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#1321 Lily from animove

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Posted 07 December 2015 - 01:25 AM

View PostKshat, on 07 December 2015 - 01:03 AM, said:

Sorry, but in this video, there is not a single sign of gameplay.


I guess the standards for what people call gameplay have changed a lot nowdays.

#1322 Kshat

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Posted 07 December 2015 - 01:35 AM

View PostLily from animove, on 07 December 2015 - 01:25 AM, said:


I guess the standards for what people call gameplay have changed a lot nowdays.


No, they didn't. But as it seems, the standards of some people reached a new low.

If this vid does in some way present "gameplay", playing with a basketball on an empty court represents the sport in all it's glory.

*hint*: it does not. Obviously.

Edit:

if you're talking about actual gameplay in SC, take a look at these vids:



Right now, the game is still lacking a lot. The core game mechanics seem kind of bland.

Edited by Kshat, 07 December 2015 - 01:46 AM.


#1323 Gremlich Johns

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Posted 07 December 2015 - 04:45 PM

to be fair, the guys who posted their videos ALL include "gameplay" in their title or desciption.


#1324 t Khrist

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Posted 07 December 2015 - 06:27 PM

And?

#1325 Gremlich Johns

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Posted 08 December 2015 - 04:19 PM

View PostMarack Drock, on 07 December 2015 - 06:05 PM, said:

Difference between gameplay and walking and flying and explosions.


Only by your poor comprehension of the term "gameplay"

textbook: noun
the tactical aspects of a computer game, such as its plot and the way it is played, as distinct from the graphics and sound effects.

So I guess that all those single player games don't have what constitutes "gameplay".

Bummer. Bummer that you really don't have a cogent argument.

Edited by Gremlich Johns, 08 December 2015 - 04:20 PM.


#1326 Lily from animove

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Posted 10 December 2015 - 09:16 AM

View PostGremlich Johns, on 08 December 2015 - 04:19 PM, said:


Only by your poor comprehension of the term "gameplay"

textbook: noun
the tactical aspects of a computer game, such as its plot and the way it is played, as distinct from the graphics and sound effects.

So I guess that all those single player games don't have what constitutes "gameplay".

Bummer. Bummer that you really don't have a cogent argument.



so all that SC will be is runnign around on a map? Guess gryies mod would be fine then too. or I just play doom again.

#1327 Gremlich Johns

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Posted 12 December 2015 - 03:13 PM

View PostLily from animove, on 10 December 2015 - 09:16 AM, said:



so all that SC will be is runnign around on a map? Guess gryies mod would be fine then too. or I just play doom again.

Yeah, too bad it's going to be on this map, eh...
https://robertsspace...ies.com/starmap

#1328 Gremlich Johns

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Posted 13 December 2015 - 08:22 AM

View PostMarack Drock, on 12 December 2015 - 08:25 PM, said:

Not impressed. Elite Dangerous is bigger and was made in less time with less money, and while 2 other games were being made by the same company.

You should be impressed by the Starmap, there's no equivalent currently in gaming, but then, if you really did know anything about the development process........

And in ED, you: cannot EVA; are always locked into either a ship or other vehicle; and cannot walk around the surface of anything. I'm not impressed by ED at all because it's essentially a graphics upgrade of the previous games (published since 1984) with more up to date bells and whistles. Nothing on the scope of what SC 2.0 promises once they open up a jump point. You can still play free until tomorrow night. mate, see what you're actually capable of doing. Those of us who continue to back will be here when you renew your presence in SQ42 and then SC. (and you will because you don't want to be left out in the cold vacuum with Derek Smart.)

PTU 2.0:


and from 12 Dec, LIve 2.0:

Edited by Gremlich Johns, 13 December 2015 - 08:36 AM.


#1329 Lily from animove

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Posted 14 December 2015 - 02:21 AM

View PostMarack Drock, on 13 December 2015 - 11:36 AM, said:

Its a fancy map.... that is literally all it is. Also THERE ARE MAPS LIKE THIS IN OTHER GAMES! You are just to blind to see it, because you a grasping at straws trying to tell us there is something original about this space flight simulator with the combat mechanics of a drunken Counter Strike source.


I doubt he knows many games at all, otherwise he would be able to see how his expected "unique" SC isn't as unique at all.

#1330 Mister Blastman

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Posted 14 December 2015 - 09:57 AM

View PostGremlich Johns, on 13 December 2015 - 08:22 AM, said:

You should be impressed by the Starmap, there's no equivalent currently in gaming, but then, if you really did know anything about the development process........

And in ED, you: cannot EVA; are always locked into either a ship or other vehicle; and cannot walk around the surface of anything. I'm not impressed by ED at all because it's essentially a graphics upgrade of the previous games (published since 1984) with more up to date bells and whistles. Nothing on the scope of what SC 2.0 promises once they open up a jump point. You can still play free until tomorrow night. mate, see what you're actually capable of doing. Those of us who continue to back will be here when you renew your presence in SQ42 and then SC. (and you will because you don't want to be left out in the cold vacuum with Derek Smart.)



Look... Star Citizen plays like crap. It looks okay, but it plays like crap. MWO, with all its problems and dirty history, plays great (imbalances aside), looks decent and is fun.

Star Citizen is not fun. It is a mess of stuff that is taped together and has very little depth.

Elite Dangerous plays amazing. It looks great. It has deep gameplay though shallow content (that is growing--and if you play Open, the content is rich).

Oh! But you can walk around in Star Citizen... great. But flying the spaceships--the pinnacle of any space combat game... is awful. Someone at CIG/RSI (whatever they are called) decided to make it like descent with a dash of counterstrike and that is not what we were promised. Space combat sucks in Trash Citizen. And for that reason alone it is not worth playing.

#1331 Bosie

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Posted 14 December 2015 - 01:51 PM

View PostMister Blastman, on 14 December 2015 - 09:57 AM, said:

Oh! But you can walk around in Star Citizen... great. But flying the spaceships--the pinnacle of any space combat game... is awful. Someone at CIG/RSI (whatever they are called) decided to make it like descent with a dash of counterstrike and that is not what we were promised. Space combat sucks in Trash Citizen. And for that reason alone it is not worth playing.


I have to agree with this. I've put some money into SC way back in the day, and I felt like I was playing a shooter from the 90's when I fired it up. The space ship flying part is just too wooden. Hell even Eve felt better when flying a fast ship, and that was submarines in space. I guess I've been spoilt by the combat in Elite: Dangerous as that game, although lacking depth, is one hell of a fun internet spaceships game.

#1332 t Khrist

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Posted 14 December 2015 - 02:46 PM

View PostMarack Drock, on 08 December 2015 - 07:03 PM, said:

You mean the global definition that defines the word as it is in the English language?

Bummer that you obviously don't know how word definitions work making your argument completely illogical.


So what does game-play mean in French? German? Japanese? Your entire post is illogical. The word may not be cross-language, but they have their own words for 'game-play'. It must be by happenstance that they all have the same meaning. Hmm.. sketchy..

Though I bet you if you asked a foreigner whom you know to be familiar with video games what the English word 'game-play' means, they'd be able to answer you accurately, albeit in their own language.

Marack, have you ever taken anyone for their word? I understand the need for citations, but at such a young age, why must you feel the need to demand things from people that owe you nothing; and from such individuals whom you know nothing of? Your side is valid, you're right in your debate of unless someone has evidence, they have nothing; but why be so malicious all the time? The majority of frequent posters in this forum don't have *********** all over their posts. Even if you don't feel or think you sound like you do to others, you do, you appear as a troll and someone who knows less than the person they're berating. Text leaves no context, always remember that. Formulate what you have to say in to intelligent, cohesive, PASSIVE, bodies of thought. Just.. relax. You're going to have a heart attack far too young if you let your adrenaline flow every time you hop on the internet.

View PostGremlich Johns, on 13 December 2015 - 08:22 AM, said:


  • ED's map is literally the entire galaxy. I think SC is missing a few hundred billion star systems..
  • ED's galaxy is a small step lower than SC's in aesthetics, but has more dynamic features than SC's than I can count.
  • Moving around your ship/planets/stations is a 'for sure' planned development feature. Just because SC took three years before showing anyone, and Frontier is letting people play their game during the three years it takes them to develop that feature, doesn't mean you can argue against it.
  • Does SC let you fly seamlessly down to (airless) planets, then disembark in a rover, and drive into every crack/crevasse of that planet/every planet in the galaxy, starting tomorrow?
  • If ED is just it's 1980's counterpart with better textures, what is MWO?

Point: Let's not drag ED in to this.

Now to continue dragging ED in to this..

Disclaimer: OMG I haven't played SC!11!!!1!!! AnD I know It'S an AlPhA!11!!
  • I agree that SC looks like counter strike with hi-res textures and more polygons.
  • From the videos, the physics in general just seem a mess; both flying and on-foot. That's where ED I feel will always be superior. I know they do not use entirely 'correct' physics, but they have it tuned perfectly, offering the best they can to keep it massively playable.
  • Whether or not SC meets the definition of the term 'game-play' (in all languages), it does.
  • My two cents; the game-play is extremely bland, however, it is an alpha. Content is not the point of an Alpha, mechanics are the focus. This ties in with the second bullet; it's what they're working on. No citation needed, it's just common sense ~glares~.
  • Unless they're not following a typical development process!!11!!1!!!1!11
  • It looks like they diverted resources in to that single player campaign as a way of tiding the player-base over until they hammer out the main game.
  • Which is fine, the thing looks great. Who doesn't love Gary Oldman? Just seems slightly shady. We know what you're up to, quit making it seem like you've done so much, when it's basically a ploy to cull the Maracks.
  • Notice how well that worked out.
  • No one likes a quitter, your singular revocation isn't going to teach them a lesson. Your participation in a plausible class-action lawsuit might though.
  • Who wants to start one?
  • Wait.. I'm not a backer.
  • Conclusion: SC still has a ton of work ahead of it. It will take years of beta/launch play to bring it up to par with ED. What they have so far is impressive, though not when relative to the time/money applied so far. I don't think that the people who support it will be disappointed; they will get their game, more or less than what they paid for, and not in the time frame they were hoping.


#1333 Lily from animove

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Posted 15 December 2015 - 07:55 AM

View Postt Khrist, on 14 December 2015 - 02:46 PM, said:


So what does game-play mean in French? German? Japanese? Your entire post is illogical. The word may not be cross-language, but



how the game plays, not just how the character walks around.

and Currently SC has no gameplay, because all it is is maps where youc an move around on which nothing of what the planned gameplay is supposed to be exists. And therefore its just maps with walkign around. Any (planned) gameplay yet does not exist).

And when people are so "hot" on words definitions, SC isn't even an alpha yet. It is at the "first playable" milestone of game development. Yet even this step describes the containign of " functional major gameplay elements" And I see not even this. All we see is functional movement on a map with great graphical assest. But any mechanics how the game will work are literally unknown since they only exist as "dream" "goals" or "ideas". But something of these great ideas realised in code I have not seen yet.

Edited by Lily from animove, 15 December 2015 - 07:57 AM.


#1334 Rebas Kradd

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Posted 15 December 2015 - 09:37 AM

game yet?

#1335 Gremlich Johns

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Posted 15 December 2015 - 02:27 PM

How adorable and naive you cretins are to equate anything with the scope and current capabilities of the Star Citizen project.

EVE? You: are the ship that flies in straight lines and you cannot walk around as an avatar in a game that permits unlimited griefing - Oh, and it requires time dilation. Elite: Dangerous? You are again the ship/rover and cannot get out of your selected vehicle - gameplay that hasn't changed since the early 1990's. (Still, it's a great game) Other games of this size have taken minimum 5 years to be completed. And money -- GTA 5 cost something like 190mil (without marketing!) and it's the same gameplay as the first. The 3000AD game Line of Defense has, for all intents and purposes, been in development for about 26 years - Derek Smart is calling all the patches he's made new games. Delusion at its finest.

The development of Squadron 42 and Star Citizen are proceeding in parallel and have taken less time to this point in development than all of the major games and MMOs out that that have fewer innovations and unique proprietary features - like ships with separate physics grids (which your minds obviously cannot grasp) -- grids which allow the manning of multi-crew ships (this would be a 32-bit FPU feature INSIDE of the ships) whilst the ships are operating in a 64-bit FPU environment. There is no other game featuring this. You can get out of your ship and EVA to another object, you can land on an asteroid and walk on its surface. No other game permits this and the game is, as Marok Dreck points out, an Alpha. Also, the flight model is "wooden" - how dense do you have to be to associate this 6DoF model with anything else - anything else is an arcade. Obviously pretty dense. But haters gonna hate and you tools are actually pretty good at it. PGI has kept MWO in Beta for how long whilst homogenizing all of the mechs so that the only thing distinguishing them is what they look like and what color their lasers are.

The argument that the 2.0 has no gameplay means that you actually do not have a basic understanding of what gameplay is - your definition is incorrect and uninformed on so many levels, probably like your definition of Pay to Win.

Can we move around freely within the confines of the 2.0 game environment? Yes, that's part of gameplay. Can you interact with the objects in the game environment? Yes, that's part of gameplay. Can I select a vessel then walk out to a landing pad and climb into it then fly away to another point in "space"? Yes, that's part of gameplay. Can I shoot other objects and have them blow up? Yes. Another ship with someone in it? Surprise!!! Gameplay!.

Yes,[redatected], that's because this and the other examples are ALL tidied up under the actual definitions of gameplay. Pick a definition online from a game development company and NOT from you or any of your friends (because you obviously don't really know what it constitutes) A valid definition will include probably all that I've simply outlined above for you. Your own definitions don't matter because they are ill-informed or made-up to suit your whim at the moment - but are ultimately probably based on something someone else who is probably also wrong about it because I don't believe that you have the capacity for cogent argument (which requires you to actually research your thesis which, obviously, you have no time for).

I don't insist that anybody has sources, mates, but if you want to have any veracity (and you don't except for others who think like you do), you might need to get some instead of talking out of your third point of contact.

Cheers and see you in the verse - make sure you identify yourselves so we don't inappropriately greet you (meaning so we don't shoot your ship) as returned Citizens. Cuz we'll play nice even though you don't get it yet.
Posted Image
and here ya go, just in case you need help (I know you do, but I'm being nice cuz you like nice)

Edited by GM Patience, 03 February 2016 - 04:52 PM.
insult


#1336 Rebas Kradd

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Posted 15 December 2015 - 04:42 PM

But Roberts promised it sooner.

Edited by Rebas Kradd, 15 December 2015 - 04:43 PM.


#1337 ShinVector

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Posted 15 December 2015 - 06:26 PM

View PostMarack Drock, on 15 December 2015 - 05:34 PM, said:

Development for Star Citizen started in 2011. Half Life 2 is unknown as it was nothing more than a rumor until E3 2003. Half Life 1 came out in 1998 and was started in 1996. Morrowind was put on hold in 1997 and was not worked on again until 1998. And it was released in 2002 for Windows. Fallout 3 was started in 2002 yes... but not by Bethesda who then started from the ground up in 2004, but didn't actually work on the game at all until after Oblivion and its plug ins were more or less developed stalling it another year or so. Development really didn't begin until 2005-6 and it was released in 2008. Diablo III was not announced in development until 2008. Before that Diablo III had only been a concept. ToR didn't start development until 2008 either... just so ya know. Team Fortress 2 was completely started over in 2004 and development started from the ground up. StarCraft 2 development was not announced until 2007, and the little done in 2003 was completely abandoned and has no relevance on the game.




https://www.kickstar...citizen/updates

Uhh.... Kick Starter says the game only got funded..

 
November 20, 2012
Successfully raised $2,134,375 USD with 34,397 backers
 


Actual development work was later...

Everything else before that was prototyping and a project putch to typical AAA game producers before Roberts decided to go for the crowd funding route, since the produces were telling him that they weren't interested.

--

Now for the game play comments from earlier.

Uhhhh.... I guess there is a game to play after all... Still a preview/Alpha...

Arguing about the facts, just means that you consider nothing less than a released/completed as 'Game Play.'

--

Meanwhile my take on this matter...
I noticed that RSI seems to keep stating that this testing for the Persistent Universe (3rd and final SC game).
SQ42 (the Single player game) on the other than is being produce by their Europe studio, that has been stated to be released next year 2016..
Virtually silent...

-

My wild guess is SQ12 is quiet but on schedule and should be something worth the wait, once released next year...

The PU... Won't even be surprised development would take another 5 years... Don't believe they gave any time line on it.


LARGE WORLD – CRUSADER: 17 OPEN WORLD MISSIONS
 

    8 Comm Array missions involving dogfighting and EVA, 8 Research missions involving protecting civilians or recovering lost data and 1 Exploration mission of an abandoned station.
    20+ Random Encounters – Most are random dogfighting encounters, often with a mix of friendlies and hostiles. 4 are random exploration missions involving finding lost wrecks.

 
FIRST PERSON SHOOTER
 

    Recharging energy weapons.
    In-game pick-ups including ballistic weapons, ammo and MediPens.
    Player healing.
    Due to the open-world architecture of the Crusader system, FPS combat can occur on space stations, on the decks of ships, or even while engaged in EVA.
    A space station location specifically designed for and dedicated to FPS combat, including many stores and caches of personal weapons.

 
MORE FEATURES!
 

    Constant and ongoing skirmishes and space dogfights between Pirate factions and in-system security forces in the Yela asteroid belt.
    Wreckage to scavenge in the Yela asteroid belt.
    Ship Repair, Refuel and Restocking at Cry-Astro.
    EVA – Extravehicular activity.
    Multicrew Ships: Multicrew ship gameplay! You’re not tied to your seat, you can walk around inside your ship with friends, and assume different responsibilities at different crew stations, such as ship’s pilot or copilot, engineer, or turret gunner.
    Ship to space transitions.
    Seamless first-person gameplay! Transit between the interior of your ship to outer space and back without any loading screen! Fly, fight, and spacewalk all in the same game.
    Quantum Travel, complete with limited fuel mechanics.
    All non-fighter craft have a Quantum Drive that allows them to travel through local space at genuinely 0.2 speed of light.
    Mobiglass Mission and Journal system.
    EMP warfare in the Avenger Warlock.
    Large World tech that allows for extremely large expanses of space to explore without loading screens.
    New IFCS Flight models.
    Ship repair refuel and restock.
    Party system.
    Multi-ship crew stations.
    IFCS Flight Modes – Precision, SCM, and Cruise flight modes.
    Afterburner.
    Ship-to-ship EMP and disruption damage.

 
LOCATIONS
 

    Our first Large World planet: Crusader.
    Three moons: Yela with its asteroid belt, Cellin with a station and Daymar with a station.
    Three distinct stations: Port Olisar (The new local shipping hub, a space hotel players get their start in), Security Post Kareah (our FPS PvP location), Covelex Shipping Hub (Abandoned shipping hub, acting as an EVA exploration location for players).
    One Cry-Astro repair and restock station.
    Nine Comm arrays with encounters, missions and EVA exploration.

 
 
ARENA COMMANDER
 
The in-lore Arena Commander is a simulation module that pilots can plug into and practice in. It’s served as the testing ground for much of our flight and in-combat ship experience. All ships listed as Flyable on the charts below can be flown and fight in any of these modes.
 

    Six-Part Tutorial that introduces players to basic and advanced flight controls, including take-off, landing and combat.

 
Game modes include (Available in both single and multiplayer):
 

    Racing Mode, with three unique “tracks” of increasing difficulty. It is referred to as the Murray Cup in lore.
    Free-flight mode, with no time limit, AI enemies or goals on your choice of two unique maps, Dying Star or Broken Moon.
    Vanduul Swarm, on two unique maps, Dying Star or Broken Moon. Do battle with wave after wave of increasingly difficult enemy Vanduul ships.
    Single player mode has AI teammates to help you.

 
Multiplayer mode is up to four players in a team vs the Vanduul Swarm, and include game modes:
 

    Battle Royale, a free for all combat mode with four to sixteen players. The player who scores the most total points within the time limit is the winner.
    Squadron Battle, a team vs team fight with four to eight players on each side. The team who scores the most points against the rival team within the time limit is the winner.
    Capture the Core, a team-based capture the “flag” game mode with teams of four to six players on each side. The first team to score five captures wins.
    All can be played on two unique maps, Dying Star or Broken Moon.
    Public free-matches are limited four per side.

 
 
SOCIAL MODULE: ARCCORP
 
Area 18 is a city on ArcCorp, a planet in the Stanton system and our first interactive planetside environment.
 

    Gameplay is focused on individual exploration and social interaction.
    The zone contains a customs area, shops, Medical Bay, items (not yet buyable) and a bar.
    Augmented Reality mode allowed players to see names of other characters and view the names/details/prices of any items they look at.
    Fully destructible Greycat Buggies that players could drive around the zone, with the ability to run over and kill other players or destroy said buggies.
    Our first player experience with death and respawn into a Medical Bay after being run down.
    Some NPCs, with interaction being developed now.
    Introduced our chat and animated/voiced emote system. With the ability to create and join multiple chat channels, zone into ArcCorp instances with their friends, and interact with them on a much more personal level.
    Up to 36 players, with a hard cap of 40. The soft cap is to allow for friends to join the same instance together.

 
 
THE HANGAR MODULE
 
Hangars are where players can view and explore their ships, as well as decorative items, objects and subscription flair items that we sell from the store. The Hangars can expand from one to up to five bays depending on the number of ships loaded into them on the website.
 

    We currently have four hangars. SelfLand, Aeroview, Revel &York, and VFG Industrial.
    Each bay can hold three small ships, one medium or one large ship. Expanded options are currently in development.
    The exception is VFG Industrial. The central bay for VFG Industrial can only hold three small or one medium, not a large ship.

 
Gameplay:
 

    View, explore and interact with your ships or the hangars.
    Use the Holotable to remove, add or change the equipment loadout on your ships.
    Interact with flair items from posters to a small bar or Jukebox.
    Drive around in a Greycat Buggy (when available).

 

DISCLAIMER
Please note that the game presently available is in an Alpha stage and is currently in development. Parts of the game are made available for your testing and feedback. Naturally, alpha releases are a work in progress and will have bugs and other deficiencies. We encourage community feedback but the final game design decisions rest solely with us as developer.

 

Edited by ShinVector, 15 December 2015 - 06:33 PM.


#1338 Heffay

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Posted 15 December 2015 - 08:06 PM

Damn Marack, why are you being such a schmuck about Star Citizen? You sound like a 90 year old Islander.

#1339 Bosie

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Posted 15 December 2015 - 10:00 PM

View PostGremlich Johns, on 15 December 2015 - 02:27 PM, said:

Abuse


Thanks for sharing. Please PM your email so that I may ask you what my opinion should be on all things, as obviously yours is the correct one to hold.

#1340 ShinVector

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Posted 15 December 2015 - 10:56 PM

View PostMarack Drock, on 15 December 2015 - 07:07 PM, said:


and you are WRONG. Doesn't matter if it was prototyping. Technically an Alpha is a prototype. This was the first stage of development. end of story.


Hmmm....

Strangely that quote seems to be coming from Wikipedia.. And the references of that statement points to a PCgamer article that does not mention this 2011 date ? HMMMMM...

I believe this 'Development started in 2011' is referring to the SQ42 trailer that CR made and showcased 3 years ago.

So in your opinion and line business 'Start of project development' happens that moment your make a demo to be showcased to potential buyers...

OHHHH KAAAAY..... Posted Image

Edited by ShinVector, 15 December 2015 - 10:59 PM.






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