Star Citizen - Chris Roberts, lots of spaceship porn, lots of promises

Serious question. What is actually working right now? Anything?

Stuff. And things.

I’d like to know this too. I’ve been shopping for a new HOTAS setup, and I keep running into Youtube videos of people using them to play Star Citizen. They’re traveling around and dogfighting against what appear to be AI-controlled ships. So it looks like core mechanics are in place at least. And some of these videos have been around for a while.

Amusing. 4 Years Ago I Predicted Star Citizen Will Fail In 90 Days. 4 Years Later It Still Has Not Failed. But The People Who Criticized My Prediction Are The Real Nutcases.

You can explore a single solar system - some ships, a planet, some moons, walk around and fly in space seamlessly without loadings. You can shoot enemies on foot and in space. The core is there but it needs lot more meat on its bones and who knows if that will ever come. Not that I care, the MMO can die in a fire for all I care. Would like to see the singleplayer story campaign though.

To be fair, the project probably was on path to fail in 90 days at least once over the course of its life. The same is likely true of many Kickstarted projects, it’s just this one is the most expensive game ever. Roberts has had an abundance of hubris as well, at one time claiming every dollar given him was worth 4 given other ‘normal’ game companies.

…by his own metric that would make this a billion dollar game so far?

I think that 4:1 metric should be measured against the probability that he’d have to shut down due to mismanagement/waste/etc, not against actual progress.Using that condition, would a publisher pulled their funding at 1/4th the current level?

I had a vision of the endgame here. They’re going to release a crappy version of the persistent universe where people can get in and fly around but without any systems in place. The whales will be experiencing a high-tech version of you and your friends playing pretend.

“Okay, my ambulance just got here, I’m going to pretend I’ve moved you into the medical bay. Then we’ll fly to the nearest station, we’ll pretend it has a hospital, then we’ll pretend I move you to it. Game of the Year!”

Just ignore him. That was a low effort troll attempt that failed the minute he thought it up. And it’s not even new becausethey keep regurgitating the same bs.

The financials which CIG released in Dec 2018, prove that they were INSOLVENT within that 90 day time frame.

You see, these guys never let facts get in the way.

Star Citizen’s Lumberyard engine is doomed (we knew this years ago)

It all started a few days ago with this story out of E3…

Amazon Game Studios lays off “dozens”

My Twitter thread response

Then more info emerged today…

Lumberyard at heart of Amazon Game Studios’ development woes

My Twitter thread response

What I said in Star Citizen – Irreconcilable Differences blog back when I wrote about the switch from CE to LY

Dan Offner quit - after 1 yr

They probably didn’t need him after the 3.6 patch came out on time with all scheduled content*

  • Note - schedule was refactored to remove basically everything because obviously they were never going to be able to do any of it.

so, no new development or content update?

Status Normal. All Fucked Up.

There’s a new patch. Maybe it has new functionality? Definitely has new bugs.

As a general thing since people always ask, I have not edited. Cut and pasted

Known Issues

  • You will likely experience some instability and crashes. We are gathering data on the back-end and will be monitoring closely.
  • ASOP terminals at Area18 may not function correctly.
  • The updated criminality, law system, and VOIP/FOIP updates are only partially implemented, with some missing behavior and needed elements. We will not be describing or taking feedback on this topic just yet.
  • Hover mode has some impending changes/updates, we will not be taking feedback on it until those are complete.
  • Textures will display across the visor on some helmets.
  • Depending on ship, sometimes when attempting to file an insurance claim the timer will either start with a long delay or never start at all.
  • Headtracking

alluded, not eluded.

Directly below the list of known issues.
New Features

General

  • Added a hold to activate option for head tracking (available at the comms menu).
  • Added option to select head tracking source and camera selection.

Universe

  • Added automated turrets to GrimHex.

Missions

  • Added illegal style delivery missions for prohibited and stolen goods.

Ships and Vehicles

  • Added hover mode.

  • Added ship purchasing kiosks to ship shops around the verse.

  • Added visual wear to ship components and tweaked the parameters of wear.

  • Added “misfire” events to ship components.

  • New Ship: Kruger Intergalactic P-72 Archimedes

  • New Ship Weapon: MaxOx Neutron Repeaters.

  • Added nozzle flaps to the F7C and F7CM.

  • Grouped thrusters into a “power group” which can now be throttled to control thruster acceleration.

  • Added a cargo grid to the Valkyrie.

FPS

  • Added the ability to free look and activate head tracking while holding a weapon.

  • Free look in first person now operates as a hold rather than a smart toggle.

  • New FPS Weapon: Behring S38 Pistol

  • New FPS Weapon: Klaus & Werner Lumin V SMG

Feature Updates

General

  • Translational and roll motion for head tracking has been temporarily removed.
  • Unified TrackIR and FOIP head tracking buttons.

Universe

  • Complete update of Rest Stop exteriors and shapes, including thematic variations.

  • Moved Delamar further away from Crusader and into its own object container.

  • Updated commodity pricing to reflect the addition of black markets and stolen goods.

  • Updated several locations to now use decoupled lighting for improved visual look.

  • Reduced the volume of the combat music and added an option to mute this music event.

  • Added the ability for AI pilots to strafe during passes.

  • Added Oxypen and MediPen to Lorville Tammany and Sons shop.

  • Updated transit system to streamline flow and usage.

  • Added “average” skill level for AI pilots to increase variation.

  • Updated and expanded player carriable items.

  • Adding clustering for mineable entities.

  • Lighting pass on exteriors of underground facilities.

  • Various visual tweaks around Lorville.

  • Increased refinery kiosk pay out to give a slightly higher yield to mined materials.

Missions

  • Re-enabled ECN missions.
  • Various improvements to FPS based missions.

UI

  • Video and lighting improvements to comms calls.

FPS

  • Improved the look and feel of the character jump mechanic.
  • Updated ragdoll properties to improve look and feel in all situations.
  • Polish to smooth out first person turns and crouch turns.

Err, what does this even mean? When do you not have free look when in first person mode???

I think they’ve added TrackIR support to the FPS portion. Which doesn’t sound like a great idea.

Also, I think that in this case, given the immediately prior feature, they’re talking about separating your head’s view (and your camera) from the orientation of your body and aim direction? I guess lets you have situations where a player can look around while keeping his gun trained on someone? Or something? Seems like more fluff, but probably just built on top of some of the previously created head tracking crap for FOIP.