Turrican187

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  • BugSmashers + Possible Great Evocati News!

    Cotic said:
    MaxBacon said:

    If your argument was to balance out both extremes of opinions in a middle-truth, then sure that's logical.

    That was precisely his argument right from the start, it seemed quite obvious to me. 

    Would it not have been easier to ask what extremes he was referring to instead of arguing with him and trying to tell him he was wrong etcetera?

    Gameplay preview:



    What the hell is going on there? :D
    Cronenbergs as playable race confirmed :D
    Pingu2012kikoodutroa8ScotchUp
  • Why I don't like CIG ...


    Get up close with the latest advancements in technological innovation at the #CitizenCon Tech Gallery. #FaceOverIP

    08:30 - 26. Okt. 2017

    - FaceOverIP has not been developed by CIG
    - FaceOverIP Protokoll has not been developed by CIG
    - FaceOverIP is a tech that EQ2 used many years ago
    - To Implement FaceOverIP you just have to bind your Blendshapes (that are in the character models nevertheless) to the FOIP system
    - FOIP is something that should be implemented after all character model stuff is set up else it wastes to much manhours
    - Hell FOIP should be implemented as an extra after your gameloops are working and tested

    Its like you buy a LEGO starship model, assemble it and call it your innovation.
    The fact that they are hyping this again right before CitizenCon is worrying at best.

    BabuinixFrodoFraginsOctagon7711kikoodutroa8Odeezee
  • Star Citizen - Development Updates

    MaxBacon said:
    If we take the PU, and let it start in an idris in the start zone of SQ42, now we drop the max playercount to 1 - Now we put in some storylines (storylines though exist in SC as well) and some interactive live scenes and maybe some cinematic cut scenes (don't know if there are planned any for SC) - then the the only difference to SC are the cut scenes.
    They will use their behaviour trees and all the other stuff the only difference is you are playing alone and you have a main storyline. Hell they already implemented a switch to "offline" in the client, ever wondered for what it can be used?

    They only market it as stand alone game for those who want to play the story arc without the MMO part.
    All underlying systems are the same and to apply occams razor ... for what reason do you want to create a whole new game for your game that is right in front of you -- adjust, write storyline, create cutscenes and done.

    If Star Citizen has game loops and is playable to modern standards then the single player campaign is just a lite version of it.
    That doesn't change the point.

    If SQ42 is a game that stands dozens of chapters in at least a +15h (they claim far more) of gameplay, it already stands by the norm of an AAA SP campaign game by itself.

    You see that several things that SC makes use of, were created for SQ42, its heavy need on cinematics, animations/rigs, mocap and AI are things fundamental to a game like that, but it benefits SC by having this shared codebase.
    oh I didn't know that animations/rigs, mocap and AI were not planned for SC.
    MaxBacon
  • The Cost Of Producing A Video Game

    CrazKanuk said:
    Eldurian said:

    But perhaps you are forgetting Star Citizen looks like this:



    And it's an MMO to boot. MMOs have never been cheap. Especially ones with graphics that would look good in the latest single player FPS title.
    That, in and of itself, is worrying about the future of the title.  There's a reason MMORPGs have never been so cutting edge on the graphics.

    It seems more realistic that SC will end up as a multiplayer title that uses a lot of MMORPG tropes, as opposed to a full-fledged MMORPG.

    Is this a statement of fact or just speculation? Remember that the infrastructure in place back in "the day" was MUCH more restrictive that what it is today, as well. While graphics might have something to do with it, technical limitations could be second fiddle to just producing something that will run on the majority of systems on the market. I don't think I've read anything about how it's technically impossible. I think it's more about practical use and how well it actually runs on Joe Anybody's system. 
    Easy thing - Clients Video Lag results in Network Lag though to rubberbanding and shadowing the affected client for other players.
    Reason: UDP can not calculate the next step if the client is sending dodgy data cause of low FPS.
    GdemamiJamesGoblin
  • Star Citizen - Development Updates

    MaxBacon said:
    Excession said:
    Ok, so you cannot show us two games, that is all you had to say.

    As for me being hatefully blind, wtf is that? I said it look's good, I said the level of detail is awesome.
    Pointing out that having such a high polycount (which is the only real difference between SC and other games that are in the same genre) could cause issue's with optimisation is not being hatefully blind.

    If anyone is being anything, you are being willfully ignorant with regards to SC and any issue's it has or may have.
    One game: https://robertsspaceindustries.com/squadron42 (sold standalone, not as DLC)

    Star Citizen: https://robertsspaceindustries.com/fly-now

    What SC is in its whole pitch, does not exist in the MMO genre, similar games appeared, just like Freelancer had this ideology, the support SC itself gets is because just that, because people want to play something that SC is creating that currently does not exist as a game experience somewhere else, partially released and continues being developed towards its pitch. SC has indeed a scale and scope that wasn't attempted before, and you come with some wtf comment about the graphics?! lol
    If we take the PU, and let it start in an idris in the start zone of SQ42, now we drop the max playercount to 1 - Now we put in some storylines (storylines though exist in SC as well) and some interactive live scenes and maybe some cinematic cut scenes (don't know if there are planned any for SC) - then the the only difference to SC are the cut scenes.
    They will use their behaviour trees and all the other stuff the only difference is you are playing alone and you have a main storyline. Hell they already implemented a switch to "offline" in the client, ever wondered for what it can be used?

    They only market it as stand alone game for those who want to play the story arc without the MMO part.
    All underlying systems are the same and to apply occams razor ... for what reason do you want to create a whole new game for your game that is right in front of you -- adjust, write storyline, create cutscenes and done.

    If Star Citizen has game loops and is playable to modern standards then the single player campaign is just a lite version of it.
    MaxBacon