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OhDearGodNo
Jan 3, 2014

LCL-Dead posted:

As a side note, this was the last email I received from CIG:

How did you gift more than you spent? :psyduck:

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OhDearGodNo
Jan 3, 2014

Loiosh posted:

Just to save some time, my source for the GTA V information was here: http://www.theguardian.com/technology/2013/sep/07/grand-theft-auto-dan-houser and http://www.develop-online.net/studio-profile/inside-rockstar-north-part-1-the-vision/0183989 The latter: "For GTA V, that discussion started as GTA IV was wrapping up – almost five years ago – although the latest game has been in full production for just three years." Similar, though longer for Fallout 4: "The development spanned seven years, delivering successes, failures, and unexpected detours like porting Skyrim to the Xbox One (keep reading). Just 25 days before Fallout 4 releases, the creators sound off on the lengthy development process" source: http://www.gameinformer.com/b/features/archive/2015/11/06/the-making-of-fallout-4.aspx?PostPageIndex=1



The first two years for FO4 were mostly preproduction (artwork) and setting their target, location research and technology research, like deciding to switch to a deferred renderer. Then full production slowly ramped up. One thing to note is that Bethesda's RPG team is significantly smaller than CIG. I recall the article mentioning they've stuck with a team size of around 100, compared to Rockstar's size of over 1,000.

That's what I based my statement on, I just didn't link the GTAV blogs to keep the size down.


First, I want to say my post was kinda dickish and you're turning out to be an awesome goon as I read more of your posts.. so... sorry.

It's late and I don't want to make a graph. Someone else please do it.

** note: a lot of dev houses that are NOT Bethesda are also in the DMV area. This is cool.

I want to make some notes on this. The reason the "SperGraph" is bullshit is because they copy/pasted from Wikipedia. Wikipedia cites "beginning of development" as when someone says, "I want to make a game" and failing to account for the months or even years to when they buckle down and start actually doing something.

For example, the SperGraph says ESO began in 2007. However it does so using the fact that Zenimax Online began in August 2007, and it took about 18 months before they could begin. I gave the SperGraph the benefit of the doubt and rounded it to "2008" as a whole.

Another example, People state Frontier has "always been working on Elite since the 80's" and while that is kiiiinnnda true, it's not completely. Cobra is used for all of their games, such as Rollercoaster Tycoon. However something interesting came up. Frontier was full into development of a game called Outsiders During this time, Braben was often asked about Elite IV, and he would say he wanted to do it.. however only if/after Outsiders is done or put on hold. This is about 2 years after he got the name rights back I believe. I count Elite's development time at the point in which Outsiders is put on ice.

Evolve was built with a heavily modified Cryengine, and it almost failed twice. I still found it impressive in terms of schedule given their size and that they are essentially modders who ended up professionals.

GTA V spent at least 1 year of its development time just doing scripting and voice acting, and by what I've been able to look up this is during the time that RAGE was being retooled after RDR.

Guild Wars 2 is amazingly bad in terms of game development. It took them forever and they worked at such a strange pace. From 2007-2009 they just lumbered along until about the tail end of the year then crunched like hell dumping out the alpha/beta and missing release by only 8 months.

Lastly, in order to get accurate 1st account info for the Everquest beta I ended up on Usenet. loving Usenet. People were waving their dicks about 28.8 modems. I got lost reading all that nostalgic poo poo for a half hour.

Single Player and limited MP shooter:

Dying Light
Engine: Chrome 6 (in-house)+
Start: "Early 2012" (2011 was Riptide)*
Planned Release: mid-2014**
Actual Release: Jan 27, 2015
Approx development time: ~ 36 months
Delay: 6 months


*http://www.ign.com/articles/2014/12/22/why-dying-light-didnt-become-dead-island-2
**http://www.vg247.com/2013/05/23/dying-light-from-techland-announced-features-full-day-night-cycle/

++++

Evolve
Engine: Cryengine (Modified)
Start: February 2011**
Planned Release: Fall 2014
Actual Release: Feb 10, 2015
Approx development time: ~48 months
Delay: 4 months

*http://venturebeat.com/2014/02/11/how-turtle-rock-studios-created-the-4-on-1-monster-hunting-game-evolve-interview/
**http://evolve.gamepedia.com/Turtle_Rock_Studios

++++

BioShock Infinite
Engine: Unreal 3 ("heavily modified including core elements")
Start: February 2008*
Planned Release: October 2012
Actual Release: February 2013
Approx development time: 72 months
Delay: 4 months

*http://www.theguardian.com/technology/2011/dec/01/bioshock-infinite-interview-ken-levine


++++

Grand Theft Auto V
Engine: RAGE (in-house)
Start: Approx mid-2008*
Planned Release: October 2010**
Actual Release: September 2013
Approx development time: Approx 76 months
Delay: 36 months

*http://news.softpedia.com/news/Next-Grand-Theft-Auto-Inbound-in-2010-At-Most-2011-116826.shtml
**http://www.escapistmagazine.com/news/view/93157-Next-Grand-Theft-Auto-in-the-Works-Out-By-2011

++++

The Witcher 3: Wild Hunt
Engine: REDengine 3 (in-house)*
Start: Approx Jan 2012**
Planned Release: Fall 2014
Actual Release: May 2015
Approx development time: 42 months
Delay: 8 months

*Witcher 3's engine team only has 16 people - http://www.gameranx.com/updates/id/21314/article/witcher-3-wild-hunt-why-cd-projekt-red-went-with-umbra-3/
**http://segmentnext.com/2015/09/09/cd-projekt-red-breaks-down-the-witcher-3-development-and-marketing-budget/

=========
Full MMOs
=========

The Elder Scrolls Online
Start: 2008*
Planned Release: April 2014
Alpha: Fall 2012**
Beta: January 2013***
Actual Release: April 2014
Approx development time: 72 months
Delay: 0

* Zenimax was created in August of 2007 "with plans to hire over the next 18 months." The game did not start development in 2007.
**http://www.mmorpg.com/gamelist.cfm/game/821/feature/6819/The-Elder-Scrolls-Online-The-Comprehensive-Preview.html
***http://www.pcgamer.com/the-elder-scrolls-online-beta-invites-to-be-sent-out-end-of-march/


++++

Eve Online
Start: 2000, "Orion"*
Planned Release: March 2003****
Alpha: 2000-2001 "Sputnik" "Laika" "Crystal" "Phoenix" "Mandala"***
Beta: 2002* "Emerald"***
Actual Release: May 2003****
Approx development time: 36 months
Delay: 0

*http://www.engadget.com/2008/10/05/eve-evolved-the-making-of-eve-online/
**http://www.eurogamer.net/articles/2014-06-22-meet-thor-beck-the-eve-creator-who-ccp-left-behind
***http://oldforums.eveonline.com/?a=topic&threadID=948039&page=3
****http://community.eveonline.com/news/news-channels/press-releases/archive/2002/

++++

World of Warcraft
Start: December 1999
Planned Release: November 2004
Alpha: 2003
Beta: February 2004
Actual Release: November 2004**
Approx development time: 60 months
Delay: None

*https://storify.com/pikestaff/world-of-warcraft-development
**http://www.tentonhammer.com/wow/editorial/remembering-the-launch-of-wow

++++

Guild Wars 2
Start: 2007*
Planned Release: Early 2009**
Alpha: Summer 2011**
Beta: December 2011***
Actual Release: August 2012
Approx development time: 72 months
Delay: 36 months
*http://www.zam.com/story.html?story=19763
**http://www.giantbomb.com/guild-wars-2/3030-21223/forums/leaked-portion-of-wvwvw-map-510348/
***http://news.softpedia.com/news/Guild-Wars-2-Beta-Comes-Before-End-of-2011-224316.shtml

++++


Elite: Dangerous
Start: 2011*
Planned Release: End 2014
Alpha: Spring 2014
Beta: July 2014
Actual Release: December 2014
Approx development time: 48 months
Delay: No delay

*http://www.rockpapershotgun.com/2011/01/20/frontiers-the-outsider-has-been-cancelled/
**http://arstechnica.com/gaming/2015/04/review-elite-dangerous-is-the-best-drat-spaceship-game-ive-ever-played/
***http://www.eurogamer.net/articles/2014-07-31-50-elite-dangerous-beta-1-goes-live
NOTE: confirmed with Braben stating Elite IV would not start unless Outsiders is put on hold.


++++


Star Citizen
Start: Early 2012, No sooner than Aug 2011* ** ***
Planned Release: Winter 2014
Alpha: December 2014
Beta: N/A
Actual Release: N/A
Approx development time: 36+ months
Delay: 12+ months
*https://www.reddit.com/r/IAmA/comments/12grru/i_am_chris_roberts_creator_of_wing_commander/c6v0j2u
**https://www.reddit.com/r/IAmA/comments/12grru/i_am_chris_roberts_creator_of_wing_commander/c6v0i2h
*** http://www.g4tv.com/thefeed/blog/post/715384/back-on-the-flight-deck-an-interview-with-wing-commanders-chris-roberts/


++++


Star Wars: The Old Republic
Start: October 2007*
Planned Release: Spring 2011**
Alpha: Spring 2010***
Beta: October 2011
Actual Release: December 2011
Approx development time: 49 months
Delay: Approx 8 months
*https://forums.penny-arcade.com/discussion/40090/lucasarts-to-bioware-join-us-together-we-will-rule-the-galaxy-bioware-sure-quo
**http://www.mcvuk.com/news/read/old-republic-rumoured-for-september
***http://www.mackandmesh.co.uk/forum/viewtopic.php?f=9&t=31


++++

Everquest
Start: 1996
Planned Release: ??
Alpha: November 1997*
Beta: March 1999**
Actual Release: March 1999***
Approx development time: 36 months
Delay: ??
*https://pakcafaneq.wordpress.com/everquest-alpha-and-beta-screenshots/
**https://groups.google.com/forum/#!msg/alt.games.everquest/FN4liqWf4nA/wRrrkK5c4scJ
***http://www.requnix.com/development/demise

OhDearGodNo
Jan 3, 2014

Loiosh posted:

They are doing external tests of the 2.0 release with subs. It's been mostly the testers group with a few invites. So you could just ask them to pull up the Crytek debug. I mean, you can fault them for a lot of stuff, like broken promises, delays, having terrible customer service and being digital gaming poo about refunds, but the technical aspects are quite open. You can even see some of the zoning globals in Bugsmashers 13 - https://www.youtube.com/watch?v=GSIXl4Ug3-s - Where they fix an LOD issue that is caused by the zone system (passing the global position instead of the relative to zone position).

The problem with CIG has never been with the developers, just upper management.

OhDearGodNo
Jan 3, 2014

Valatar posted:

That's 60 months, not 72.


63ish months, not 76ish.

I know. Copied the "template" from the previous and some things got left in.

I'm too lazy to fix.

OhDearGodNo
Jan 3, 2014

Loiosh posted:

FreeSpace (1, 2)

NHOL?

OhDearGodNo
Jan 3, 2014

Loiosh posted:

I think around $1,500 or so including gifts. It's all in the goonswarm google spreadsheet, though not updated for some package upgrades. (For those curious, this is under half of what I've gifted to friends on Steam: )

I consider it a sunk cost at this point. At the moment I'm concerned that CIG may fail, but I would, being honest, like to see them succeed, because I like the idea of the game.

I'm still reading this thread so I hope this isn't addressed. The only issue I have with you is what I've seen others try and do- you try and find every way to rationalize what is a series of problems that even you cannot explain.

When you find that you are searching for reasons why something should not be, maybe the answer is what you're avoiding.

I've watched as you picked things you can try to mitigate but ignore many other issues.

For example how a 3rd Constellation rework multiplies the dev cost of making it by 9.


Or how little of '2.0' has been shown. This is open development right? So with all these YouTube shows and the fact a big 'make or break' update is supposed to be almost ready- and the fanbase is shown concept art of yet another ship being redone a 3rd time.


By the way, if you count reworking the variants, each ship is now even more staggering:

Connie dev cost = a

Connie rework cost = 3a (cost of a plus the cost of second pass, plus cost of development for what's pushed back due to the rework)

Now add 3a for each variant, and we are at 7a. It's now cost 7 times the original Connie, however the result is now 4 ships. So we are back to 3a.

However now each Connie is being redone. 12a.

This last pass is costing roughly 12 times the cost of the original.

Let's not get into the Freelancer and Cutlass reworks.

OhDearGodNo
Jan 3, 2014

Agrajag posted:

now show us the new top of the line mocap equipment

If they bought new equipment after spending half a mil a few years ago the SC cult is going to go absolutely berserk trying to rationalize and explain it away.

OhDearGodNo
Jan 3, 2014

Agrajag posted:

my understanding was that was exactly what they are doing for Santa Monica no?

They bought approx 50 Optitrack Prime 17w cameras - they run about $4,000 each.

However it was mentioned before that using Optitrack isn't the "top of the line" system. It wouldn't surprise me if they trashed it for something pricier.

Chris Roberts has been drooling over Vicon for years.

OhDearGodNo
Jan 3, 2014

Octopode posted:

The systems present in 2.0 represent a much larger chunk of the required systems implementation for the project than the art it includes does for the required art completion of the project, but that fact doesn't make completing that code any faster. Sorry, I don't know how to explain the point any better.

Do you have a source or any of this? You continually vomit things as if they were fact and yet have zero experience not only with programming, but with CIG.

Please, source your post- because as far as I can tell you're making poo poo up as you go.

OhDearGodNo
Jan 3, 2014

Octopode posted:

Yep, zero programming experience. I mean, that's not demonstrably false just for my involvement in Star Citizen alone, let alone my professional life, or anything.

Edit: Have you figured out how to read API documentation yet?

Nice dodge.

Again, you are posting bullshit as fact such as how many resources CIG has, how many are allocated to what task, and where they are in progress beyond what's been told to people.

You did a better job bullshitting about trade law.

OhDearGodNo
Jan 3, 2014

Amun Khonsu posted:

Theyve been saying this for 3 yrs. At some point ppl have to tilt their heads and question wtf is going on with this "framework"

It's surprising because it's gone from CIG moving goalposts (polished pre-alpha) to completely changing them (FPS now 2.0) and eventually just questioning why people keep attacking them with ridiculous things like "promises" or in a more professional sense "progress."

OhDearGodNo
Jan 3, 2014

Octopode posted:

It wasn't a dodge, it was the only response you deserved. None of the conclusions I've posted are hard to reach if you read through the mountains of information available, but no, there's no nice clean source that compiles it all in one place, and I'm not going to take the time to make one for you. Frankly, you've shown that you don't take the time to try and understand information even when it is presented to you, repeatedly, and your response to someone trying to impart new information to you is hostility, which is depressing to watch.

Ad hominem.


e: asking you to source claims you make regarding inside information on a company is not an attack by the way.

Again, source your quotes.

OhDearGodNo
Jan 3, 2014

Octopode posted:

CIG really does not have a very deep bench on the programming side and never has--I'd guess only about 10% of their team are actually programmers, and they are spread very thin over different chunks and systems, so a single loss is a significant chunk of their total manpower. I would be surprised if they have more two or three people who have worked on the FPS portions in-house.


Secondly, programmers are not interchangeable, particularly when working primarily on bug fixing; it'll probably take a week just for his replacement(s) to get familiar enough with his code to be marginally effective unless he's much better than average at writing readable code.


This is what you need to source.

OhDearGodNo
Jan 3, 2014

Octopode posted:

I'm not sure what your reasoning behind the statement that there isn't a proof of concept whatsoever is, so I can't refute it; it's been demonstrated pretty publicly. If it's based on the collective idea that the demonstrations were all smoke and mirrors, I won't bother to argue the point because there's not a rational argument capable of countering that belief, I'll just wait for the release to do it. But as far as the overall completion, it's not too hard to take the concept for the finished game, dissect it into required component systems and their relative complexity, and compare that against what's been demonstrated thus far to get a rough idea of completion and how far they have left to go.

In other words, you're making poo poo up and have no clue. You wrote all of that just to say you're making guesses and really don't know.


The reason you get poo poo on is not because you're defending SC. There's another goon that does and nobody laughs at them. The goon doesn't post ad hominem responses, doesn't post about things they don't know, and doesn't sugarcoat things with paragraphs of random boilerplate.

OhDearGodNo
Jan 3, 2014

CrazyTolradi posted:

Are we sure Octopode doesn't work at CIG?

Octopode manages 3 datacenters while also moonlighting as a lawyer in trade law (hence his extensive knowledge with TOS enforcement) and only recently has begun to apply his expertise in programming.

To be fair, he has more marketing experience than Sandi.

OhDearGodNo
Jan 3, 2014

Octopode posted:

No. I work here. I manage operations for https://this and integration for [url="https:///"]this[/url], while making sure that their stuff keeps working in [url=]here[/url].

You're a bona-fide goddamn loving moron. Yes I'm actually insulting you now.

You just did one of the following:

- Posted that you manage JWICS level networks to support sensitive operations. This combined with other poo poo you've posted personally (such as upcoming medical costs) have now made you a spearfishing target. You've also violated several DoD guidelines on minimizing your online footprint.


- You're lying.



I honestly hope you're lying because you're not the only DoD employee here.

Get a mod to delete your post and all quotes.

I'll be looking into this tomorrow when I get into work.




Now, back to talking about a game that will never come out.

OhDearGodNo
Jan 3, 2014

Octopode posted:

Why would they need to be deleted? He's under the assumption I've posted anything that isn't already public information, or that should be controlled; he's wrong, but he won't let that won't stop him.

Oh my god you don't know when to stop.

In a single post you identified your clearance level, the project you work on, who you work/contract with, where you work, and who is under the systems you manage. And to top it all off its JWICS.


:bravo:

OhDearGodNo fucked around with this message at 18:53 on Nov 15, 2015

OhDearGodNo
Jan 3, 2014


Retaliator
Gladiator
Redeemer
Avenger
Reclaimer

Vindicator Sabre.

OhDearGodNo
Jan 3, 2014

Olesh posted:

Derek is half right, but only in theory - if enough people actually chargeback them over this, they lose their ability to process credit cards for an indeterminate period of time on that account. The target number isn't very large, either - either a fixed number (something like $50k) over a certain period of time or 1% of their transactions over the same period of time, whichever is lower. The major card brands (Visa/Mastercard/etc) are the ones who won't tolerate this, but on the one hand whoever they're using as a payment processor is liable to turn a blind eye to things like account juggling (to spread out chargebacks and avoid hitting the limit on any one account) because they're making a crapton of money off of CIG so long as nobody officially reports them doing it. On the other hand, there's not exactly a mechanism for reporting this sort of thing and even if one of their accounts gets closed down they can just funnel transactions through another account in future.

That's why this is only half right (sorry Derek) - it's not really remotely plausible that enough people will go through the chargeback process to get any of CIG's processor accounts shut down, because CIG is capable of juggling the accounts to spread out the chargebacks to avoid any one account getting hit heavily enough to matter. Even if one of their accounts gets shut down from an excess of chargebacks, their related accounts are not likely to be touched - it would take at least two accounts shut down in this way to demonstrate a pattern of behavior, and we've already got demonstrated proof that they've got transactions coming through multiple sources, meaning the bar for any individual account to get nailed for chargebacks is going to be rather high, let alone multiple accounts crossing that threshold. In practice the chance that they'll lose the ability to process credit cards through any of their accounts is so remote as to be effectively zero, let alone all of their accounts.

On the other hand, chargeback fees are _totally_ a thing; typically anywhere from 25$-75$ a transaction, and not only do payment processors take a percentage cut of the transaction, about half the time processors will also charge the same cut on issued refunds. If my payment processor charges 4% on a 100$ transaction, that is later refunded via chargeback, that means that not only do I have to refund the full $100 to the consumer (as per Visa and Mastercard, fees for using credit cards cannot be passed to the consumer), I get hit with a 4$ charge for accepting the transaction, possibly hit with a 4$ charge for refunding the transaction, and also hit with a $25 (or more!) fee for the chargeback. So that $100 in (that's actually $96 in pocket) ends up being a total of $129 or more out.

The reason CIG is trying not to issue full refunds is because every refund is a loss for them; even if their processor doesn't double-dip on refunds they're still out a percentage of the transaction, and chargeback threats are not only worse but require administrative oversight to ensure that the funding model isn't accidentally taken down by having too many chargebacks issued through the same processors. When they're trying to deny any individual their refund, it's because ANY refund is a net loss, and they're trying to balance how much they can try and hang onto without refunding vs the likelihood that you'll actually go through the chargeback process and cost them an extra chunk of change. They can juggle accounts all they want, there's no getting out of the chargeback fees which is why they still want to avoid them.


Edit: This is really as simple as a discussion of this gets - without knowing the specific details of the contracts they signed with their payment processor(s), whether or not they're held to stricter standards or the specifics of what might happen IF an account gets taken down through chargebacks aren't really on the table for speculation. Any individual payment processor IS absolutely capable of connecting the dots between companies, but in general due diligence on the processor side is limited to the primary account holder and whether or not that individual has the authority to sign for processing on behalf of their company.

This is a fantastic post. I stress this only because it's been a month since the final 3rd of my refund was promised with no transaction. The ONLY time I have received an actual response is to show that I've put forth the effort one the exact transaction, amount, and invoice that will be the subject of the chargeback.

I sent this Thursday and last Friday I got a response from Krayklin (sp?) saying he would 'personally look into it right now.'

After seeing goons get responses over the weekend, last night I sent another reply- even given the weekend the lack of any follow up to a ticket that needs a simple resolution is completely unprofessional and insulting.

For example I was juggling multiple tickets today and told a user I would get back to him by CoB with an update. I ended up bogged down with higher priority issues and couldn't address his issue. However, I still sent an email to the user to tell him I got backed up and would address it in the morning. And these aren't customers- it's just how you act in a professional manner.


That being said, I sent an email last night informing them that I was finally going to go through with the chargeback and in addition make the entire experience extremely public. I received this response:

"Hi there Joe,
Someone will be reaching out to you in the next day about the refund through Paypal.
Respectfully closing this ticket to avoid confusion.
Best,
CIG Customer Service"

One day, and if it's not resolved in definitely going through the CU.

OhDearGodNo
Jan 3, 2014

"...it appears a refund we issued failed to authorize correctly in our systems, it may have been an issue with PayPal or the age of the pledge itself."

I don't know what to say.

OhDearGodNo
Jan 3, 2014

How is anyone thinking this gives them hope? This is a year and a half of development- for something that crashes every couple minutes.

Remember, multicrew has been something they've been working on since last fall (or sooner). The FPS aspects, think back to the playable FPS demo last winter.

Look at the crashes, the jankiness, the clipping, rendering errors, horrible sounds, broken UI, and generic assets (planets for example). This is a 90+ million game, 3-4 years into development, using a prebuilt engine.

I'm so glad to have been freed of this disaster.

OhDearGodNo
Jan 3, 2014

The best part of this thread is Octopode going full smug because 2.0 isn't a complete disaster.


Star Citizen: Be proud of our mediocrity.

OhDearGodNo
Jan 3, 2014

AP posted:

https://www.youtube.com/watch?v=99CE7EeVAa0&t=20s

It's a lot better than I expected, I think people will be bored in a week and the project is still doomed, but it's surprising they actually managed this much.

It's jittery as gently caress. The player's limbs move lightning fast. Everything has a slight jitter, the colors and lighting are bland, and it continues to look like the game is fighting itself to work.


There are a lot of hacked-in things just to make this work. I have the feeling that 2.0 is full of smoke and mirrors to look like something it isn't.

For example, going from one place to another looks more like Eve's jump animation that masks the system loading.

The flight model of the ships appear to be a globally-applied rudimentary basic framework instead of the touted ones based off of thruster output.

The FPS being non-functional anywhere but the single area, it looks like they need to load a special instance to have it work.


This is just a few things I noticed. I have no desire to play this game still- and compared to E:D, SC is so far behind there's no way it'll catch up. I have a feeling that Braben will have multicrew, avatars, and FPS before this game even makes pre-beta.

OhDearGodNo
Jan 3, 2014

Chalks posted:

People saying it's jittery are totally right but it's not a terribly damning criticism given the clearly unfinished state of the game.

Star citizen is an elaborate lobby system where players load into instanced dogfighting levels in their space ships, some of which have fps levels within them. Slap on some progression and some NPCs that sell things and give out missions and that is the entire game. Most of the concepts are shown in this latest release in their basic form, you add another year or two of fixing bugs and adding assets and you will have a game.

It might not be a good game but I feel like we're passed the point of thinking they'll never release anything now.

I played the E:D alpha back in the first iteration. It was basic and crashed about 1-2 times in a roughly 3 hour session.

I play Naval Action currently, which is in alpha.

I have been playing the UT alpha for months. It's still mostly greyboxed.

Now of these have any sort of jittery nonsense. It's not just the shaking. Is like when you stop moving your mouse and the view stops turning, then half a second later it makes one more movement. This happens when you move forward slightly. Those things are not because it's early, it's because they broke the engine.


I really think one of you 2.0 players need to call my bluff. I think 2.0 is a collection of tossed-together maps pretending to be one single area. Prove me wrong.

OhDearGodNo
Jan 3, 2014

There's a Kickstarter for a game called Dropfleet Commander. It's a table top spaceship war game where the ships are models. Can't wait. Anyway, something that dissuaded me at first was that the rules and all scenarios would be based around a planet or moon.


I thought this was stupid. Why?

The answer changed my mind- given how large space is, combat or interaction of any sort would always be around points of convergence, like planets and such.


While I think it's really great being able to fly out in the middle of nowhere, it's not really a big deal, because you'll find nothing but empty space. Elite has helped by having the Frameshift drive but even then outside of an established route, it's mind-boggingly remote.

OhDearGodNo
Jan 3, 2014

D_Smart posted:

oh-oh. First it was Illfonic. Here we go again.

Eventually nobody will take outsource work from them, simply because if things end up tits up they'll end up being the scapegoat.

OhDearGodNo
Jan 3, 2014

AP posted:



Package on left is offered at "it's all-time lowest price" every day, package on right they are offering 1000 of each day of the sale.

I think CIG is focusing too much on foreign languages and need some people who speak English.

[Prices above have 20% VAT]

I don't even know why it's not rustling anyone's jimmies.

It's the same package, and one half price just for shits and giggles.

OhDearGodNo
Jan 3, 2014

Ticket initiated Sep 30

First 3rd of refund issued Oct 12

Second 3rd on Oct 16

Last chunk received today, Nov 23.

Finally 100% free.

OhDearGodNo
Jan 3, 2014

Octopode posted:

No, I'm not. You made the same statement about an independent FPS module here that you did the first time we had this conversation. It was never independent. But you keep making that claim for some reason (and then change the argument when someone else points out you're still wrong about it).

Wait.... Wait wait wait wait.

You're trying to twist things around here.

First- there was never the intent to make the FPS aspect of the game separate. You are correct in that.

That being said, the first iterations of FPS development were to be separated into a separate module- completely independent from the DFM and hangar. It was to be launched from the hangar, as a "sim" called Star Marine. This was to allow the FPS combat portion to be developed alongside flight and "planet side" parts of the game.


This was also to include the Ender Arena and some made up game called "Sataball"


CIG completely hosed this up. I couldn't care less if they outsourced it to Illfonic.

All of the work, including the multiplayer demo from last spring, was completely trashed except for whatever few assets they could bring over. Things such as the original armor, effects, maps, grav gen, the zero-g character animations (remember the video where the model would automatically grab things 'correctly'), the dynamic lighting, particle effect, etc were worthless and didn't make it through the attempted code merge.

They didn't even try merging the FPS into any part of the client until this summer.

The only things from the 2 years of FPS work are a handful of textures, head bobbing, and the lack of a crosshair.



So yes, the FPS was to be an independent module and EVENTUALLY merged into the PU- however this 2.0 talk didn't even come about until they realized how bad the merge was.


It was to be Arena Commander 2.0, with multicrew and the ability to move around. This was not the FPS part. Somewhere AC 2.0 was slowly dropped, and around the time CIG really noticed the problems with the FPS branch did the talk of "baby PU" come about.


This whole Star Citizen 2.0 is a complete deviation from the original development plan, which would have had the DFM, FPS, and Planetside completely separate and only after their release and stabilization were they to be combined to make the PU. However when all this went tits up they just turned the stock Cryengine FPS branch back on and band-aid patched what they could to make it work. And that's where you are now with 2.0

OhDearGodNo
Jan 3, 2014

Octopode posted:

Then why did you bother with the rest of that post when you start by conceding the same point I was making to begin with? I didn't change anything around--he implied there was something wrong with me stating the FPS was never intended to be an independent thing, even though it wasn't. I don't know how you read all these other things into correcting that single fact.

You should probably re-read my post.

OhDearGodNo
Jan 3, 2014

When alpha slots ran out, CIG charged every new customer $5 to play the DFM. They also clearly stated the FPS module would cost an additional $5. If they did not buy the FPS pass, they could play whatever they had access to.

This was to carry on until the final merge with the PU, at which case the late customer would have spent $5 for the DFM, FPS, and Planetside modules.

This was again later changed and thrown out, and CIG converted the $5 into worthless credits.

OhDearGodNo
Jan 3, 2014

Sarsapariller posted:

Another patch. These are pretty small and not really worth noting so I may stop transcribing to the thread until they release some gameplay fixes of note. It's nice that they're hammering out crash bugs so quickly, but nobody aside from testers really cares.

2.0.0d Patch Notes

Hangar Module Fixes
  • Fixed an issue where the Hangar elevator was not working and would cause the client to crash when attempting to use it to go to Crusader.

Social Module Fixes (actually PU)
  • Fixed an issue where players could not fire FPS weapons in or around Cry-Astro.
  • Fixed several issues with Quantum Travel involving collision and nearby stations causing malfunctions or false errors.
  • Particle effects have received a performance pass, particularly around thrusters and engines.
  • Fixed an issue where the Constellation would remain in a partial Quantum Travel state if the pilot left his chair mid-QT.
  • Fixed several server-side crashes in Crusader.
  • Fixes have been focused around crashes that involve ship spawn, destruction and server clean-up of specific events.
  • Fixed several client-side crashes in Crusader.
  • Fixed a crash that would occur when players attempted to return to the hangar from Crusader.



Naval action is an alpha that began June 17, 2013 with the old, tattered remnants of PotBS. They have like 7 devs working on it.

They released a patch (9.0) yesterday:

admin posted:

What's important:
Glorious game breaking bugs have most likely been added
Port battles added (Capitals, Regional Capitals and Free Towns are uncapturable - see the list)
Admiralty orders added to events: as a foundation for the admiralty store and fame points (or admiralty points)
Honor kill requirements are temporarily disabled due to popular demand. They will come back stronger and improved taking into account your feedback.
Open map events foundations added: Sail around and sometimes you will find an even just for you. System is rudimentary and will act as a basis for future development of variability and epic battles on the OW.
Bots ship variety returned
Teleport now works only to Capitals
Pre-Port battle anti griefing mechanics introduced. You cannot attack vessels or groups that have BR 5x higher than yours. If you are attacking a group of ship stationed together their combined BR is taken into account. Frigate supposedly wont attack 5 santisimas sailing close to each other.

This ignores the fixes as well.


fake edit: The removal of HKs, thank god.


second fake edit: Just pointing out how non-revolutionary, non-groundbreaking, slow, and horribly designed state the game is in without bringing up Elite.

OhDearGodNo
Jan 3, 2014

Othin posted:

ok cool good idea. everyone post patch notes for every game ever.

edit:

here is a random UO patch I found

Did that guy die after that one?

OhDearGodNo
Jan 3, 2014



Not a cult.

OhDearGodNo
Jan 3, 2014

Octopode is right about the initial funding.

OhDearGodNo
Jan 3, 2014

Octopode posted:

You wan to try and base this discussion on judicial standards of evidence, without the institutions that support such standards, like discovery and investigation, so there is no way to satisfy your evidentiary requirements to your satisfaction. However, all the available evidence DOES support my claim, and none of it supports yours.

You're being just as irrational as Karl or anyone else defending CIG's practices has ever been, so, congratulations.

Your resume must be more colorful than a bowl of fruit loops.

OhDearGodNo
Jan 3, 2014

happyhippy posted:

https://www.youtube.com/watch?v=uyPoaVRErE0

Meanwhile over in E:D.

That's some impressive LoD poo poo.

It's like they cut it off also as the player was leaving their seat.


Shame SC is going to hit 100m soon "just because."


People will toss money at CIG just to put it over 100, and talk about how groundbreaking it is when Elite is actually doing what CIG has promised, with a fraction of the budget.

OhDearGodNo
Jan 3, 2014

Jobbo_Fett posted:

Unless my math is wrong...

8 hours a day x 5 days a week x 4 weeks per month = 160 hours

Random/Low payrate: 16$ x 300 employees = $4800 per hour for total employee pay

160 * 4800 = $768000 per month


Now, we can guarantee that team leaders, Sandi/Chris, and others, will be paid more so you can bump that up.

Then you have to factor in the 4 studios + mocap construction + furniture/office supplies + other expenditures.

And taxes.


I'm sure someone who knows the gaming industry's payrolls will correct me, but you're already past 3/4 of a million based solely on a low pay for 300 employees.

You don't calculate hours that way, 4 weeks per month isn't accurate.

Use 52x40.

Also your salary estimation is horribly poo poo.

OhDearGodNo
Jan 3, 2014

Octopode posted:

So which features listed are not currently in 2.0?

None, because the 'game' doesn't work.

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OhDearGodNo
Jan 3, 2014

Octopode posted:

We are discussing, specifically, 2.0 promised features versus delivered. Do we really have to resort to dozens of nested quotes to keep statements and questions in context, here?


None of the features were delivered, because they don't work.

So to answer your question, zero.

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