Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
ClownBobo
Jan 3, 2020

vIHbe'chugh, vaj Huch law' Sovbe'lu'
K (dammit)

Adbot
ADBOT LOVES YOU

Mirificus
Oct 29, 2004

Kings need not raise their voices to be heard

quote:

Squadron 42 is single player. The PU (Persistent Universe) is the multiplayer. That decision was made because the actions of the player affect your progress, and that 'player history' becomes a part of your military log. You can collect items in Squadron 42 as you go along. You will have medals and awards etc.

You will also have training for specific tasks and equipment as well as security clearances, all of these are part of your characters make up and history. Military service guarantees citizenship in the PU, the only way to join the military is by starting Squadron 42 - You cannot join any government service organization in the PU. In the PU if you are not ex-military you will either remain a civilian or buy citizenship (not cheap), or earn citizenship by doing work for the 'authorities'. Criminals will not get citizenship, and citizens who become criminals can have their citizenship revoked.

The PU is where your Squadron 42 character retires after military service. Everything that you earned by the end of Squadron 42 Chapter One goes with you into the PU. You are the war hero come home. There are certain places, databases and equipment that only ex-military will have access to in the PU and because of this it means that work will be easier to get in certain areas. NPC's will have limited access to your history log and what is in there will affect how they treat you. Not all NPC's and NPC factions are happy with the Empire. In Squadron 42 you will make choices, those choices go on your service log, some factions and individuals in the PU may not like the choices you made while you were in the military.

When you hire an NPC they will also have a biography, and a breakdown of their skills and capabilities that you can access to check if they have the skills or security access that you need. A player who does not start Squadron 42 will start as a new character in the PU, they have no clearances, training etc. They will have to earn or buy citizenship.

Squadron 42 will not have a 'replay' of missions. While doing missions you will have choices to make, you cannot go back in the timeline and make different choices. What they have mentioned is that there is the in game a military simulator for training - Star Marine, Arena Commander and even the racing modules, ToW etc. Once you have completed a mission the combat section of that mission shows up as a choice in the EA military simulator. Any actions taken in the simulator do not go on your personal log and so these simulated missions can be multi-player. It is not the first time that Chris Roberts has done this, he did it in Wing Commander.

If you wish to make different choices to see what the outcomes would be, you have to buy a new Squadron 42 game pack character and start all of Squadron 42 again from the character creation screen - these are called character slots. You are not buying a game so much as paying to make a unique character in the Star Citizen universe. CIG own the game universe, you only own the characters you pay to create.

People often ask "How will CIG make money in the future?" There are lot's of ways, but one of them is to sell character slots. This is why they 'allow' players to purchase multiple game packs in the RSI store now - each one comes with character slot. Each character slot represents a choice to make a new and unique character for the player to role-play - I have 2 currently. You don't need to make a separate RSI account for each character.

A player can have multiple characters in the game universe simultaneously. Whichever character (once created) the players are not in direct control of will be controlled as an AI NPC until the player re-takes control of that character, you could multi-box to control characters simultaneously if you wish.

Squadron 42 takes place in the same 'living breathing universe' that is the MMO (the PU) but the events of the Vanduul War are about 100 years in the past from the perspective of the day you enter the PU. Humans have an average lifespan of 150 years in the 30th century, but all characters - NPC and players - will grow old and eventually die. In Squadron 42 the player cannot change the overall timeline events, only those that affect the players log, whereas in the PU the players will affect the history of the Star Citizen universe. Everything is recorded.

Thoatse
Feb 29, 2016

Lol said the scorpion, lmao


:snoo:

monkeytek
Jun 8, 2010

It wasn't an ELE that wiped out the backer funds. It was Tristan Timothy Taylor.

Jobbo_Fett posted:

I'm a fan of pointillism, and a fan of pointlessness.

An ex of mine made me one once, I had no idea how much time it takes to make those and was pretty lame in my response. I paid a deep price for it :(

Peepers
Mar 11, 2005

Well, I'm a ghost. I scare people. It's all very important, I assure you.


Torquemada posted:

1000 pages? Ah, how the mighty have fallen.

My limericks are still in tier 0. Soon I'll have my poetry pipelines built and you'll see rapid progress on the rhythym roadmap.

See you in the verse.

SabinBlitz
May 19, 2015

Firm believer that muscles conquers all

This is great.

Combat Theory
Jul 16, 2017


Wow this brings back memories.

Has anyones refund attemp in the last... 20 months?... been successfull? I think i got out just in time in 2016...2017... whenever it was

monkeytek
Jun 8, 2010

It wasn't an ELE that wiped out the backer funds. It was Tristan Timothy Taylor.

Combat Theory posted:

Wow this brings back memories.

Has anyones refund attemp in the last... 20 months?... been successfull? I think i got out just in time in 2016...2017... whenever it was

It looks like the only actions that "work" are going to the gray market and selling to "interesting" folks for pennies on the dollar who in turn use these jpegs to launder money.

Zazz Razzamatazz
Apr 19, 2016

by sebmojo

Combat Theory posted:

Wow this brings back memories.

Has anyones refund attemp in the last... 20 months?... been successfull? I think i got out just in time in 2016...2017... whenever it was

Don Carnage has me on the refund waiting list. A refund specialist will be with me very soon.

Mirificus
Oct 29, 2004

Kings need not raise their voices to be heard

quote:

Chris Roberts is a software engineer with a reputation for making innovative games in the past, but that is not the way he sees himself. He sees himself as a story teller, that's why he went on to make movies. Squadron 42 is his magnum opus, it is the last thing he will be remembered for - no excuses this time. It has to be huge and ground breaking, yes, but more than that it has to be a compelling story.

Chris is planing to give you the 'feelz' big time. He is going to make you fall in love with the places and the characters that you meet... then he is going to have the enemy come and destroy it so that you as the player actually hate the Vanduul... in the way people hate the Nazi's in War movies. In the Squadron 42 vertical slice Captain White asks you "Do you have family?" The player answers yes, because you have. There's an obscure interview with John Rhys Davies where he talks about his character in Squadron 42 and how he and Steve Colton served together and were friends, but now he has fallen in with a bad lot (the OMC? maybe) and has to make choices - hard choices about his old friend. Chris has done this with characters before in Wing Commander. "For your dad!"

Chris Roberts is a World War II history nutcase. He can't get enough of it. Admiral Bishop's speech to the Senate in New York has sections directly lifted from Prime Minister Winston Churchill's speeches in 1940. The recent Invictus Week video has lot's of references to World War II themes, not least of which is the 3 colour printing technique which was used to make propaganda posters in the UK and USA during World War II. Even the video colouring overall is reminiscent of colour cartoons that came during the war era.

Bronze Fonz
Feb 14, 2019




"Squadron 42 is his magnum opus, it is the last thing he will be remembered for"

Zazz Razzamatazz
Apr 19, 2016

by sebmojo
What these dumb investors don't realize is that Star Citizen is a tier-0 investment implementation.

They obviously don't know anything about video game investment and they really just need to be more positive.

They ought to just take a break for a year or two... come back when CIG has made more investment progress.

By then the investment pipelines will be in place and they profits will really start coming fast.

If not, then surely investment 2.0 or profit meshing will be in sometime soon. An investment roadmap is sure to be here any day. (Or at least the plans to make the investment roadmap)

Buy an Idris.

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

Brazilianpeanutwar posted:

It’s very relaxing but not for my wrists :)

Their sacrifice will not have been in vain.

Mirificus
Oct 29, 2004

Kings need not raise their voices to be heard

quote:

Do you know where i can read all this stuff in official sources? Or it's a compilation from multiple interviews, etc? Thanks!

quote:

It isn't easy to find anymore and takes a bit of detective work. They stopped talking about it all in early 2016 when the 'pack split' happened. The info about Citizenship has been discussed again not too long ago, Grafton has links where the dev's talk about how you get Citizenship and some of the benefits it confers. Citizens can vote in elections, civilians cannot for example.

The easiest to find is the Squadron 42 vertical slice mission -watch the directors commentary version. During it you get to a point where 'Old man' Colton (Your senior officer) says you can do this, or that.. "Your choice kid" during the mission. In reality this would make no sense - he's the senior, but it has to be your choice.

There are things which they just don't mention anymore you have to go back a long time - for example if you subscribed at the $20 level for one year then you could name and give a back story to a pirate character on Spyder. In 2016 this perk was removed because so many had qualified for it. I asked Erin about that at CitizenCon 2015. We had a long conversation about players creating unique ID's for themselves and AI NPC's generally.

The PU runs on the 'Reputation' system. Everyone (every character player and NPC) has a rep. He told me about how you begin this process in Squadron 42. I asked Erin a very specific question "Will we get military pay while we are in Squadron 42 and will we be able to save that pay and take it into the PU? His answer was "Oh yes, probably but there will be lot's of things that you can get in Squadron 42 which you can take into the PU" I said.. you mean like a foot-locker of sorts.. and he said.. "Yes exactly".

During interviews and in 10FTC episodes Chris has also talked about this as being able to collect 'snow globes' during the game (S42) that you can keep. He also talked about 'badges' that you could earn during Squadron 42 which will give benefits in the PU. The right to own and fly the F8C Lightning for example is restricted to ex-military who have reached that point in Squadron 42. Concierge get gifted the ship after 10K, but it will never be sold in the RSI store. Players who qualify by playing Squadron 42, can then have the right to buy the F8C Lightning in the PU - it is not simply given to the player. When he discussed this he mentioned that there would be other such things to 'earn badges for'. Erin told me this is the UEE's way of restricting military grade hardware to those it trusts, but also a way to ensure that ex-military can be recalled to service and still be 'up to date' with front-line mil-spec hardware.

Everyone knows about Star Citizen and Squadron 42. What few realise is that this is 4 games in total. The MMO, Squadron 42 Chapters - One, Two and Three. Chapter 2 was originally called 'Behind Enemy Lines'. Some very early backers get this with their game packages as a perk. Everyone else has to buy Chapter 2 and 3. Cloud Imperium are currently working on all 4 of these planned releases simultaneously. Watch the interview with Gary Oldman he mentions he is coming back for part 2 - Spoiler - Admiral Bishop survives! Chris has talked about how an infinite number of stories can be told in the 'living breathing universe' - not just that of the life of one navy pilot. He said, how many world war II movies have you seen? The tools and places, the ships and clothing, the animals and flora have already been done and more will come... future releases will come much quicker, the foundations are being laid right now.

(continued) below.

quote:

Chris Roberts has given long interviews in the past where he did talk about the connected experience. He is not the easiest person to follow because he talks from his 'insider' perspective - in his mind Squadron 42 and the PU are the same thing. The game was originally designed as a 'drop in 'drop out' campaign. In CoD you are never 'off duty', in Squadron 42 you will have off-duty time to go shopping exploring etc. It isn't as free roaming as the PU, but landing locations will be very big with lot's going on. The 'universe' goes on whether there is a player there to see it or not.

During a 10FTC back in 2015 (I think it was), the obvious question was asked. If you start Squadron 42 but don't finish the campaign, then go back into the PU what will happen? Chris answered by explaining your military log which is part of your rep is referred to by the NPC's, if there is a part you haven't reached yet the PU NPC's just won't refer to that part that is missing. He talked about how NPc's may even hunt you down for things you did in the military. He made a joke - I'm the dread pirate Roberts and you killed my brother! Prepare to die! This is where he also talked about every character n the PU and S42 are unique, there is no respawns of NPC's - once that character is dead whoever killed them gets it recorded on their rep log, in the PU there will be politicians, prominent businessmen, Spectrum stars - like Jax McCleary and Beck Russom of Empire Report, famous Murray Cup racers - Timo Baxxie' for example mentioned in the M50 commercial. The player perspective of 'no respawn' is discussed in the 'Death of a Spaceman post'.

During his 2018 CitizenCon presentation Tony Zurovec talked about the systems that would go into place for certain professions and how the UEE organized itself. How Characters were tracked through the game - you and your ship are scanned at every waypoint controlled by the UEE and a record is kept. You need specialist equipment to scan for ships engine signatures for example. The UEE has a database which has privileged access only. You can see it in the S42 vertical slice when our character scan a ship and says the 'pilot' is 130 years old according to the ship registration information. That database that he is accessing is what TZ is referring to.

People who want bounty hunting missions (they won't be like they are now) will need access to these databases. You can also get special equipment for hacking and registration spoofing - (some of which you you will pick up as you defeat the pirates, the OMC, in S42). You have to have security clearance to access these databases - there is no mechanism to be able to do that in the PU. You can be 'trusted' by the Advocacy but that won't give you access to such equipment and databases, the Advocacy in that circumstance supplies the intel you need.

It's worth finding the TZ presentations and watching them back to back in date order because TZ does this thing of referring to information he knows he's already given in the past. There are tiers of NPC's both in Squadron 42 and the PU. Initially they talked about the T0 NPC's. These are persistent, they never leave the game, the hero characters. T1 NPC's are also persistent - they are the mission givers for example and cap ship crew, incidental NPC characters. They will be where they are supposed to be. T3 are background NPC's, like guards etc. T4 are virtual NPC's as discussed by TZ last CitizenCon - Quanta. If you are in place to encounter them they will spawn, but otherwise they are simulated. If no player is around to see an NPC, they all go back to being virtually simulated, but their history log remains with them attached to their unique ID.

You have to go back very far to know the original plan for NPC's which is that any grade NPC can be raised to a T1/2 NPC by the player interacting with that NPC. The 'game master' controller server can dynamically allocate NPC properties to any ID character. This is not new or unique to Star Citizen other games have done it, I believe it will be a feature of Cyberpunk 2077 NPC's.

Imagine you are in space, on a trade route used by Quantum NPC's. The game master has it that one of them has been attacked. An assistance beacon goes out and at that point the NPC is now allocated a unique face and a body - he already had a basic back story and personality. You board the ship and now are face to face with this NPC who was virtual 5 minutes ago. You can get to know this NPC and become friends with it. You can hire it as crew. As your relationship progresses the game master controller allocates it more and more back story, some may even involve "help me" missions being dynamically created.

All NPC's including Quanta have a 24 hour life cycle that they follow. They have jobs, friends and family, political allegiances, places they like to hang out, reasons to pack up and leave etc. They have a personality trait sheet which will say how brave they are, or cunning, or friendly etc. During the S42 vertical slice with directors commentary Chris talks about how in movies the bad guys have just watched the hero kill dozens of their cohorts and yet they keep coming! They don't give up and run away. In Star citizen and S42, the NPC's will run away sometimes. They have a self preservation instinct.

People know that Chris has said that he wants players and NPC's to be indistinguishable, and they laugh at the idea, but it's not new or unique, other games have done it, jut not in an MMO setting. One thing he has talked about for example is that he wants the NPC AI to be sophisticated enough to hoodwink players, lead them into traps etc. Not 5 minute Boo! Gotcha! like in the 2016 GamesCon presentation, but make friends and gain your trust over time type betrayals. NPC's have their own life goals and things they want to do, places they want to visit etc.

Watch the first part of the 2018 CitizenCon presentation. In TEASA Spaceport when Chris is talking about the Kraken parked outside - he moves on to talking about the Chairman's Club Lounge that is in TEASA Spaceport. He says that there will also be clubs for ex-military in the game (He used the real world term USO which are ex-US service personnel clubs). In other interviews he has talked about how these place are not just empty spaces, they will have their own NPC's and mission givers inside them. If you didn't start Squadron 42 you can't go inside those clubs because you are not ex-military, just like you can't go in the Chairman's Club Lounge if you are not a Concierge level backer - The Million Mile High Club in Ryker Memorial Spaceport can only be accessed by certain players right now, but there is only 1 bartender in there. You can talk to the fish.

I used to try to chase down links for everything and I found that few even bothered to read them, and if they did they still argued if they have that mindset. I don't bother anymore - believe it or don't believe it - I don't care. It's not up to me to prove, it's up to someone calling me a liar to disprove my assertions... no-one ever has. It's not easy for new people (even old backers who don't pay attention) coming after 2016, there is so much information and it is all over the place. But if the question keeps popping into your mind about why it seems to be so difficult and it;s taking so long.. you can see if I'm right - it makes sense. Everything is tied together, you need Persistence for it to work, you need a way to keep track of players and NPC's in the game universe.

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

monkeytek posted:

An ex of mine made me one once, I had no idea how much time it takes to make those and was pretty lame in my response. I paid a deep price for it :(

Sorry to hear that, friend.

Popete
Oct 6, 2009

This will make sure you don't suggest to the KDz
That he should grow greens instead of crushing on MCs

Grimey Drawer

All this deep character interaction and citizenship stuff that was mentioned off handed by CIG years ago but will never make it into the game. It reminds me of an MMO I bought into Early Access a long time ago called Roma Victor. It started out as a small map set in Britain during Roman occupation. You could play as either a Roman or Barbarian, if you were Roman you had to earn citizenship and develop your skills thru training. Towns and laws were created by players and it was all going to build up into a massive MMO spanning the entire Roman Empire one day, with a real player as Caesar and huge families (clans) vying for power and wealth. Of course the game never fulfilled even a tiny percentage of what it aimed for, but it was fun to theorize how it all might work one day.

I'll let you guess what happened to the game.

monkeytek
Jun 8, 2010

It wasn't an ELE that wiped out the backer funds. It was Tristan Timothy Taylor.

Jobbo_Fett posted:

Sorry to hear that, friend.

live and learn

The Titanic
Sep 15, 2016

Unsinkable

Those poor tosies.

colonelwest
Jun 30, 2018

Popete posted:

All this deep character interaction and citizenship stuff that was mentioned off handed by CIG years ago but will never make it into the game. It reminds me of an MMO I bought into Early Access a long time ago called Roma Victor. It started out as a small map set in Britain during Roman occupation. You could play as either a Roman or Barbarian, if you were Roman you had to earn citizenship and develop your skills thru training. Towns and laws were created by players and it was all going to build up into a massive MMO spanning the entire Roman Empire one day, with a real player as Caesar and huge families (clans) vying for power and wealth. Of course the game never fulfilled even a tiny percentage of what it aimed for, but it was fun to theorize how it all might work one day.

I'll let you guess what happened to the game.

Yeah in the heyday of MMO’s there were a lot of games that promised insanely large and complex simulations. Gamers would endlessly theorycraft on forums (it was the pre-Reddit Dark Ages) about how one of them was going to become the Matrix. But the games launched and they almost invariably just boiled down to grinding some lovely combat to level up your character ad infinitum. Ironically The Matrix Online was one of the most boring and lovely of the lot. Then, the whole genre collapsed in the late 2000’s, and the publisher gold rush bandwagon moved onto churning out shooters.

Star Citizen is a weird anachronism in this sense, since it’s the last big flashy MMO project standing, and it’s based on the sort of promises that were debunked a decade ago. It’s also the last “Ancient 90’s Dev God Awakening” crowdfunded project still churning along. It’s become a sort of experiment to see what happens when you continue to pour millions into one of these projects years after it obviously failed. It seems the answer is that you get a roadmap to a roadmap to the roadmap to the beta release of game that is 5 years late.

sebmojo
Oct 23, 2010


Legit Cyberpunk









peter gabriel posted:

It's early days

The thread was starting from nothing, was doing something that had never been done before in human history and had to build up a team of skilled shitposters, so it's actually only 30 pages long if you think about it

Colostomy Bag
Jan 11, 2016

:lesnick: C-Bangin' it :lesnick:

The theorycrafting that went into WWII Online was astounding.

But I'll give them credit, they are still alive and kicking.

So many parallels with that one minus the publisher.

El Grillo
Jan 3, 2008
Fun Shoe
Page 1001. This is still my favourite thing to have ever come out of Star Shitizen: https://www.youtube.com/watch?v=Go1oFvxUoeI

Ulio
Feb 17, 2011


Zazz Razzamatazz posted:

What these dumb investors don't realize is that Star Citizen is a tier-0 investment implementation.

They obviously don't know anything about video game investment and they really just need to be more positive.

They ought to just take a break for a year or two... come back when CIG has made more investment progress.

By then the investment pipelines will be in place and they profits will really start coming fast.

If not, then surely investment 2.0 or profit meshing will be in sometime soon. An investment roadmap is sure to be here any day. (Or at least the plans to make the investment roadmap)

Buy an Idris.

As someone who works in a hedge fund, I don't work in a venture capital firm or any form of angel investing but have met a lot these venture capital guys at events. Venture capital investing is pretty simple, invest in 10 companies in exponentially growing segments of the market, gaming can be considered one of them. You can lose 100% in 9 of those investments but the one that goes public you basically get 10x in most cases. If you are smart enough and the company is actually providing value it will be a lot more than that in the long term. So that's why a lot of venture capital firms invest in esports, obviously not because of any near term profitability but the growth in the sector and it's potential to go public which gives angel investors opportunity to sell after the ipo lockup period.

These accredited investor or large networth individuals who invest money with venture capital firms, it's basically their "yolo" money. In most cases it is below 1% of their portfolio because they or whoever is their financial advisor knows the risk. Most of their money is invested in bonds, money markets and equities.

Popete
Oct 6, 2009

This will make sure you don't suggest to the KDz
That he should grow greens instead of crushing on MCs

Grimey Drawer

Colostomy Bag posted:

The theorycrafting that went into WWII Online was astounding.

But I'll give them credit, they are still alive and kicking.

So many parallels with that one minus the publisher.

WW2 online is probably the one MMO that accomplished the most in terms of grand simulation involving hundreds/thousands of players and the many minor roles a war has. It does a pretty good job of it too. But it shows the inherent flaw in making a game like that, most people don't want to do the boring grunt work of hauling supplies/being cannon fodder for the top tier players. Everyone wants to be the tank commander/ace pilot not so much the anti-aircraft gunner protecting a spawn point for hours on end.

The Titanic
Sep 15, 2016

Unsinkable
The funny part about a video game is that after all is said and done, it's a video game.

Every video game is fun for a while, and once you play it long enough you know the video game-y ness of it.

You know the imp AI is weak to ice and will always duck and hide and fireball you.

You've been in this place enough that you know the guy in the green shirt is standing there waiting to say "welcome to Toronto".

You know when you're almost to Oregon you'll get to fight the deer one last time.

It's a video game. It's distracting for a while, and if you have the MMO-y-ness of it where players are a big part of the dynamic nature, your distraction may be longer.

But SC isn't an MMO currently. There is no dynamic player anything and the way it's going there may never be outside of playing pretend in the forums for it.

The most fun thing you can do with it right now is fight to support it or pick on it. Actually playing it is a pretty miserable experience, and the less you play it the more you might like it because dreaming is powerful.

In the end though, that one mission to that one place is always going to have those guys there. You mastered where to snipe them from. You mastered how far their AI will defect you before it gives up or can't reach you at all. You're playing a video game.

It's probably not worth thousands of dollars "investment" but whatever floats your boat. Though you'll probably regret it once you are tired of playing with procedural terrain and the same AI and same encounters. :shrug:

The Titanic fucked around with this message at 22:38 on Aug 4, 2020

Beet Wagon
Oct 19, 2015






This guy knows the script leaked already right

BumbleOne
Jul 1, 2018

by Fluffdaddy

monkeytek posted:

live and learn

so...how much did you have to pay then?

more then an idris?

Colostomy Bag
Jan 11, 2016

:lesnick: C-Bangin' it :lesnick:

Popete posted:

WW2 online is probably the one MMO that accomplished the most in terms of grand simulation involving hundreds/thousands of players and the many minor roles a war has. It does a pretty good job of it too. But it shows the inherent flaw in making a game like that, most people don't want to do the boring grunt work of hauling supplies/being cannon fodder for the top tier players. Everyone wants to be the tank commander/ace pilot not so much the anti-aircraft gunner protecting a spawn point for hours on end.

What I find interesting with the game (which I purchased from Best Buy era 2000 or so) was the publisher forced them to poo poo the thing out.

Hell this was back in time when a 56K modem was high end and you had to download a 20MB patch. They were close to getting server meshing going back then. Instead they started off as instances.

But the multicrew stuff sort of worked. Eight players could hop on a truck and "rush" a command post.

Colostomy Bag fucked around with this message at 22:58 on Aug 4, 2020

TheBombPhilosopher
Jan 6, 2020
Maybe with SC being in the news again over the roadmap shenanigans maybe the thread title should be updated to reflect this?

Store Citizer: Coming soon: The roadmap to the roadmap: 8 years and 300 million dollars in the making. Buy an Idris.

Scam Citizen: A Game of Roadmaps.

Store Citizen: To boldly go where no roadmap has gone before.

monkeytek
Jun 8, 2010

It wasn't an ELE that wiped out the backer funds. It was Tristan Timothy Taylor.

Bumble He posted:

so...how much did you have to pay then?

more then an idris?

meh, eventually a failed relationship, think that translates to a Bengal and an 890i

TheBombPhilosopher
Jan 6, 2020
So the reasoning given for axing SQ54's roadmap was because it didn't accurately reflect the progress of development, right? So that's why they axed the roadmap in favor of making videos. Then they couldn't figure out how to make an informative video about the state of the project, so they decided to go back to a new and improved roadmap. Coming soon (TM). But what I wanna know is, if roadmaps suck at reflecting progress, why does the PU/SC still use roadmaps? Has any citizen asked about this discrepancy?

Popete
Oct 6, 2009

This will make sure you don't suggest to the KDz
That he should grow greens instead of crushing on MCs

Grimey Drawer
The reason they can't adequately relay progress is because they haven't made any.

Mr.PayDay
Jan 2, 2004
life is short - play hard

Pixelate
Jan 6, 2018

"You win by having fun"

El Grillo posted:

Page 1001. This is still my favourite thing to have ever come out of Star Shitizen: https://www.youtube.com/watch?v=Go1oFvxUoeI

Game looks so much better back then!

TheBombPhilosopher
Jan 6, 2020
I was reading the Roadmap Word Salad again on Spectrum, and I noted Zylog-CIG used the word "soon." So stuff it Jared "We Haven't Used Soon in Years, That's Y'alls Word Now" Huckaby.

Also, Zylog repeated used the word "hinted" in the word salad. Like, they hinted about the new roadmap back in March, according to Zylog, back when they were saying roadmaps suck and they were going to videos, reports, AMAs and such. Did any of you fudsters picked up on this hints back in March when the CIG team was saying roadmaps are fundamentally incapable of reflecting progress for the project? No? Then y'all dumb, buy an Idris.

Also, I like how Zylog states they are happy with the development of the project. Yeah, four/five years after various devs and CR were talking about needing to add the finishing touches on SQ42 and it will be released the following year Zylog is letting us know CIG is happy with the state of the project. Why shouldn't they be? Its been a record year for funding. Must be nice to have a project where the less you deliver and the more you go back on your promises the more money you make.

Also, I just realized Zylog is supposed to have an h at the end of his name, not a g, but I'm too apathetic to change it, so his name is Zylog now.

TheBombPhilosopher
Jan 6, 2020
Like, Zylog stated that roadmaps 2.0 were under development back in March, yet they are still at least least weeks and months away from the date of the word salad on July 28th. Anyone want to bet in a few months we will be hearing about how CIG couldn't get the new roadmap to work, and will be taking another shot at "scrappy" videos?
Also, how can "scrappy" videos not meet their standards of quality? Has anyone watched their videos they've been putting out lately? I can't image it being any worse.

I mean, I know Zylog confessed in the middle of the word salad that they didn't have anything to show, but still.

Mirificus
Oct 29, 2004

Kings need not raise their voices to be heard

@Zyloh-CIG - Today at 10:53 am posted:

Hey there @Renegade-Raisin,

I'm currently focused on the roadmap for the roadmap for the roadmap for the... I'm kidding.  

It actually went great. Everyone was pretty thrilled with the updated approach. As I've mentioned in the past, this update to the Roadmap will change how both the Squadron 42 roadmap and the Star Citizen roadmap are visualized, and we're genuinely excited to share it. I've got a couple of questions I'm waiting to get some answers to, and once I do I plan to get a post up that both explains the new visualization and shows it off.

TheBombPhilosopher
Jan 6, 2020
So I was just thinking about how Zylog stated in his word salad that in the "immediate future" they will share the following:

Zylog on the July 28th posted:

In the immediate future, we plan to deliver the following communications:
Give an explanation of the goals of our new Roadmap and what to expect from it
Show a rough mockup of the proposed new Roadmap
Share a work in progress version of the Roadmap for at least one of our core teams
And then finally transition to this new Roadmap

But after checking, I realized the 28th was a week ago! I don't know what "immediate future" means to you, but to me it doesn't mean "at least a week later." So I checked Spectrum to see if anyone called Zylog out on it, and someone apparently remembered that Zylog mentioned a meeting on Thursday in the word salad and made a thread about it! And Zylog responded! Good news everyone!

Zylog on today posted:

Hey there @Renegade-Raisin,

I'm currently focused on the roadmap for the roadmap for the roadmap for the... I'm kidding.



It actually went great. Everyone was pretty thrilled with the updated approach. As I've mentioned in the past, this update to the Roadmap will change how both the Squadron 42 roadmap and the Star Citizen roadmap are visualized, and we're genuinely excited to share it. I've got a couple of questions I'm waiting to get some answers to, and once I do I plan to get a post up that both explains the new visualization and shows it off.

Roadmaps are saved! Take that, fudsters!

TheBombPhilosopher
Jan 6, 2020

a professional web developer with 20+ years of experience on Spectrum posted:

I support the CIG, their work on SC, and here is why - from the perspective of an innovator

I write all of this as a professional web developer, with 20+ years of professional experience and I can say that I know a bit about this process of innovation that most people think it's straightforward. It is not, because when you get into the realm of innovation, you are the first one in those unknown lands. No one was there before to lay down the correct path to success, so most of the time you roam through that jungle trying to find your way. Most of the time you are not successful, because traps and previously unknown hazardous areas are everywhere and they lead to delays in your journey to success.

This happens to me as well when I design and develop new UI/UX for web apps with the rest of my team, which works on all other parts of our product (backend devs, devops, managers etc). We have the idea what we want to build, where we want to innovate, but once we develop it we can see on our dev servers if it makes sense or not, especially after we give the access to our partners who are funding the development. If it works, we leave it in, if not, we go back to the drawing table and we rethink where we went wrong. If we do manage to develop the new functionality and implement it into our product, it becomes a part of it. But, as we progress further with the product, it may become obsolete or inadequate compared to new features that we have created. Then we have to go back and redo the older component, we improve it and get it in line with the latest features and newly created standards.

Sounds familiar?
This is the nature of development and innovation. Those who want to be on a cutting edge, ahead of the competition, understand this and they continue to fund that development.

I will step aside for a second to mention one more thing - working with end users, not the companies, but with the civilians... regular people from all over. This is really the messiest part of the job, especially today when everyone thinks to know everything, just because they can google it. Most of those clients are the worst possible people you can imagine, those who think that are smart, but are on educational and intellectual level of an ape, on an emotional level of a child. There are even web pages dedicated to that kind of people (https://clientsfromhell.net/). Everything that you have learned in your education, in your career, simply doesn't get through to those people, because they arrogantly think they know how you should run your business, your development, what's good and what's not. I have stopped working for those kind of clients and I can only imagine what CIG devs are going through, especially if they dare to venture into Spectrum, or even worse engage into any sort of discussion with angry backers named Dunning and Kruger



Back on topic...

SC has accumulated almost 3 million backers and are making a lot of income on monthly basis, especially during sales. To me this looks that the majority of people like what they see, that new players are attracted to game and they buy it. But, it is natural to have a group of people who are dissatisfied and who have some different perspectives on how to solve a specific problem. That is also fine, because they keep the development on track, they provide additional perspective and point to areas that should be prioritized, since they will be using this product in the end. What is not ok is when some of those dissatisfied people try to push their views on everyone, in every way possible, especially when their ideas are not accepted.

Then we come to the problems of our modern society - people who don't look outside of their echo chambers, who think that are a majority, but never actually bothered to see beyond their walled lives. This creates a really unhealthy illusion of power, an illusion that gives them the right to demand something with utter arrogance: "Do this now OR ELSE!". Our modern technology supports growing of that behavior, because it brings money to advertisers where that kind of content is published.

Now understand this, idea responsible for this was quite noble once - we designers and developers wanted to bring content to widest possible audience. No one was be left behind and everyone should have been enabled to enjoy content we created for them - (color) blind users, disabled users etc. We have optimized our content so that the right people can find it (SEO). That idea was taken over by marketing departments all over the world, because they wanted to sell their products and services to widest possible audience, so they created personalized ads that track your behavior and adapt recommended content for you. In its last, monstrous iteration, those behavioral trackers have started to attract people to content where they can sell more and more ads, increasing the intensity of content until you are finally profiled and set in a bracket, or as it is popularly said today - an echo chamber. This is the infamous Google's algorithm (use https://www.duckduckgo.com btw ;)). Also note that it is in human psychology to react more intensively to negative news, so if you go down that road, your suggestions will be more severe as time goes by. This is really unhealthy since it creates a lot of brainwashed Internet warriors who think that the whole world is as their YouTube recommendations are.

On the other hand, there are vultures who exploit that algorithm and deliberately create mostly negative content, only to increase the clicks on ads and in turn their revenue on YouTube. Recently someone mentioned one gamer YouTuber who does exactly that - produces complaints regularly and gathers around himself hordes of brainwashed zombies that feed on all of that negativity.

You see the problem?

It is extremely hard to escape that AI hell.

In the case of Star Citizen specifically, an echo chamber of dissatisfied users was also created. They are being regularly served with content that portrays that this is "Scam Citizen", where no progress is being made, where money is misused etc. That narration is increased for the users that went down that road, who searched for those terms. After few years they start to believe in that nonsense, because this is all they read about and then come to social media to argue about. They are SO CONFIDENT that their truth is the only truth, it became impossible to change their minds. Even when this game gets released and becomes successful, they will still find a way to diminish its success.

So, has Spectrum became a hub where those players come to express their artificially learned behavior? Judging by recent posts it has, but this doesn't represent the reality. This is the reason why I write about it, because it emotionally influences those who work on this game. I can understand how hard has become for CIG to respond to anything here, to try to explain themselves or their progress to these players, to Dunning and Kruger, since they will find a flaw in everything.

Majority clearly supports the development of Star Citizen and the route it is going. I support it, because I understand it. Others support it because they see the results that are not present in those echo chambers.
How do I know that majority supports it? Because there is one piece of information that cannot be discarded - income. Income is growing regularly, new players are joining and SC is progressing forwards. Nothing can change that, no matter how this minority try so spin it.
CIG, keep up the good work, and don't let the haters bring you down!


For other players who understand what I just wrote - kudos to you and thanks for reading this wall of text.

edit: considering that the Spectrum (General channel) became a hub for all of the haters, I would expect nothing less than a ton of negative responses. To be honest, I really don't care

Facts are on my side. All best to all of the haters - I wish you a quick mental recovery.

Adbot
ADBOT LOVES YOU

Zazz Razzamatazz
Apr 19, 2016

by sebmojo

Mirificus posted:

quote:

@Zyloh-CIG - Today at 10:53 am posted:

Hey there @Renegade-Raisin,

I'm currently focused on the roadmap for the roadmap for the roadmap for the... I'm kidding.  

It actually went great. Everyone was pretty thrilled with the updated approach. As I've mentioned in the past, this update to the Roadmap will change how both the Squadron 42 roadmap and the Star Citizen roadmap are visualized, and we're genuinely excited to share it. I've got a couple of questions I'm waiting to get some answers to, and once I do I plan to get a post up that both explains the new visualization and shows it off.

HEY Zyloh you bastard! Laughing at CIG's incompetence is OUR thing- you can't steal it from us!

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply