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(12-18-2015, 11:56 PM)Tenacity Wrote: Star Citizen is aiming to be a game that anyone from any genre will enjoy.
That's exactly what worries sane people that want the game to be a success. A release date for a finished, supposedly polished product is now a year ago. Every part that's been playable has been buggy and extremely far from finished. As you yourself pointed out, there's (successful) games with a tenth of the scope and twice the budget made by established developers. Precisely that is why it's hard to believe that a game that's yet to show anything remotely final, that's supposed to be about a thousand times as large as it currently is, and so on, is ever going to be a polished, finished product that won't be hugely disappointing.
(12-18-2015, 11:56 PM)Tenacity Wrote: Star Citizen is aiming to be a game that anyone from any genre will enjoy.
That's exactly what worries sane people that want the game to be a success. A release date for a finished, supposedly polished product is now a year ago. Every part that's been playable has been buggy and extremely far from finished. As you yourself pointed out, there's (successful) games with a tenth of the scope and twice the budget made by established developers. Precisely that is why it's hard to believe that a game that's yet to show anything remotely final, that's supposed to be about a thousand times as large as it currently is, and so on, is ever going to be a polished, finished product that won't be hugely disappointing.
(12-28-2015, 11:52 PM)resi Wrote: I know what I want to do with my money. I cant wait to see my Javelin Destroyer.
Two thousand, five hundred dollars for a spaceship jpg which CIG decided to sell a few more of after the initial do or die buy it now sale.
Thirty three minutes without crashing is considered a good run, sixteen people online is the current high end goal. People, such as our good friend Tenacity in the OP, are still hoping against hope to be able to jump behind the wheel of a ship that was sold as one of the kickstarter pledges back in 2012 and was earmarked to be in the running prior to the "2.0" rollout scheduled for this past June.
CIG doesn't know how to get a lazy afternoon in Manhattan orbit functioning, Chris was shocked at his own chat interface the last time he stumbled through what could only be called a playthrough of his game by the most ardent of supporters and I can assure you that if what we have been presented is a fraction of what they have planned as a hard deliverable in terms of a MMO experience they've got the square root of jack all.
That is not a resume that should encourage someone who is mentally well to buy a picture of a spaceship promised to be delivered at some point in the future which will be manned by a platoon of people.
$2,500 for a picture of a ship. It doesn't even come with the game. Cripes alive.
(12-18-2015, 11:56 PM)Tenacity Wrote: Star Citizen is aiming to be a game that anyone from any genre will enjoy.
That's exactly what worries sane people that want the game to be a success. A release date for a finished, supposedly polished product is now a year ago. Every part that's been playable has been buggy and extremely far from finished. As you yourself pointed out, there's (successful) games with a tenth of the scope and twice the budget made by established developers. Precisely that is why it's hard to believe that a game that's yet to show anything remotely final, that's supposed to be about a thousand times as large as it currently is, and so on, is ever going to be a polished, finished product that won't be hugely disappointing.
I've seen a lot of people with the same concern, and I can't say I disagree, dispite being someone who has been following SC since it was announced so long ago. What people often forget about the project is, that they've taken a different approach to development. This is unorthodox in comparison to other AAA games, so its not quite fair to compare an incomplete game to something like Destiny or Elite: Dangerous. Again, another thing people forget is after every goal or deadlind was announced, it was always, ALWAYS subject to change. They've openly said this.
Theres also that whole "this isnt what I pledged for" argument, which I dont sympathize with at all. The current game as its invisioned is significantly better than the original pitch, which I supported then and I still support what its become today. Why? Not because I have a hard-on for Chris Roberts, but because they're making a game in the genre I love, thats going beyond what anyone else has planned. Its not about the people behind it for me, its about the game being good enough for me to enjoy, which it is for me.
Opinions will always differ, arguments will ensue, but in the end, we all love kickass space games with action missiles and laser beams.
I completely sympathize with it. CIG's original pitch was Freelancer 2.0 with the benefits of the modern era that would be fully funded at 20-25 million. That was the revised revised revised narrative but it worked well enough so, awesome, let's get to 20-25 million.
Then we did.
Suddenly 25 million wasn't enough. There was so much more money for features. But we have to make enough money for those features guys! We're gonna do the thing! We just need 50 million! We'll pay for it by selling more ships! LTI is back also! Maybe? It probably is! Also limited time didn't mean limited time! This is back! No it's gone, but it's back again!
Somewhere along the line the concept of feature lock and producing additional material post release, as our good friends over in E are wont to do, we've observed this absurd chase where the backing community is compelled to run after the ever elusive dollar value required to shove this game out the door with the very minor pitfalls of CIGs utter inability to deliver on any of their astronomically mounting promises in addition to the insane engineering debt that they've accrued with the money generating levies imposed by the seemingly unending library of promised ships.
So yeah. When put up against a staggering list of required items, the situation of holding the game hostage against a need for ever more money, high project management turnover, CIGs inability to meet their self imposed delivery dates and the hilarious lackluster of the delivered product I'd say that the people who supported 25 million dollars in funding in order to snag a project of ambitious but achievable prospects, rather than a gargantuan mess with no end in sight and delivery as elusive now as it was before they were handed a hundred million dollars, I'd say they have a leg to stand on.
Opinions will differ. But yours is wrong. CIG shilling promises as an example of a better game in the face of actually being able to deliver on more modest proposals isn't a 50/50 viewpoint.
Do not buy this game. At the very most cross your fingers and hope something attractive appears on a shelf somewhere in a year and a half. There is zero reason to spend a dime on this game right now. It is broken, plays like garbage and is terrible all around. You owe it to yourself to do better by your money than to throw it after a promises built atop routine failure to deliver.
Edit: If EA was selling a game that they weren't sure if they could deliver on by means of offering up insanely overpriced pictures of ships and everytime they reached their proclaimed milestone they pushed the marker back with the promise of yet more features I'm sure that would seem reasonable and ok.
I've been looking for a playable space game for a while, BUT I didn't find anything, which fits the bill. Then I stumbled across SC - and WOW -> BUT not everything, which sparkles is at the end a diamond.
So lets look at this game - features over features over features and they all seem great, but to be honest, it's way to complicated - at least for me it is. I don't want to build a universe, I want to fly a ship and that be able to change to another or add another character with another ship for different roles. Sure that's possible, but with what kind of effort.
Do you plan to sit in front of your PC for days and weeks and months then by all means, SC will work, but hey, there's something called RL. You can explore the landing site by foot, that's great and might be even a thrill ride given the graphics, oh yes, by the way, I would need to upgrade all my devices to meet their hardware requirements. So city exploration, good, but didn't I play the game to fly a space ship? Right, back to space. So you need to maintain and upkeep your ship - pay insurance, really you have to, otherwise if it gets destroyed you will be without one, and that applies to any of your ships. You can fly solo or with several people on one ship, but why, oh yes again ground combat, and oh yes again, I want to fly a space ship.
The huge number of features make it, at least for me, a hustle to play and that's not what playing is about. I'm not looking for an alternate life, which SC will be if you want to play it.
Bottom line what Freelancer is to simple SC is to complex. Can someone please find a middle ground. My opinion is that Freelancer has great potential. It's just a little outdated. So a HUD with position information would be nice, making money is too easy. You should have to earn it hard so you value the ship, which you bought or you think harder before you buy a ship. A dynamic marked would be nice with production caps on planets and bases, which I believe would be stimulating the role play a lot. Enhancements should be made based of the KIS (keep it simple) principle. PoBs were a good start but are too maintenance intensive -> hence the term base slaves. An upgrade on the ship designs, come one, who envisions a space ship like the pirate train, which looks like a bath tub (no offense to the designer - I think they do the best they can with the time they can invest).