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Perkel

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You joke around meanwhile there are high IQ individuals already planning for future:

j77r5lqwxj691.jpg
 

JamesDixon

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I neither stated nor implied that the game must "start" as a feature-complete v1.0 release. A game begins as a concept and a pitch. It then proceeds through the pre-alpha, alpha, and beta stages, and finally into v1.0 release. After that comes continued development. However, v1.0 is a very important milestone. Continued development is best done post-release or in beta, not stretched on for years during what is still an alpha.
Well, then I don't know what you meant by "a critical part of that concept is a feature-complete v1.0 release to kick off the process, so that everyone can start playing game properly." Usually kicking a process off comes at the "start" of a process. But if that's not what you meant, fine.


If we indeed look at virtually any early access product—setting aside the countless early access games that were abandoned or "released" clearly incomplete (DoubleFine's Space Base 9) in an alpha or beta state, that is—we'll see that most consumers prefer to enter early access during a beta state, not an alpha state. "Feels like it's still an alpha" is one of the most common complaints seen in Steam early access reviews. If a game enters early access but is still in an alpha state, then the developers must make that abundantly clear.

Furthermore, there is a strong expectation that the early access game will very soon become a feature-complete product. This might take months, or it might take a year or two, but to still be in an alpha state after years of "early access" with no clear end discernible by virtually anyone will universally result in consumers turning against the game, labeling it abandoned at worst, in development hell at best, etc.

In addition, If we look at early access titles on Steam, we'll see that all of them have a roadmap as a standard feature of their product page. When that roadmap gets scrapped, changed around, when features appear and disappear—when not only the game-in-progress but even the public summary of its blueprint are in a state of chaos, in other words—consumers quickly lose confidence in the game.

To sum up, if Star Citizen were an early access title on Steam, it would be checking virtually all of the boxes for doing everything wrong.
These are all fine arguments for why a project like Star Citizen should be failing commercially. But there's a rather obvious counter-example to all these points, isn't there? In the case of SC, consumers have not universally turned against the game. Consumers have not quickly lost confidence. It's somehow more popular now than ever.

SC is not the only example of a game in perpetual pre-release state either; Tarkov, Dwarf Fortress, and Project Zomboid come to mind. There have also been lots of games that spent many years in early access and went on to release in a decent state. So I don't think any of the points you bring up are iron-clad laws of game development.

Tarkov is in Beta and approaching release. The other two are made by very small development teams. Chrissie Roberts has taken in a half a billion dollars and picked the wrong engine intentionally to fuck you over. Meanwhile, those three games you cited had maybe 1% of Clown Immoral Gaymes funding if that. This is why you're a moron since you can't actually argue honestly.
 

Perkel

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Tarkov is in Beta and approaching release. The other two are made by very small development teams. Chrissie Roberts has taken in a half a billion dollars and picked the wrong engine intentionally to fuck you over. Meanwhile, those three games you cited had maybe 1% of Clown Immoral Gaymes funding if that. This is why you're a moron since you can't actually argue honestly.

At the time there wasn't any better engine. Even now there isn't any engine that can from get go support SC other than their reworked version of cryengine + amazon pluging into AWS servers. If he knew what kind of money he could pool he would probably start from engine itself first instead of reworking cryengine for years. Same with scope and how much detailed game could be.

Also the team itself is what people forget about. In 2012 there ware only 5 people. So it wasn't just a game that they had to do but create studio itself first. Creating new studio from nothing with very shaky financing isn't something easy as well. The pool of talents at start probably also wasn't great as not many good devs would want to join some new dev with couple of millions and look for other job after a year or two where funds will dry out.
 

JamesDixon

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Tarkov is in Beta and approaching release. The other two are made by very small development teams. Chrissie Roberts has taken in a half a billion dollars and picked the wrong engine intentionally to fuck you over. Meanwhile, those three games you cited had maybe 1% of Clown Immoral Gaymes funding if that. This is why you're a moron since you can't actually argue honestly.

At the time there wasn't any better engine. Even now there isn't any engine that can from get go support SC other than their reworked version of cryengine + amazon pluging into AWS servers. If he knew what kind of money he could pool he would probably start from engine itself first instead of reworking cryengine for years. Same with scope and how much detailed game could be.

Also the team itself is what people forget about. In 2012 there ware only 5 people. So it wasn't just a game that they had to do but create studio itself first. Creating new studio from nothing with very shaky financing isn't something easy as well. The pool of talents at start probably also wasn't great as not many good devs would want to join some new dev with couple of millions and look for other job after a year or two where funds will dry out.

There are plenty of engines out there that can do what he wanted. He didn't want them because he intended to fuck you all so hard to make you all cultists to his personality.
 

Perkel

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There are plenty of engines out there that can do what he wanted. He didn't want them because he intended to fuck you all so hard to make you all cultists to his personality.

Such as ?

2012:
- Ogre engine
- Unreal Engine 3
- Cryengine

and that is it.
 

Myobi

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Also the team itself is what people forget about. In 2012 there ware only 5 people. So it wasn't just a game that they had to do but create studio itself first. Creating new studio from nothing with very shaky financing isn't something easy as well.

Oh no, not the "CiG had to build themselves from the ground up!" bullshit from you too... dear lord, my dude, most fucking gaming companies build themselves from the ground up, starting with just a few people, small projects, using the profits of one to move to the next, little by little, growing over time… not CiG though! CiG decided to start right off the bat with two big ass projects at same time, one of them being a MMO, a MMO dependent on technology that they still need to develop.

This was all their fucking choice and needs to be stopped being used as a fucking excuse for Chris Roberts poor ass management skills.
 

JamesDixon

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There are plenty of engines out there that can do what he wanted. He didn't want them because he intended to fuck you all so hard to make you all cultists to his personality.

Such as ?

2012:
- Ogre engine
- Unreal Engine 3
- Cryengine

and that is it.

You forgot Unity and a plethora of multiplayer engines that were available then. Unreal 4 was released in 2014. There was also HeroEngine that powered such games as Star Wars The Old Republic. Chrissie intentionally chose an engine that had no multiplayer components and is unable to provide MMO player counts due to server scaling and other issues.
 

ADL

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Oh no, not the "CiG had to build themselves from the ground up!" bullshit from you too... dear lord, my dude, most fucking gaming companies build themselves from the ground up, starting with just a few people, small projects, using the profits of one to move to the next, little by little, growing over time… not CiG though! CiG decided to start right off the bat with two big ass projects at same time, one of them being a MMO, a MMO dependent on technology that they still need to develop.
Not ignoring the past couple pages I'll have to go back through them but I wanted to respond to this real quick first. That's exactly what they were doing initially... Before they were handed 500 million dollars. Squadron 42 was going to serve as a prologue to the MMO and the MMO's star systems were going to be filled with jpegs of planets. Not actually simulated planets that you could land on with massive amounts of content inside atmosphere.

When you're Chris Roberts the man who has always been stifled by the moneymen and you're handed 500 million why would you arbitrarily scale things down? Elite Dangerous exists as a cautionary tale to the whole "we'll release the space module and add everything else and it will be just as good as Star Citizen after Odyssey comes out!" narrative.
You forgot Unity and a plethora of multiplayer engines that were available then.
Unity was hardly doing 3D comfortably back in 2012.
Unreal 4 was released in 2014
So they should have sat on their asses for 2 years further holding up development? Who could have known Unreal would become the behemoth it did anyways? This is a bad and disingenuous argument. Regardless, the game is cloud-native and they merged codebases with Lumberyard which gives them far more extensive integration with AWS, the service they would have used anyways.
There was also HeroEngine that powered such games as Star Wars The Old Republic. Chrissie intentionally chose an engine that had no multiplayer components and is unable to provide MMO player counts due to server scaling and other issues.
Which was a technical disaster and certainly less capable than everything else on the market. HeroEngine was a massive flop and only two games on the market ever used it for a reason. FYI The Elder Scrolls Online lists it because they prototyped some gray box shit on it early in development but it's most certainly Zenimax Online's proprietary engine.

Reality is that CIG bought CryEngine for pennies on the dollar and has benefitted greatly from being able to hire individuals from Crytek while Crytek was hovering bankruptcy status for about half of Star Citizen's development.
 

Perkel

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You forgot Unity and a plethora of multiplayer engines that were available then. Unreal 4 was released in 2014. There was also HeroEngine that powered such games as Star Wars The Old Republic. Chrissie intentionally chose an engine that had no multiplayer components and is unable to provide MMO player counts due to server scaling and other issues.

Unreal 4 can't work with game like SC, its asset system would blow up. Unity was in version 3.0 and was basically experimental indie engine at the time that barely could run calculator, that time is why Unity got moniker of being slow as shit engine from. Hero engine can't be used in any mmo game where latency is important. The other multiplayer engines were all custom made and there wasn't any multiplayer game which was latency sensitive.

Using cryengine at the time was the most logical choice.

Oh no, not the "CiG had to build themselves from the ground up!" bullshit from you too... dear lord, my dude, most fucking gaming companies build themselves from the ground up, starting with just a few people, small projects, using the profits of one to move to the next, little by little, growing over time… not CiG though! CiG decided to start right off the bat with two big ass projects at same time, one of them being a MMO, a MMO dependent on technology that they still need to develop.

This was all their fucking choice and needs to be stopped being used as a fucking excuse for Chris Roberts poor ass management skills.

I mean you just said what i said. I just stated the fact that it wasn't just creating 2 AAA games but also creating AAA studio of huge size at the same time. Usually studios that go to 1000 employees are studios that were for decades in marketplace.
 

JamesDixon

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Oh no, not the "CiG had to build themselves from the ground up!" bullshit from you too... dear lord, my dude, most fucking gaming companies build themselves from the ground up, starting with just a few people, small projects, using the profits of one to move to the next, little by little, growing over time… not CiG though! CiG decided to start right off the bat with two big ass projects at same time, one of them being a MMO, a MMO dependent on technology that they still need to develop.
Not ignoring the past couple pages I'll have to go back through them but I wanted to respond to this real quick first. That's exactly what they were doing initially... Before they were handed 500 million dollars. Squadron 42 was going to serve as a prologue to the MMO and the MMO's star systems were going to be filled with jpegs of planets. Not actually simulated planets that you could land on with massive amounts of content inside atmosphere.

When you're Chris Roberts the man who has always been stifled by the moneymen and you're handed 500 million why would you arbitrarily scale things down?
You forgot Unity and a plethora of multiplayer engines that were available then.
Unity was hardly doing 3D comfortably back in 2012.
Unreal 4 was released in 2014
So they should have sat on their asses for 2 years further holding up development? Who could have known Unreal would become the behemoth it did anyways? This is a bad and disingenuous argument. Regardless, the game is cloud-native and they merged codebases with Lumberyard which gives them far more extensive integration with AWS, the service they would have used anyways.
There was also HeroEngine that powered such games as Star Wars The Old Republic. Chrissie intentionally chose an engine that had no multiplayer components and is unable to provide MMO player counts due to server scaling and other issues.
Which was a technical disaster and certainly less capable than everything else on the market. HeroEngine was a massive flop and only two games on the market ever used it for a reason. FYI The Elder Scrolls Online lists it because they prototyped some gray box shit on it early in development but it's most certainly Zenimax Online's proprietary engine.

Reality is that CIG bought CryEngine for pennies on the dollar and has benefitted greatly from being able to hire individuals from Crytek while Crytek was hovering bankruptcy status for about half of Star Citizen's development.

1. Nobody handed Chrissie Roberts a half a billion dollars in the beginning. That's years of scamming customers.

2. Really queen?



Looks really comfortable doing 3D back then to me. That's Unity 4.0 which was released in 2012.

3. They should have made the game using existing engines that were capable of doing the original pitch which was single player. The entire multiplayer pitch came along 3 years after the initial pitch. Thus, they could have done it in Unreal 4 originally.

4. According to whom? You? HeroEngine is quite successful and SWTOR is still going today. At least it was released.

Clown Immoral Gaymes doesn't own CryEngine. It is licensed from CryTek who own the engine. You can't even tell the truth about basic fact over who owns the engine itself.
 

JamesDixon

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You forgot Unity and a plethora of multiplayer engines that were available then. Unreal 4 was released in 2014. There was also HeroEngine that powered such games as Star Wars The Old Republic. Chrissie intentionally chose an engine that had no multiplayer components and is unable to provide MMO player counts due to server scaling and other issues.

Unreal 4 can't work with game like SC, its asset system would blow up. Unity was in version 3.0 and was basically experimental indie engine at the time that barely could run calculator, that time is why Unity got moniker of being slow as shit engine from. Hero engine can't be used in any mmo game where latency is important. The other multiplayer engines were all custom made and there wasn't any multiplayer game which was latency sensitive.

Using cryengine at the time was the most logical choice.

Unreal 4 does work with games like SC. You're lying there just like you're lying about Unity. It was version 4.0 in 2012 idiot.

CryEngine was not the most logical choice retard.
 

ADL

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Unreal 4 does work with games like SC. You're lying there just like you're lying about Unity. It was version 4.0 in 2012 idiot.

CryEngine was not the most logical choice retard.
You're arguing with the benefit of hindsight knowing that Unity became a billion dollar company rather than the rinky dink engine for extremely basic 2D/3D games that it was back in 2012. You're also suggesting that they opt for Unity instead of CryEngine circa 2012 because it had some rudimentary netcode included? What a joke. Not to mention they would have had to use Unity 3.0 since the prototype was worked on prior to the Kickstarter in December and Unity 4.0 released in November.
https://unity3d.com/unity/whats-new/unity-4.0
https://en.wikipedia.org/wiki/List_of_Unity_games#2012
 

Perkel

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3They should have made the game using existing engines that were capable of doing the original pitch which was single player. The entire multiplayer pitch came along 3 years after the initial pitch. Thus, they could have done it in Unreal 4 originally.

Unreal 4 was released in 2014 like just you said. 2 full years after SC initial fundrising.

The fundrising was not for Squadron 42 single player game but for Star Citizen MMO. Squadron 42 was streatchgoal in initial 30 day campaign.

I can't bring you original site since it was removed and instead their current site was created but kickstarter archive has it.

Star Citizen Kickstarter
 

Myobi

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Not ignoring the past couple pages I'll have to go back through them but I wanted to respond to this real quick first. That's exactly what they were doing initially... Before they were handed 500 million dollars. Squadron 42 was going to serve as a prologue to the MMO and the MMO's star systems were going to be filled with jpegs of planets. Not actually simulated planets that you could land on with massive amounts of content inside atmosphere.

When you're Chris Roberts the man who has always been stifled by the moneymen and you're handed 500 million why would you arbitrarily scale things down? Elite Dangerous exists as a cautionary tale to the whole "we'll release the space module and add everything else and it will be just as good as Star Citizen after Odyssey comes out!" narrative.

Doesn't matter how much money they were given. The choice was still there to be taken.

CiG is doing two games of such scale while trying to develop Jesus Tech because they chose to.

Just Jesus Tech alone should be a nightmare of a project by itself, even if they magically pull it off, might be all for nothing due client’s hardware and connections speed limitations.

However, for some reason people are still trying to use this as an excuse for their shortcomings, instead holding them responsible for their own choices, the development time, the delays, the scrapped features, it all boils down to Chris Roberts big mouth and poor management skills, just as his previous projects, they sure as fuck didn’t turn out as they did because “money man bad”.


I mean you just said what i said. I just stated the fact that it wasn't just creating 2 AAA games but also creating AAA studio of huge size at the same time. Usually studios that go to 1000 employees are studios that were for decades in marketplace.
My problem is not with people stating it, it's why people keep stating it.


I can't bring you original site since it was removed

https://web.archive.org/web/20121120050136/https://www.kickstarter.com/projects/cig/star-citizen

https://web.archive.org/web/20121105105111/https://robertsspaceindustries.com/star-citizen/
 

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When you're Chris Roberts the man who has always been stifled by the moneymen and you're handed 500 million why would you arbitrarily scale things down?

Why people have even a modicum of trust in that man is beyond me. He is a pathological liar who has failed to deliver anything in the last twenty years. Yet people flock to him as if in rapture, gleaming eyes intently fixated upon some vision only they themselves can perceive.

It's like going to a restaurant whose chef you know has been fired from other restaurants, and whose reputation is that of a man who hasn't cooked a full meal in decades. He promises you the most succulent meal you can image; and you pay in full, up front; and you wait the whole evening but the meal never comes to your table, then the staff tells you to come back the next day. Then the next day. Then the next day. In like fashion weeks and months go by, then finally one day you come back to the restaurant and there is food for you: one uncooked potato with foot-long germs sprouting off of it. And you take that potato in cusped hands as if being proffered one wizened finger-knuckle from the holiest of saints, and you caress it with exagerrate tenderness, and to the chef say, "Thank you, sir; I'm sure the full meal will be exquisite when it comes—for surely it will come!"

It's insanity. Fascinating insanity.
 

JamesDixon

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Unreal 4 does work with games like SC. You're lying there just like you're lying about Unity. It was version 4.0 in 2012 idiot.

CryEngine was not the most logical choice retard.
You're arguing with the benefit of hindsight knowing that Unity became a billion dollar company rather than the rinky dink engine for extremely basic 2D/3D games that it was back in 2012. You're also suggesting that they opt for Unity instead of CryEngine circa 2012 because it had some rudimentary netcode included? What a joke. Not to mention they would have had to use Unity 3.0 since the prototype was worked on prior to the Kickstarter in December and Unity 4.0 released in November.
https://unity3d.com/unity/whats-new/unity-4.0
https://en.wikipedia.org/wiki/List_of_Unity_games#2012

You're making excuses. You made the claim that there wasn't any other engine available. I proved you to be a liar and wrong. It has nothing to do with the value of the company etc... I also proven your to be wrong about Unity 4.0 with actual videos of the 3D engine. It was quite capable for the time.


3They should have made the game using existing engines that were capable of doing the original pitch which was single player. The entire multiplayer pitch came along 3 years after the initial pitch. Thus, they could have done it in Unreal 4 originally.

Unreal 4 was released in 2014 like just you said. 2 full years after SC initial fundrising.

The fundrising was not for Squadron 42 single player game but for Star Citizen MMO. Squadron 42 was streatchgoal in initial 30 day campaign.

I can't bring you original site since it was removed and instead their current site was created but kickstarter archive has it.

Star Citizen Kickstarter

Incorrect, you are rewriting history to fit Chrissie Roberts' scripture. This is what the original pitch was for:

  • Single Player – Offline or Online
    (Drop in / Drop out co-op play)
MMO wasn't even thought about. Multi-player yes, but MMO was not.

https://web.archive.org/web/20121105105111/https://robertsspaceindustries.com/star-citizen/

  • Single Player – Offline or Online(Drop in / Drop out co-op play)
https://web.archive.org/web/20121120050136/https://www.kickstarter.com/projects/cig/star-citizen

Come on and keep lying because it always makes cults look so good.
 

ADL

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You're making excuses. You made the claim that there wasn't any other engine available. I proved you to be a liar and wrong. It has nothing to do with the value of the company etc... I also proven your to be wrong about Unity 4.0 with actual videos of the 3D engine. It was quite capable for the time.
More capable than CryEngine? I said it before and I'll say it again. What a joke. There was CryEngine which they got for pennies on the dollar with no royalty attached and plenty of talent had experience with. There was Unreal 3's UDK which existed on a weird 25% royalty model and remained closed source unless you paid undisclosed vast amounts of money, there was HeroEngine which released the month that Star Citizen hit Kickstarter and there was Unity in its infancy.

Yes, crowd funding is perfectly acceptable with UDK games; however, a $99 commercial UDK license is required and all revenue earned through the crowd funding is subject to the standard UDK royalty (25%).
Yeah just give up 25% of your crowdfunding earnings because UDK gives you some light networking functionality. Brilliant. Not to mention this post from 2012 seems to indicate that CryEngine did in fact include networking at the time. That always reeked of bullshit to me but I was playing devil's advocate with your premise.
But if you have source access, you could probably remove the existing networking, and put in something massive-like instead. https://www.gamedev.net/forums/topic/627063-cryengine-3-for-mmo/
"b-b-b-but the thread you linked says you need to create your own back end"
Every MMO needs its own backend. Hence the importance of source code access, which you're advocating for Cloud Imperium to give up by saying Unreal 3 and Unity would have been better.

At this point I can dismantle every single one of your absolutely retarded arguments and you'll just continue to pretend that you were right and you won the argument. No one else will call you out on your bullshit ITT because Star Citizen lol but I just want you know in your most private moments that you're a fucking moron.
MMO wasn't even thought about. Multi-player yes, but MMO was not.
GG nice try though try reading the links you're providing next time
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mediocrepoet

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Codex 2012 Codex+ Now Streaming! MCA Project: Eternity Divinity: Original Sin 2
Dear faithful fans of Chris Roberts,

I invite you to check out my next project, Astéras Polítis.

What is Astéras Polítis?
Astéras Polítis is a space combat and trading simulation game with fully realized societies, stock market, combat, piracy, holodecks, and more!

A galaxy beyond imagination!
Imagine after a hard day of fighting space pirates and flying through the star lanes to deliver your cargo and get your fat stack of hard earned credit, you come home to log in to the holodeck which can emulate anything your heart desires! Along with our patented, in development, revolutionary, not yet researched, haptic feedback, self lubricating body suit, you can experience space whores in a completely new way!

Will Astéras Polítis be single-player, multiplayer, or a massively multiplayer online game?
Yes.
We fully anticipate every man, woman, child, and dog will have a subscription to Astéras Polítis and will be connected via synaptic fibrelink at all times for a fully realized virtual galaxy being presented to your ocular nerves at all times! Worried about missing out? Fear not! Astéras Polítis will also pipe pure experience into your dreams, and your waking nightmares!

What about cats?
Fuck cats.

How much does Astéras Polítis cost?
The least expensive pledge package granting access to your first surgical graft, implanting the basic client into the base of your cerebral cortex will run a modest $4,999.99 USD. Luxury packages move up from there in both cost and provided user experience and perks! Fear not, we also offer financing packages! But what price can you put on the only entertainment you will ever need for the rest of your natural and unnatural life?

What are the system requirements for Astéras Polítis?
The exact requirements are unknown at this time, but Astéras Polítis will push the limits of high-end gaming rigs circa 2238, assuming the development of quantum processing and the FTL galactic subnet. Please note, however, that we expect to also offer full compatibility with current i3 systems, and will ensure that these can run Astéras Polítis fairly well at lower settings without looking terrible or suffering from chopping that could cause permanent psychosis through your neural link.

When will Astéras Polítis be released?
When it's ready, but also immediately as you're already playing it in your dreams.

How does ship insurance work, and what is LTI?
There are three types of insurance: hull insurance, upgrade insurance, and cargo insurance. The main thing to know is that you send me money and in exchange, if you lose your fake stuff, I will restore it via local rollback. Can you afford NOT to get it?

How will the game world be structured?
There will be 100 star systems at launch, each featuring planets, moons, and/or space stations, some of which will contain starports where players can land their ships, mingle at bars, shop for items, purchase repairs, and so on. There will be secondary points of interest such as asteroid fields, hidden asteroid bases, space hulks, pirate bases, and so on to discover. Different systems will have different themes, such as pirate-held systems, military strongholds, corporate synthworlds, the heart of United Earth Empire space, alien homeworlds, etc. Some systems are hidden and their jump points must be discovered and mapped by players. Each player gets a starting hangar somewhere in the universe, and may rent/own additional hangars elsewhere for real world currency transferred immediately at the time you consider purchasing it via your neural link and dedicated credit pipeline into our servers.

Is there PvP (player versus player) combat? How does it work?
There is PvP, and it's open, free-for-all PvP, meaning conflict can happen anywhere (or nearly anywhere) in space. If your ship is destroyed, it's lost to you other than any leftover salvage, but may be replaced by insurance as described above. However, there are NPC police vessels on hand at the heart of human and alien civilzations that will respond to acts of aggression within their civilization's sphere of influence. Aggressors' reputations with that civilization will suffer, and though the victim may not be saved, the aggressors' ship(s) will likely be destroyed. As you move further away from the heart of an empire and out towards lawless fringe space, the police presence lessens until finally disappearing entirely.
We will also offer hardcore servers where, when you die, your consciousness is permanently deleted and all of your assets become the property of MediocreCorp. through the EULA you're not going to read but be required to sign to start playing.

Will there be "guilds"?
Yes, though very little information is available regarding their structuring and mechanics at this time. Information will be available during your natural life time. Probably.

Will there be "gathering" and "crafting"?
Of a sort, yes. Asteroids can be mined for minerals, players may purchase and manage planetside factories, and there will also be a limited number of space stations available for players to control and manage. There will also be a workbench item for players' hangars allowing fine-tuning and "overclocking" of various ship components.

Will there be "player housing"?
Yes. Players' hangars and adjoining rooms (conference rooms, war rooms, lounges and the like are planned) will exist wherein players can congregate with friends. Larger ship interiors will also serve as housing of sorts. In addition, there will be hidden bases to discover in outer place, which players may seize control of and use as a "guild base." Hangars, ship interiors, and bases can be decorated with various items, such as fish tanks, wall posters, trophies, workbenches, and knickknacks.

Get in on the ground floor of history! Send me your credit card details today and buckle up for a galaxy of unparalleled adventure!*

We can't wait to see you inside, polítes!



* Unparalleled adventure is not guaranteed and not a registered term with any particular meaning. Adventure and any other advertised products may or may not be developed, delivered, conceptualized, or otherwise provided at any stage prior to the heat death of the universe. All risks belong to the end user, MediocreCorp. accepts no liability and provides no indemnity of any loss whether financial, personal, or in self esteem from this offer, the testing of experimental non-existent technology or other provisos that may be deemed relevant by MediocreCorp. at any time pursuant to the acceptance, discharge, or consideration of this or any other agreement involving MediocreCorp.
 
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JamesDixon

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You're making excuses. You made the claim that there wasn't any other engine available. I proved you to be a liar and wrong. It has nothing to do with the value of the company etc... I also proven your to be wrong about Unity 4.0 with actual videos of the 3D engine. It was quite capable for the time.
More capable than CryEngine? I said it before and I'll say it again. What a joke. There was CryEngine which they got for pennies on the dollar with no royalty attached and plenty of talent had experience with. There was Unreal 3's UDK which existed on a weird 25% royalty model and remained closed source unless you paid undisclosed vast amounts of money, there was HeroEngine which released the month that Star Citizen hit Kickstarter and there was Unity in its infancy.

Yes, crowd funding is perfectly acceptable with UDK games; however, a $99 commercial UDK license is required and all revenue earned through the crowd funding is subject to the standard UDK royalty (25%).
Yeah just give up 25% of your crowdfunding earnings because UDK gives you some light networking functionality. Brilliant. Not to mention this post from 2012 seems to indicate that CryEngine did in fact include networking at the time. That always reeked of bullshit to me but I was playing devil's advocate with your premise.
But if you have source access, you could probably remove the existing networking, and put in something massive-like instead. https://www.gamedev.net/forums/topic/627063-cryengine-3-for-mmo/
"b-b-b-but the thread you linked says you need to create your own back end"
Every MMO needs its own backend. Hence the importance of source code access, which you're advocating for Cloud Imperium to give up by saying Unreal 3 and Unity would have been better.

At this point I can dismantle every single one of your absolutely retarded arguments and you'll just continue to pretend that you were right and you won the argument. No one else will call you out on your bullshit ITT because Star Citizen lol but I just want you know in your most private moments that you're a fucking moron.
MMO wasn't even thought about. Multi-player yes, but MMO was not.
GG nice try though try reading the links you're providing next time
mEwqBSJ.png

1. Cry Engine isn't that capable as evidenced by the lack of progress in Jesus Tech.

2-3. Moving the goal posts to win. Fuck off you goddamn retarded cultist. You lost this round so suck it up buttercup.

4. Persistent Universe doesn't mean an MMO you retarded inbred sheep fucker. It meant that the company would track your progress and store said data like NMS. Jesus you people are such a bunch of dishonest fucks that it's hilarious.
 

JamesDixon

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Strap Yourselves In Codex Year of the Donut
Dear faithful fans of Chris Roberts,

I invite you to check out my next project, Astéras Polítis.

What is Astéras Polítis?
Astéras Polítis is a space combat and trading simulation game with fully realized societies, stock market, combat, piracy, holodecks, and more!

A galaxy beyond imagination!
Imagine after a hard day of fighting space pirates and flying through the star lanes to deliver your cargo and get your fat stack of hard earned credit, you come home to log in to the holodeck which can emulate anything your heart desires! Along with our patented, in development, revolutionary, not yet researched, haptic feedback, self lubricating body suit, you can experience space whores in a completely new way!

Will Astéras Polítis be single-player, multiplayer, or a massively multiplayer online game?
Yes.
We fully anticipate every man, woman, child, and dog will have a subscription to Astéras Polítis and will be connected via synaptic fibrelink at all times for a fully realized virtual galaxy being presented to your ocular nerves at all times! Worried about missing out? Fear not! Astéras Polítis will also pipe pure experience into your dreams, and your waking nightmares!

What about cats?
Fuck cats.

How much does Astéras Polítis cost?
The least expensive pledge package granting access to your first surgical graft, implanting the basic client into the base of your cerebral cortex will run a modest $4,999.99 USD. Luxury packages move up from there in both cost and provided user experience and perks! Fear not, we also offer financing packages! But what price can you put on the only entertainment you will ever need for the rest of your natural and unnatural life?

What are the system requirements for Astéras Polítis?
The exact requirements are unknown at this time, but Astéras Polítis will push the limits of high-end gaming rigs circa 2238, assuming the development of quantum processing and the FTL galactic subnet. Please note, however, that we expect to also offer full compatibility with current i3 systems, and will ensure that these can run Astéras Polítis fairly well at lower settings without looking terrible or suffering from chopping that could cause permenant psychosis through your neural link.

When will Astéras Polítis be released?
When it's ready, but also immediately as you're already playing it in your dreams.

How does ship insurance work, and what is LTI?
There are three types of insurance: hull insurance, upgrade insurance, and cargo insurance. The main thing to know is that you send me money and in exchange, if you lose your fake stuff, I will restore it via local rollback. Can you afford NOT to get it?

How will the game world be structured?
There will be 100 star systems at launch, each featuring planets, moons, and/or space stations, some of which will contain starports where players can land their ships, mingle at bars, shop for items, purchase repairs, and so on. There will be secondary points of interest such as asteroid fields, hidden asteroid bases, space hulks, pirate bases, and so on to discover. Different systems will have different themes, such as pirate-held systems, military strongholds, corporate synthworlds, the heart of United Earth Empire space, alien homeworlds, etc. Some systems are hidden and their jump points must be discovered and mapped by players. Each player gets a starting hangar somewhere in the universe, and may rent/own additional hangars elsewhere for real world currency transferred immediately at the time you consider purchasing it via your neural link and dedicated credit pipeline into our servers.

Is there PvP (player versus player) combat? How does it work?
There is PvP, and it's open, free-for-all PvP, meaning conflict can happen anywhere (or nearly anywhere) in space. If your ship is destroyed, it's lost to you other than any leftover salvage, but may be replaced by insurance as described above. However, there are NPC police vessels on hand at the heart of human and alien civilzations that will respond to acts of aggression within their civilization's sphere of influence. Aggressors' reputations with that civilization will suffer, and though the victim may not be saved, the aggressors' ship(s) will likely be destroyed. As you move further away from the heart of an empire and out towards lawless fringe space, the police presence lessens until finally disappearing entirely.
We will also offer hardcore servers where, when you die, your consciousness is permanently deleted and all of your assets become the property of MediocreCorp. through the EULA you're not going to read but be required to sign to start playing.

Will there be "guilds"?
Yes, though very little information is available regarding their structuring and mechanics at this time. Information will be available during your natural life time. Probably.

Will there be "gathering" and "crafting"?
Of a sort, yes. Asteroids can be mined for minerals, players may purchase and manage planetside factories, and there will also be a limited number of space stations available for players to control and manage. There will also be a workbench item for players' hangars allowing fine-tuning and "overclocking" of various ship components.

Will there be "player housing"?
Yes. Players' hangars and adjoining rooms (conference rooms, war rooms, lounges and the like are planned) will exist wherein players can congregate with friends. Larger ship interiors will also serve as housing of sorts. In addition, there will be hidden bases to discover in outer place, which players may seize control of and use as a "guild base." Hangars, ship interiors, and bases can be decorated with various items, such as fish tanks, wall posters, trophies, workbenches, and knickknacks.

Get in on the ground floor of history! Send me your credit card details today and buckle up for a galaxy of unparalleled adventure!*

We can't wait to see you inside, polítes!



* Unparalleled adventure is not guaranteed and not a registered term with any particular meaning. Adventure and any other advertised products may or may not be developed, delivered, conceptualized, or otherwise provided at any stage prior to the heat death of the universe. All risks belong to the end user, MediocreCorp. accepts no liability and provides no indemnity of any loss whether financial, personal, or in self esteem from this offer, the testing of experimental non-existent technology or other provisos that may be deemed relevant by MediocreCorp. at any time pursuant to the acceptance, discharge, or consideration of this or any other agreement involving MediocreCorp.

Take my money!


:takemymoney:
 

ADL

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1. Cry Engine isn't that capable as evidenced by the lack of progress in Jesus Tech.
No engine is capable. Everything would require extensive modification. You're the one suggesting that another engine would have been more suitable.

2-3. Moving the goal posts to win. Fuck off you goddamn retarded cultist. You lost this round so suck it up buttercup.

4. Persistent Universe doesn't mean an MMO you retarded inbred sheep fucker. It meant that the company would track your progress and store said data like NMS. Jesus you people are such a bunch of dishonest fucks that it's hilarious.
The irony of this entire post. I'd call you a retarded cuckold but that insult requires another consenting adult and given that you've behaved like an absolute spastic for the past five pages I doubt you'd find one. Go break your hand by punching your desk and a couple of walls and save us a couple weeks from your schizo ass. Also I still want to see that hairline fucker.
 

JamesDixon

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Strap Yourselves In Codex Year of the Donut
1. Cry Engine isn't that capable as evidenced by the lack of progress in Jesus Tech.
No engine is capable. Everything would require extensive modification. You're the one suggesting that another engine would have been more suitable.

2-3. Moving the goal posts to win. Fuck off you goddamn retarded cultist. You lost this round so suck it up buttercup.

4. Persistent Universe doesn't mean an MMO you retarded inbred sheep fucker. It meant that the company would track your progress and store said data like NMS. Jesus you people are such a bunch of dishonest fucks that it's hilarious.
The irony of this entire post. I'd call you a retarded cuckold but that insult requires another consenting adult and given that you've behaved like an absolute spastic for the past five pages I doubt you'd find one. Go break your hand by punching your desk and a couple of walls and save us a couple weeks from your schizo ass. Also I still want to see that hairline fucker.


1. Copium at its finest. You take the L.

2. The only one that's a cuckhold here is you princess. You have yet to actually defeat anything I've said. Go suck off Chrissie for your tenth time today.
 

Myobi

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Joined
Feb 26, 2016
Messages
1,391
GG nice try though try reading the links you're providing next time
mEwqBSJ.png

Congratulations you've graduated from
rating_butthurt.png
buttons to
rating_retarded.png
Persistent Universe doesn't necessarly mean Massive Multiplayer Online my dude.
 

Dhaze

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What about cats?
Fuck cats.

Q39oQ2V.png


Such needless violence. You lost me there.

Persistent universe doesn't mean an MMO (...)
GG nice try though try reading the links you're providing next time
mEwqBSJ.png

Congratulations you've graduated from
rating_butthurt.png
buttons to
rating_retarded.png
Persistent Universe doesn't necessarly mean Massive Multiplayer Online my dude.

There is absolutely no way rabid Star Citizen fans could understand that PU ≠ MMO.

These are the kind of people who are ecstatic about functionnal lockers being implemented this late into the development cycle. Nearly 500 millions dollars raised, 10 years of development, and functionnal lockers of all things are cause for celebration. At that point, any semblance of sensible reasoning has long since gone out the window.
 

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