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Star Citizen Forum » General Discussion » $19 Million Achieved! Only one million more for FPS ground gameplay

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39 posts found
  Arndush

Novice Member

Joined: 10/27/09
Posts: 309

9/17/13 12:56:54 PM#21
Originally posted by Makidian
So.... Are we all gonna quit are jobs when this launches ?

I'm cautiously optimistic. I've been burned too many times by games recently. Partly, it was my fault I'll grant you. But, I'm trying to keep my enthusiasm measured until I get my hands on it. I do like that it's being made by a hardcore space sim gamer for that very niche and the mainstream philosophy of big corporations haven't touched this.

 

Either way, I can't afford to quit and I kind of like what I do. Besides, it pays well. I am kind of stoked about the 21 million dollar stretch goal though. Salvager? You mean I get to play out my wish to be a Firefly type captain? Shiny.

  apocoluster

Advanced Member

Joined: 4/15/07
Posts: 1293

\m/,

9/17/13 1:07:40 PM#22
is this still up on KS?  I wouldn't mind helping it along :)

No matter how cynical you become, its never enough to keep up - Lily Tomlin

  SteinarB

Novice Member

Joined: 12/15/12
Posts: 46

9/17/13 1:38:26 PM#23
Originally posted by apocoluster
is this still up on KS?  I wouldn't mind helping it along :)

No, the kickstarter campaign has been finished a long time.  You can, however, still support the game on CIG's own pages, which is where the vast majority of those 19 million dollars have been collected.

 

Go to https://robertsspaceindustries.com/. Read up on the game and then, if you wanna help out, go to the "Store" tab on top of the page and klick on the link saying "Pledge", and it'll take you to the page showing what packages you can pledge for and what's included in them.

  chaintm

Advanced Member

Joined: 7/02/04
Posts: 977

"Shutting down threads sense 2004"

9/18/13 12:10:02 PM#24
Originally posted by Arndush
Originally posted by lizardbones

I wonder if they really thought about the stretch goals they were attaching to the dollar amounts they advertised. I mean, if they never really expected to get twenty million dollars, it wouldn't really matter what they through out there for the twenty million dollar level, not to them.

So now all these stretch goals are going to be expected. How long will it take for them to actually write all this stuff?

If you read the letter from Chris Roberts he explains that these stretch goals were all planned well in advance. They wanted them in the game. They had plans for them to be in the game. The only question was, would they be able to afford putting them in the game.

 

They also have stretch goals set out to 23 million. Because, as Chris explained, due to processing fees and Kickstarter costs, they won't actually hit their net goal of 20 million in development money until they gross 23 million in donations. Personally, I hope they have more stretch goals (I'm sure they do) for past 23 million.  Because, as more gamers become aware of this game, more people are going to want to buy their ships early and start dogfighting. If the December dogfighting module release goes well, expect a big influx of cash in the new year.

 

One caveat to newcomers though, this isn't going to be WoW in Space. Or, any other mainstream MMO for that matter. Chris has repeatedly stated that this game is for the hardcore space sim fan and he's never waivered off that line. I mean no offense to casual MMOers, if that's your gaming preference, that's fine. Just this game probably won't be for you. Who knows though? Try it with an open mind and you may find something you like after all.

arndush,

I get where u are coming from, but as far as not "casual friendly" I would have to disagree. Robert's statement about hard core space sim compaires to his previous titles. There is nothing WoW about it is what his statement really was saying. While hardcore players (in definition meaning constantly playing every day) will  find a great game so will the casual players. To many atm think if your solo or casual you are fubar in this universe and you are not.

The reason is the game is skill based, sure your items and ships will help you no doubt, but if you have any sort of skill and are a casual player, you can still drop that hardcore player who you run pass and just have better flying skills or tactics. Will you as a solo casual player do boarding parties in the persistent universe? probably not, will you do so in your own server or in the solo campaign? You bet! This game is far from not friendly to "anyone" that loves space simulations.

Just wanted to point out this game is not just an MMO but much much more. People talk about the persistent perspective allot for that is where we will interact with each other, but there is allot more to this game then that. Not to mention many think that buying the ships before the game launches is the only way to get those ships, this of course is the furthest from the actual truth.

Anyone can buy into the game with 30 dollar base package and earn their way to say the constellation class ship in game. The differance is some minor perks and starting with that particular ship without having to wait. While it might be a slight advantage at start, the game doesn't have an "end game" to speak of. It's all about e-com and conquest, a never ending battle. So in the long run it won't matter.

Others have argued the insurance aspects, you can get that in game as well, so that idea is nill. The only true contention one could have is the talk about lifetime insurance for the kickstarter people. Yeah, nice perk but if it wasn't for them there would be no SC. So to me at least all KS people deserve that much.

Anyways, I look forward to the game and the new stretch goals , the game looks promising! ;)

"The monster created isn't by the company that makes the game, it's by the fans that make it something it never was"

  apocoluster

Advanced Member

Joined: 4/15/07
Posts: 1293

\m/,

9/20/13 1:15:26 PM#25
Originally posted by SteinarB
Originally posted by apocoluster
is this still up on KS?  I wouldn't mind helping it along :
No, the kickstarter campaign has been finished a long time.  You can, however, still support the game on CIG's own pages, which is where the vast majority of those 19 million dollars have been collected.

 

Go to https://robertsspaceindustries.com/. Read up on the game and then, if you wanna help out, go to the "Store" tab on top of the page and klick on the link saying "Pledge", and it'll take you to the page showing what packages you can pledge for and what's included in them.

Sweet thanks

No matter how cynical you become, its never enough to keep up - Lily Tomlin

  Hairysun

Novice Member

Joined: 6/11/05
Posts: 1068

Boo ....

9/21/13 7:11:10 PM#26
Originally posted by Makidian
So.... Are we all gonna quit are jobs when this launches ?

 

I just saw this question asked on a "Wingman's Hangar ep39"

 

(YOUTUBE LINK)  time is 19:21 of the video if the time sync doesn't work

 

It seems the casual player has not been forgotten in SC.  They actually say it is a big thing for Chris Roberts.

 

~Hairysun

 

http://www.straightdope.com/

  Grahor

Apprentice Member

Joined: 5/08/11
Posts: 854

9/23/13 3:57:55 AM#27
*sigh* I really would have prefered if they'd first done cosmosim part, and done it right. I could care less for on-foot fighting, I have endless games doing it already. Spread too thin - and you'll end up with nothing...
  Brenelael

Guide

Joined: 10/19/06
Posts: 3949

Pointing out the Obvious to the Oblivious since 2006

9/23/13 8:50:34 AM#28
Originally posted by Grahor
*sigh* I really would have prefered if they'd first done cosmosim part, and done it right. I could care less for on-foot fighting, I have endless games doing it already. Spread too thin - and you'll end up with nothing...

You do realize that the whole game is a FPS game... even the Space Sim part? That the game engine already has this built in and all they really need to do is switch on or off where you can draw your side arm or not? This game is simply a FPS with a very complex vehicle component. They are not really adding anything that wasn't already coded in the engine anyways.

 

Bren

while(horse==dead)
{
beat();
}

  Requiamer

Novice Member

Joined: 5/20/05
Posts: 2054

10/10/13 1:43:46 AM#29

I have seen so many mmo projects that were so ambitious and promise so many features that in the end aren't able to fit the final product, just because the development team isn't experienced enough to be aware of the real and technical boundaries this kind of project have. Honestly i think it's the exact same thing here, but gamers are too naive to understand that those boundaries don't come from dev team ambition or money or freedom (no publisher), those boundaries are technical period. People should a bit more cautious honestly here. A lot of time gamers are pissed over some publishers, but more or less each time the publishers try to make the final product reach it's goal under the condition that it will be commercially valid. This industry is about dreams, clearly, but well even then, you still need to shape them into reality, and this mean cut the crap.

  Brenelael

Guide

Joined: 10/19/06
Posts: 3949

Pointing out the Obvious to the Oblivious since 2006

10/10/13 3:20:32 PM#30
Originally posted by Requiamer

I have seen so many mmo projects that were so ambitious and promise so many features that in the end aren't able to fit the final product, just because the development team isn't experienced enough to be aware of the real and technical boundaries this kind of project have. Honestly i think it's the exact same thing here, but gamers are too naive to understand that those boundaries don't come from dev team ambition or money or freedom (no publisher), those boundaries are technical period. People should a bit more cautious honestly here. A lot of time gamers are pissed over some publishers, but more or less each time the publishers try to make the final product reach it's goal under the condition that it will be commercially valid. This industry is about dreams, clearly, but well even then, you still need to shape them into reality, and this mean cut the crap.

Do you even know the team working on this game? I'd say they have plenty of experience since most of them have been making AAA games for over 20 years now. This isn't some never heard of before Indie team working on their first real project. Most at CIG have worked for some of the biggest names in the industry on some of the best games ever made. These are not a bunch of Indie Amateurs here... They are all long time industry professionals.

 

Bren

while(horse==dead)
{
beat();
}

  User Deleted
10/10/13 4:19:28 PM#31


Originally posted by Requiamer
I have seen so many mmo projects that were so ambitious and promise so many features that in the end aren't able to fit the final product, just because the development team isn't experienced enough to be aware of the real and technical boundaries this kind of project have. Honestly i think it's the exact same thing here, but gamers are too naive to understand that those boundaries don't come from dev team ambition or money or freedom (no publisher), those boundaries are technical period. People should a bit more cautious honestly here. A lot of time gamers are pissed over some publishers, but more or less each time the publishers try to make the final product reach it's goal under the condition that it will be commercially valid. This industry is about dreams, clearly, but well even then, you still need to shape them into reality, and this mean cut the crap.

Wow you must know a lot...

  Requiamer

Novice Member

Joined: 5/20/05
Posts: 2054

10/11/13 1:45:19 AM#32

I'm not here to fight with a bunch of fan boys like i did with other mmos, if you don't like what i'm saying and think i'm an idiot fair enough. But yes i know a lot because i play rpg more than 30 years daily and am as old or probably older than most dev teams making those games. What make a good mmo have never been a list of features, but rather the way they interconnect and influence each other, once more those games are about creating virtual worlds no matter what dev team have made and experimented during all this time, they will end here. This need a kind of magic, and all the money can't bring you this, the more complex your game is the easier it will flop, the less complex your game is the quicker people will walk away from it. I'm all for innovative mmo, that is all i fought for all those years, but that endless addition of new features SC have is sketchy as hell. They shouldn't be allowed to create new goal lists before they at least finished the one people payed for, this is about courtesy. Once more just my opinion, please you or not.

  Brenelael

Guide

Joined: 10/19/06
Posts: 3949

Pointing out the Obvious to the Oblivious since 2006

10/12/13 8:32:15 AM#33
Originally posted by Requiamer

I'm not here to fight with a bunch of fan boys like i did with other mmos, if you don't like what i'm saying and think i'm an idiot fair enough. But yes i know a lot because i play rpg more than 30 years daily and am as old or probably older than most dev teams making those games. What make a good mmo have never been a list of features, but rather the way they interconnect and influence each other, once more those games are about creating virtual worlds no matter what dev team have made and experimented during all this time, they will end here. This need a kind of magic, and all the money can't bring you this, the more complex your game is the easier it will flop, the less complex your game is the quicker people will walk away from it. I'm all for innovative mmo, that is all i fought for all those years, but that endless addition of new features SC have is sketchy as hell. They shouldn't be allowed to create new goal lists before they at least finished the one people payed for, this is about courtesy. Once more just my opinion, please you or not.

Ok... so you were playing RPGs when you were 3? lol... I've been playing video games in general since Home Pong in 1975... Probably since before you were born. I've played the majority of games ever made since Video Games were first invented (Well at least games that didn't require a University Mainframe to run properly). I started with computers in the late 70's on monochrome TRS-80's playing text based adventure games and RPGs. I also made by own games during that period in the Basic Language. I was around 10 years old at the time but my school was lucky enough to get 6 of the new TRS-80s in 1978 just after they released so I got to use them there extensively as they let us form a "Computer Club" that met after school in the computer lab and we all pretty much taught ourselves and each other how to use and program those early home computers.

 

My point is that maybe you should know a little about the people you are insulting with your "Fanboy" comments. Also if someone makes misinformed or just down right ignorant statements like the one you made where you assume because this is a crowd funded game they must be a bunch of amateurs that know nothing about the Games Industry which is just down right false in the case of Star Citizen I'm going to point it out. Here's a pro tip for you... do some research on the subject at hand first before you wade into a conversation and make asinine statements like in your original post I commented on. Thanks and have a nice day!

 

Bren

while(horse==dead)
{
beat();
}

  DocBrody

Advanced Member

Joined: 4/24/13
Posts: 1393

10/12/13 8:49:17 AM#34
Originally posted by Requiamer

 but that endless addition of new features SC have is sketchy as hell. 

huh? which endless addition?

First person gameplay on foot? Well I personally like that there is a space sim where you actually play a pilot who can walk instead of a space ship with a bodyless pilot glued into the pilot seat. 

  DMKano

Elite Member

Joined: 6/17/11
Posts: 4660

10/12/13 8:58:31 AM#35

$20 mil is about half the budget of an average major MMO.

Those multi 100mil budgets are a total waste as far too few games see a huge return on such investment to be worth the risk.

  Holophonist

Hard Core Member

Joined: 2/15/09
Posts: 1999

10/12/13 9:01:06 AM#36
Am I the only person that doesn't get excited when kickstarters get close to unlocking another level? It just feels like more work they have to do before it's released. 
  User Deleted
10/12/13 11:55:26 AM#37

Paying in advance for... hm, for what?

It's not an investment, it's, well, gambling.

And , as always, casino will win.

  ThomasN7

Advanced Member

Joined: 3/17/07
Posts: 6646

"Had to be me. Someone else might have gotten it wrong.” - Mordin Solus

10/12/13 11:58:26 AM#38
I think they will reach 20m.  People are loving what they see from this game so far.
  Panther2103

Hard Core Member

Joined: 1/09/08
Posts: 2045

10/12/13 12:03:13 PM#39
I'm hoping they can deliver even half of the things they are promising. It's a very talented group of developers working with a very nice engine, the only problem is they keep promising more and more. So many different things that other developers have tried and didn't have work, the list is so long for this game with things they are promising that if they actually manage to deliver every single thing in a working state with polish and functionality than it will be the best game ever.
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