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no9999
Posts: 3437
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Posted: Tue, 17th Sep 2013 16:30 Post subject: |
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Is it possible for this to land somewhere in between....best thing ever created, or biggest flop in human history?
My expectations for this are sky high...I so so hope they deliver. It could be omfg amazing. Please let it be omfg amazing.
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Werelds
Special Little Man
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Posted: Tue, 17th Sep 2013 16:38 Post subject: |
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Sabin and I were talking about that actually and at this point, even if they only hit 50% it's still going to be the best fucking space game ever. That would make it Freelancer 2, which already is more than I'd hope for in this day and age.
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Posted: Tue, 17th Sep 2013 16:42 Post subject: |
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Yup. I would be blissfully happy with Freelancer using CE3 visuals, some control refinements and FPS/boarding mechanics. Freelancer was already incredible, it had a really enjoyable storyline and a huge galaxy to explore on persistent MP servers.
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dr-nix
Posts: 996
Location: Sweden
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Posted: Tue, 17th Sep 2013 18:34 Post subject: |
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Hey if they deliver a game on the level of WC 3,4 and Freelancer i'll be happy.
When the dogfighting module comes out we will see how fun the actual gameplay will be.
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Posted: Tue, 17th Sep 2013 21:56 Post subject: |
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I have tried hard to not read anything about this game or allow myself to get hyped over it. I am nearly always crushed when it turns out to be nothing like what you expect. So it is easier to just try and ignore it until it is actually released. I will let myself get hyped for some games though like GTA V which is almost guaranteed to not suck. I hope the devs can deliver their promises on this game though.
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Morphineus
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Posted: Tue, 17th Sep 2013 22:46 Post subject: |
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Oi wouldn't be as hyped if it wasn't for Chris Roberts tbh. If I can't trust him to bring me a good game than I can't put my trust in anyone
Feels a bit dirty to be a fanboi for once 
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Werelds
Special Little Man
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Posted: Wed, 18th Sep 2013 00:50 Post subject: |
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4treyu wrote: | And if I understand correctly that's something that Chris Roberts has in shitload amounts, so the same thing would be applicable for Star Citizen  |
Well the main thing for me (and Sabin ) is not just his reputation; David Braben has just as much reputation to build off.
It's the enthusiasm. Every single update (and there are fucking craploads of them) the enthusiasm from him and his entire team just shines through. You can tell that they are working their butts off to deliver the best product possible. Chris himself, unlike Braben, also has a "FUCK I'VE BEEN DYING TO DO THIS FOR SO GODDAMN LONG" feel about him in every video.
There's that and the fact that everything they have shown so far oozes the quality we all hope for; the concept art is some of the best I've ever seen and the in-engine/-game bits they've shown (or released, in the case of the Hangar for example) all look nothing short of marvellous. And that's just the visual side of things; when they just started, it was all about the technical stuff. About how the physics will work and such - they had all that worked out before they even got to Kickstarter.
Yes, I'm a fanboi on this one and there's not a single game I'm looking forward to more than this. Nor has there been in a very long time. Not even GTA V tops my hype meter for this one 
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Morphineus
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Posted: Wed, 18th Sep 2013 01:41 Post subject: |
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That's Roberts alright, always loved his passion and commitment and of course the joy he has in his work. You rarely see it that genuine 
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Posted: Wed, 18th Sep 2013 02:39 Post subject: |
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sabin1981 wrote: | Werelds wrote: | Yes, I'm a fanboi on this one and there's not a single game I'm looking forward to more than this. Nor has there been in a very long time. Not even GTA V tops my hype meter for this one  |
Pretty much this absolutely. SE could announce a 3D remake of FFVI, in the same style as FFIII and IV, and I wouldn't be as hyped for that as I am for Star Citizen. It'd be close, but not close enough It's exactly what you said as well, same as conversation on Skype earlier; it's the enthusiasm. Braben tried to Elite 4 based on his name alone, with a really poor KS, very few updates and no passion behind it whatsoever.. just... depressing really. Roberts said "Hey, you all know me. You know what I've done before.. well.. how about this...?" and then blasted our friggin' faces off with one of the slickest KS and crowdfunding campaigns around -- and it's STILL going. The KS finished nearly year ago and they've already made almost TEN TIMES more money after the KS campaign finished. This is a game people want and it's because Roberts is really selling it to people in the right way. |
Indeed, just when I was starting to forget about the game, they release the Hangar. Now I own 2 ships instead of 1.
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Werelds
Special Little Man
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Posted: Wed, 18th Sep 2013 10:41 Post subject: |
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Yeah, that's exactly it
Which is also why I'm not too worried about all the stuff they need to do, because I'm pretty sure that the people already there are working their asses off to get it done and they'll no doubt be hiring more.
On the note of the Hangar; obviously the hangars and ships look pretty great, but the part that I find most interesting is the holo interface. I can only assume that that will be the standard interface across the universe and damn it is good 
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Posted: Wed, 18th Sep 2013 10:45 Post subject: |
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There is so much room for bugs and so on in this game, it feels as if they want to achieve so much with so little money 
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Posted: Wed, 18th Sep 2013 10:50 Post subject: |
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Werelds
Special Little Man
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Posted: Wed, 18th Sep 2013 10:53 Post subject: |
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Don't forget that development didn't start with the KS, they had a lot of shit done long before then.
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Posted: Wed, 18th Sep 2013 12:08 Post subject: |
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sabin1981 wrote: | PumpAction wrote: | There is so much room for bugs and so on in this game, it feels as if they want to achieve so much with so little money  |
I wouldn't exactly call it "so little money" - they've already raised $19m and it will be $22m by the end of the year, though I'm not sure how much Freelancer cost during development, heh. The only reason shit like Cowadoody costs so much is because of the marketing Already having the full engine ready and waiting should help keep the cost down as well  |
500$ per man day I'd expect (at very very least). So they have 40.000 man days at 20.000.000$. Meaning at 50 people they could work a little over 3 years on this project. But this is excluding the rent, technical accessories (their whole equipment) and additional costs like services for the workers, free food whatever and of course the tons of money that would go to shit that I don't know 
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sanchin
Posts: 763
Location: Poland
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Posted: Wed, 18th Sep 2013 13:17 Post subject: |
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Don't forget they got investors thanks to the crowd funding success. That was part of the deal. I think I heard it was around 50mil then, but I could have remember the number wrong.
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Posted: Wed, 18th Sep 2013 13:18 Post subject: |
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dannofdawn wrote: | Don't forget they got investors thanks to the crowd funding success. That was part of the deal. I think I heard it was around 50mil then, but I could have remember the number wrong. |
No no no, the investors are gone now. That was the IDEA, to take $2m from KS and the investors would cover the rest. Once the crowdfunding hit $10m (or thereabouts, I forget the exact numbers) Roberts said they were talking about foregoing investors and then, at $15m, confirmed that weren't going to take the investment money and instead fully crowdfund. Now the game is completely crowdfunded with no investors
~edit~
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Star Citizen's model, inspired by the slow release of Minecraft, is part of Kickstarter's most successful campaign, with over $15 million raised to date. The original plan was to have the crowdfunding backed up by investor's money, but it's proven so successful that Roberts has decided to make Star Citizen entirely community funded.
"I'm actually not taking money from investors now. The budget for what we're delivering is about $20 million, and we're almost there - we'll probably be there before the end of the year," he told Eurogamer.
"The nice thing about not taking the investor's money is, as much as they're nice investors, they want a return at some point. If this thing's a big success, they'll say, 'EA and Activision want this for about $100 million and that gives me a certain return on my investment' - but that may not be the best thing for the game. I like the idea that the game gets 100 per cent community funded because all they care about is getting a great game, and all I care about is making a great game."
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http://www.eurogamer.net/articles/2013-08-22-star-citizen-begins-rolling-out-next-week
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Posted: Wed, 18th Sep 2013 14:20 Post subject: |
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sanchin wrote: | PumpAction wrote: |
Meaning at 50 people they could work a little over 3 years on this project. |
A little over 2 years to be more precise. Last time I checked, years had more than 260 days  |
I think you meant 4 then, but you don't expect to work them during their holidays, vacation and weekends
My main concerns are actually regarding the engine. I do not know how good the cry engine is to emulate "endless" space... And how optimized the game can be, because the cry engine is as far as I can see the most advanced gaming engine out there and has a huge range of renderable effects, of which most are of almost next to none importance in a space game (f.e. simulated global illumination and so on), so how far is the engine capable of skipping this stuff during dogs fights in space but able to render it inside a space ship, (where global illumination would be crucial, else you'll have doom3 gfx )
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locke89
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Kaltern
Posts: 5859
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Posted: Wed, 18th Sep 2013 17:30 Post subject: |
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I think they will have more than enough alpha/beta testers, don't you? lol
Q/A for this game is going to be particularly impressive, as has been proven already, not only is he willing to listen to the 'fans', he actively encourages discussion and suggestion and works with them to give us as close as possible to what we all want.
So I think personally, bug and balancing wise, it's going to be of epic quality.
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Posted: Wed, 18th Sep 2013 17:34 Post subject: |
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they'd rather should take the additional money to hire additional employees to refine existing elements. I'd rather have a star citizen with 10 well tested features than 100+ badly implemented and buggy features. Give us optimized graphics engine, immersive destruction physics, functioning AI and so forth.
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Posted: Wed, 18th Sep 2013 17:39 Post subject: |
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sabin1981 wrote: | dannofdawn wrote: | Don't forget they got investors thanks to the crowd funding success. That was part of the deal. I think I heard it was around 50mil then, but I could have remember the number wrong. |
No no no, the investors are gone now. That was the IDEA, to take $2m from KS and the investors would cover the rest. Once the crowdfunding hit $10m (or thereabouts, I forget the exact numbers) Roberts said they were talking about foregoing investors and then, at $15m, confirmed that weren't going to take the investment money and instead fully crowdfund. Now the game is completely crowdfunded with no investors
~edit~
Quote: |
Star Citizen's model, inspired by the slow release of Minecraft, is part of Kickstarter's most successful campaign, with over $15 million raised to date. The original plan was to have the crowdfunding backed up by investor's money, but it's proven so successful that Roberts has decided to make Star Citizen entirely community funded.
"I'm actually not taking money from investors now. The budget for what we're delivering is about $20 million, and we're almost there - we'll probably be there before the end of the year," he told Eurogamer.
"The nice thing about not taking the investor's money is, as much as they're nice investors, they want a return at some point. If this thing's a big success, they'll say, 'EA and Activision want this for about $100 million and that gives me a certain return on my investment' - but that may not be the best thing for the game. I like the idea that the game gets 100 per cent community funded because all they care about is getting a great game, and all I care about is making a great game."
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http://www.eurogamer.net/articles/2013-08-22-star-citizen-begins-rolling-out-next-week |
Oh I had no idea, thanks 
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Posted: Wed, 18th Sep 2013 17:53 Post subject: |
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"Console versions not ruled out, and Chris Robert's game is now 100 per cent community funded." Holy shit he better fucking confirm this as an PC excluside or i'm gonna fly over there and beat him to a pulp. I was extatic when i saw the first trailer about how PC was going to rise again.
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Posted: Wed, 18th Sep 2013 18:21 Post subject: |
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I don't mind if this comes to XB/PS4, I don't mind at all, in fact.. I'd be glad if it did because it would reach a larger (like-minded!) audience and would hopefully generate interest in the genre again -- but only as long as the PC version remains unchanged, exactly how it should be. Develop for PC, downscale or tweak or adjust for other platforms accordingly. What has caused such a fucking disgrace for PC gaming is that the opposite is how most developers program these days; code for PS360 and then "upscale" to PC and that invariably means we end up with a shitty port.
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