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Star Citizen crosses $1 billion in funding

With that said, they definitely have people to answer to. One of the good things about SC's "open" development is that there are few places for CIG to hide. Star Citizen backers are not exactly known for keeping quiet with their criticism, especially after a extremely long "honeymoon", and that pressure (from a rapidly growing base after they released alpha 3.0) is a important part of what has forced CIG to change some of their past ways.

Yea, Spectrum is fucking savage with feedback. If peoples think they are being hard on CIG externally, you've not seen the backers on spectrum :messenger_tears_of_joy:
 
Yea, Spectrum is fucking savage with feedback. If peoples think they are being hard on CIG externally, you've not seen the backers on spectrum :messenger_tears_of_joy:

The peculiar outcome is that for me as a staunch SC critique on the outside, on Spectrum f.ex., I find myself here on GAF "forced to defend it" because some of the arguments are batshit absurd.

Fox Choose GIF by Paradise Hotel



I love my vibe coded gaf script
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Literally. SpaceX went from zero to low earth orbit for $100 million.

The project is mismanaged to hell and back, and the problem is the teams are filled with Yesmen and there's no one on team to say "NO" to whatever the bullshit scope creep Crobbers comes up with in his last night's sleep.

Bartender AI and the shit that followed were entirely unecessary resources which could have sped up milestones elsewhere.

As someone who only bought the base package during the kickstarter, I would obviously want the project to succeed and don't enjoy meme'ing out of it.

Forget the initial promise of a 100 Star Systems, their recent 5 Systems promise for their ambitious 1.0 is looking bleak, day by day, and I don't even wanna touch Squadron, which 100% won't release this year as were halfway into it.

I admit that I haven't played in a while, but holy shit their networking team needs a fucking shakeup. When they introduced server meshing (I think last year was the test), the godawful rubberbanding and hit detection in the shitters, and I don't know what state Theatres is in currently or scrapped.

They need someone like Rod Fergusson (formerly Epic Games) who brought games which were in dev hell like Bioshock Infinite at Irrational Games, and shipped it to critical acclaim, but even if he agrees to come on board (which he won't, if asked), the first one to object would be Crobbers.
 
The project is mismanaged to hell and back, and the problem is the teams are filled with Yesmen and there's no one on team to say "NO" to whatever the bullshit scope creep Crobbers comes up with in his last night's sleep.

Bartender AI and the shit that followed were entirely unecessary resources which could have sped up milestones elsewhere.

As someone who only bought the base package during the kickstarter, I would obviously want the project to succeed and don't enjoy meme'ing out of it.

Forget the initial promise of a 100 Star Systems, their recent 5 Systems promise for their ambitious 1.0 is looking bleak, day by day, and I don't even wanna touch Squadron, which 100% won't release this year as were halfway into it.

I admit that I haven't played in a while, but holy shit their networking team needs a fucking shakeup. When they introduced server meshing (I think last year was the test), the godawful rubberbanding and hit detection in the shitters, and I don't know what state Theatres is in currently or scrapped.

They need someone like Rod Fergusson (formerly Epic Games) who brought games which were in dev hell like Bioshock Infinite at Irrational Games, and shipped it to critical acclaim, but even if he agrees to come on board (which he won't, if asked), the first one to object would be Crobbers.

That's fair criticism, and partly my own. But they did restructure, and "everyone" is happy about it. And even CR is in the backseat now. But as you wrote, I guess you haven't followed the project closely lately. But anyway, there's the good news for ya.

Edit: Anyway, server meshing was new technology, but they stabilized it. And the tick rate when to a comfortable rate. Isolating crashes, increasing player caps, and keeping performance consistent. Next up is dynamic server meshing.

Also, the 100 star system promise, it's tricky to navigate because that promise was made when they heavily depended on procedural generation to make them. It's much more handcrafted these days, so naturally that goal is no longer as tangible. I mean, there's criticisms to be had, but the rules have changed. Do we want to have the same theme and repeated assets over and over again, or do we want more unique and well-crafted locations. F.ex., I can't say NMS's approach by numbers helped the experience much to me. But it's an interesting topic regardless.
 
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That's fair criticism, and partly my own. But they did restructure, and "everyone" is happy about it. And even CR is in the backseat now. But as you wrote, I guess you haven't followed the project closely lately. But anyway, there's the good news for ya.

Edit: Anyway, server meshing was new technology, but they stabilized it. And the tick rate when to a comfortable rate. Isolating crashes, increasing player caps, and keeping performance consistent. Next up is dynamic server meshing.

Also, the 100 star system promise, it's tricky to navigate because that promise was made when they heavily depended on procedural generation to make them. It's much more handcrafted these days, so naturally that goal is no longer as tangible. I mean, there's criticisms to be had, but the rules have changed. Do we want to have the same theme and repeated assets over and over again, or do we want more unique and well-crafted locations. F.ex., I can't say NMS's approach by numbers helped the experience much to me. But it's an interesting topic regardless.

Not talking to you directly I guess because I know you already know, but

The 100 star system promise was back when they had jpeg planets, not a land everywhere seamless experience, just a jpeg planet where you would pick a few points of interest and land there. Could not even walk around it. Totally different times and technology. When Crytek engineers and CIG found in 2015 how to do seamless procedural, it completely changed the scope.

A single planet now probably has more area than the 50 solar systems they had in the plans in 2013.
There's no use for 100 solar systems either, I've backed/played all space games basically, those high solar system counts never ended up mattering. You can have 120 star systems like in Starfield and still feel small because the tech behind it is dogshit and the solar systems outside the main story or side quests are not interesting to even try to explore. I played the Elite Dangerous 400 Billion suns system... Didn't do shit to make me continue player after the initial "wow" of the map. You explore a bit and quickly find it dull as fuck. Spreading players in a multiplayer is also counter-intuitive.

I prefer well designed solar systems with full freedom than that stupid promises of random generated jpeg planet with few points of interest. If peoples still grasp at the numbers from 2013 when the tech completely changed, there's only so much that can be discussed without wasting time. The core fundamentals of the tech behind both games completely changed since the initial scope.

1.0 is aiming for 5 solar systems. Much much bigger play areas than the 100 solar systems of 2013.
 
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