Star Citizen Development Discussion (Is Derek Smart Right?)

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JSt0rm

Lifer
Sep 5, 2000
27,399
3,947
126
Even looking at the reddit starcitizen_refunds area, I'm not seeing anyone being in for 13k, let alone someone being in for that much who is lawyering up. In the future please provide better links. It's the same standard everyone holds everyone else to here, so I see no reason it can't be the same here.

https://www.reddit.com/r/starcitize...ll_claims_court_case/?st=j8uldzmu&sh=79e9ea3c

There. Apparently they are considering 3.0 the mvp and are now going to stop doing refunds on that basis. Should of gotten out when you could.
 

Fallen Kell

Diamond Member
Oct 9, 1999
6,063
437
126

Skel

Diamond Member
Apr 11, 2001
6,218
661
136
what you are trying to do right now is make it seem I was doing a mod call out to try and get me probated for it. You are putting words in my mouth with malicious intent.

The only intent is to say that you should post links to back up crap you post about things like this.You'e the one that said that you got "mod warnings" (unless that's automatic when someone hits the report button) for posting links, which I found odd. There wasn't any "malicious intent" but if you want to pretend that somehow there was then that's on you.

https://www.reddit.com/r/starcitize...ll_claims_court_case/?st=j8uldzmu&sh=79e9ea3c

There. Apparently they are considering 3.0 the mvp and are now going to stop doing refunds on that basis. Should of gotten out when you could.

This is what I'm talking about. Straight forward, allows people to read wtf you're talking about.. not sure why this is a thing
 

JSt0rm

Lifer
Sep 5, 2000
27,399
3,947
126
Not entirely sure I don't agree with the current denial of this refund. The account was an active grey market trader who is now trying to get a refund for all the ships he still has associated on the account that he couldn't sell....

cig encouraged gray market when it was beneficial for them.
 

Fallen Kell

Diamond Member
Oct 9, 1999
6,063
437
126
cig encouraged gray market when it was beneficial for them.
Yes, they certainly did (I even did some trading myself). But what they didn't do was tell people to buy 30 ships and hope to resell them. They encouraged simple sales (i.e. "hey, I can get you that ship with LTI, don't buy the one that only has 6 months insurance, pay me XXX and I will then purchase the ship for you and transfer it to you"). This guy is like the car dealership that bought too much inventory and is now complaining to corporate that they should be reimbursed for all their unsold items (note, it doesn't work that way).
 

JSt0rm

Lifer
Sep 5, 2000
27,399
3,947
126
Yes, they certainly did (I even did some trading myself). But what they didn't do was tell people to buy 30 ships and hope to resell them. They encouraged simple sales (i.e. "hey, I can get you that ship with LTI, don't buy the one that only has 6 months insurance, pay me XXX and I will then purchase the ship for you and transfer it to you"). This guy is like the car dealership that bought too much inventory and is now complaining to corporate that they should be reimbursed for all their unsold items (note, it doesn't work that way).

thats cute.

Croberts used to sell cars btw.
 

Seba

Golden Member
Sep 17, 2000
1,497
144
106
There are some very common misconceptions about the grey market. Spread either by ignorance or maybe even intentionally.

The most common one is that the grey market ship prices are higher than the CIG ship prices. That might have been true a long time ago, but not now. For quite a while, the grey market ship prices are below Store Credit prices (with the exception of some very limited ships).

That is without even counting the VAT. In EU, when you buy from CIG, on top of Store Credits prices you also pay an extra 20% or so VAT (the percent varies from country to country, but in most cases is around 20%). No VAT on grey market.

Another misconception is that CIG does not like grey market. I think they like it very much. They are the only "producer" of grey market items (obviously anything sold there comes only from them; there are no other competitors; it is a monopoly).

And if someone asks for a refund of his Star Citizen account purchases, the ships or Store Credits bought from grey market are not refunded. Those money just "vanish" (in CIG's pockets).
 

D007

Member
Aug 27, 2009
27
7
71
www.heatware.com
So you are comparing a game that was in development for 4 years, and is out now and has been for 5 years. To a game thats been in development for 5 years, and doesnt even have a full alpha build out? And likely wont see a full release for several years? You sure drank the SC Kool Aid.

And you're comparing a game that handles a town, to a game that handles a galaxy...
There are so many differences here, I honestly just don't have the tolerance to try explaining them. They are pretty obvious. I have to think that you are willfully ignoring the obvious, huge differences. Possibly because you have a vendetta against the game or developer? Anywho.. I don't think everyone is "drinking the SC koolaid" as is insultingly implied, as if everyone but the haters are ignorant.. Again, it's pretty obvious people are just hyped and hopeful. Some people are incapale of ever being either of those things.. Those people don't tend to smile often..
 

werepossum

Elite Member
Jul 10, 2006
29,873
463
126
No. From the beginning CIG said that it would be creating two games (Squadron 42 and Star Citizen) and that at some point in time, the products would no longer be bundled together in their pledge store. On February 15th, 2016, a basic starter package for Star Citizen no longer included Squadron 42. SQ42 is currently a $15 add-on.

This was all part of the plan. And this is a rare example of CIG getting it right. They communicated the plan well in advance, and then executed the plan they communicated.
So in 2011/2012 Squadron 42 was bundled with Star Citizen, but with a warning that it would cease to be part of the deal at some future time? Or did it become a separate game in 2016 after four to five years of fundraising with Squadron 42 as part of Star Citizen?

Isn't Squadron 42 still listed as a 2017 release? Do you think that will happen?
 

rivethead

Platinum Member
Jan 16, 2005
2,635
106
106
So in 2011/2012 Squadron 42 was bundled with Star Citizen, but with a warning that it would cease to be part of the deal at some future time? Or did it become a separate game in 2016 after four to five years of fundraising with Squadron 42 as part of Star Citizen?

Isn't Squadron 42 still listed as a 2017 release? Do you think that will happen?

Yes from the beginning in 2012 SQ42/Star Citizen were packaged together with CIG being very open about the fact they would split the products in the future. That happened in 2016 with months of announcements beforehand. In fact, the very earliest backers in 2012 are also going to get Behind Enemy Lines (the sequel to SQ42) for free as well as it was a stretch goal.

Until last week, the Squadron 42 web page had "2017" listed on it. Last week, they quietly removed the "2017". There is zero chance it will be released this year or next.

From my perspective, it's become CIG's bastard child. We haven't seen any updates on it in over a year and they keep pushing back when they will talk about it. It just doesn't seem to get any attention from CIG, which is disappointing to me because I want the single player experience more than Star Citizen.
 

Rifter

Lifer
Oct 9, 1999
11,522
751
126
And you're comparing a game that handles a town, to a game that handles a galaxy...
There are so many differences here, I honestly just don't have the tolerance to try explaining them. They are pretty obvious. I have to think that you are willfully ignoring the obvious, huge differences. Possibly because you have a vendetta against the game or developer? Anywho.. I don't think everyone is "drinking the SC koolaid" as is insultingly implied, as if everyone but the haters are ignorant.. Again, it's pretty obvious people are just hyped and hopeful. Some people are incapale of ever being either of those things.. Those people don't tend to smile often..

Reading comprehension must not be your strong suit, i was not the one who made the GTA comparison Fallen Kell was.
 

D007

Member
Aug 27, 2009
27
7
71
www.heatware.com
Reading comprehension must not be your strong suit, i was not the one who made the GTA comparison Fallen Kell was.
Oops, hit reply to the wrong thing.. It's called an accident.. Like the one your dad made when he put you in your mom.. Since you want to use insulting tones. I can glady respond in kind..
 

Fallen Kell

Diamond Member
Oct 9, 1999
6,063
437
126
Reading comprehension must not be your strong suit, i was not the one who made the GTA comparison Fallen Kell was.
Correct. I made the comparison to a well known game (to almost anyone who is older than 13) to give some perspective on game development times as there have been extensive information released as to what it took to make GTA V from the devs and game studio in interviews over the years. I would have made the comparison to something like World of Warcraft (approx 4.5 years has been floated, but not definitely confirmed and no word on staffing), or FF XV (at least 10 years to develop as work began before it's announcement in 2006, and it wasn't released until 2016, but no good word on staffing levels through those years) , but as said there has been a lack of verified information on what it took to develop those games. Probably a better example might be something like Guild Wars 2 (5 years of initial development, but again, no data on people working on the game)... Again though, very little confirmed development times (with size of teams involved).

This is all to point out what it actually takes to develop a game for people who have not actually been a developer and don't understand how things actually work in programming and the game industry which typically holds things close until work has reached a point that the game could be releasable in 1-2 years.
 

rivethead

Platinum Member
Jan 16, 2005
2,635
106
106
This is all to point out what it actually takes to develop a game for people who have not actually been a developer and don't understand how things actually work in programming and the game industry which typically holds things close until work has reached a point that the game could be releasable in 1-2 years.

As someone who is not a programmer or developer, the one thing I've never understood is why there are no productivity gains in software development. We are continually told: good games take x years to make. We were told the same thing years ago too. Yet every other industry known to mankind has seen productivity gains. But that "x" number of years never seems to get smaller when it comes to software development.
 

gorobei

Diamond Member
Jan 7, 2007
3,713
1,067
136
As someone who is not a programmer or developer, the one thing I've never understood is why there are no productivity gains in software development. We are continually told: good games take x years to make. We were told the same thing years ago too. Yet every other industry known to mankind has seen productivity gains. But that "x" number of years never seems to get smaller when it comes to software development.
because development isnt an industry.
every other industry has fixed known science/logistics/pipeline. tools and processes improve but the core output is still playing by rules established decades ago. Programming and specifically game programming frequently toss out everything(tools and knowledge/experience) when they migrate to the next game engine. when EA went to frostbite for all its studios there was a massive bitchfest as devs who could crank out a demo/prototype in a week suddenly had to spend a year to get the same result on a new engine. a steel foundry may come up with new alloys and treatments but they dont throw out their crucibles every 4 years.

on the asset creation side there have been all kinds of productivity gains. 640x480 1024x768 1080p 4k, 8bit 16bit 24bit 32bit hdri, texture sizes, vertex/poly count, animation rig bone count and deformers. and yet all get viewed on the same 24" screen you have had for a decade so no one sees the jump in quality/quantity.

you might as well ask why novel writers arent cranking out books every 3 months. clearly George RR Martin is being slowed down by his antiquated dedicated hardware word processor.
 

werepossum

Elite Member
Jul 10, 2006
29,873
463
126
Yes from the beginning in 2012 SQ42/Star Citizen were packaged together with CIG being very open about the fact they would split the products in the future. That happened in 2016 with months of announcements beforehand. In fact, the very earliest backers in 2012 are also going to get Behind Enemy Lines (the sequel to SQ42) for free as well as it was a stretch goal.

Until last week, the Squadron 42 web page had "2017" listed on it. Last week, they quietly removed the "2017". There is zero chance it will be released this year or next.

From my perspective, it's become CIG's bastard child. We haven't seen any updates on it in over a year and they keep pushing back when they will talk about it. It just doesn't seem to get any attention from CIG, which is disappointing to me because I want the single player experience more than Star Citizen.
Thanks for the info. I too will only be interested in the single player, if any.
 

JSt0rm

Lifer
Sep 5, 2000
27,399
3,947
126
because development isnt an industry.
every other industry has fixed known science/logistics/pipeline. tools and processes improve but the core output is still playing by rules established decades ago. Programming and specifically game programming frequently toss out everything(tools and knowledge/experience) when they migrate to the next game engine. when EA went to frostbite for all its studios there was a massive bitchfest as devs who could crank out a demo/prototype in a week suddenly had to spend a year to get the same result on a new engine. a steel foundry may come up with new alloys and treatments but they dont throw out their crucibles every 4 years.

on the asset creation side there have been all kinds of productivity gains. 640x480 1024x768 1080p 4k, 8bit 16bit 24bit 32bit hdri, texture sizes, vertex/poly count, animation rig bone count and deformers. and yet all get viewed on the same 24" screen you have had for a decade so no one sees the jump in quality/quantity.

you might as well ask why novel writers arent cranking out books every 3 months. clearly George RR Martin is being slowed down by his antiquated dedicated hardware word processor.

What I have found are the biggest proponents of star citizen are people who dont work in content creation/programming. For those of us that do work in it we can see exactly how ridiculous all of this is. At first we tried to warn people but they took it personally that we said the game would not be made. At this point they made their bed and they will sleep in it.
 

Fallen Kell

Diamond Member
Oct 9, 1999
6,063
437
126
As someone who is not a programmer or developer, the one thing I've never understood is why there are no productivity gains in software development. We are continually told: good games take x years to make. We were told the same thing years ago too. Yet every other industry known to mankind has seen productivity gains. But that "x" number of years never seems to get smaller when it comes to software development.
Well, partly it is as has been said by others in this thread, changing tools requires relearning how to do things, etc., but that is only part of it. So many people think and try to manage software development like you would a production line that makes some kind of physical item, but it doesn't work that way at all. You can come up with the most detailed project plans and gantt charts, use different methodologies (waterfall, agile...), and so on, but creating timelines for those plans is an utter fallacy, as within development, you really don't know how long it will take to get good, working, bug limited code for anything but the most simple of tasks which you have previously written code to do. Everything that hasn't been done before is an unknown, and what may have seemed to be something that looked simple back in the planning stage is actually one of the hardest things to get working correctly because everything is new/custom.

Software development is not producing the same item over and over again for which you can and will develop process improvements to reduce time/cost. It is creating a custom one off item each time, more like a master painter/sculpter creates a work of art (some things will be done quickly, others will take a lifetime of work, and you really don't know until you have created the piece of work). Proper time estimation within software development requires extensive historical data from the development team from other products/projects using similar technologies and complexity levels. It is also why I laugh whenever senior management puts out a gantt chart on some project because I know they had no clue on what is or isn't a similarly complex task from previous projects, as even I as a developer don't know until I start digging into the issue, run some tests, and try some various methods...
 

Elixer

Lifer
May 7, 2002
10,376
762
126
The one thing we know for a fact is, this "game" would have never, ever, been funded in the 'normal' fashion by one of the big publishers. Way too much risk.
They went the crowd funding route, which is highly speculative, and people just don't understand they are taking a risk by trying to fund them.

That is the major issue here with all these crowd funded projects.

It didn't help at all that they switched game engines in basically the middle of the project, and had to restart.
So, suing because you "lost" $$$ in a highly speculative endeavor like this was, makes no sense.

I am betting this game is still very far away from being anywhere an actual AAA game from what I have seen from people play it on some streaming channels. It just isn't really the game that was promised, and yeah, I realize that it isn't finished, but, they got a TON of work to do, and who knows how long they can keep the funding up.
 

JSt0rm

Lifer
Sep 5, 2000
27,399
3,947
126
"Stop trying to get refunds. Your money, that you gave us, is gone. It went to developing dreams; not yours, but the people in charge here. You paid for them to live out their dreams: Ben, who finally got to work with his idol; Sandi, who got back into acting; Chris who got to direct an absolutely stellar A list cast. For everyone else, you've given them hundreds of thousands, if not millions, to pursue whatever they want to do. I'm sure they thank you for helping them do what they've only dared dreamed.

The rest of us politely say "Stop emailing us asking for your money back." I know the official line is that everything is great and we are making money like crazy, but it's not. Things here are dire. They've been dire for awhile but you can feel the shame and terror every time you walk into the building. I know this is coming off harsh. I don't care. I'm sick of working here and I'm especially sick of the whiny emails I continue to get. What did you expect?

I cashed out four months ago via GM. If you can sell a ship to a buyer, take it. Take it for half. Just take it.

You can also email and ask for a partial refund for 10%. Those we will approve without a problem, although it might take six or eight weeks to process now. Otherwise, stop asking, stop emailing and stop whining. Just stop."

lololol. doomed.
 

Fallen Kell

Diamond Member
Oct 9, 1999
6,063
437
126
It didn't help at all that they switched game engines in basically the middle of the project, and had to restart.
So, suing because you "lost" $$$ in a highly speculative endeavor like this was, makes no sense.
I don't know why people keep calling it an engine switch. Star Citizen was using cryengine. Lumberyard is cryengine with mods. Not only that, but Star Citizen's version of cryengine they were using was the same version that Amazon used as the base for lumberyard. It doesn't take much to swap out the same base code and merge the mods that were made to cryengine onto another codebase of the same cryengine that had some mods added to it. You simply run diffs of the codebase to find any/all mods between the base code (original cryengine) and modded code (lumberyard) (since they have both, this is trivial), and you look for conflicts between your mods and any of the changes found in the diffs which you then make any updates to resolve any conflicts (if any even existed at all as both CIG and Amazon would have had to make different incompatible mods to the same part of the codebase, which is not as likely as you would suspect when Amazon if focusing on adding network and cloud based integration, while CIG was focused on 3D positional precision, item/object handling, and localized physics containment, very little overlap would exist between those various modifications). CIG has stated it took very little effort to make said change, and there is no technical reason why such a change couldn't be as trivial as they said it was, and no information (other than speculation) to dispute it.

This is no more difficult than merging two branches of a code tree together (something that happens all the time in development work were there are more than one team of developers working on different sub-projects within the same codebase).
 
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preslove

Lifer
Sep 10, 2003
16,755
63
91
I don't know why people keep calling it an engine switch. Star Citizen was using cryengine. Lumberyard is cryengine with mods. Not only that, but Star Citizen's version of cryengine they were using was the same version that Amazon used as the base for lumberyard. It doesn't take much to swap out the same base code and merge the mods that were made to cryengine onto another codebase of the same cryengine that had some mods added to it. You simply run diffs of the codebase to find any/all mods between the base code (original cryengine) and modded code (lumberyard) (since they have both, this is trivial), and you look for conflicts between your mods and any of the changes found in the diffs which you then make any updates to resolve any conflicts (if any even existed at all as both CIG and Amazon would have had to make different incompatible mods to the same part of the codebase, which is not as likely as you would suspect when Amazon if focusing on adding network and cloud based integration, while CIG was focused on 3D positional precision, item/object handling, and localized physics containment, very little overlap would exist between those various modifications). CIG has stated it took very little effort to make said change, and there is no technical reason why such a change couldn't be as trivial as they said it was, and no information (other than speculation) to dispute it.

This is no more difficult than merging two branches of a code tree together (something that happens all the time in development work were there are more than one team of developers working on different sub-projects within the same codebase).


Actually forked code trees have lead to huge problems. Amazon has been adding hundreds of changes to lumberyard, which makes the merging even more difficult. You just repeat stale lies come up by these screw ups.
 

Fallen Kell

Diamond Member
Oct 9, 1999
6,063
437
126
Actually forked code trees have lead to huge problems. Amazon has been adding hundreds of changes to lumberyard, which makes the merging even more difficult. You just repeat stale lies come up by these screw ups.
Yes, forked code trees can and have lead to huge problems, but they do not always lead to issues (and neigher you nor I are in a position to know if it did cause issues, and the people who do know stated there were no major issues).

I'm not disagreeing that Amazon has made hundreds of changes with lumberyard. I am disagreeing that said changes are conflicts. Again, Amazon has been working heavily on the network and rendering engines, CIG has been working heavily the physics and positional engines... There is very little overlap in where the focus of changes have been made.
 
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