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Little something for the White Knights...source: https://www.youtube.com/watch?v=RfHnzYEHAow To dream the impossible DREAMS! To flame the unbeatable foe To bear with unbearable Lesnick To fly where the goons dare not go To sell the unflyable ships To doxx, posting poo poo from afar When your t-rex arms are too weary To reach the unreachable PAAAARP This is my quest To follow that PAAAAARP No matter how hopeless No matter how far To shill for the devs Without question or pause To be willing to drop thirty grand For a foolish rear end cause And I know if you'll only be true To this glorious load You can earn 5k UEC If you use this code And the world will be better for Chris That one man, once you paid off his car Still drove when the game went tits up To reach the unreachable PAAAAAAAAAAAAARP
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# ? Jan 24, 2016 22:57 |
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# ? Jun 9, 2024 00:25 |
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A Neurotic Jew posted:apparently this video proves that star citizen is "real 64-bit". You're supposed to see a dot in the far distance that is another ship moving from one part of space to another. You can do this in any game that has sufficiently large grids and/or track objects off-grid. Like 32-bit EVE.
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# ? Jan 24, 2016 22:58 |
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A Neurotic Jew posted:apparently this video proves that star citizen is "real 64-bit".
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# ? Jan 24, 2016 22:58 |
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A Neurotic Jew posted:apparently this video proves that star citizen is "real 64-bit".
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# ? Jan 24, 2016 22:59 |
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Don't ask me, I don't loving.....
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# ? Jan 24, 2016 23:06 |
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Tippis posted:Let's do the opposite, because it's hell of a lot easier: Analysis Paralysis: LOL like these guys analyze anything. Bicycle Shed: I MUST SPEND 8 HOURS WRITING THIS PERFECT MISSIVE IN RESPONSE TO A PRESS INQUIRY! Bleeding Edge: I suppose one could argue that forcing CryEngine to do what it was never meant to do is bleeding edge. It's certainly untested and unstable. Bystander Apathy: Like any of those guys are going to piss off Chris. Cash Cow: Why produce a game when your business model of selling JPEGs is so effective? Design by Committee: I would argue that Chris's ADD is worse than any committee. Either way it's blatantly clear there's no unifying vision and individual assets are indeed designed by multiple people. Escalation of Commitment: HELMET! HELMET! HELMET! Groupthink: Everything is awesome. The game is progressing well. Sandi is a marketing genius. Two weeks. Management by Objectives: I'm pretty sure the only number CIG gives a poo poo about is the funding counter. Micromanagement: It's perfectly reasonable for the guy in charge of the entire project to provide input on shoelaces and direct the entire performance capture. Moral Hazard: Like any of those guys are going to piss off Chris. Mushroom Management: AKA "CIG's entire marketing system". Peter Principle: Director of Community Engagement and Online Strategy and Director of Ships Seagull Management: Notice how the organization that does the best is the one furthest away from Santa Monica? Stovepipe: See what happened to Illfonic. Typecasting: CIG seems to do the opposite and throws everything possible at people who are woefully unqualified. Vendor Lock-In: loving CRYENGINE Cart Before the Horse: You know nothing about game design. Death March: Yup. Ninety-Ninety Rule: Two Weeks. Overengineering: See every loving feature of this game. Scope Creep: It's their loving funding model. Smoke and Mirrors: See FPS and procedural planets. As far as I can tell the only things CIG doesn't do are the ones related to poor management styles... because that would require CIG to actually manage things.
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# ? Jan 24, 2016 23:08 |
Beer4TheBeerGod posted:I am Space Satan. Hail Space Satan! Hail Beer!
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# ? Jan 24, 2016 23:09 |
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Brazilianpeanutwar posted:Don't ask me, I don't loving..... I think that thing on the right is the bird detector. Some weird looking procedural birds in the verse
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# ? Jan 24, 2016 23:11 |
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Brazilianpeanutwar posted:Don't ask me, I don't loving.....
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# ? Jan 24, 2016 23:11 |
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Agrajag posted:
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# ? Jan 24, 2016 23:11 |
Chalks posted:I'd be interested to know the lengths of the probations they're handing out because every time I see one it seems to be for a decade and it seems suspicious that they don't just permban these people. So, I can't easily pull their actual probation lengths, however, there are two distinct categories of ban that I can easily see; one is a normal ban, which is really a probation (of any length), the other is an actual perma-ban. The perma-bans only seem to be used for things like spammers, permanently closed accounts (like D_Smart's), and accounts that have been migrated to a different account as part of the earlier mentioned database restructure. I suspect the difference is that a perma-ban prevents that user account's credentials from pulling any forum data whatsoever, which wouldn't work for any account that's mean to still be able to use the rest of the RSI site, since several parts of it are tightly coupled to the forums stuff. Instead, for anyone that's supposed to still have access to the game/RSI site, just not the forums themselves, they use a very long probation instead, since it still allows those credentials to at least read their own user data/other forums data, just not write anything.
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# ? Jan 24, 2016 23:13 |
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Chalks posted:I'd be interested to know the lengths of the probations they're handing out because every time I see one it seems to be for a decade and it seems suspicious that they don't just permban these people. Since the game will not exist in a year or two, nor the website or associated accounts, 10 years is effectively at least 5 times longer than necessary to accomplish a permaban. This may be the only thing CIG properly planned in advance. Edit: Never mind, just read the above. Seems there's logic behind permabans vs. probations. The latter silences critics but leaves open the paths to their wallets. Scruffpuff fucked around with this message at 23:16 on Jan 24, 2016 |
# ? Jan 24, 2016 23:13 |
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Beer4TheBeerGod posted:Analysis Paralysis: LOL like these guys analyze anything. I still feel analysis paralysis applies, as part of their ever-changing ideas for new systems. I suppose it just could be an aspect of scope creep, but the amount of disjointed ideas for systems that have no place suggests that they they cannot ever nail anything down. Management by objective applies exactly for the reason you cite: it's not actually relevant to the final product, but it can be counted and it drives what development time is being spent on. Typecasting… yeah, you're probably right on that one, but I have a sneaking suspicion that it's because we don't see the inside of the staff shuffling. Even so, gut feeling tells me that if someone should happen to do something good, he's stuck at doing that for eternity.
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# ? Jan 24, 2016 23:19 |
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Agrajag posted:someone tell this guy to: GET OFF THE loving INTERNET AND GO INTERACT WITH REAL PEOPLE!!! leave the real people alone please
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# ? Jan 24, 2016 23:22 |
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Daztek posted:
Anti-pattern wiki is the best single page web site about programming I've ever seen. And it literally all applies to CIG. They do almost everything wrong. The only thing they're good at is monetizing the understimulated nostalgia nerd market.
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# ? Jan 24, 2016 23:22 |
AP posted:Number of permanent banned users might be interesting if you can get it, even better if you could filter on users with more than 50 posts (to cut out the bots/spammers, lazy/obvious trolls). If I'm making a wish list too, can you pull their backer level if they've set it too? Here you go: https://docs.google.com/spreadsheets/d/1r0d5llR7UPv-1K044mhMPG9OLKiFJ4_F-0zGzWU7apg/edit?usp=sharing Not as many as I'd thought. Banned of 127 means perma-banned, banned of 1 means any current probation status. Data was pulled yesterday afternoon. Filtered on more than 50 posts or more than 10 discussions started, since the forums count them separately.
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# ? Jan 24, 2016 23:24 |
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Since you've given up on CIG, what kind of poo poo can you stir up with this information, Octopode? Let's have some fun here.
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# ? Jan 24, 2016 23:28 |
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About to start up a busy semester so I won't be following the thread as closely. Just want to wish everyone well. Ben please lose some weight I had an uncle your size who died in his mid-40s because of it. Griefin', got my ships logged in Keep griefin', like the goons-do man Together, more or less online, just keep griefin' on Space simulations and message board posting and spreadsheets EVE, CIG, RSI and it's all on the same street Your typical sperglord involved in a typical daydream Gang up on them and hear the space wailing ring Youtube, got a laugh machine 4Chan, too close to anime SA Goons got the ways and means and just won't let you be Most of the spergs that you meet on the web speak of immersion Most of the time they're sittin' and cryin' at home One of these days they know they better get refunds Get out of doors and out of the basement alone Griefin', like the goons-do man. Ka-mi-kaz-E, you've got to steal and ram Sometimes your JPEGS ain't worth a dime, if you don't blow-em up Sometimes the posts are all shiny to me Other times I can barely read Lately it occurs to me what a long, strange thread it's been What in the world ever became of CRobs? He lost his marbles, you know he isn't the same Livin' on threads, vitamin Derek, and cocaine, All a goon can say is ain't it a shame? Griefin', up to no good trolls. Been thinkin', you got to shitpost slow Takes time, you pick a ship to borrow, and just keep griefin' on
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# ? Jan 24, 2016 23:29 |
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Junkozeyne posted:I'm so lucky that I don't understand game development because otherwise I would have to ask myself why every other company can do it and only CIG can't. Succinctly stated. Every single mistake CIG has made, and every display of incompetence, is made infinitely worse by the fact that the world is filled with developers, many of them first-time, who are doing a better job at everything. I just dropped $4 on Hard Reset (read about it ITT) and it has better physics, by an indie team, than anything CIG has made. And it doesn't crash.
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# ? Jan 24, 2016 23:31 |
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Tippis posted:I still feel analysis paralysis applies, as part of their ever-changing ideas for new systems. I suppose it just could be an aspect of scope creep, but the amount of disjointed ideas for systems that have no place suggests that they they cannot ever nail anything down. Analysis Paralysis (at least as I see it) is about getting held up by assertions of not having sufficient data to make a call. Chris Roberts has no problem making a call, the problem is that he constantly changes what that call is. Analysis Paralysis would exist if CIG kept on saying that they can't do balance until they get more data, or they couldn't implement a server fix without getting more people to play. Neither of those are the case. I see Management by Objective being a question of ignoring what a worker does to look exclusively at metrics. In other words they ignore the soft skills or qualitative stuff and only hired/fired workers by the number of CS tickets they closed (regardless of how those tickets were dealt with) or the number of pictures they made (regardless of how lovely those pictures actually were). Alternatively it's the pursuit of process improvements regardless of the cost and margin of effectiveness. For example if they spent millions on a new distributed cloud system that only reduced loading times by a tenth of a second. I was debating the Typecasting one. For example Zane Bien is literally the UI guy, and that's all he does. But then you see poo poo like the community staff who do everything but talk about the actual game, or the marketing VP who also answers CS tickets. So I stand by my assertion that the only anti-patterns that CIG avoids are the ones associated with actually managing things.
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# ? Jan 24, 2016 23:33 |
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Octopode posted:Here you go: https://docs.google.com/spreadsheets/d/1r0d5llR7UPv-1K044mhMPG9OLKiFJ4_F-0zGzWU7apg/edit?usp=sharing Seraph84 - Seraph Happy_McDeath - inevitable consequence of piracy Shouldn't Seria be on that list?
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# ? Jan 24, 2016 23:33 |
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Logged in for the first time in a few months yesterday since my Freelancer is flyable now. I couldn't get the chat to work and someone followed me into my ship. I decided to take off anyway in case he wanted to copilot. I think he thought I was kidnapping him though because when I landed afterward the rear door was open, so I guess he jumped out at some point. I also had automatic landing enabled so I thought when it took control that it was safe for me to get up. When I exited the ship though I fell quite a ways, and turned around to see my ship slowly floating away from me at an angle. Good times.
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# ? Jan 24, 2016 23:38 |
Mirificus posted:Dr_Satan - jet fuel can't melt steel beams Yes, he should be, but for some reason, his Banned flag isn't actually set in Vanilla. So actual numbers are likely higher than what's reflected there. Edit: Since his is a relatively recent faux permaban, they may have changed the way those probations are handled, and in a way that's not exposed to the public APIs.
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# ? Jan 24, 2016 23:39 |
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I don't understand the cryengine instance limit. Archeage uses cryengine, and there were definitely many occasions when hundreds of characters shared the same instance. The raid size is 50, and there are often full raids or even 2 full raids for some dailies. For one of the daily quests (grimgast) each player has to move 2 boxes of cargo halfway across the zone, so you can have your 50 players and they all summon their vehicles as well (carts, donkeys, racecars or skateboards). There was a halloween quest where everyone from all factions who wanted to participate had to squeeze into a single location and throw candy, with hundreds of players showing up for the prime time event (players could set their own client to display as few as 40 characters to keep their own computer from melting, but the server still had to keep track of everyone). Archeage isn't in space obviously, but it did have flying. There are gliders, flying mounts, and airships, so there is quite a bit of vertical space in their maps. There are even flying NPCs, such as birds! Don't get me wrong, archeage is a terrible game, but being massively multiplayer is not one of the problems. If koreans can squeeze hundreds of players into a single cryengine instance, why can't Croberts?
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# ? Jan 24, 2016 23:39 |
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Sent to me by the mole within CIG, the one that You must upgrade your account to platinum to view this message and that's why croberts couldn't sit down for a week.
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# ? Jan 24, 2016 23:39 |
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The Death March is probably the most important one. If even half the devs feel that way, the effect on morale can make it a self-fulfilling prophecy. I'm not implying that improved morale could break through the Great Wall of Chris and actually produce something. He was always the reason this project's destiny was a foregone conclusion. Some here joke about possible suicides from the cult members when this finally collapses (or gets features butchered until it's a shadow of its original promise, sadly the best-case scenario) but I think the day-to-day pressures on those developers must be pushing some of them pretty close to the edge as well. They can't even pull it together long enough to hold in their emotions on livestream broadcasts that they know reflects on the company. What must it be like for these guys when they go home for the day?
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# ? Jan 24, 2016 23:41 |
Star Citizen: This Is All We Do - Have Autism Madness
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# ? Jan 24, 2016 23:47 |
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Octopode posted:Yes, he should be, but for some reason, his Banned flag isn't actually set in Vanilla. So actual numbers are likely higher than what's reflected there.
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# ? Jan 24, 2016 23:49 |
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Scruffpuff posted:The Death March is probably the most important one. If even half the devs feel that way, the effect on morale can make it a self-fulfilling prophecy. Yep, and like cultists they signed up with the dreams of the head honcho. Imagine knowing nothing you can do nor how much effort and time you put will affect the final outcome of the game.
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# ? Jan 24, 2016 23:49 |
Angela Christine posted:I don't understand the cryengine instance limit. The instance limit is not an inherent limit based on CryEngine, it's dependent on the supporting server and client communications code and supporting infrastructure capabilities, which are generally unique to each company's implementation. Most traditional MMOs also have a much higher limit to how quickly any given action can be expected to be resolved between the client and server (e.g., WoW's global cooldown), which gives a much higher tolerance on the server side than something like SC, which needs to keep its server calculations and checking fast enough to feel real-time. If you know you only need to keep each connected client updated once every second or so, that's a much easier problem to deal with than needing to keep every connected client updated every 1/60th of a second (or faster).
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# ? Jan 24, 2016 23:51 |
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Angela Christine posted:I don't understand the cryengine instance limit.
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# ? Jan 24, 2016 23:53 |
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Mirificus posted:Dowlphin has a blog It's almost never just one thing with these people. When you get a whiff of insanity, there's almost always a whole rabbit hole to find.
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# ? Jan 24, 2016 23:59 |
Mirificus posted:Is that why Beer isn't on the list either? Also, thanks for the data. Yeah, same situation, here's a list pulled based on having the Title "On Probation" instead, which may be a little more reliable. https://docs.google.com/spreadsheets/d/1Ill8Ukugx5mRo1kU746oEm42C0UAIURUOSB-BpwGHtU/edit?usp=sharing
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# ? Jan 24, 2016 23:59 |
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Angela Christine posted:I don't understand the cryengine instance limit. It's not related to cryeninge, as much as it is the gameplay design and supporting server structures. MMOs typically have a global limit on how many actions can happen at once/that the servers need to process at once in the form of a global cooldown on your skills. (Never played Archage, but I assume it's the same as WoW, and every other MMO on the planet in this regard). They also don't rely (*Typically) on things like tracking projectiles in flight at all (You cast fireball at a target, the client is entirely responsible for drawing that projectile speeding from your hand to the chosen target), and don't really need to worry about doing stuff like host state rewind latency calculations to see if you actually made that headshot or not. (This is a little simplifications, MMOs do care about latency- Just look at stuff like a spell interrupt going off in time correctly, for example). TLDR Typical MMO combat is far far simpler and easier to manage server side than typical FPS or god forbid sim-type combat with big piles of weapons all spewing rapid fire projectiles that need to be tracked and so on.
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# ? Jan 25, 2016 00:06 |
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Octopode posted:Yeah, same situation, here's a list pulled based on having the Title "On Probation" instead, which may be a little more reliable. Far more goon names on there, looks correct!@!!!!
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# ? Jan 25, 2016 00:07 |
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Octopode posted:Yeah, same situation, here's a list pulled based on having the Title "On Probation" instead, which may be a little more reliable.
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# ? Jan 25, 2016 00:07 |
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REDDIT:"...The new collisions are incredible!" That wee little Mustang packs quite a punch! It's like the pick-up truck in Super-8...
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# ? Jan 25, 2016 00:09 |
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Beer4TheBeerGod posted:Analysis Paralysis (at least as I see it) is about getting held up by assertions of not having sufficient data to make a call. Chris Roberts has no problem making a call, the problem is that he constantly changes what that call is. Analysis Paralysis would exist if CIG kept on saying that they can't do balance until they get more data, or they couldn't implement a server fix without getting more people to play. Neither of those are the case. quote:I see Management by Objective being a question of ignoring what a worker does to look exclusively at metrics. In other words they ignore the soft skills or qualitative stuff and only hired/fired workers by the number of CS tickets they closed (regardless of how those tickets were dealt with) or the number of pictures they made (regardless of how lovely those pictures actually were). Alternatively it's the pursuit of process improvements regardless of the cost and margin of effectiveness. For example if they spent millions on a new distributed cloud system that only reduced loading times by a tenth of a second. quote:So I stand by my assertion that the only anti-patterns that CIG avoids are the ones associated with actually managing things. On my part, I'd still remove the Peter Principle. From what I've seen, the exact opposite seems to happen: anyone that displays competence is kicked out (their good ideas clash with management's bad ones) or leave (for the same reason, but before they have a chance to be kicked out). Can't let them move up and be in a position to argue, now can we?
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# ? Jan 25, 2016 00:11 |
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Gwaihir posted:TLDR Typical MMO combat is far far simpler and easier to manage server side than typical FPS or god forbid sim-type combat with big piles of weapons all spewing rapid fire projectiles that need to be tracked and so on. And yet Planetside 2 exists and works very well. SC isn't impossible. Just impossible for CIG.
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# ? Jan 25, 2016 00:13 |
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# ? Jun 9, 2024 00:25 |
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G0RF posted:REDDIT:"...The new collisions are incredible!" It also clearly fucks up because it rams a ship and then quantum drives(?) away
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# ? Jan 25, 2016 00:13 |