Turrican187

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Turrican187
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  • 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.
    Gdemami
  • 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
  • SC's Subsumption #nobullshit

    Yay BDO :)

    Azaron_Nightblade
  • Alpha 3.0 Production Schedule (updated 13th October)

    Burn Down Sept. 21. 2017

    Yay they are down to 7 (in words SE7EN) gamebreaking bugs before release to Avo Evocati!
    But no Super Dev came in to fix the stuff, ...no... way better(!!!11oneone), 13 (in words Thirteen) Bugs have been handwaffled away to be not so gamebreaky as last Week!
    6 fixed, 13 gone with the wind for a total of 63 Gamebreaking bugs magically not so important ...

    I am soooo excited! This opens a new dimension of Youtube Videos!

    Edit: Either (a) they wanted to draw batman with this graph or (b) the graph is graphing its own credibility.
    ExcessionKefoScotchUp