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Star Citizen Alpha 2.0 | The 'Verse Awakens

Geist-

Member

Another ship that might not come with a jump drive. I'm really interested in how well that will go when the persistent universe is finally up and running fully. Personally, I think it's cool that newbies learn the ropes in a beginner system until they make enough money to buy a jump drive, but what sounds good on paper might not turn out as good in reality.
 

~Cross~

Member
I'd like to think that it wont happen, and I certainly hope that's the case, but I'm cognizant of the possibility that it could for one reason or another. That said, delays (within reason) don't bother me either, but there's an limit to how far they can stall SQ42. Both from a financial standpoint and a mindshare / public perception perspective. It's a balancing act. Releasing an unpolished buggy mess of a game would be extremely damaging. Pushing SQ42 back to say... 2018 would be nearly as bad - albeit for different reasons.

Pushing SQ42 ep1 to anywhere near 2018 means that the entire project is essentially dead. Taking that long to release a thing most people have already bought into, that wont really generate a whole lot of new revenues is a death sentence.

Its expensive to make games. Frontier, which is miles better managed than CIG, burns through 30 million dollars a year in operating costs associated with ~270 jobs in just one location. CIG has to be burning more than that a year given that: 1) Multiple studios increase administrative overhead 2) relocating studios/personnel cost money 3)Bringing in actors to the UK to mocap cost money, etc

Even if you assume that they are just spending 30m a year, that means that they would have to burn 90 million dollars of operating time to get SQ42 at the door (plus whatever meager gains the PU gets during the time). Its not sustainable.

SQ42 EP1 needs to be out at the latest in early 2017. They need to start working immediately on EP2 and hopefully whatever kinks they've had in the production chain are worked out so they can pump it out by the end of 2017. They need fresh revenue from a source outside of concept sales, that well is starting to dry out.
 

Chipopo

Banned
Pls.

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This chart has been recently updated:

BlLhUKs.jpg
 

Geist-

Member
This chart has been recently updated:

BlLhUKs.jpg

What's with the Call of Duty/Star Citizen comparisons? Great, the next Call of Duty is in space, it's still Call of Duty XD. I don't expect any of the space parts to be anything more than set pieces (and I doubt the actually fighter gameplay will be any more in depth than Halo 4's Broadsword gameplay).

I admit, I am looking forward to CoD: IW regardless.

Also, what's Starfield? I did a search but all I've seen is that Bethesda might be making a mobile game called Starfield in the same vein as Fallout Shelter.
 

Daedardus

Member
What's with the Call of Duty/Star Citizen comparisons? Great, the next Call of Duty is in space, it's still Call of Duty XD. I don't expect any of the space parts to be anything more than set pieces (and I doubt the actually fighter gameplay will be any more in depth than Halo 4's Broadsword gameplay).

I admit, I am looking forward to CoD: IW regardless.

Also, what's Starfield? I did a search but all I've seen is that Bethesda might be making a mobile game called Starfield in the same vein as Fallout Shelter.

I think the picture is partially satire, so that's where the weird comparisons come in.
 

Zabojnik

Member
I know AtV is a CIG show, so it's obviously gonna be coloured and biased and propagand-ish, but the devs they have talking about the game and their work on it all seem genuinely excited about what they're attempting. Also, they keep bringing in people with pretty impressive resumes, like this new character art director who worked at Naughty Dog and Marvel, to go alongside a healthy number of out-of-college hopefuls, which is really nice to see.

If a storm is brewing, like Derek and his followers keep reminding us, it sure as hell isn't showing on the radar yet.
 

~Cross~

Member
I know AtV is a CIG show, so it's obviously gonna be coloured and biased, but the devs they have talking about the game and their work all seem genuinely excited about what they're attempting. They keep bringing in people with pretty impressive resumes, like this new character art director who worked at Naughty Dog and Marvel, to go alongside a healthy number of out-of-college hopefuls.

If a storm is brewing, like Derek and his followers keep saying, it sure as hell isn't showing on the radar yet.

Usually companies this size dont fail because the individuals aren't doing their jobs, its because of gross incompetence by its management. And that can be extremely hard to notice if you aren't part of that management yourself. Sure sometimes you get a whiff that something isn't quite right, but it doesn't really hit till you come in to cash your check and it bounces.
 

Zabojnik

Member
Usually companies this size dont fail because the individuals aren't doing their jobs, its because of gross incompetence by its management. And that can be extremely hard to notice if you aren't part of that management yourself. Sure sometimes you get a whiff that something isn't quite right, but it doesn't really hit till you come in to cash your check and it bounces.

You're absolutely right about that. Still, seeing talented people giving their best has me optimistic for the project's future in terms of 'can they deliver a quality product'.
 

viveks86

Member
Man what got me with the avenger exit animation was when the guy was like.. finding his footing on the ladder. Whew. So good.

Yeah was about to say the exact same thing.

How exactly have they implemented it? Are these canned for each ship, or is there some AI to drive the animation based on the ship's configuration? If it's the latter, it's mighty impressive. If it's the former, it seems like a ton of work, given the number of ships.
 

Comandr

Member
Yeah was about to say the exact same thing.

How exactly have they implemented it? Are these canned for each ship, or is there some AI to drive the animation based on the ship's configuration? If it's the latter, it's mighty impressive. If it's the former, it seems like a ton of work, given the number of ships.

Probably the former. As much as I appreciate the little detail going into an elaborate animation, I hope it doesn't play the same animation every time. The magic will be lost.
 

Geist-

Member
From Sandi's Facebook.

DEP8zgd.jpg


So excited for this. I was scared the female player model wouldn't be in for SQ42 for a while there. Still a little scared player customization won't be in beyond a few stock heads.
 
Monthly Report is out!
This month the graphics team have finished off a number of features and fixes which we hope will be in the backers’ hands very soon.

The first of these is a major upgrade to the particle lighting system. Previously the particles were lit by a different system to the rest of the game, and while this was cheaper it had many visual problems such as lack of shadows and incorrect brightness or colour for some light types. We’ve now changed it so that it uses the new tiled-lighting system and so matches the rest of the lighting much better, but we’ve also added fully volumetric shadowing. This means we get accurate shafts of light passing through particles which looks very impressive in our tests and we can’t wait to see what the artists can do with this.

The tiled lighting system in general has also had a major upgrade, partly to allow the particle lighting, but primarily to achieve greater performance on modern GPUs. This has been deactivated in recent public builds but we expect it to be enabled in the next major release. While looking at the lighting we’ve also started to improve the quality of rectangular area lights. Real-time renderers need to make many compromises to achieve any form of area lighting in real time, but we’re hoping to improve the results of these because sci-fi environments so often use rectangular lights.

Our work on the various high-dynamic-ranges features continues with the completion of the light-linking feature to allow realistic levels of brightness and glow from our lights. Next we’ll be focussing on the exposure control system to make it better approximate the complexities of the human eye and brain’s amazing ability to adapt to environments which high contrast or very low light levels.

Some other more minor changes include: uncapping the GPU texture budget so that GPUs with more memory can benefit from higher texture resolutions and less likelihood of seeing any ‘popping’ from the texture streaming, completion of our internal render-profiler, continuation of our major UI refactor mentioned last month, and various bug fixes with culling.

ugh....

soo
good
 

Geist-

Member
The chart belongs to a guy who goes under the name G0RF, Derek just tends to link his work alot. Here's his thing on Starfield and how it relates to Star Citizen: http://tinyurl.com/h64ewvr
I see. Well, I'd love for there to be a brand new big budget space MMO, but considering it took Zenimax 7 years to develop ESO, I think we have a few more years to go if they really did start development in 2013. Unless it's just a space game using the ESO engine? If that's the case I'm a bit less enthused.
 

Fangrim

Member
Usually companies this size dont fail because the individuals aren't doing their jobs, its because of gross incompetence by its management. And that can be extremely hard to notice if you aren't part of that management yourself. Sure sometimes you get a whiff that something isn't quite right, but it doesn't really hit till you come in to cash your check and it bounces.

This.

If RSI ever runs out of money, and Star Citizen ever gets cancelled or released in an unusable state, it won't be because of lack of talent, enthusiasm or productivity.

It will be because management (personified in Chris Roberts) will have squandered the money away.

I'm not thinking of exorbiant salaries, expensive space doors etc. I'm thinking of money (=time) "wasted" on perfection.

One of Chris Robert's strenghts is his perfection. I'm afraid it'll be his downfall too. If he tries to make everything perfect from the beginning, I fear it'll never be finished.

Sometimes I think it's better just to get the thing running, then you can add the bells and whistles later.
 

Mr.Sword

Member
So I havent been keeping up with the developments since late last year, are we still expecting the SP to launch this year?

Any idea of how big it is, or the nature of the SP? Is it just a linear story, or open world? Like can we explore different planets and stuff like that.
 

epmode

Member
So I havent been keeping up with the developments since late last year, are we still expecting the SP to launch this year?

Any idea of how big it is, or the nature of the SP? Is it just a linear story, or open world? Like can we explore different planets and stuff like that.

I don't think it's official but the single player campaign is almost certainly going to be delayed.

CIG has talked a lot about the campaign structure and it's going to be similar to the Wing Commander series; Linear missions (with branching paths depending on your performance) interspersed with downtime where you can walk around the base and talk with the crew.
 

Geist-

Member
So I havent been keeping up with the developments since late last year, are we still expecting the SP to launch this year?

Any idea of how big it is, or the nature of the SP? Is it just a linear story, or open world? Like can we explore different planets and stuff like that.
I'd wait until Gamescom to see if they release the vertical slice. If they do, it's possible. If they don't, it's definitely delayed. Until we see what they show-off at conventions we really don't know because CIG is being so tight-lipped about SQ42.

As far as gameplay, I found this translation of a gamestar interview that explains it a bit. Spoiler warning, there are story spoilers if you care about that thing. I'll quote the relevant non-spoilery stuff.

Gameplay:
  1. comparison to Far Cry 3 in space
  2. freedom to decide if you just go through the 20 chapters step by step or if you explore the surroundings a bit on your own and do side stuff until your superior has a new mission for you
  3. different options to complete a mission (going in with pure fire power or search for possible reinforcements of the enemy that fly patrols, then fly not to close to the station and go in stealthy with EVA using silencers on your guns using the active cover system)
  4. another way could also be to use the possibilities of electronic warfare to make it impossible for enemies to set a station in alarm of your presence (we even can hack turrets of the station to gun down arriving reinforcements for the enemy)
  5. besides of the kind of openly designed missions there will also be highly scripted ones, especially in some of the main missions
Scope of Squadron 42:
  1. 60 hours video material (they don't say for episode 1 or the whole thing)
  2. 80 to 90 missions that are offered to you also based on your relationships with certain characters or successes/failures in previous missions
  3. The Odin system is the only star system we visit in Squadron 42 (they probably mean episode 1)
  4. According to the article there won't be any planetary content in episode 1

The scope part I'm pretty sure is talking about all 3 episodes, not just the first.
 

KKRT00

Member
I'd wait until Gamescom to see if they release the vertical slice.

There is no way that they will release vertical slice on GC. I was thinking that they can show something, but release it only at the end of the year if they will delay the game.

From the monthly report it seems that they are finishing VS, so maybe they will showcase it on GC.
"We are still pushing forward on Final Art for our VS level, everything from lighting, materials, atmospherics, props, terrain, rocks, and buildings are being worked on.".

---

AWESOME!
 

Geist-

Member
There is no way that they will release vertical slice on GC. I was thinking that they can show something, but release it only at the end of the year if they will delay the game.

From the monthly report it seems that they are finishing VS, so maybe they will showcase it on GC.
"We are still pushing forward on Final Art for our VS level, everything from lighting, materials, atmospherics, props, terrain, rocks, and buildings are being worked on.".
I'm not saying it's likely, just possible. And it is possible, that quote and the monthly report in general just don't give enough context on exactly how much work is left.

I will say the game mechanics themselves need a ton of work, so if anything delays it, it's probably that.
 

~Cross~

Member
What this now. ?

CIG started categorizing their customers in their CS system by using terms like "High Maintenance" "Snowflake" "Goon" "Grey Market Trader". Seemed pretty shady at first, thought it was just photoshops. Then CIG decided to turn off their webtool for CS and its now "Under rework".

I didnt even have an account since I've never sent a cs ticket. Would have still though it was people fucking around till CIG kneejerked.
 

Shy

Member
CIG started categorizing their customers in their CS system by using terms like "High Maintenance" "Snowflake" "Goon" "Grey Market Trader". Seemed pretty shady at first, thought it was just photoshops. Then CIG decided to turn off their webtool for CS and its now "Under rework".

I didnt even have an account since I've never sent a cs ticket. Would have still though it was people fucking around till CIG kneejerked.
Ahhhh.

Did anyone screenshot it. I'd like to see what they say about me.
 

~Cross~

Member
Ahhhh.

Did anyone screenshot it. I'd like to see what they say about me.

Nah, you had to log into the ticketing system and try to make a new ticket, under organizations it'll show which ones you were added to. Since I've never sent a ticket I couldn't even log in.
 

Daedardus

Member
CIG started categorizing their customers in their CS system by using terms like "High Maintenance" "Snowflake" "Goon" "Grey Market Trader". Seemed pretty shady at first, thought it was just photoshops. Then CIG decided to turn off their webtool for CS and its now "Under rework".

I didnt even have an account since I've never sent a cs ticket. Would have still though it was people fucking around till CIG kneejerked.

That's shitty if true. That's why you should never use these kinds of things even if you think you're the only one using them, they'll leak out eventually. But are these some kind of programmed thing or just personal tags that only Customer Service created? Kind of like how you would tag your mail in your inbox. Because it's a difference between personal policy that might went unnoticed and company wide supported behavior.
 

tuxfool

Banned
Ahhhh.

Did anyone screenshot it. I'd like to see what they say about me.

Probably nothing, just like most people that checked.

I don't really think it is strange that they would have tags for problem people. If someone acts like a dipshit to customer service it wouldn't surprise me that they would tag it. None of this stuff is new to CS in general.
 

~Cross~

Member
That's shitty if true. That's why you should never use these kinds of things even if you think you're the only one using them, they'll leak out eventually. But are these some kind of programmed thing or just personal tags that only Customer Service created? Kind of like how you would tag your mail in your inbox. Because it's a difference between personal policy that might went unnoticed and company wide supported behavior.

Thats harder to know. They arent really tags by themselves even though they functioned as tags. They are whole organizations that people are added to, similar to how you add people to OUs in exchange or active directory.

So I dont think its just the lower CS drones doing it. Someone higher up must have instituted or at the very least condone the actions.

None of this stuff is new to CS in general.
What company have you worked on that condone this sort of behavior because I can tell you from my own experience working in education/military/corporate that if I did anything similar to that the least of my problems would be a letter of reprimand. Its CS101 not to label anyone in any way shape or form even if you think the person "deserves" it primarily because of the PR disaster that would happen if it leaked out or because the person you've labeled is way above your and your bosses pay level. The person thats going to be shat on is your boss first and then I assure you your boss is going to shit all over YOU afterwards.
 
I don't really think it is strange that they would have tags for problem people. If someone acts like a dipshit to customer service it wouldn't surprise me that they would tag it. None of this stuff is new to CS in general.

As someone who has worked in the CS sector in the past, that is really unprofessional and not something I would expect - or tolerate - one bit.
 

Zalusithix

Member
Probably nothing, just like most people that checked.

I don't really think it is strange that they would have tags for problem people. If someone acts like a dipshit to customer service it wouldn't surprise me that they would tag it. None of this stuff is new to CS in general.

Yeah, seems rather par for the course. People are free to disagree with the practice, but you'll be kidding yourself if you think that similar tagging ability isn't available and in active use elsewhere. Just be thankful they're not changing your name to random insults ala Comcast. ;)
 

tuxfool

Banned
As someone who has worked in the CS sector in the past, that is really unprofessional and not something I would expect - or tolerate - one bit.

The thing is none of these tags are actually harmful, or particularly insulting, they're more candid than I would choose though. For example if someone submits lots of support tickets, sometime unnecessarily do you a treat each ticket the same, at the cost of thousands of other tickets thus depriving other people of support or do you tag people so that you can prioritize tasks? Also the goons category, I can figure exists because some moron told that lot to waste a lot of people's time with nonsense support requests.

It should be noted those were the only categories that people found. As noted, they weren't outright insulting people.
 
The thing is none of these tags are actually harmful, or particularly insulting, they're more candid than I would choose though. For example if someone submits lots of support tickets, sometime unnecessarily do you a treat each ticket the same, at the cost of thousands of other tickets thus depriving other people of support or do you tag people so that you can prioritize tasks? Also the goons category, I can figure exists because some moron told that lot to waste a lot of people's time with nonsense support requests.

It should be noted those were the only categories that people found. As noted, they weren't outright insulting people.

I understand the tags like 'Goon' and 'Grey Market trader'; they make sense as categories. "High Maintenance" and "Snowflake" aren't categories, they're personal labels. That crosses the line into unprofessionalism in my view.
 

tuxfool

Banned
I understand the tags like 'Goon' and 'Grey Market trader'; they make sense as categories. "High Maintenance" and "Snowflake" aren't categories, they're personal labels. That crosses the line into unprofessionalism in my view.

The snowflake one I don't think is particularly helpful, but High Maintenance is definitely worth noting, though usually in some abstracted euphemism, but clearly understood to mean "this person needs a lot of follow through".
 
I've worked in Tech Support for over ten years at 4 different offices and have never seen or utilized a tagging system for identifying certain customers. One of the main reasons it's a bad idea/practice is that it can lead to confirmation bias or is biased based on the experience of *that* particular CS rep or call.

It's perfectly acceptable to log the nature/atmosphere of the call, whether or not it got "heated", customer was upset, etc., but I've never seen a customer-specific tagging system used. Seems very unprofessional, agreed.
 
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