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B_of_InfoRedux
Oct 6, 2015

WANT A MELTDOWN? KEEP READING FROM YOUR MOTHERS BASEMENTS WHILE YOU BEAT YOUR TINY DICK SECRETLY THINKING OF SANDI YOU HYPOCRITICAL PIECES OF HUMAN GARBAGE.

lauresh posted:

They could sue the sources for defamation but frankly I don't see the escapist giving up their sources and the court isn't going to give enough of a gently caress to force them

Honestly surprised if this goes to court in any way. But who knows. It's only going to get more interesting today.

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Ohmygodsquad
Dec 14, 2005
Even without this whole controversy I don't see how this game is going to be any different from the other vast boring space games I've played, even if they do hit all the features they want. I mean I liked Freelancer but even with the attempt at a story I lost interest after a while. Eve and X3 were basically me staring into the abyss for a few hours and then hitting quit game. Since Roberts seems to want to go maximum sperg detail on everything its hilarious seeing people on the Reddit talk about how they'll be laughing at this situation in 2 or 3 years when the game is out and has like 2 or 3 million players. This isn't going to end up being easily accessible like WoW or something. They have just under a million backers at the moment. You're looking at maybe half that online at any one time. That's assuming the game can even handle that.

If he wants to sperg out on details I wish he'd just make a new SS13 and then call it a day. At least then there'd be a reason for space beverage dispensers.

lauresh
Jun 1, 2013

What are we having for dinner?

B_of_InfoRedux posted:

Honestly surprised if this goes to court in any way. But who knows. It's only going to get more interesting today.

Oh I completely agree, I'm quite certain CR just pulled a Derek Smart

Lodin
Jul 31, 2003

by Fluffdaddy
Lol that Kevin loving Dent got involved in this poo poo. The guy has no actual interest in standing up for Croberts but his modus operandi for the last couple of years is going after someone involved in gaming and making GBS threads on them just to make a name for himself and Smart is a very easy target. The problem is that he's an even bigger dickbag than even Smart.
He's already tried the same schtick against Jim loving Sterling, son, Totalbiscuit and Jeff Girthman and everytime he ends up looking like an rear end.

Owl Inspector
Sep 14, 2011

You can make a case against toiletbiscuit but for other reasons.

B_of_InfoRedux
Oct 6, 2015

WANT A MELTDOWN? KEEP READING FROM YOUR MOTHERS BASEMENTS WHILE YOU BEAT YOUR TINY DICK SECRETLY THINKING OF SANDI YOU HYPOCRITICAL PIECES OF HUMAN GARBAGE.

Lodin posted:

Lol that Kevin loving Dent got involved in this poo poo. The guy has no actual interest in standing up for Croberts but his modus operandi for the last couple of years is going after someone involved in gaming and making GBS threads on them just to make a name for himself and Smart is a very easy target. The problem is that he's an even bigger dickbag than even Smart.
He's already tried the same schtick against Jim loving Sterling, son, Totalbiscuit and Jeff Girthman and everytime he ends up looking like an rear end.

Kevin Dents a real piece of work. He's been working with SC's biggest whale to ensure there's a positive slant on things. We've compiled a good bit on those particular pieces of poo poo.

Hamburger Test
Jul 2, 2007

Sure hope this works!
As if there was not enough reasons to distance yourself from this thing.

Thanks for opinions on E:D, I'll probably pick it up at some point.

Ragequit
Jun 1, 2006


Lipstick Apathy

Lodin posted:

Lol that Kevin loving Dent got involved in this poo poo. The guy has no actual interest in standing up for Croberts but his modus operandi for the last couple of years is going after someone involved in gaming and making GBS threads on them just to make a name for himself and Smart is a very easy target. The problem is that he's an even bigger dickbag than even Smart.
He's already tried the same schtick against Jim loving Sterling, son, Totalbiscuit and Jeff Girthman and everytime he ends up looking like an rear end.

His tweets making fun of DS have been pretty funny. Would love to see the Totalbiscuit and Jim Sterling ones if there is a nice compilation somewhere.

Truga
May 4, 2014
Lipstick Apathy

lauresh posted:

Oh I completely agree, I'm quite certain CR just pulled a Derek Smart

Slowly we become the thing we hate the most. :3:

Owl Inspector
Sep 14, 2011

Hamburger Test posted:

As if there was not enough reasons to distance yourself from this thing.

Thanks for opinions on E:D, I'll probably pick it up at some point.

Wait for the expansion to come out. If you get horizons then you get everything in the base game too, but if you get it now then you won't get horizons for free.

Paladinus
Jan 11, 2014

heyHEYYYY!!!

Ragequit posted:

His tweets making fun of DS have been pretty funny. Would love to see the Totalbiscuit and Jim Sterling ones if there is a nice compilation somewhere.

Derek's Dad Kev Dent ‏@TheKevinDent posted:

@TotalBiscuit is fat. And British. What a joke.

Derek's Dad Kev Dent ‏@TheKevinDent posted:

@JimSterling is fat. And British. What a joke.

Kryopsis
Jun 30, 2012

Shapes and colours the likes of which I've never seen!

exquisite tea posted:

Star Citizen looks pretty hosed but to those who are like "Elite: Dangerous is so much better already" what's the appeal of it, really? I loaded up a few gameplay videos and it just seems like for the most part you're doing MMO fetch quests in mostly empty space, whizzing right by points of interest while trying to control your lovely starter ship, and taking five minutes to jump anywhere. All the while you can't actually land on planets yet and all you have to look at are slightly differentiated skyboxes. This is the dream game for some people? This is what people want to spend the rest of their waking lives doing?

The appeal of Elite: Dangerous is mainly the immersion. The game has incredible sound design and an interface that probably gives nightmares to Ubisoft and all their sad attempts at 3D UIs. Unlike those terrible Egosoft games from the past two decades, Elite focuses on the pure experience of driving varying size spaceships around rather than pretend to be single-player EVE. As such, everything has to be done 'the hard way' (i.e. manually), from jumping to docking. While this means that some people will spend 5 minutes trying to stop in supecruise, all of those skills can be mastered and one day you'll fly through a station and land in one confident motion while you watch a player in front of you try to take off, hit the hull of the station and explode (true story). Elite also makes you feel like an insignificant spec in an infinite cold and indifferent universe and I suppose that's not for everyone but it's what I want from my space games. I mean I pre-ordered Freelancer back in the day and I still insist it's a steaming pile of poo poo.

Think of Elite: Dangerous as space Euro Truck Sim with additional features promised down the line. Also this a bit later this week:

https://www.youtube.com/watch?v=e1PE39gc9oM

AP
Jul 12, 2004

One Ring to fool them all
One Ring to find them
One Ring to milk them all
and pockets fully line them
Grimey Drawer

Paladinus
Jan 11, 2014

heyHEYYYY!!!

Sandi doesn't look right, but I like it.

AP
Jul 12, 2004

One Ring to fool them all
One Ring to find them
One Ring to milk them all
and pockets fully line them
Grimey Drawer

Paladinus posted:

Sandi doesn't look right

I don't see how I could possibly fix that.

Incombibulator
Dec 9, 2014

I'm ready for my close-up
Ms. Gardiner...


Grimey Drawer

Deki posted:

I don't know man. I know a lot of people who were fanatical about Star Citizen from the start, and now they're all nervously waiting for Citizencon before deciding to pull the trigger on refunds or grey market trading their ships away.

So much this.

Demiurge4
Aug 10, 2011

Refund actioned. I'M OUT!

LCL-Dead
Apr 22, 2014

Grimey Drawer

Demiurge4 posted:

Refund actioned. I'M OUT!

Start to finish, how long?

1000 Sweaty Rikers
Oct 13, 2005

The new Star Citizen theme music:

https://www.youtube.com/watch?v=zTL4T_NVGhY

B_of_InfoRedux
Oct 6, 2015

WANT A MELTDOWN? KEEP READING FROM YOUR MOTHERS BASEMENTS WHILE YOU BEAT YOUR TINY DICK SECRETLY THINKING OF SANDI YOU HYPOCRITICAL PIECES OF HUMAN GARBAGE.

It's the morning and you've already both made and ruined my day. That was glorious and atrocious. Beautiful.

Paladinus
Jan 11, 2014

heyHEYYYY!!!

It's actually by Portsmouth Sinfonia.

staberind
Feb 20, 2008

but i dont wanna be a spaceship
Fun Shoe
I wonder what the longest running Ponzi/pyramid scheme has been, and how rsi measures up to them, off the top of my head, I can think of amway and avon, although some think that avon is less malign.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon
I updated the OP with the best summary I could find thus far: https://techraptor.net/content/star-citizen-lawsuits-and-journalism-ethics

Ragingsheep
Nov 7, 2009

staberind posted:

I wonder what the longest running Ponzi/pyramid scheme has been, and how rsi measures up to them, off the top of my head, I can think of amway and avon, although some think that avon is less malign.

Bernie Madoff's started in the 1970s.

Demiurge4
Aug 10, 2011

LCL-Dead posted:

Start to finish, how long?

Two weeks.

Szcwczuk
Dec 20, 2011

I ruin everything

Demiurge4 posted:

Two weeks.

God willing that means a lot of people are in the line for refunds.

B_of_InfoRedux
Oct 6, 2015

WANT A MELTDOWN? KEEP READING FROM YOUR MOTHERS BASEMENTS WHILE YOU BEAT YOUR TINY DICK SECRETLY THINKING OF SANDI YOU HYPOCRITICAL PIECES OF HUMAN GARBAGE.

staberind posted:

I wonder what the longest running Ponzi/pyramid scheme has been, and how rsi measures up to them, off the top of my head, I can think of amway and avon, although some think that avon is less malign.

Family was involved with amway back when I was a teen. Ships rather disgusting if I'm being honest. Sadly some can't see the forest through the trees.

Mercury_Storm
Jun 12, 2003

*chomp chomp chomp*

staberind posted:

I wonder what the longest running Ponzi/pyramid scheme has been, and how rsi measures up to them, off the top of my head, I can think of amway and avon, although some think that avon is less malign.

This isn't even on the level as a ponzi or pyramid scheme. At least in either of those the members have a chance to actually profit off of of them (at least at the beginning). With this, no one gets jack poo poo for cash except Croberts and company.

Maldoror
Oct 5, 2003

by R. Guyovich
Nap Ghost
Somehow it seems Star Citizen even if it is completely abandoned could still live on as some sort of ARG or even a Magic-esque style card game, with rare cards worth the prices of the expensive ships.

I mean people seem to be doing pretty good with it without an actual computer game so far. :anime:

Paladinus
Jan 11, 2014

heyHEYYYY!!!

staberind posted:

I wonder what the longest running Ponzi/pyramid scheme has been, and how rsi measures up to them, off the top of my head, I can think of amway and avon, although some think that avon is less malign.

MMM in Russia was so popular its currency at one point almost became national. Although it has existed for only three years as a Ponzi scheme, from 5 to 40 million people lost up to $10 billion in it. And the funniest thing is, after it had collapsed and the founder had been jailed, there were still true believers who kept their funny money to this day and even participate in MMM-2011, a new Ponzi scheme by the same guy.

staberind
Feb 20, 2008

but i dont wanna be a spaceship
Fun Shoe
I think I know the feller you are talking about, complete neckbeard, but knows how to fettle a herd of sunken cost fallacy's

Mercury_Storm posted:

This isn't even on the level as a ponzi or pyramid scheme. At least in either of those the members have a chance to actually profit off of of them (at least at the beginning). With this, no one gets jack poo poo for cash except Croberts and company.

Well, a bunch of people have been getting a paycheck for 4 years, but yeah, you are right, its a different type of scam altogether.

staberind fucked around with this message at 13:35 on Oct 6, 2015

BogDew
Jun 14, 2006

E:\FILES>quickfli clown.fli

exquisite tea posted:

Star Citizen looks pretty hosed but to those who are like "Elite: Dangerous is so much better already" what's the appeal of it, really?
It works and comes from a developer who's made three other Elite games in the past? :v:

Elite manages to give a really good balance between sim aspects and keeping the game approachable. I approached it dead cold after learning you could play solo without being greifed (I'm a wuss) and what appealed pretty quickly is the game does a very good job at saying "ok off you go, it's ok to figure things out and die as you're in a poo poo-ship that we'll refund for free." You can't really...fail beyond going bankrupt.

For something that echos a lot of old-school-sim-ness it's amazingly forgiving and really flexible play-style wise as the game encourages you to try out new things.,There's no set path beyond ranking up in combat, trade and exploration - and even that is largely player skill based. - you don't level up. it's simply a matter of affording the gear.
The learning curve isn't that steep (well in comparison to the X series) and you'll be eagerly exploring stars in no time.

Also the game devs are taking it slow and steady with it's updates and upgrades - for instance multicrew - the game's already anticipated this with bigger craft having two seats. It's indicative of an actual development roadmap where things have been designed in anticipation of potential additions so they can be implemented. Also none of the features were promised in the kickstarter - you didn't get planet landings if you put in $400.


staberind posted:

I wonder what the longest running Ponzi/pyramid scheme has been, and how rsi measures up to them, off the top of my head, I can think of amway and avon, although some think that avon is less malign.
Bernie Madoff is generally cited to be one of the biggest. Lou Pearlman did run a only-on-paper business for twenty years - so likely the longest..Greater Ministries International did it via a church and I think there was another who used attachments to Scientology.

But RSI isn't operating as a Ponzi, it's value is really in the backer's minds or the debit in their credit card bill - it's buyer beware and only if the company is completely bankrupt will something possibly happen.
It would be Ponzi if the backers were told to sell X amount of things to other backers with the idea of getting something in return.

Dante80
Mar 23, 2015

If anyone has access to ED, 1.4 patch is out.
https://forums.frontier.co.uk/showthread.php?t=188174

quote:

Greetings Commanders, here is the CQC 1.4 update change log!

NEW CONTENT/FEATURES:


- CQC Added!
- Imperial Eagle added
- Federal Gunship added
- Federal Assault Ship added
- Hazardous resource extraction sites added
- Compromised nav beacons added
- Legal salvage missions added
- Added Outfitting for CQC
- Changed how powerplant damage is handled - small chance of instant destruction, otherwise malfunctions and halved power output
- Assign Imperial Eagles to those who should have them from their backer rewards



STABILITY FIXES:


- Speculative fixes for several rare crashes
- Fixed soft lock on login
- Crash fix for a rarely reported issue ship being docked to a station that is not in a state to provide interfaces
- Fix crash where the station news updates while quitting the
- OSX: Fix crash when generating star textures
- Prevent a crash when drones hit shields after recent changes to damage
- OSX: Fix for occasional assert due to unexpected texture
- Avoid firing beams if the firing ship is not ready and so causing a crash
- Prevent crash when trying to scoop something that no longer exists
- Fix crash caused by chatter in supercruise
- Fix crash when shutting down while looking at a mission in the bulletin board
- Restructure some checks so we don't fatally crash when there's a missing entry in the exploration database for an object we've targetted
- OSX: changes to reduce crashes due to low heap memory, including changes to use memory more efficiently
- OSX: fix for occasional crashes when closing the game window
- OSX: fix for a rare crash in the keyboard handling code on startup
- OSX: fix for potential cause of crashes in OpenGL code
- Fix a zero burst interval in plasma point defences
- Fix memory leak in ring cell generation
- Fix duplicate system ID
- Crash fix for invalid positions being passed
- Fix a pair of crashes that can happen if trying to place a scenario with no valid body list, and cope with this selection failing gracefully
- CQC: Fix a memory leak caused by the NavMarker holding onto its radar marker after the location that created it is destroyed
- Prevent crash if power data isn't available (such as in CQC)
- Low level UI crash fix
- Contacts panel restored in CQC to allow muting of other players
- CQC stats should start tracking credits earned through CQC and only count offensive weapons towards ‘favourite weapon’
- Add a few more stats to the cockpit panel
- Fix Powerplay outfitting discounts when in Beta test mode
- Fix a server bug when scooping a mineral fragment that then requires processing multiple refinery buckets into multiple cargo units at the same time
- Adjusted text field size in OptionsScreen.swf to account for larger text strings
- Don't show debug names for unbound controls
- Make the score summary UI in CQC aware of fov (prevents scaling during fov zooms from death cam)
- Fixed main menu spending up to 1.5 mins on a black screen if the player loses his internet connection just before going to the CQC menu
- Removed offset in UI rendering which should sharpen things up a bit
- Allow NPCs to start interdicting the player while they are charging for a hyperspace jump (but not once the countdown has started)
- Scoreboard no longer refers to the players gamertag - it uses the commander name which might look the same - isn't!
- Fix assert message and telemetry to report the correct bucket IDs when we receive an incorrect ID from the web server
- When you are kicked from a game due to inactivity, it now displays an error message on the main menu to say why
- Fix the reverse resistance armour text so it says it's strong vs kinetic and weak vs laser
- Make sure that if we disconnect while in the CQC menus we go to the disconnected from CQC state
- When there is a session error, make sure that we disconnect from the game
- Fix a bug where the player's current team was reset from Blue to None
- Fix a bug where shield regeneration would appear to stall in cases where the current delay after break was longer than the delay after hit (only experienced by some CQC ships with 1.5 or less pips in SYS)
- Various Numerous text fixes
- Fix missing shield rings in GUI






GENERAL TWEAKS & FIXES:


- Reset the backfill timer when leaving CQC or ending CQC gameplay. This prevents it from trying to start backfill matchmaking when not in a game session
- Increasing the amount of time it takes for the shields power-up to respawn to match the others
- Control changes for context schemes so that they maintain keyboard alternatives wherever they were present in the original control pad scheme these were based from
- Fix spawn points facing the wrong direction in Elevate
- Decreased the time the highest end AIs spend "on" the interdiction vector to make them a little easier
- Prestige icons not displaying
- Corrected the text for Deathmatch to state the correct amount of points needed to win
- Fix for player name in CQC turning white when not highlighted
- Correct CQC stats are now on the right hand panel in the ship cockpit
- Decreased amount of time between CQC matches once in a session
- Fix for control UI staying on screen in supercruise
- Fix for text in control settings screen being cut off after scrolling
- Increased duration of damage powerup
- Increased the time it takes for the shields power up to decay
- Fixes to the Anaconda model
- Fix for F63 Condor boost actually causing loss of speed
- Fix for deathmatch draws being recorded as losses
- Fix for not being able to navigate through squad list
- Various network optimisations
- Don't try to generate scores if we don't have the data for them (stops crash)
- Don't crash if a ship has an invalid loadout in CQC
- Fix a server crash to do with updating a users machine handle when they previously weren't in the game
- Fix server crash if players haven't been cleared out from the lobby
- Crash fix for network replication occurring in the wrong order in CQC
- Update mute symbols in lobby correctly
- 'Capture' and 'Protect' indicators do not move / may not render while in Oculus Rift fixed
- Make sure that we are removed from a wing when we end a proving ground game. This should fix an issue with opponents in deathmatch appearing friendly
- Fixed where players didnt always get assigned to the team the the lobby wanted to put them in
- In the CQC Outfitting, boost diverters should not show class/rating/mass, instead they should show Power Draw and Boost Speed Multiplier
- Fix for selling illegal drones (sometimes known as limpets)
- CQC matchmaking reliability improvements
- Re-enable starter packs on Beta Test
- Add the Empire_Eagle_Upgraded template to the Imperial Bounty Hunter starter pack
- Background sim fix to stop a faction declaring war on more than one opponent per tick when there’s more than one eligible
- Major refactoring of PC CQC Matchmaking game notification sending
- Stop titles appearing in the body of Galnet articles on the website
- Persist the Ship Lights option through location transitions, but not save/load
- If the refinery is idle and has a non-empty hopper, try to reallocate these materials to the bins
- Fixed high ranked AI ships not being able to fire due to empty WEP capacitor!
- Pressing enter when going into the outfitting will result in no ui being shown fixed
- Fix hole in Hauler cockpit geometry
- Diamondback Explorer Image in the contact panel was missing now fixed
- Docking computer failure at station type Orbis fixed
- Added a case to handle WM_MENUCHAR messages, which were causing the system to beep when Alt+Key combinations were pressed
- Local Cartographic Data Filters not working fixed
- Adjustments to how penetrating shots work:
- If no standard penetration depth is set for a ship, use 75% of its size in the smallest axis (rather than 100m). As no ships actually had this value set this will stop shots going all the way through ships to hit modules at the back
- Remove spurious increased penetration distance from medium beam turrets
- Railguns now have extreme penetration distance (will pierce to any module on any ship)
- News ticker can now be clicked to jump to a particular news item
- Unable to select system with mouse fixed
- Landing gear speed limiter is now tied to the landing gear toggle rather than what the gears are actually doing
- Prevent Hardpoints being told to fire when docked
- Fix issues where the station doesn't retaliate when being shot
- Edits to dirt and scratch maps to work with new white underpaint colour on Imperial ships
- Co-pilot seat added to external view for Python
- Fix for LAN connection issues (after conencting over lan, if both players had upnp enabled, it was switching back to wan connection)
- Fix for problem where drones delivering cargo canisters belonging to another authority would scan for new targets and pick the same canister
- Fix for NPC miner loadouts that are missing refineries
- Fix for NPC pirate loadouts that are missing cargo scanners
- Fix for merging islands in supercruise - changes in scanner range (due to acceleration) were not being handled correctly
- Fix spawning fighters from capital ships
- Make sure police escorts get police names, rather than random NPC names
- Stop pirates from scanning target after they've pirated it
- Miners check their refinery while mining and if it's destroyed they'll jump away
- If NPC hull is below 20% when being spawned in supercruise don't try and interdict anybody
- Removed some rogue geometry in Sidewinder cockpit that was resulting in a thin purple line in front of the camera
- Fixes to police response:
- update formulae for strength/delay calculation to match latest design numbers
- investigation strength hard limited to calculated value, previously could go over rather than leave a remainder; reinforcement can still go over
- don't try and respond to crime in supercruise
- correctly set the limit on investigation ships to be the score of a viper, fixes only getting the lowest-scored ships for investigations
- Don't allow NPCs to interdict if the target is charging their hyperspace drive - previously only blocked the interdiction during the actual countdown
- When the lead of an NPC wing dies and a new NPC is chosen, re-run the code that choose their chatter table so that it uses the correct one
- Request routing data from the server as soon as we receive a sync letter from an unknown machine - may fix some connection issues
- Allow pirates with low hull to dock at non-anarchy stations - gives them something to do as they can't interdict
- Add pirate threaten & cargo collection behaviour to the Pirate Hunter Hostile archetype, copied from standard Pirate archetype. They can now be pacified by dropping cargo, and will collect it
- Fix potential cause of excessive number of escort NPCs if they had a different authority from the lead
- Give AI wing members the same wanted/clean status as their lead, so the whole group will have the same status on spawning
- Increased malfunction chances on dumbfire missiles as they were far too low
- Made Viper hardpoint-cavities deeper to prevent the weapon clipping when retracting it
- NPCs can interdict other NPCs
- Fix combat bonds not disappearing from the transactions panel once they're redeemed
- Fix outfitting screen giving inaccurate ranges for sensors, scanners, and ECM. Now uses the standard 3 sig fig instead of rounding to the nearest km
- Stop mission messengers from constantly spawning and talking to players
- Reduced the size of the anacondas powerplant hit
- Enforce minimum of 10 credits to hull repair cost check
- Fixed the missing texture on Vulture debris, and increased explosion speed of drifting debris
- Added 'Shader preparation on startup' option to the 'graphic options' screen
- Re-mapped part of the back of the landing pad skirts to break up the repetition of a texture
- Police Hunter Hostile ships will scan their target after interdicting it, rather than opening fire immediately
- Increase health values for Diamondback cockpits
- Updated the pirate lord to have a better pirate-y loadout, he had no interdictor or cargo scanner
- Galaxy Map Trade Route 'Clear' button cannot be easily access via gamepad fixed
- 'Recovering' minor faction state progress added to UI
- Don't reduce powerplay ships when in a taking control state
- Fix cargo losing it's powerplay origin when eject-and-collected
- Derive the number of visible stars from the galaxy map graphics setting
- Updated Warthog control scheme to allow full galaxy map and system map control with the joystick only
- Predicted CC news items added
- Discard cargo dialog now supports 3 digits
- Fix floating point inaccuracy with large fuel tanks and fuel consumption
- Bulletin board now shows which major faction a mission is related to
- Prevent mines and missiles from jumping vast distances when they shouldn't
- Fix missing asteroids in thin rings.
- System scenarios are regenerated when system state changes
- Incorrect Station Name Display On Menu after Docking at 2 stations fixed
- Game sometimes loads with starport services missing when playing loads in docked fixed
- Station Services GUI fades but remains whilst descending into hangar fixed
- Reduced colour value of scratch map to ensure no damage present when Imperial Clipper is 100% repaired or new
- Powerplant damage changes - rather than going critical when badly damaged they will drop into a limp-home state and provide 50% emergency power. If the power plant continues to take damage (past a threshold) there is still a chance they will fail critically and take out the ship. The Reboot/Repair sequence is now able to repair powerplants to restore full functionality
- Updated Pluto and Charon to use rocky template rather than icy
- Tidied up our display of 'pending' and 'recovering' states in the reputation tab
- Community Goal "How To" Box displays as boxes when in russian fixed
- GUI rendering optimisations
- Reduce station rate of fire, but increase per shot damage to compensate
- Optimisations for star searches
- Fix binding GUI not allowing us to bind axes that don't already have one
- Fix for flickering white square in starport
- Fix for mining lasers not having gunsights (includes Torval's Mining Lance)
- Added more chatter line variety
- Fix for supercruise island merging
- Add chatter to provide reason for security ships attacking player
- Optimisations for scanner rendering
- Better shuffling of map choices for CQC
- CQC Loading screen to replace the spinning ship model
- Cannot check Scoreboard During Killcams fixed
- Add speaker icon in CQC lobby to show who is speaking
- Speculative fix for some stuttering in supercruise seen on Win10 machines with AMD graphics cards
- Add ability to mute a player in the lobby
- Fixed Power's control page text cut off
- Damage tweak for the CQC rapid fire cannon
- Optimisations for power distribution management
- Player allied with opposing Power didn't get bounty when firing on a player allied with system's power fixed
- 'Cargo scoop' indicator light wrongly labeled 'Landing gear' fixed
- Fix for CQC back lighting being inconstant with angle
- Improved spawn point generation for CQC maps
- Fixed hitcheck on the pipes around the central area of objective towers
- No visible timer during CQC match fixed
- Show the killer pilot name in respawn menu, don't show anything if we don't have a killer
- OSX: Fix for custom mouse cursor sometimes disappearing, particularly on lower-spec machines
- Repeating Dialogue When Being Asked to Accept Alternate Mission Parameters fixed
- Fix inbox message contract elements for delivery missions
- Update how conflict scenarios are generated, and the triggers for scenario generation:
- Multiple wars/civil wars in a single system
- Remove some oddities in wars spanning several systems
- Wars between non-controlling factions are allowed and will co-incide with scenarios generated by the controlling minor's state
- Update the logic to trigger a rebuild of scenarios to watch and make use of the last changed seed, along with the ability to generate zero scenarios - Should fix several cases where scenarios should show but don't (though the case of zero planets in a system still causes problems)
- Fix the occasional insanely large amount of time spend in the advance of matchmaking lobby
- Made low colours the same as normal colours for large icons on the scanner in CQC
- CQC prestige button now available when rank 50
- Added error messages for a number of CQC invite error scenarios.
- Already in the squad you were invited to
- The other squad is closed
- The invite was not yours to accept!
- Fixed module hit locations for all ships, improving layout and correcting oversized/overlapping setups
- Fixed a bug with the tea traders to allow them to trade tea in Star systems exploited by a Power
- Fixed buying exploration data when then only thing a Commander knows about a star system is its name
- Improved Powerplay cache behaviour for Players connecting within a couple of minutes after weekly maintenance
- Support multiple conflicts within a given starsystem. However, one minor faction can still only be involved in a single conflict, no matter how many starsystems they're present in.
- Fixed some minor faction economic states so they once again affect influence levels
- Minor faction conflict states can now take precedence over economic states, which should fix many one sided conflicts
- Star system stability factors now affect rate of change of minor faction influence levels, making it harder to affect influence in systems with any of large populations, higher security, development level and standard of living.
- If the server doesn't think we have any paintjob wear, but the client thinks we have a tiny bit of wear (<0.000001), we will just ignore it
- Fixed missing rank icons in manage party screen
- CQC Rogue spawn point is no longer hiding in an asteroid
- Add'restore defaults' button on the Graphics and Audio menus
- Improve abandon branch rewards for massacre missions
- Replace   (non breakable space html) by unicode value when generating loc files
- Updated the minor faction state durations to give a much more dynamic galaxy
- Audio optimisations to tackle clicks and dropouts
- Show rank and stats on player stat cards when inviting them or looking in the lobby
- Closing the Pause Menu's Help screen after focusing on UI panels reverts to incorrect focus fixed
- The matchmaking lobby will now also has the id of the squad a player is in, it can use this to try and make sure squad members end up on the same team
- The account linking interface will not display the virtual keyboard if the field is accessed with a physical keyboard
- Make sure we correctly award score for actions in capture the flag
- Network fix for wings not working in private groups on a shared router
- If a user tries to load into a CQC game that has ended then stop the loading and go back to the menu and wait for the next match to begin
- Don't auto-decline wing invites while permissions are being fetched
- Fix a rare bug where a station could be destroyed and recreated while hyperspacing or supercruising away form the station
- Show aloading screen (with spinning ship) when changing ships at the shipyard
- Fix for DiamondBack Scout missing all unique audio on Xbox One and OSX
- Disallow wing invites to friends whose online status is in CQC
- Destroying an NPC's power plant, and them not exploding, results in the AI continuing to fight like normal fixed
- CQC: Moved a number of in-map asteroids that were clipping through 'background' asteroids when rotating
- Show gamertag/commander name of current player in the Clear Save button
- OSX: fix for mouse cursor remaining on-screen after attempting to use [Cmd]+[Shift]+4 to take a screenshot in flight
- Improvements to matchmaking QoS failure handling, to prevent it from appearing stuck to the player
- CQC: Added a confirmation dialog box when quitting out of matchmaking
- Updated the minor faction state warmups, durations and cooldowns to give a much more dynamic galaxy
- Retune influence and faction state bucket values from all player actions
- Allow fortify and undermine actions for turmoil systems
- Correctly handle losing turmoil systems to revolt if the power in turmoil nearly expanded their way out of turmoil only to be undermined back into it again
- Fix an inconsistency between the powerplay CC balances displayed to the players and used internally by the servers in the turn when a Power has just emerged from Turmoil
- You cannot open the galaxy map from a mission contract when using headlook mode fixed
- Dont open uneeded talk channels in the CQC menu, this should reduce some spam in the comms panel
- Make sure configurable buttons and toggles wait for the presets to be loaded before they start, this fixes an issue of some bindings not working when starting the game until you go into the controls binding menu
- Fixed an issue with the control presets not being sorted when they are first loaded, this caused your control scheme to change when going into the controls menu and then backing out of it without applying changes
- In a deathmatch game, when the lobby is about to start sure the player as blue and everyone else as red
- Improve behaviour when experiencing disconnection on the CQC menu
- Fixed an incorrect TDM spawn on Cluster Compound
- CQC: Fix for fast charge shields taking longer to recharge than the default shields
- Further fix for IP4/Nat issues: do not change the "ConnectWith" decision during constructor or SyncArrived, if a decision to connect via Lan has already been made
- Fixes the right and left panels getting clipped at 720p for the Eagle and Empire Eagle
- When multiple players draw for the win in a deathmatch, display all the winners at the top
- CQC: Adding in the ship specific info for the efficiency shields so it only appears for the Eagle. Also made it so it consumes less power
- Added a cooldown period to the shield cell ability in CQC. This should balance it's use to be much fairer, especially in CTF
- Make sure that full connection information is carried through the STUN server results
- Flight Assist state should not be preserved between ships when dying in CQC
- Store the currently active fire group when the player's CQC ship is destroyed
- Make sure the rank cached in the CQC lobby data is updated after a game as a player might rank up
- Corrected the power draw setting on the light shields for the fed fighter
- Make sure that we stop trying to attach the flag to the flag carrier ship if the flag is no longer being carried
- When opening the CQC stats screen, put it into a loading state and then fill it with data when the web request returns. This stops the user from being unable to do anything while it is waiting for a response
- OSX: Fix for intermittent glitches in GUI output on Nvidia cards
- CQC: Fixing and balancing the boost diverters on the ships
- CQC: Making the single cycle shields take longer to regen as designed
- Clear CQC error message queue when resetting game, so the next user doesn't get irrelevant error messages on the main menu after signing in
- CQC: Making the Hyper Charge shields re-charge faster
- Show a better message when chat is disabled in Death Match. Also only show it once, don't spam it
- Don't show voice comms notifications for (definitely) blocked players. Can join their team in CQC or a wing with them - we can't actually communicate so don't indicate that we can
- Fix error with missing soundbanks
- Show a loading spinner while clearing saves
- Slight change to cursor logic. Now, only lock an invisible cursor to the centre of the window if any mouse traps are active
- OSX: Fix memory error with cursor
- Reduced the audio virtualisation distance of scanners
- Correctly kick out a minor faction from their system when they're displaced by an expanding faction
- Bindings disabled in CQC should not be enabled by rebinding
- Added extra fields to the power details screens for systems that are in turmoil
- Added approved player group descriptions to the galaxy map
- Make interdiction a bit fairer, it isn't so weighted in favour of the person being interdicted
- Fixed missing damage sections on Anaconda
- Fixed user display name not being set properly after creating a new commander.
- Increasing the radius on Ice Field slightly so players have a bit more space behind the structures






Audio ChangeLog
* New Features:
- Audio for new ships: Imperial Eagle, Federation Gunship, and Federation Assault Ship.
- More CQC audio improvements.
- Added CQC combat music
- Audio for CQC lobby and results screens
- Many optimisations in the audio systems and assets (benefits Mac, PC and Xbox One users), details below.
- Added dynamic occlusion/obstructions system to CQC, to muffle/mute ships when they are behind other objects.
- Fixed audio getting stuck in lobby.


Changes, Bugs & fixes:
- Added a boost fail sound.
- Minor update to the hauler sound, slightly louder boost.
- Added sounds for Leave, defect, nominate and pledge in power-play menus.
- Multi-cannon mechanical sounds are slightly pushed back and gunshot noises slightly pushed forward, also added a bit more bass.
- Gui hover sound in power-play menu has been tweaked.
- Courier added bits to the boost sound, improved audibility of main engine layer, improved orientation sounds, improved loops.
- Lowered Diamondback audio as it was generally much louder than any other ship.
- Increased the volume of music stingers when switching between articles in GalNetNews.
- Courier boost moved to rear speakers.
- Volume tweaked really loud door hinge on landing gears.
- Tweaked Courier Hardpoint door and Engine Flaps.
- Cannon Impacts are more audible.
- Improvements to the way landing pads sound.
- Balanced missile lock on sounds.
- Less intrusive way of filtering beam lasers when they are low on ammo and constantly re-triggering because of weapon recharge rate.
- Added a background ambience to Powerplay menu's for when music is muted.
- Shield impact sounds on others and self slightly are more audible during combat.
- Armour impact has less wizz and more metallic bang. Stands out better during combat.
- First phase of mixing weapons, other engines and other weapons. Long term goal is to make combat more exciting and other ships more audible around - commanders, we're doing this in stages across the next few major updates.
- Impact sound scales up with volume of the game to always be noticeable.
- Multicannon and Pulselaser tweaks.
- Improved ship voice glitch effects.
- Self destruct alarm sequence tweaks.
- Improved CQC forcefield to stop it getting very loud if you park next to it.
- Fix to Hauler HP Doors.
- Various fixes to make impacts on self more audible.
- Fixed a bug that would sometimes mute shots from the multicannon.
- Fixed multi-cannons firing in an uneven rhythm.
- Fixed sound cuts when going between galaxy map and power play menu.
- Fixed galaxy map bg music playing in power-play view mode.
- Fixed missing sound on Small gimballed Cannon.
- Fixed missing reload on Enforcer Cannon.
- Fixed a bug where firing weapons of one type could duck the sound of weapons fire from another type, making weapons fire inaudible with multiple hard-points active.
- Fixed a clipping issues on explosions and re-enabled a missing sub-bass layer. (ps. boom!)
- Fixed an audio loop that was clicking in the GalaxyMap view.
- Fixed a very loud element when using navipane's.
- Fixed a problem with the docking computer glitching in the forcefield, getting very loud.
- Fixed missing DiamondBack landing gear sounds.
- Fixed ship voice going inaudible in galaxy map.
- Fixed issue where silent running in stations could result in a massive sound buildup.
- Fixed issue with toxic waste canisters.
- Fixed several sounds not being audible on the mac build.
- Fixed a bug that quiets shield impacts when hull strength is high.
- Fixed missing audio on shieldcell bank.
- Fixed Multicannon firing sounds still audible when cannons run out of ammo.
- Many mix improvements
- Several fixes to speed detection during collisions, so that they are much more audible when they happen.
- Fixed pitch curves on friction so it doesn't go mental on metal ... did same for rocks and ice although that doesn't rhyme.
- Made the pulse laser sounds more consistent and scale better across small, medium, large.. thanks to CMD Mephane for reporting!
- Fixed diamondback clicks.
- Fixed missing exploration completed sound.
- Fixed a clicking loop in the Empire Courier.
- Fixed click in PowerHub loop.
- Fixed sounds in GUI hard panned to the right.
- Fixed odd behaviour when middle mouse wheel scrolling with mouse pointer highlighting items.
- Lowered volume of the loud "incoming player chat-message" to accommodate densely populated areas with lots of chat traffic.
- Fixed problem with guns on larger ships (ie anything bigger than a cobra) sounding narrow and weak, should also fix all instances of guns behind the cockpit
- Fix math error when normalising audio
- Fix some missing collision mesh in Asteria Point
- Fix the hyperspace effect Sounding weak.
- Removed excessive engine ducking when passing forcefields.
- Removed double dampening on music track when explosions happen.
- Fixed missing star sounds when zooming in galaxy map.
- Strange audio issues if you enter the Galactic Powers or System Map while the overheat warning buzzer is playing fixed
- Very loud in-game error sound effect when accessing Galaxy Map and when entering or exiting Galactic Powers Menu fixed
- Announcer welcomes players to "Close quarters championship" fixed


Optimisations:
- Many code and wwise side optimisations to further combat glitches, gaps and crackly sounds.
- Landing pads use less resources.
- Stellar ambiences muted inside stations to reduce load on wwise.
- Various station optimisations.
- Pre-filter and mix various source sounds to save CPU.
- Added a dynamic priority system to reduce voice count in busy scenes. If you find instances where sounds that should be audible are muted, please let us know?
- Added a soundbank manager to efficiently and dynamically manage memory usage and soundbank loading/unloading.
- More efficient structuring of self ship sounds in Supercruise, resulting in less audio memory used in supercruise.
- Cockpit fires and sparks use less resources and sound better.
- Fixed potentially many ambient audio streams playing in the system map, hogging memory.
- Optimisations to fuel scooping and Heat External.
- Fix crash on startup when retrieving user data
- Fix crash on shutdown
- Fix some incorrect galaxy data causing failed or unexpected Hyperspace jumps
- Fix some Login Failure errors for Commanders with recent Beta access
- Poll the webserver for lobby details every minute in case we've dropped game details from a request to enter matchmaking
- Added inbox message warning the player that a powerplay cycle is due
- Fix the occasional ~10s black screen after selecting CQC in the main menu
- Add a transition so that Oculus Death Cam can transition back to Cockpit Cam (and out to Oculus Cockpit Cam).
- Don't crash when we try to eject all cargo and we either: have no cargo hatch, or the cargo hatch is shutting down
- Fix audio crash in Powerplay GUI
- Fix an index error in matchmaking
- Speculative fix for Re-fuel limpet rapidly damaged hull and destroyed ship


Server Side Changes:

- Many PC/Mac CQC Matchmaking fixes and refinements
- Fix some display issues with the new Cockpit Stats
- Fix faction economic states not being always being superseded by conflict states
- Ensure that both factions always get the message when they're supposed to be fighting in a conflict zone
- Fix the CQC starsystem permit not always being issued correctly
- Various stability and server performance improvements
- Tidy up faction data caches for all factions, not just the final
- Share the star system daily digest data between all web servers to try to avoid caching issues
- Various server side matchmaking fixes
- Check for timestamps on incoming CQC Updates - we can discard any messages received out of order
- Put more awesome into space.


as always, :frontear: are pretty frugal with their patch notes.

In other news..

BREAKING NEWS

We interrupt your spectrum programming for urgent breaking news. We have just learned of a major Vanduul raid in the Vega System.

Details are still coming in, but we have received early comms indicating that the Navy border fleet is currently engaged with a massive Vanduul force outside of Aremis’ orbit. No firm word yet on what could be heavy military and civilian losses.

To repeat, there has been a large-scale Vanduul incursion into the Vega System directly above Vega II. Not much is known at the moment; we have been trying to establish contact with our local affiliate but have had no success so far. We suspect that the array grid has been severely damaged in the fight.



We have just gotten word that Imperial officials at the NFSC are requesting that everyone hold off on trying to contact friends and loved ones in Vega at the moment, in order to keep comm relays free for emergency communication. This may hamper the flow of information out of the system beyond official channels, but we will keep working to learn as much as we can.

Our thoughts and hopes go out to all those in Vega and the brave starmen fighting there.

Stay tuned for more details as they arrive.

This has been Beck Russum with the Empire Report.

https://robertsspaceindustries.com/comm-link/spectrum-dispatch/14984-EMPIRE-REPORT-VANDUUL-ATTACK
.
..
...
....
.....
*6 days later*

The invasion is over, UEE navy is triumphant. The new experimental particle dissonance cannon worked flawlessly and we used it to capture 1000 Scythe fighters, 2000 Glaive fighters and 100 Vanduul Bombers.

These will be retrofitted and thrown in the market immediately.

This has been Beck Russum with the Empire Report.


*CIG makes $3M in an afternoon.*

Dante80 fucked around with this message at 13:42 on Oct 6, 2015

The Kins
Oct 2, 2004

Maldoror posted:

Somehow it seems Star Citizen even if it is completely abandoned could still live on as some sort of ARG or even a Magic-esque style card game, with rare cards worth the prices of the expensive ships.

I mean people seem to be doing pretty good with it without an actual computer game so far. :anime:
That market's already been cornered by Topps' various games on mobile, in which you buy fake trading cards with real money and... trade them, I guess? There's no actual game tied to the cards like Hearthstone, it's literally just JPEGs. And more often then not, not even well-made ones.

tooterfish
Jul 13, 2013

Mercury_Storm posted:

This isn't even on the level as a ponzi or pyramid scheme. At least in either of those the members have a chance to actually profit off of of them (at least at the beginning). With this, no one gets jack poo poo for cash except Croberts and company.
Some people think that certain members of the community profit a lot from the grey market, and they stand to lose a lot if the gravy train derails. There's even suggestions that there are mods on the forums (and maybe reddit?) that are benefactors, which is one of the reasons bad news disappears very quickly over there.

All speculation of course.

staberind
Feb 20, 2008

but i dont wanna be a spaceship
Fun Shoe

WebDog posted:

It works and comes from a developer who's made three other Elite games in the past? :v:

Elite manages to give a really good balance between sim aspects and keeping the game approachable. I approached it dead cold after learning you could play solo without being greifed (I'm a wuss) and what appealed pretty quickly is the game does a very good job at saying "ok off you go, it's ok to figure things out and die as you're in a poo poo-ship that we'll refund for free." You can't really...fail beyond going bankrupt.

For something that echos a lot of old-school-sim-ness it's amazingly forgiving and really flexible play-style wise as the game encourages you to try out new things.,There's no set path beyond ranking up in combat, trade and exploration - and even that is largely player skill based. - you don't level up. it's simply a matter of affording the gear.
The learning curve isn't that steep (well in comparison to the X series) and you'll be eagerly exploring stars in no time.

Also the game devs are taking it slow and steady with it's updates and upgrades - for instance multicrew - the game's already anticipated this with bigger craft having two seats. It's indicative of an actual development roadmap where things have been designed in anticipation of potential additions so they can be implemented. Also none of the features were promised in the kickstarter - you didn't get planet landings if you put in $400.

Bernie Madoff is generally cited to be one of the biggest. Lou Pearlman did run a only-on-paper business for twenty years - so likely the longest..Greater Ministries International did it via a church and I think there was another who used attachments to Scientology.

But RSI isn't operating as a Ponzi, it's value is really in the backer's minds or the debit in their credit card bill - it's buyer beware and only if the company is completely bankrupt will something possibly happen.
It would be Ponzi if the backers were told to sell X amount of things to other backers with the idea of getting something in return.

Indeed, it resembles a cult of vapourware, not unlike those s'ology people, instead of psychobabble the product's are jpgs.

VVVV

AP posted:

It's not really speculation, there's a lot of crossover between the whales and the greymarket, there always has been. RSI moderator fired in that piece.

The major whales kept a limited ship wait list secret for over 6 months, then kept the ability to unmelt something a secret for months too. Once normal punters found out about the wait list CIG binned it, once they found out about unmelting they removed the ablity to gift from unmelted.

Why am I remembering T2 bpo's

staberind fucked around with this message at 13:53 on Oct 6, 2015

AP
Jul 12, 2004

One Ring to fool them all
One Ring to find them
One Ring to milk them all
and pockets fully line them
Grimey Drawer

tooterfish posted:

Some people think that certain members of the community profit a lot from the grey market, and they stand to lose a lot if the gravy train derails. There's even suggestions that there are mods on the forums (and maybe reddit?) that are benefactors, which is one of the reasons bad news disappears very quickly over there.

All speculation of course.

It's not really speculation, there's a lot of crossover between the whales and the greymarket, there always has been. RSI moderator fired in that piece.

The major whales kept a limited ship wait list secret for over 6 months, then kept the ability to unmelt something a secret for months too. Once normal punters found out about the wait list CIG binned it, once they found out about unmelting they removed the ablity to gift from unmelted.

AP
Jul 12, 2004

One Ring to fool them all
One Ring to find them
One Ring to milk them all
and pockets fully line them
Grimey Drawer

staberind posted:

Why am I remembering T2 bpo's

Yeah same sort of thing only there's no game. I think goons pushed for mods to be excluded from organisations (back when people thought there'd actually be a game) or at least have their membership known. :lesnick: blamed the evil goons for stirring poo poo as usual.

Turns out he was right, none of this was worth worrying about.

Zsinjeh
Jun 11, 2007

:shoboobs:

staberind posted:

Why am I remembering T2 bpo's
Whoa, PTSD trigger warning please

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Doctor Butts
May 21, 2002

So, uh, whatever happened to all the goons who used to post about all the pretty pictures they paid $200 for in this thread?

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