I cracked up at STAR SYSTEMS - 1 (89 planned).I'm not sure how accurate this is, but it's interesting for sure.
It's not cynical or irrational to want to have tangible dates and markers for a project that entered development nine years ago
The Alpha is 2 years late, the game according to CR was almost fully complete in 2016 lolSquadron 42 IS a single-player only Wing Commander style game, and they're two years late with the alpha for it. That's what I backed and what I want(ed) to play, but I've pretty much accepted that the entertainment value of this absolute trainwreck of a project is where I'm getting my money's worth from.
I don't think it's a scam, but I do think that Roberts has no idea what he's doing.
Wish every other developer had this same thought process. Take your time and get it right :)
I'm kinda doubting that No Man's Sky budget, that game brought in a ton of money and surely a lot of it has been reinvested in those new features over the past four years.
No need for false dichotomies when The Man Himself provided so much material to parse through today:Fast forward to 20 pages of people:
1) Calling this a scam and mocking people who spent money in this game, calling them whales or worst
2) Defending the fact that they/others spent thousands of dollars on concept art.
There is a lot of very cool systemic gameplay that we've been working to finish off in the background for ships that once all together will create a spaceship simulation like no other. Let me give you an example that factors in our new physical damage (that we are working on as I type; this is one of things that I'm pretty involved in), fire, room, pipe and player status systems.
A ballistic round passes through the ship's shield, which scrubs off some of its kinetic energy but not enough as the round's velocity was high as was its mass as it was an armor piercing round. It manages to penetrate the armor and strikes an internal component, say a power relay node (something else we are working on as part of the pipe system refactor). The power node takes damage giving it a chance to "misfire" while in use. A few minutes later the node does misfire, blowing its fuse and resulting in it catching fire. The crew of the ship doesn't realize a fire has broken out in one of the side corridors, as they are busily concentrating on fighting the ships attacking them. The fire starts to spread along flammable surfaces, and as the fire starts to engulf other components they also catch fire. The engineer on the bridge of the ship sees his console flash red giving him a warning that several components have failed and looking at his ships schematic he sees a fire has broken out below decks. The engineer decides to seal the bulkhead doors on the corridor to contain the fire but the doors have no power as the power node is out! He comms one of his crew mates to leave his turret and grab an extinguisher and put out the blaze which is slowly creeping towards the power plant room. Fire reaching a ship's power plant or it's ammo stores are two sure fire ways for your ship to go boom. With the physical damage system ships will no longer just explode when their hit points reach zero, they'll explode because something inside them went critical and exploded (due to damage or heat), which then damages everything else. Outside of that damage will affect the ability of the ship to function or it's structural integrity so they also could become a lifeless hulk as much as they could go up in a flash of light. When the crew member gets to the corridor where the fire has broken out is has already consumed a huge amount of oxygen in that "room" (the corridor) and has released noxious gasses, so the crew member can't breathe and quickly retreats to put on a fire resistant suit and helmet. The engineer in desperation manages to reroute power away from the destroyed node through a secondary node restoring power to enough of the bulkhead doors to allow him to contain the fire. Noticing that there is an external airlock in the sealed off area he opens the airlock, venting the oxygen in the sealed off corridors and rooms to the vacuum of space, depriving the fire of the ability to burn, putting most of it out. By this time the crew member is suitably dressed and can extinguish the fire that made it past the bulkhead door before it can grow again. The engineer then reseals the airlock and allows the life support system to replenish the air in the vented part of the ship. Once done the engineer opens up the bulkhead door allowing the crewmember in with a replacement fuse for the power node, restoring power to that section of the ship, then returns to his turret. It's been a close call but the ship is still alive and in the fight!
One person in my org has passed away so far while waiting for the game. He started off hugely excited about SC and talked all the time about how great it was going to be. He spent a bunch of money building a powerful PC to play it. Then he got a little disillusioned with the delays, and then he developed some health issues. Then he got excited again when CIG showed some new content, so he scraped together his savings again and built another new PC for the game. Then he got in worse health, and he began to complain bitterly about the delays and about CIG in general. Occasionally, he would perk up and talk about how great the game was going to be, but most of the time he would sulk about it. Then he died.
I often think about how sad it is that he literally died waiting for this game. I mean, he used to joke about it, and it happened. I know he's not the only one, but he's the one I knew. I miss him. I wonder if CIG is going to add some sort of memorial in the game to backers who passed away while the game was in development, or if maybe that would draw too much negative attention to the time it took to make the game. I could certainly see why they'd shy away from that, but it would be a nice gesture.
No it's not anyone doing it is in the wrong.it is incredibly difficult not to mock people who spent hundreds of dollars or more on this already
Fast forward to 20 pages of people:
1) Calling this a scam and mocking people who spent money in this game, calling them whales or worst
Call me old-school/romantic, but I've been playing Wing Commander and Freelancer these past couple of days and I kept thinking that they (Chris R et al) should have put all this effort and money towards a single-player ONLY game without the multiplayer component. (and it would probably be finished by now)
Granted I don't know how much of their resources goes into each module (single vs multiplayer), but the fact remains that I don't care about the multi-player aspect and it feels that it makes/made the game a million times more complex.
Anyways, I guess multiplayer is bigger these days and they know what they are doing but still, one can dream.
Keep in mind you're only playing Freelancer right now because Chris Roberts was removed from development.
They might still be making that otherwise.
I am sure many other developers also wished that they had players (!) finance their games to the tune of 250M+. Having worked on both the developer and publisher side, I can firmly say that I would hate working on such a project. Having some limitations and a need to finish things (as opposed to redoing them over and over again) can be quite beneficial for a project.
Their tech will be outdated by the time they release the game.
The game looked amazing back in 2014 but now it really doesn't look like anything special. It'll look straight up bad compared to next-gen.Their tech will be outdated by the time they release the game.
No need for false dichotomies when The Man Himself provided so much material to parse through today:
This fuckin' guy!
- Chris responding to a "feature X is missing four years after it was demoed" complaint by hyping unreleased features Y, Z, A, B, C, D, E, F & G:
- Chris making sweeping statements shortly after decrying sweeping statements: "The same push and pull exists in the community as there is a strong desire for polished bug free gameplay now but also new features and content, often from the very same people".
- Chris apparently believing that the new roadmap will solve everything, somehow
- Endless "trust the process" rephrasings
- "I can't promise you exactly what quarter it will come together but once the new Road Map web work is done you'll be able to see the teams progress to achieving what I describe in real time." In other words, you'll stop getting angry over the game not having a release date once we roll out the new roadmap. Which also has no release date.
PS:
I don't think it's a scam, I think it's incompetent management caused by that man's ego which he confuses with vision. But it's not a scam as I think he actually believes what he's saying.
Mocking people who spent money on this is wrong, though. Really wrong. I do think continued support of this game at this point does deserve some skepticism. Sadly, this may easily turn to attacks on customers, which is really bad. Criticize the company, not the customers.
Man how the hell are they going to implement combat that complex? This is the type of feature creep revelation that should shake the resolve of even the most ardent supporter.
- Chris responding to a "feature X is missing four years after it was demoed" complaint by hyping unreleased features Y, Z, A, B, C, D, E, F & G:
This fuckin' guy!There is a lot of very cool systemic gameplay that we've been working to finish off in the background for ships that once all together will create a spaceship simulation like no other. Let me give you an example that factors in our new physical damage (that we are working on as I type; this is one of things that I'm pretty involved in), fire, room, pipe and player status systems.
A ballistic round passes through the ship's shield, which scrubs off some of its kinetic energy but not enough as the round's velocity was high as was its mass as it was an armor piercing round. It manages to penetrate the armor and strikes an internal component, say a power relay node (something else we are working on as part of the pipe system refactor). The power node takes damage giving it a chance to "misfire" while in use. A few minutes later the node does misfire, blowing its fuse and resulting in it catching fire. The crew of the ship doesn't realize a fire has broken out in one of the side corridors, as they are busily concentrating on fighting the ships attacking them. The fire starts to spread along flammable surfaces, and as the fire starts to engulf other components they also catch fire. The engineer on the bridge of the ship sees his console flash red giving him a warning that several components have failed and looking at his ships schematic he sees a fire has broken out below decks. The engineer decides to seal the bulkhead doors on the corridor to contain the fire but the doors have no power as the power node is out! He comms one of his crew mates to leave his turret and grab an extinguisher and put out the blaze which is slowly creeping towards the power plant room. Fire reaching a ship's power plant or it's ammo stores are two sure fire ways for your ship to go boom. With the physical damage system ships will no longer just explode when their hit points reach zero, they'll explode because something inside them went critical and exploded (due to damage or heat), which then damages everything else. Outside of that damage will affect the ability of the ship to function or it's structural integrity so they also could become a lifeless hulk as much as they could go up in a flash of light. When the crew member gets to the corridor where the fire has broken out is has already consumed a huge amount of oxygen in that "room" (the corridor) and has released noxious gasses, so the crew member can't breathe and quickly retreats to put on a fire resistant suit and helmet. The engineer in desperation manages to reroute power away from the destroyed node through a secondary node restoring power to enough of the bulkhead doors to allow him to contain the fire. Noticing that there is an external airlock in the sealed off area he opens the airlock, venting the oxygen in the sealed off corridors and rooms to the vacuum of space, depriving the fire of the ability to burn, putting most of it out. By this time the crew member is suitably dressed and can extinguish the fire that made it past the bulkhead door before it can grow again. The engineer then reseals the airlock and allows the life support system to replenish the air in the vented part of the ship. Once done the engineer opens up the bulkhead door allowing the crewmember in with a replacement fuse for the power node, restoring power to that section of the ship, then returns to his turret. It's been a close call but the ship is still alive and in the fight!
This honestly sounds like a child's dream game they are so going to make when theyre older rather than an actual lead's vision.No need for false dichotomies when The Man Himself provided so much material to parse through today:
Narrator: never.As an outside observer I mainly want to know when SQ42 will release
I don't know, funding is constantly coming in. There is no publisher pressure at all. Your boss literally doesn't care how long it takes or how much it costs cause they can quickly design or redesign a new ship and bring in millions in funding with little effort. Almost sounds like a dream job. Yeah there is no sense of accomplishment maybe but zero pressure getting to design and program no matter how long it takes? That's the easy lifeThe only thing that may give people some hope is I haven't seen evidence of his team going rogue and complaining about how bad of a job Chris has done. You'd think by now if this was really going south and there was no hope of a top game coming out of it some of these people working there would be leaking a whole bunch of gripes. Maybe they have and I never heard it but with a project this big it would be inevitable if things were going real bad in certain areas of the company. Most people don't want to be tied to the same project for a decade unless they believe in it. Maybe right now due to the pandemic it is nice to have that steady job but I still think we would have seen a bunch of cracks in the facade if some of these employees were unhappy there.
He just needs a few more years of making money hand over fist while waiting for the tech to catch up.
I just checked the person who he was replying to and it's so bizarre.You buried the lead, he was replying to a poster.
You going to be on some bullshit with this, but in replying to a valid question you going to a whole new level
Fitting response.
My suggestion is to stop accepting more funding and work within the means you have so that you can focus on getting the game done as opposed to expanding your vision even more.
It's a scam when you sell 'ships' for thousands of dollars that do not exist and likely will never exist. No one ever claimed they weren't paying people to develop something, they just don't have any plans to actually finish the project and will continue to sell vapor until the money runs out.I get frustrated with the discourse around this game where the two options are
A> It's awesome actually and fuck you
or
B> It's all a "scam"
I mean, it's obviously not a "scam" since they are employing entire teams of people and paying them and offering them benefits and occupying real estate. If you wanted to rip people off there are about a million easier ways.
On the other hand, it's entirely possible that they're just not up to the task of creating something this impossibly large and can't back out. In fact, that ends up being the problem with many, many crowdfunding projects.
It's a scam when you sell 'ships' for thousands of dollars that do not exist and likely will never exist. No one ever claimed they weren't paying people to develop something, they just don't have any plans to actually finish the project and will continue to sell vapor until the money runs out.
PS:
One person in my org has passed away so far while waiting for the game. He started off hugely excited about SC and talked all the time about how great it was going to be. He spent a bunch of money building a powerful PC to play it. Then he got a little disillusioned with the delays, and then he developed some health issues. Then he got excited again when CIG showed some new content, so he scraped together his savings again and built another new PC for the game. Then he got in worse health, and he began to complain bitterly about the delays and about CIG in general. Occasionally, he would perk up and talk about how great the game was going to be, but most of the time he would sulk about it. Then he died.
I often think about how sad it is that he literally died waiting for this game. I mean, he used to joke about it, and it happened. I know he's not the only one, but he's the one I knew. I miss him. I wonder if CIG is going to add some sort of memorial in the game to backers who passed away while the game was in development, or if maybe that would draw too much negative attention to the time it took to make the game. I could certainly see why they'd shy away from that, but it would be a nice gesture.
Suck it haters. CIG are making the game they want to make.
If you don't like it, don't back it.
Suck it haters. CIG are making the game they want to make.
If you don't like it, don't back it.
Exactly, it's a scam when you never deliver the services/product you promised while continuing to take money for it. Hell, even MLM's produce a product, it's just shit and what they are really selling is the mentality of being a part of the group in order to fleece money out of people.A lot of people think you need to be selling literal snake oil for it to be a scam. Theranos was a scam despite it employing hundreds of people, getting tens and hundreds of millions from investors and so on. Something can be a "working business" and still be incredibly shady and underhanded in how it works.
Right, the game they want to make is one where they can sell non-existent content and promises for as long as possible while putting out half-baked modules.Suck it haters. CIG are making the game they want to make.
If you don't like it, don't back it.