Star Citizen

star citizen still a thing?
Have to say.. elite dangerous is vr is something else
 
It does, gameplay reveal is on the 18th. The customisation hints to a more expansive game than what the constrictive universe allows, and the solo experience does sound like a standalone Star Wars episode.

Back in the day, Wing Commander came first, now Squadron 42 will come second :whistling:
WC was great :whistling:
 

Star Citizen surpasses $300 million in crowdfunding from almost 3 million pledges
Star Citizen has hit an historic $300 million in crowdfunding since the campaign started in 2012 (via GameSpot).

A spiritual successor to the space trading sim Freelancer, Star Citizen is being led by director Chris Roberts, creator of Wing Commander, and developed by Cloud Imperium Games. The collaborative project kicked off its crowdfunding campaign in 2012, and attained $6.2 million in pledges, exceeding all of its stated stretch goals. Then, in mid-2013, the total reached $15 million, securing Star Citizen’s record for the “most-funded crowdfunding project anywhere.” Evidently, the game didn’t slow down, and $150 million had been raised in 2017, with that figure doubling this month.

Eight years have passed, and there is still no official word on a release date for the game, and more and more features creep into the funding goals. However, Roberts expressed that he was happy with the way the project is progressing. “I’m not worried, because even if no money came in, we would have sufficient funds to complete Squadron 42. The revenue from this could in-turn be used for the completion of Star Citizen,” he said in 2017.

Not only is there funding from the star citizens, but there is external investment to Star Citizen, too. In 2018, billionaire Clive Calder purchased a 10 per cent stake in Cloud Imperium Games for $46 million in December 2018, boosting the studio to a $460 million market valuation. Tech publisher TechCrunch had its own view on the transaction: “one may very well question the sanity of such a valuation for a company that has not yet shipped an actual product.” Yikes.

In May of this year, Cloud Imperium Games hosted a free-to-play window for Star Citizen, as well as the periodic releases of bits and pieces of the full game over recent years. The Xbox Series X and PlayStation 5 are just around the corner, to be launched in holiday 2020. With all of the enthusiasm and excitement surrounding the next generation, it is hoped that Star Citizen doesn’t get left behind.

So... more than $600 million have been pumped into Cloud Imperium. It would be funny to see Cloud Imperium being acquired by another publisher, only to witness a repeat to what has happened with Freelancer.
 
https://www.rockpapershotgun.com/20...-squadron-42-roadmap-now-has-its-own-roadmap/

Star Citizen's revised Squadron 42 roadmap now has its own roadmap


“In the immediate future, we plan to deliver the following communications:

  1. Give an explanation of the goals of our new Roadmap and what to expect from it
  2. Show a rough mockup of the proposed new Roadmap
  3. Share a work in progress version of the Roadmap for at least one of our core teams
  4. And then finally transition to this new Roadmap”

You couldn't make this up.... :ROFL:
 
I doubt SQ42 will release next year. I also doubt that it will release in close cycle to any other space sim or space based game. Perhaps 2023?

People still throw money at Star Citizen, and many players have recently criticised the incremental updates as underwhelming and lacking roadmap consistently, all the while CIG is hosting massive hanger sales which is always well-received by the same community.

I wouldn't be surprised to see the crowd sourced title, /cough studio, be valued a billion dollars (obviously including other investments) at launch or even cancellation. In the case the development does become 'turbulent' it is likely to be picked up by another publisher. Freelancer went through this...
 
I doubt SQ42 will release next year. I also doubt that it will release in close cycle to any other space sim or space based game. Perhaps 2023?

People still throw money at Star Citizen, and many players have recently criticised the incremental updates as underwhelming and lacking roadmap consistently, all the while CIG is hosting massive hanger sales which is always well-received by the same community.

I wouldn't be surprised to see the crowd sourced title, /cough studio, be valued a billion dollars (obviously including other investments) at launch or even cancellation. In the case the development does become 'turbulent' it is likely to be picked up by another publisher. Freelancer went through this...
Forget about it and if it ever does come out it will be a nice surprise.
 
CIG even had its own employees recreating the star citizen business model: Descent Underground.
Which of course made it into production. lol.
 
I spent a few hours playing SC recently. What does work is nice, and it looks good. But dear lord the bugs!
For the money and time they've had, I expected a lot more and way less issues.
What's the point in making a realistic flight model etc etc etc if you can't even get into the damn spaceship.
 
I got a bundle with my GPU upgrade years ago. Never settle bundle 2015. I have been checking in from time to time. Looking at the state of the game. They have added some game play loops but its all very shallow.
5 Years later this is what i have seen.

+- 50 player limit per server. Server meshing is supposed to raise the max players but the tech keeps getting pushed back repeatedly. I personally think the game play loops right now are so limited that adding more players would make certain areas so overcrowded, as to cause problems.

Constant server crashes. 30K errors.

FPS AI are either dumb or are super human. Nothing in between.

Game crashes.

Inventory system likes to break as well. Sometimes you can lose stuff at random when logging out.

Persistence they bragged about does not work 100% either, can lose ships, money and items at random due to bugs.

Huge memory hog, recently upgraded from 16gb to 32gb and the game brings total system usage to 18gb.

Texture issues. Some stations have floor textures that look like two different things are trying to occupy the same space.

Sound errors. Sometimes you get a random very loud POP sound and then all game sound is gone.

Visual issues. Lots and lots of clipping issues. UI brightness and color cannot be changed, being on a bright planet makes UI invisible. Likewise when flying with the sun in you direct view. Sometimes the smoke dust and cloud system breaks then you get these black squares instead of dust.

Graphics settings make no meaningful difference on fps.

Ground vehicles handle really crappy, flip over and get stuck at random. driving on low gravity is the worst.

Face over IP is buggy as hell.

Animation bugs. Collision bugs, there is a door at a station called grim hex, for some reason the seems to be a collision box for a asteroid there. Cant see it but you are blocked by it and can climb over it.

Going from 0 g to normal g while doing eva, causes animation to spas out, some times its bad enough to kill you.
Other times you can get stuck inside something. If you happen to be carrying something in your hand when this happens, it could be thrown out into space and well then newtons 1st law takes over.

The new prison and crime system is a bugged mess right now, for one when you spawn in the prison sometimes you don't get the gear needed to reduce prison time. Other times you get it but as soon as you holster the mining laser, it bugs out and is stuck in your characters hand. Prison sentence done, you are supposed to spawn on the nearest space station with your pre prison stuff, instead occasionally you spawn in the middle of space, near nothing and still in prison equipment.

Animations can freak out and get stuck if you press movement buttons during character animations like sitting down. Landed ships doors can bug out and refuse to close just because you opened them and did not wait for its animation to finish before walking on it.

FPS guns, some times the inventory system does not allow you to refill partially used clips. so you have bunch of clips with partial ammo.

Mining asteroids bugged. They disappear as soon as they are broken up for collection.

Fps mining works but animation for storing the ores can bug out. This only is fixed by allowing a sit down animation to complete. Like taking a seat on a ship. This is really annoying if you are deep inside a cave, making you backtrack for 5 mins just to fix it.

Scanning for ores also hit or miss. does not work 100%.

The good stuff about it, it is really visually impressive sometimes and the flight model is really good.

There are many more problems and the whole thing feels cobbled together with press stick and hope.

So if you plan to play this, well get used to searching for "x problem workaround" CIG even has a special space allocated in bug reports filed by users to detail a workaround for any bugs you find.
 
I had to give you a like just for the sheer effort involved :)

Haha, I was thinking the same!

When I first started playing I thought, "Lets help em out and report bugs." Then I realised they wouldn't need help finding bugs at all!

The quirkiest I had: Having just spawned at a space station I run out my room into the hall. My character cried out in pain, started bleeding out and died right there in the hallway. I guess I stubbed my toe?
 

Star Citizen is adding another development studio​

CIG has partnered with Canadian company Turbulent to launch a studio dedicated to making new Star Citizen content.

Star Citizen, the MMO that never ends, is adding a new studio to its development pipeline. Canadian company Turbulent, which Cloud Imperium Games acquired a minority stake in last year, is launching a new operation based out of Montreal dedicated to creating new features, locations, and entire star systems that will be added to the game "on an ongoing basis."

Turbulent has been involved with the development of Star Citizen for years, but primarily behind the scenes, on things like the Star Citizen support site and backend technology. This announcement is for a separate, dedicated studio that Turbulent and Cloud Imperium hope to expand to 100 developers over the next three years.

...

Cloud Imperium chief development officer Erin Roberts said that the Star Citizen studio has been partnered with Turbulent for eight years, beginning as a web developer and then expanding to work on "publishing and platform capabilities."

Now I have to ask, it seems that they are going back to their initial Kickstarter promises which they stripped whilst in active development, but when will the title then launch? Yes, this is a game as a service where the lingo "on an ongoing basis" is loosely applied meaning that the game will continue to develop in release cycle.

What have their many development studios then be doing, develop Squadron 42? It was even't even a week or two ago where Roberts' said that Squadron 42 will release when ready and won't issue a date. CIG have given many 'expected' dates in terms with when the title is quarterly expected, but that have been silenced the day when they removed the roadmap which is now returning, anew,


Hi everyone,

Last time we updated you, we talked about the current roadmap and its limitations, what steps we’re taking to amend that, and shared a work-in-progress shot of our new Roadmap.

The new Roadmap has been in active development and we’re still marching towards our end-of-year target. It may seem like a simple task, but an oft-overlooked aspect of building out this Roadmap is the management of such a massive dataset. Building out the front end for a Roadmap isn’t the hardest part – not even close. The new Roadmap relies on large swaths of data coming in from more than 50 teams, which requires a lot of effort to organize and make presentable for public consumption. In addition, since we’ll be sharing headcount, expertise, and more, this massive dataset will require ongoing and regular maintenance and QC. The key has been in establishing a pipeline/process so that the new roadmap is sustainable.

What To Expect In December​

So, what can you expect this December? We plan on delivering a Roadmap that focuses on our core features from our “upstream” teams initially. An “upstream” team is a team that is responsible for a core deliverable (tech/content/feature), while “downstream” teams often won’t have a good idea of their work until the upstream team’s content has been decided and locked in. Downstream teams consist of support teams such as UI, Audio, and other similar teams. The nature of development is obviously that downstream teams have to be reactive to some degree to what upstream teams are working on, which can make it very difficult to accurately map out long-term work. Not only that, but the process works both ways, so often times the downstream evaluations that feed back into upstream planning can alter the upstream team’s timelines.

There are more in the link, including a video update on how the roadmap will look like.

As concluded,

Progress and Priorities, Not Promises​

A key goal of ours with the updated Roadmap is to move away from promises of when we think things will arrive, and instead shift the focus to progress and priorities: tracking our current quarter’s progress, what we’re working on, and what our current priorities are for the quarters after. To be entirely candid, we’re fully aware that regardless of caveats or explanations, there will always be folks who see projections as promises. Our new roadmap is not for them; it’s for us to present our progress and priorities, as we said, and show what our teams are working on for those who want to see our development. Content will obviously be more reliable for the current quarter, slightly less so for the quarter right after, and continue to diminish the farther out you go. That is just the nature of development. We don’t always know what we don’t know, and if a team hasn’t started working on a specific piece of content yet, the estimates on velocity and work will not be as accurate. The key is going to be in pulling back the curtain so you know what we know, and to share changes rapidly as our development on deliverables progress every few weeks and sprints.

no more promises, then why bring back the roadmap into the public domain? Yes, people want to know about the progress, but it may also set unrealistic expectations (odd move to avoid promises being made :rolleyes:)

Anyway. I don't see SQ42 released in the next 2-3 years. Maybe late 2023 there may be a beta build open to selected players to not spoil an 8-year game in the making.
 
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Saw that, here is hoping they do not get the scales wrong as the one studio did with the ships and end up redoing a whole years worth of work.

Till they get the fancy iCache and server meshing sorted. Star Citizen is about as MMO as quake 3 arena.
50 players per server does not an MMO make.

Thing about SQ42 is, the longer it takes them to complete it, the more those expensive Hollywood facial animations will start to look dated. A high selling point of SQ42 according to CR.
 
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