(03-13-2013, 07:08 PM)Loken Wrote: That's exactly what I said.
Sorry, I've been in a naughty mood today.
We wont know until release, of course, but I do find it striking that the only material we've been presented with so far was slow-motion combat. And it seemed very much intentional - afterall you'd figure that speed settings and scaling wouldn't be all that difficult to set properly, even in an early demo. Perhaps the game is balanced towards larger ships, and that is why combat is slower; who knows.
It's a question of faith, really, and I did have a lot of faith in Roberts, but with every piece of information we are presented with I'm starting to fear that this game will fall flat. Instances, consensual PVP, rumours of pay-to-win, the dude himself having a hard time limiting his aspirations and having a really poor track record in regards to properly finishing projects (and this time he doesn't even have a big publisher to kick him into gear), an extreme amount of gimmicks to make folks throw money at the project. And slow-mo fightin' footage
Exactly, it's too early to say for now but I have got to say the combat in the tech demo suffered from an incredibly low framerate and that certainly contributed somewhat to it's appearance of slowness. Presumably it hasn't been optimised at all at this stage and that's why it wasn't running very smoothly because the specs on that PC they had on stage were decent. I'm sure we'll find out later this year when the multiplayer alpha test is released.
I agree with you on his boundless ambition and I'm sure it will likely either cause late release or unfulfilled promises. Although he has been saying if they don't get things in for release they will continue to add everything they want over time. Whether or not this happens remains to be seen.
On the topic of pay to win I'm fairly sure he said several times that the micro-transactions would not be pay to win. I expect they'll be more along the lines of Valve microtransactions, something like new ship skins and cosmetic items for your character. (The latter seems very likely after looking at some of the stuff drawn on their whiteboard in the latest episode of Wingman's Hangar.
Id say that people will be pleased only having same freelancer style gameplay but supporting a lot of servers to reduce lags and allow much more people, that's most of you are looking for, but SC wont be give you this.
(03-13-2013, 09:28 PM)Anaximander Wrote: the dude himself having a hard time limiting his aspirations and having a really poor track record in regards to properly finishing projects
FreeLancer was never finished because the game was taking much longer to create than Roberts and his brother first though, he was under a deadline with Microsoft to get the game finished and out the door for sale, why in the end he had to do so leaving many things out. This is the idea behind Star Citizen being a project that would NOT fall foul of the same thing happening again. Why it's self funded and he won't be answerable to a large corporation like Microsoft to hurry up leaving things out. He has the freedom to be in complete control of the whole project himself.
StarLancer - came before FreeLancer, a game I played and was finished. So was Wing Commander and Privateer finished games. The fault lies with Microsoft for FreeLancer never being fully finished.
I've read that as well over the years, but there's been numerous rumours as to why Chris Roberts really left to be honest. There is some information on WIKI about it happening. Pretty sure Chris talks in one of his Star Citizan videos about him having to wrap FreeLancer up early with features missing and gives an explanation for it.
Quote:Freelancer is a space trading and combat simulation video game developed by Digital Anvil and published by Microsoft Game Studios. The game was initially announced by Chris Roberts in 1999, and following many production schedule mishaps and a buyout of Digital Anvil by Microsoft, it was eventually released in March 2003.
In the game, players take on the roles of spacecraft pilots. These characters fly single-seater ships, exploring the planets and space stations of 48 known star systems. They also engage in dogfights with other pilots (player- and computer-controlled) to protect traders or engage in piracy themselves. Other player activities include bounty-hunting and commodity trading. The single-player mode puts the player in the role of Edison Trent, who goes through a series of missions to save the Sirius sector from a mysterious alien force. In multiplayer mode, players are free to take on any role and to explore anywhere from the start.
Originally, Roberts promised features such as automated flight maneuvers, dynamic economies, and a multiplayer mode that could host thousands of players, but diminished versions of these features were implemented in the final release. The game's initial technical demos impressed reviewers, but after the Microsoft buyout and Roberts' departure from Digital Anvil, critics had doubts about the game. Reviewers judged the final product technically good but failing to fulfill their initial expectations.
(03-13-2013, 07:51 PM)Soul Reaper Wrote: I sincerely hope not, at least, not with the same player base.
If you play around on other games, and take a look at their player communities, it will be better.
Discovery (as much as its a bit strange to hear) seems to be one of the BETTER communities actually. Little kids are swarming the internet pretending to be 'cool' or whatever the hype is nowdays, all ruining the place.
I think that one of the reasons Disco is one of the better communities is due to the fact that it's almost entirely free, and members donate rather than purchase to keep the servers up and the updates coming. With the almost abandonware-like status of the game (due to its age), freelancer seems to be of little interest to most cheaters/hackers. Other commercial games rely on getting down on their knees and pleasing their target market to survive, mods like Disco are much free-er to pursue what its community wants for a game, and can therefore set tighter rules like stricter RP rules etc. However with RSI/star citizen, its status as a new game upon its release would likely attract many people who just wanna **** things up with a big-ass lazer cannon, and consumers especially feel that they're entitled to everything and anything if they paid (good money) for it, and are much more likely to hold a "I do what I waont" attitude when playing a game.
No atmosphere? GTFO.
The propeller is the greatest invention of all time.
(03-14-2013, 12:34 PM)massdriver Wrote: Id say that people will be pleased only having same freelancer style gameplay but supporting a lot of servers to reduce lags and allow much more people, that's most of you are looking for, but SC wont be give you this.
1. The game won't really be Freelancer style. The way it looks now it will have a much more realistic flight behavior and played mostly in cockpit view.
2. Private servers will be allowed, mods as well.
That means if the main game/server isn't for us, we could open Discovery Citizen and mod the game towards Freelancer