(04-07-2018, 10:12 PM)R.I.P. Wrote: Is that the newest version of the "Freelancer" ship in SC?
No, it's the Prospector, a small mining ship. However it is designed by the same company that builds the freelancer, so it has very similar appearance/shapes/style.
Star Citzen is being made by Cloud Imperium Games, directed by Chris Roberts. Chris Roberts had much less to do with Freelancer than people seem to think.
Digital Anvil nor MS Game Studios are involved in Star Citizen in any way. The same company that built freelancer is not building Star Citizen.
(04-08-2018, 04:22 AM)Silverlight Wrote: Star Citzen is being made by Cloud Imperium Games, directed by Chris Roberts. Chris Roberts had much less to do with Freelancer than people seem to think.
Digital Anvil nor MS Game Studios are involved in Star Citizen in any way. The same company that built freelancer is not building Star Citizen.
Psst. The freelancer is a ship in SC.
Also, this weekend's freefly has solidified that I won't be touching the game again till' release and expect the player population to sharply decline post-release.
(04-08-2018, 04:22 AM)Silverlight Wrote: Star Citzen is being made by Cloud Imperium Games, directed by Chris Roberts. Chris Roberts had much less to do with Freelancer than people seem to think.
Digital Anvil nor MS Game Studios are involved in Star Citizen in any way. The same company that built freelancer is not building Star Citizen.
Psst. The freelancer is a ship in SC.
Also, this weekend's freefly has solidified that I won't be touching the game again till' release and expect the player population to sharply decline post-release.
Why's that? Just curious what your issues are with the game. Free fly weekend is, of course, significantly more laggy, but outside of this weekend my game has been relatively stable, and let's not forget that the game is still in alpha and has not been optimized yet, so there's a lot of various memory leaks and issues still that will inevitably be ironed out.
I've been a backer since before the Persistant universe (crusader) even went online - back in the day all we had was arena commander, for small objective based combat matches. Things have come a seriously long way since then, and development has ramped up big time. Personally I have little to no interest in the combat side of the game, I dont run fighters or anything, but I'm looking forward to the more civilian side: mining, trading, smuggling, salvage/repair, exploration, etc.
I mean, crusader is pretty limited right now, and it's only a single star system - by launch there are going to be dozens of systems, and we know of at least 4 alien races being included so far.
(04-08-2018, 04:22 AM)Silverlight Wrote:
(04-07-2018, 11:03 PM)Tenacity Wrote:
(04-07-2018, 10:12 PM)R.I.P. Wrote: Is that the newest version of the "Freelancer" ship in SC?
No, it's the Prospector, a small mining ship. However it is designed by the same company that builds the freelancer, so it has very similar appearance/shapes/style.
Star Citzen is being made by Cloud Imperium Games, directed by Chris Roberts. Chris Roberts had much less to do with Freelancer than people seem to think.
Digital Anvil nor MS Game Studios are involved in Star Citizen in any way. The same company that built freelancer is not building Star Citizen.
He was referring to the Freelancer ship, a ship in star citizen, not freelancer the game. Confusing, I know.
(04-16-2018, 12:14 AM)Corile Wrote: star citizen is a terrible game and they don't want to give me a refund
haha yes
You cant say it's a terrible game if it isnt even in release/launch state yet. Any money you've paid into it wasnt for buying a finished product, it's for funding the development of the game so that CIG doesnt have to go through EA or Activision (and after seeing those companies ruin everything else they're associated with, I'd rather pay for crowdfunding than deal with them).
(04-15-2018, 11:51 PM)Tenacity Wrote: Why's that? Just curious what your issues are with the game.
Current issues are things that'll be likely fixed.
-Optimization
-Overall bugginess (I spent half of Friday night trying to escape the gravity of a moon because the game decided to just toggle my engines and then latch the nose of my ship to a terrain piece and spin me around on the spot like a top while my friend jumped in a trashcan on a station and was launched into a wormhole that gave him ship-style controls while flying his own player corpse)
-Server issues
-Worse interaction mechanics than previous playtests
Future issues I forsee are based around the game's simmy control scheme and that they're planning too expansive a game for it's population to support in regard to some of the MMO/player-driven mechanics they have planned. While I'm personally fine with both, I expect the bulk of the initial population to drop off after less than a year. Hell, I expect it to drop off in less than six months, and that's a big problem for a game that wants to build large portions of their content around an interacting player population.
Don't get me wrong, I WANT the game to do well, and I'm actually upset with myself I didn't buy the $15 S-42/SC combo pack before they split because I expect Squadron 42 to be fantastic. But Star Citizen is squarely in the "we'll see" slot for me, and probably will be for a while.
tl;dr I expect the controls and player choices to interact poorly with the number of players parts of the game will require post-launch
Edit: Also, who the hell doesn't include a proper uninstall mechanic for a game in 2018
Thomas.Holden | Holden's.Hammer | Hullbreaker.Holden - junker - scrap field enthusiast Zed.Taylor - freelancer - former privateer assisting maquis Tradeknight.7 - freelancer - supplying bretonian industry