on fire anymore.

Yeah it feels pretty desperate. They haven't fundamentally done the work to make this an mmo yet.

Course battlefield has 64 player servers so 60 is hardly even a challenge.

BumbleOne
Jul 1, 2018

by Fluffdaddy

colonelwest posted:

So much gaming revolves around e-sports and twitchy shooters these days, and even in slower paced single player games, the latency is an ever present issue.

i dont know how they ever want to fix that. latency and lag is such an extremely important factor. i play lots of old consoles and also emulators of course. zero input lag is the holy grail of retro gaming, because emulators add lag and often hdtvs also. input lag is meassured in frames. 4 frames of input lag is considered a disaster.

i really dont know to which audience they want to sell stadia. hardcore gamers certainly not. moreso because this crowd cant wait to camp outside of electronic stores to get their new generation console.

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Zaphod42
Sep 13, 2012

If there's anything more important than my ego around, I want it caught and shot now.

Rotten Red Rod posted:

Question - when they say 50 players per server, is that like, 50 random people who are all over the galaxy, and you will only interact with those 50 during your session? Or is it 50 who are in the sector near you, and travelling elsewhere will change servers put you with another group of 50 who are nearby?

Lmao if you think CIG can move players between servers dynamically like wow.

Its 50 total. And you can't pick the server you're on afaik?

If it was a dynamic 50 per area it'd be a mmo already.

Also, lol at 50. Project1999, a fan everquest server, has 2,000 or so active connections to each server, and if it drops to like 1k then it feels like a ghost town.

Can't imagine spreading 50 people through all of 3d space.

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