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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 |
# ? Jan 8, 2020 19:44 |
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# ? May 14, 2024 22:34 |
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TheAgent posted:hello lol complete dumpster fire
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# ? Jan 8, 2020 19:45 |
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Quavers posted:Obsidian Ant trying to understand Sq42 development: "What the HECK Is Going On With This Game? The Curious Case of Squadron 42" 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.
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# ? Jan 8, 2020 19:59 |
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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.
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# ? Jan 8, 2020 20:33 |
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TheAgent posted:hello 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.
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# ? Jan 8, 2020 20:34 |
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TheAgent posted:hello 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.
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# ? Jan 8, 2020 20:45 |
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TheAgent posted:hello Star Citizen now has a publisher
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# ? Jan 8, 2020 20:51 |
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TheAgent posted:hello 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.
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# ? Jan 8, 2020 20:52 |
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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.
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# ? Jan 8, 2020 20:55 |
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TheAgent posted:hello 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.
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# ? Jan 8, 2020 21:14 |
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Pleasure + Edging = Pledging.
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# ? Jan 8, 2020 21:14 |
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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.
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# ? Jan 8, 2020 21:17 |
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sup guys, is the game out?
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# ? Jan 8, 2020 22:15 |
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Paranoid Peanut posted:sup guys, is the game out? Yes.
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# ? Jan 8, 2020 22:32 |
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Jobbo_Fett posted:Yes. Except if we're talking legally. Then, no.
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# ? Jan 8, 2020 22:32 |
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That depends. Have you bought a Idris?
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# ? Jan 8, 2020 22:34 |
Paranoid Peanut posted:sup guys, is the game out?
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# ? Jan 8, 2020 22:34 |
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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.
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# ? Jan 8, 2020 22:34 |
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https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/ptu-feedback-increased-player-cap-to-60 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
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# ? Jan 8, 2020 22:59 |
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Quavers posted:https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/ptu-feedback-increased-player-cap-to-60 I see they are making the big push to get one whole capital ship per server instance!
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# ? Jan 8, 2020 23:06 |
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TheAgent posted:hello 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.
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# ? Jan 8, 2020 23:18 |
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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
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# ? Jan 8, 2020 23:22 |
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Quavers posted:https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/ptu-feedback-increased-player-cap-to-60 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 |
# ? Jan 8, 2020 23:24 |
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Hav posted:Hello. This sounds like some whip-cracking to me. I wonder who the third party is? The new independent third party code auditor is: Freyermuth, Roberts and Gardiner GmbH. They're very expensive, but worth every euro.
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# ? Jan 8, 2020 23:24 |
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.
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# ? Jan 8, 2020 23:25 |
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I am looking forward to the increased stability
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# ? Jan 8, 2020 23:29 |
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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. "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!"
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# ? Jan 8, 2020 23:30 |
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Quavers posted:https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/ptu-feedback-increased-player-cap-to-60 really hilarious to see how much people are making GBS threads on them for this
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# ? Jan 8, 2020 23:31 |
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.
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# ? Jan 8, 2020 23:33 |
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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"
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# ? Jan 8, 2020 23:37 |
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Erin said 1000 player server meshing is happening in 2019. Stayed tuned!
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# ? Jan 8, 2020 23:37 |
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their initial goal was 'unlimited' because servers were going to be able to spin up inside the same instance and split the load
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# ? Jan 8, 2020 23:37 |
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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?
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# ? Jan 8, 2020 23:39 |
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Stimpire dancing cat robots https://twitter.com/gadgetlab/status/121476114261623193
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# ? Jan 8, 2020 23:40 |
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Over the whole galaxy, because they havent managed to implement any form of zoning.
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# ? Jan 8, 2020 23:40 |
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"I guess someone who works on the SmachZ is a Star Citizen fan"posted:Isn't this a lovely scam? Pixelate fucked around with this message at 23:46 on Jan 8, 2020 |
# ? Jan 8, 2020 23:42 |
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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.
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# ? Jan 8, 2020 23:54 |
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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.
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# ? Jan 8, 2020 23:54 |
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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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# ? Jan 8, 2020 23:58 |
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# ? May 14, 2024 22:34 |
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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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# ? Jan 8, 2020 23:58 |