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Star Citizen Forum » General Discussion » money grab machine

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86 posts found
  yashae

Novice Member

Joined: 7/19/09
Posts: 3

11/11/13 12:57:26 PM#21

Those goals are already the vision of them, they just have the money now to put more people on it.

Some goals will be after release but i don't mind that. Atm i already have a lot of fun watching the wingman hangar shows and the live events and visiting the ship hangar. They actually sometimes listen to people, they aren't perfect but they at least try their best.

You really notice that they love what they are doing when you see them on a live event tired because they did a lot of extra hours to make some stuff for the event.

And atm i'm impressed with the service i recieved from CIG like most of my guild.

Never had an answer so fast and friendly in other games.

 

Found this info on an other forum maybe usefull for some people here.

 

Release Schedule:

Hangar Module

Approximate date: August 2013.

“ I'm planning to probably release [an] app for people that will let them hang out in their hangar, and look at the ships they've bought. So, when we've got to the point that all the ships are in the engine, and I can do that- it will probably be before the single player game and before the single player alpha comes out- I'm going to let our backers have that app, so they can sit around and look around in their ships, and walk around them.”–Chris Roberts

“ The first thing we’re planning is, in August, for Gamescom and PAX, we’re going to release the hangar module to all the backers. It’s a space hangar you can go in, all in the engine, and you can see the ships that you’ve pledged. Walk around in 3D. Go inside them. Invite your friends to hang out and see your ships. You should also be able to do some customization on the ships. I’m not sure if we’ll have all the assets built by then, but you should be able to customize. That’s in August.” –Chris Roberts

Dogfighting Module

Approximate date: December 2013.

“ Multiplayer dog fighting without a persistent universe or the Squadron 42 narrative... It's for everyone to get a feel of flying and to develop tactics (and for the developers to street test and balance with real players). ”–Chris Roberts

“ And then in December, the end of December, we'll release the dogfighting module, which will allow you to take the ship that you've backed, basically what you've got sitting in your hangar, and go into space in sort of a head-to-head deathmatch against other players or AI ... so in December people will be able to sort of dogfight and play, so they actually will be to have close to a World of Tanks style experience there, which will be kind of cool, and we'll be adding ship items and more stuff on there so people will be able to customize their ships. So basically the hangar will be working in concert with the dogfighting module. ” –Chris Roberts, Forbes May 2013 Interview

Social / Planetside Module

Approximate date: March-April 2014
A social module was described in the January 2013 edition of the German computer gaming magazine GameStar.

“ We've got another module that we call the Planetside module, which is sort of down on the planet, the social interaction, talking to people in the bar or going to a shop and buying and selling stuff. ” –Chris Roberts GameStar E3 2013 Interview

“ ...and then in the following year (2014) we'll release sort of a planetside module which will be kind of a social module. That's where you can go into the bar and talk to all the people, buy/sell stuff, upgrade your ship.”–Chris Roberts, Forbes May 2013 Interview

“ The planet side module releases sometime next year (Chris tells us perhaps March or April) and will include the social aspects of being on a planet. You’ll be able to do things like go to the bar and chat. ” –Chris RobertsMMORPG.com Interview, PAX East 2013

Squadron 42 / Singleplayer Alpha

Approximate date: August 2014

“ [Then] an alpha of the single-player game, and then finally a beta of the persistent universe by the end of the year (2014). ” –Chris Roberts, Forbes May 2013 Interview

“ Further out is the single player alpha (roughly August 2014) and the alpha for system universe (again, roughly December 2014). ” –Chris Roberts MMORPG.com Interview, PAX East 2013

Persistent Universe Module / Beta

Approximate date: End of 2014.

“ ...and then a beta of the persistent universe by the end of the year (2014), which essentially is bringing all of these things into one holistic piece, and then we'll go live after the beta which I would anticipate would probably be sometime in early 2015. But essentially from the end of 2014 you should be able to play the full game, it'll just be beta because there obviously still will be things to tweak and balance, and we'll try and keep the player base constrained until after we've gone through beta, because, you know, it's not really a beta if you've got a million players. ” –Chris Roberts, Forbes May 2013 Interview

Star Citizen & Squadron 42

Approximate date: Early 2015.
Star Citizen will feature a persistent universe.

  MindTrigger

Advanced Member

Joined: 12/19/07
Posts: 2628

11/11/13 2:40:00 PM#22
Originally posted by yashae

Those goals are already the vision of them, they just have the money now to put more people on it.

Some goals will be after release but i don't mind that. Atm i already have a lot of fun watching the wingman hangar shows and the live events and visiting the ship hangar. They actually sometimes listen to people, they aren't perfect but they at least try their best.

You really notice that they love what they are doing when you see them on a live event tired because they did a lot of extra hours to make some stuff for the event.

And atm i'm impressed with the service i recieved from CIG like most of my guild.

Never had an answer so fast and friendly in other games.

 

Found this info on an other forum maybe usefull for some people here.

 

Release Schedule:

Hangar Module

Approximate date: August 2013.

“ I'm planning to probably release [an] app for people that will let them hang out in their hangar, and look at the ships they've bought. So, when we've got to the point that all the ships are in the engine, and I can do that- it will probably be before the single player game and before the single player alpha comes out- I'm going to let our backers have that app, so they can sit around and look around in their ships, and walk around them.”–Chris Roberts

“ The first thing we’re planning is, in August, for Gamescom and PAX, we’re going to release the hangar module to all the backers. It’s a space hangar you can go in, all in the engine, and you can see the ships that you’ve pledged. Walk around in 3D. Go inside them. Invite your friends to hang out and see your ships. You should also be able to do some customization on the ships. I’m not sure if we’ll have all the assets built by then, but you should be able to customize. That’s in August.” –Chris Roberts

Dogfighting Module

Approximate date: December 2013.

“ Multiplayer dog fighting without a persistent universe or the Squadron 42 narrative... It's for everyone to get a feel of flying and to develop tactics (and for the developers to street test and balance with real players). ”–Chris Roberts

“ And then in December, the end of December, we'll release the dogfighting module, which will allow you to take the ship that you've backed, basically what you've got sitting in your hangar, and go into space in sort of a head-to-head deathmatch against other players or AI ... so in December people will be able to sort of dogfight and play, so they actually will be to have close to a World of Tanks style experience there, which will be kind of cool, and we'll be adding ship items and more stuff on there so people will be able to customize their ships. So basically the hangar will be working in concert with the dogfighting module. ” –Chris Roberts, Forbes May 2013 Interview

Social / Planetside Module

Approximate date: March-April 2014
A social module was described in the January 2013 edition of the German computer gaming magazine GameStar.

“ We've got another module that we call the Planetside module, which is sort of down on the planet, the social interaction, talking to people in the bar or going to a shop and buying and selling stuff. ” –Chris Roberts GameStar E3 2013 Interview

“ ...and then in the following year (2014) we'll release sort of a planetside module which will be kind of a social module. That's where you can go into the bar and talk to all the people, buy/sell stuff, upgrade your ship.”–Chris Roberts, Forbes May 2013 Interview

“ The planet side module releases sometime next year (Chris tells us perhaps March or April) and will include the social aspects of being on a planet. You’ll be able to do things like go to the bar and chat. ” –Chris RobertsMMORPG.com Interview, PAX East 2013

Squadron 42 / Singleplayer Alpha

Approximate date: August 2014

“ [Then] an alpha of the single-player game, and then finally a beta of the persistent universe by the end of the year (2014). ” –Chris Roberts, Forbes May 2013 Interview

“ Further out is the single player alpha (roughly August 2014) and the alpha for system universe (again, roughly December 2014). ” –Chris Roberts MMORPG.com Interview, PAX East 2013

Persistent Universe Module / Beta

Approximate date: End of 2014.

“ ...and then a beta of the persistent universe by the end of the year (2014), which essentially is bringing all of these things into one holistic piece, and then we'll go live after the beta which I would anticipate would probably be sometime in early 2015. But essentially from the end of 2014 you should be able to play the full game, it'll just be beta because there obviously still will be things to tweak and balance, and we'll try and keep the player base constrained until after we've gone through beta, because, you know, it's not really a beta if you've got a million players. ” –Chris Roberts, Forbes May 2013 Interview

Star Citizen & Squadron 42

Approximate date: Early 2015.
Star Citizen will feature a persistent universe.

Great post!

This is why I love these guys.  Every other MMO maker out there should be taking notes.  The communication from them alone in the form of website updates, podcasts, and events is unprecedented in the gaming industry.

The fact that they already delivered the hanger module with absolutely stunning space ships is incredible.  I have no doubt this is going to be one hell of a game, and my money was well invested here.

A sure sign that you are in an old, dying paradigm/mindset, is when you are scared of new ideas and new technology. Don't feel bad. The world is moving on without you, and you are welcome to yell "Get Off My Lawn!" all you want while it happens. You cannot, however, stop an idea whose time has come.

  Hanthos

Advanced Member

Joined: 6/17/13
Posts: 218

PROUD P2P Elitist...

11/11/13 2:49:15 PM#23
Originally posted by MindTrigger
Originally posted by yashae

Those goals are already the vision of them, they just have the money now to put more people on it.

Some goals will be after release but i don't mind that. Atm i already have a lot of fun watching the wingman hangar shows and the live events and visiting the ship hangar. They actually sometimes listen to people, they aren't perfect but they at least try their best.

You really notice that they love what they are doing when you see them on a live event tired because they did a lot of extra hours to make some stuff for the event.

And atm i'm impressed with the service i recieved from CIG like most of my guild.

Never had an answer so fast and friendly in other games.

 

Found this info on an other forum maybe usefull for some people here.

 

Release Schedule:

Hangar Module

Approximate date: August 2013.

“ I'm planning to probably release [an] app for people that will let them hang out in their hangar, and look at the ships they've bought. So, when we've got to the point that all the ships are in the engine, and I can do that- it will probably be before the single player game and before the single player alpha comes out- I'm going to let our backers have that app, so they can sit around and look around in their ships, and walk around them.”–Chris Roberts

“ The first thing we’re planning is, in August, for Gamescom and PAX, we’re going to release the hangar module to all the backers. It’s a space hangar you can go in, all in the engine, and you can see the ships that you’ve pledged. Walk around in 3D. Go inside them. Invite your friends to hang out and see your ships. You should also be able to do some customization on the ships. I’m not sure if we’ll have all the assets built by then, but you should be able to customize. That’s in August.” –Chris Roberts

Dogfighting Module

Approximate date: December 2013.

“ Multiplayer dog fighting without a persistent universe or the Squadron 42 narrative... It's for everyone to get a feel of flying and to develop tactics (and for the developers to street test and balance with real players). ”–Chris Roberts

“ And then in December, the end of December, we'll release the dogfighting module, which will allow you to take the ship that you've backed, basically what you've got sitting in your hangar, and go into space in sort of a head-to-head deathmatch against other players or AI ... so in December people will be able to sort of dogfight and play, so they actually will be to have close to a World of Tanks style experience there, which will be kind of cool, and we'll be adding ship items and more stuff on there so people will be able to customize their ships. So basically the hangar will be working in concert with the dogfighting module. ” –Chris Roberts, Forbes May 2013 Interview

Social / Planetside Module

Approximate date: March-April 2014
A social module was described in the January 2013 edition of the German computer gaming magazine GameStar.

“ We've got another module that we call the Planetside module, which is sort of down on the planet, the social interaction, talking to people in the bar or going to a shop and buying and selling stuff. ” –Chris Roberts GameStar E3 2013 Interview

“ ...and then in the following year (2014) we'll release sort of a planetside module which will be kind of a social module. That's where you can go into the bar and talk to all the people, buy/sell stuff, upgrade your ship.”–Chris Roberts, Forbes May 2013 Interview

“ The planet side module releases sometime next year (Chris tells us perhaps March or April) and will include the social aspects of being on a planet. You’ll be able to do things like go to the bar and chat. ” –Chris RobertsMMORPG.com Interview, PAX East 2013

Squadron 42 / Singleplayer Alpha

Approximate date: August 2014

“ [Then] an alpha of the single-player game, and then finally a beta of the persistent universe by the end of the year (2014). ” –Chris Roberts, Forbes May 2013 Interview

“ Further out is the single player alpha (roughly August 2014) and the alpha for system universe (again, roughly December 2014). ” –Chris Roberts MMORPG.com Interview, PAX East 2013

Persistent Universe Module / Beta

Approximate date: End of 2014.

“ ...and then a beta of the persistent universe by the end of the year (2014), which essentially is bringing all of these things into one holistic piece, and then we'll go live after the beta which I would anticipate would probably be sometime in early 2015. But essentially from the end of 2014 you should be able to play the full game, it'll just be beta because there obviously still will be things to tweak and balance, and we'll try and keep the player base constrained until after we've gone through beta, because, you know, it's not really a beta if you've got a million players. ” –Chris Roberts, Forbes May 2013 Interview

Star Citizen & Squadron 42

Approximate date: Early 2015.
Star Citizen will feature a persistent universe.

Great post!

This is why I love these guys.  Every other MMO maker out there should be taking notes.  The communication from them alone in the form of website updates, podcasts, and events is unprecedented in the gaming industry.

The fact that they already delivered the hanger module with absolutely stunning space ships is incredible.  I have no doubt this is going to be one hell of a game, and my money was well invested here.

+1

I find it hilarious when people stoop so low as to try and compare what CIG has done to anything else on the market. The only thing other companies have done is chase the money. They haven't bothered to notice that there is a formula to chasing that money that works and one that doesn't. SOE proved that again today when they doubled down on stupid with EQNL.

Cash grab? Call Smedley...

  goldtoof

Novice Member

Joined: 10/18/13
Posts: 338

11/11/13 3:45:18 PM#24
Yeah but proves my point about feature creep dye to the extra funding. Star citizen launched its kickstarter before elite dangerous, but elite dangerous is due to launch with a persistent universe a whole year before star citizen. Limit theory should be up and running a ling time before it too.
  Hanthos

Advanced Member

Joined: 6/17/13
Posts: 218

PROUD P2P Elitist...

11/11/13 3:49:03 PM#25
Originally posted by goldtoof
Yeah but proves my point about feature creep dye to the extra funding. Star citizen launched its kickstarter before elite dangerous, but elite dangerous is due to launch with a persistent universe a whole year before star citizen. Limit theory should be up and running a ling time before it too.

Lost me at 'feature creep'...

  TheRealDarkeus

Novice Member

Joined: 6/26/13
Posts: 275

“I thought what I'd do was, I'd pretend I was one of those deaf-mutes.

11/11/13 3:54:29 PM#26
Originally posted by Omali
Originally posted by Clerigo
Originally posted by apanz3r

It looks like their main concern is to grab more money altough they allredy reached any goal they proposed.

The "limited available" ships return again for a week etc.

 Bottomline : consume with  moderation, don;t fall in their marketing trap.

 

This is one of those threads that sould be locked imediately.

You give no valuable information whatsoever, you make an accusation without any kind of sense, you clearly show no knowledge of the project itself since its a crowd funded project and RSI made it clear from the start what people were having or not for each goal reached and with the increasing revenue more goals were added, and you come here saying something like that about a high quality project geting 21 millions fan based when there are AAA tittes out there spending 10 or 20 times more that dont fit in your perspective of things.

 

The MMORPG.com forums have a reputation for being a swirling cesspool of hate-filled people bagging endlessly about games they never had any intention of playing or liking. OP's post is rather tame compared to the other people who post daily or weekly threads about the same games.

Wait, isn't that the forums for almost every MMORPG?  Lol

  jcrg99

Novice Member

Joined: 11/12/13
Posts: 33

11/12/13 7:25:08 AM#27

What people did not realize is that the continuity of the funding is not related to anything different than just to acquire a money that the CIG team still does not have.

They use those counters of "Space Sim Fans" and money as ways to boost more sales, for hype purposes, to call attention, so people trust more that the project will be completed, since you could not trust if the project had less money. 

They started this approach long ago, since the beginning of the campaign. It was simple to notice that first, many pledgers created hundreds, thousands of multiple accounts just for hype purposes, and probably , even the developers did that, to raise the trust on people that the project would be successful. 

Most of fans "pretend" that do not know that, but yes, mainly the first backers knows that. The reaction of the moderation, Staff, against everyone who notice that, by punishing them, putting them out of their forums immediately is another evidence. The Kickstarter campaign had serious difficulties to raise 2 million dollars (Kickstarter is independent and they keep an auditory of the numbers so they get their part), while in the CIG page it was the double, even with crashes in the website in the first days.

They continue to get money only in they website. They manipulate even polls, for exemple, they create a "poll" to people choose if they want to keep the counters. Obviously, they wanted to keep the counter and manipulated that, creating a hype so people wanted to continue with that. 

They did not acquire THAT MONEY, but this approach worked to acquire MORE MONEY anyway, so they kept the approach.

Recently, when they released the Hangar, they started to release patch, and such patches came with the number of people who download it. Now, you people possibly know who hungry the pledgers are to at least to download and try to install such thing. But, in the patch notes, after the third week, while the counter shown almost 200.000 Space Sim Fans in the website, less than 50.000 downloaded the Hangar.

I testify a thread opened raising this question in their Forums and it was deleted in seconds. That told me something. Then, I notice that between one week and other (new patches) only 10.000 more downloads, but during the Wingman"s Hangar that week, Eric said that they got more 50.000 new pledgers. That was what revealed how they are not telling the true here. How possibly 50.000 new pledgers would buy the copy of the game and would not have even tried to download the hangar? Just 10.000 including the old ones too? That did not make any sense. And when threads in the forums were opened, they were deleted very quickly.

And... The worst thing happened to prove how they were not telling the true. Next week, they REMOVED the information of number of downloads of the Patch Notes. Clearly it has been used by the build team to check the number of downloads, but due some lack of communication with the marketing team, happened this leak.

But they were very quick to remove that and the fans in attacking everyone who raised questions, until a point were the moderators came and banned such people.

When some threads were opened to ask CIG to prove such numbers, it also was like an heresy in their forums. Of course. Because the fans are pretty aware that all those numbers are not true, since they helped to build the hype. CIG Staff, one time, also send me an email saying that could not evaluate a problem that I had in the forums, because they had to deal with a X number of fans, where this X number was exactly what the counters was displaying that time. An actual lie, that I received in an email from the Staff team, because the things about people creating multiple accounts were already know. Who lies in that, lies in everything, and for those who pay attention, they let a lot of leaks.

They also are not reliable in more things. For example, they say that you can go to their forums and "say what you want to say". Used that in their advertising and continue to use. But if you go there, you have limits. You can't raise too much critics there, because you will be banned. Moderators like, one of the most famous: Toast, already quoted "that people is not capable to give feedback to the dev team" and called those who bring crticicism of "legion". Ben Lesnick, the Community Manager, said that the forums are a privilege and exercise threats with a hammer all the time, trying to limit the feedback's of people there. They put that in their advertisign, as one of the biggest advantages to pledge ealier, to participate of the development, ask questions to devs and so on, through the forums, but they remove your right without any further notice, without explanation, just because "they did not like your opinions" and they send public alerts for those who give feedback that they do not like or do not approve, I mean, feedback which show some mistakes made, mainly when it is a mistake made by their marketing and community management. 

In other words, it is very clear that they are doing a great effort to build the game, but it is also clear that they are not telling the true about numbers and doing whatever they can to grab money of the fans that they have, which probably would be today between 50.000 or 70.000 people, instead those overhyped numbers.

By the way, a funny thing to see, was they telling some nice story about additional servers adding more slots for the Alpha. That was fun, since that actual reason, was they still were far of a number that they would like to have in their Alpha, but as the counter of the Alpha was almost done, they had to tell some fairy tale.

Star Citizen marketing is basically a fairy tale, with some people that knows but pretend that does not know, and other just eluded, and those who notice, and start to give some feedback that they should use another approach, and this was not necessary, they are quick to create some scenario in their forums to kick the person out. 

 

 

 

  jcrg99

Novice Member

Joined: 11/12/13
Posts: 33

11/12/13 7:38:36 AM#28
Originally posted by Omali
Originally posted by Clerigo
Originally posted by apanz3r

It looks like their main concern is to grab more money altough they allredy reached any goal they proposed.

The "limited available" ships return again for a week etc.

 Bottomline : consume with  moderation, don;t fall in their marketing trap.

 

This is one of those threads that sould be locked imediately.

You give no valuable information whatsoever, you make an accusation without any kind of sense, you clearly show no knowledge of the project itself since its a crowd funded project and RSI made it clear from the start what people were having or not for each goal reached and with the increasing revenue more goals were added, and you come here saying something like that about a high quality project geting 21 millions fan based when there are AAA tittes out there spending 10 or 20 times more that dont fit in your perspective of things.

 

The MMORPG.com forums have a reputation for being a swirling cesspool of hate-filled people bagging endlessly about games they never had any intention of playing or liking. OP's post is rather tame compared to the other people who post daily or weekly threads about the same games.

The CIG forums have the reputation, actually it is not a reputation, it is a fact (they even created more rules to remove the right of people), to do not allow feedback, except if it is a good feedback. IF you raise any concern or start to point mistakes with the objective of "lessons to learn" to the dev team, they create a scenario where they say that "you are flaming them" and "creating controversial topics is not allowed". They say that their forums are a privilege, but use it all the time in their advertising, to convince people to pledge now, "to participate of the development through the forums". 

"If you want to say something, say it" never was respected there.

They are just deceivers which tell something before you pledge, and then, when you pledge, the history is totally different.

 

 

  jcrg99

Novice Member

Joined: 11/12/13
Posts: 33

11/12/13 7:49:06 AM#29
Originally posted by MindTrigger
Originally posted by yashae

Those goals are already the vision of them, they just have the money now to put more people on it.

Some goals will be after release but i don't mind that. Atm i already have a lot of fun watching the wingman hangar shows and the live events and visiting the ship hangar. They actually sometimes listen to people, they aren't perfect but they at least try their best.

You really notice that they love what they are doing when you see them on a live event tired because they did a lot of extra hours to make some stuff for the event.

And atm i'm impressed with the service i recieved from CIG like most of my guild.

Never had an answer so fast and friendly in other games.

 

Found this info on an other forum maybe usefull for some people here.

 

Release Schedule:

Hangar Module

Approximate date: August 2013.

“ I'm planning to probably release [an] app for people that will let them hang out in their hangar, and look at the ships they've bought. So, when we've got to the point that all the ships are in the engine, and I can do that- it will probably be before the single player game and before the single player alpha comes out- I'm going to let our backers have that app, so they can sit around and look around in their ships, and walk around them.”–Chris Roberts

“ The first thing we’re planning is, in August, for Gamescom and PAX, we’re going to release the hangar module to all the backers. It’s a space hangar you can go in, all in the engine, and you can see the ships that you’ve pledged. Walk around in 3D. Go inside them. Invite your friends to hang out and see your ships. You should also be able to do some customization on the ships. I’m not sure if we’ll have all the assets built by then, but you should be able to customize. That’s in August.” –Chris Roberts

Dogfighting Module

Approximate date: December 2013.

“ Multiplayer dog fighting without a persistent universe or the Squadron 42 narrative... It's for everyone to get a feel of flying and to develop tactics (and for the developers to street test and balance with real players). ”–Chris Roberts

“ And then in December, the end of December, we'll release the dogfighting module, which will allow you to take the ship that you've backed, basically what you've got sitting in your hangar, and go into space in sort of a head-to-head deathmatch against other players or AI ... so in December people will be able to sort of dogfight and play, so they actually will be to have close to a World of Tanks style experience there, which will be kind of cool, and we'll be adding ship items and more stuff on there so people will be able to customize their ships. So basically the hangar will be working in concert with the dogfighting module. ” –Chris Roberts, Forbes May 2013 Interview

Social / Planetside Module

Approximate date: March-April 2014
A social module was described in the January 2013 edition of the German computer gaming magazine GameStar.

“ We've got another module that we call the Planetside module, which is sort of down on the planet, the social interaction, talking to people in the bar or going to a shop and buying and selling stuff. ” –Chris Roberts GameStar E3 2013 Interview

“ ...and then in the following year (2014) we'll release sort of a planetside module which will be kind of a social module. That's where you can go into the bar and talk to all the people, buy/sell stuff, upgrade your ship.”–Chris Roberts, Forbes May 2013 Interview

“ The planet side module releases sometime next year (Chris tells us perhaps March or April) and will include the social aspects of being on a planet. You’ll be able to do things like go to the bar and chat. ” –Chris RobertsMMORPG.com Interview, PAX East 2013

Squadron 42 / Singleplayer Alpha

Approximate date: August 2014

“ [Then] an alpha of the single-player game, and then finally a beta of the persistent universe by the end of the year (2014). ” –Chris Roberts, Forbes May 2013 Interview

“ Further out is the single player alpha (roughly August 2014) and the alpha for system universe (again, roughly December 2014). ” –Chris Roberts MMORPG.com Interview, PAX East 2013

Persistent Universe Module / Beta

Approximate date: End of 2014.

“ ...and then a beta of the persistent universe by the end of the year (2014), which essentially is bringing all of these things into one holistic piece, and then we'll go live after the beta which I would anticipate would probably be sometime in early 2015. But essentially from the end of 2014 you should be able to play the full game, it'll just be beta because there obviously still will be things to tweak and balance, and we'll try and keep the player base constrained until after we've gone through beta, because, you know, it's not really a beta if you've got a million players. ” –Chris Roberts, Forbes May 2013 Interview

Star Citizen & Squadron 42

Approximate date: Early 2015.
Star Citizen will feature a persistent universe.

Great post!

This is why I love these guys.  Every other MMO maker out there should be taking notes.  The communication from them alone in the form of website updates, podcasts, and events is unprecedented in the gaming industry.

The fact that they already delivered the hanger module with absolutely stunning space ships is incredible.  I have no doubt this is going to be one hell of a game, and my money was well invested here.

 

Their communication is really bad. They raise a lot of promotions showing a severe lack of capacity of how to communicate. A PR Student would make it better, but what people could expect coming from a teacher that is having his first experience in the industry, but assuming important roles as Community Manager, leading with communication and design. It's too much for a guy that knows less than a PR Trainee. 

Also, what we could expect from an actress/model/secretary becoming VP of Marketing.

These are the reasons that they communication is bad and their marketing is very poor and focused in to deceive people. They are making "more money" in their minds, but as amateurs, they do not bother to evaluate future impacts in their image. Maybe because they are not worried in their image? Maybe because their intention is just to get a lot of money, release the game and you know, maintaining the PU maybe for 1 or 2 years and shutting down with some excuse like "The Publishers paid the press to say bad words" and things like that, "But we give you the Private Servers". Sounds like a good excuse to leave with a lot of profit and still keep their fan base for some future initiative to grab money again. 

The own investiment that they DO NOT make in marketing and communication area, overloading these trainees, that are far to be professionals of the area, are actual proof that it seems that their intention is not the long term. They prefer to hold the money, obvisously for profit, while they elude their fans that "tt is for more features". Even with more members raising concerns about communication and marketing, they continue to repeat the mistakes again and again, and not doing anything to solve. It soudns pretty obvious why. 

They even use excuses like "it would cost millions" when actually would be just necessary to change some people from some roles and putting one or two more capable persons for the task. But of course, their focus on profit is so big, that they do not care, even because they are getting more money of their big fans, and they do not care in bringing more people, because it seems that they do not care with the future in long term. Probably they already know that they won't have future, but are getting money so the effort to release be rewarded to them. And the fans you know... They release the Private Servers so "they do not be abandoned".

 

  feral.fury

Novice Member

Joined: 12/10/08
Posts: 2

11/13/13 12:02:21 PM#30
Originally posted by jcrg99
Originally posted by MindTrigger
Originally posted by yashae

Those goals are already the vision of them, they just have the money now to put more people on it.

Some goals will be after release but i don't mind that. Atm i already have a lot of fun watching the wingman hangar shows and the live events and visiting the ship hangar. They actually sometimes listen to people, they aren't perfect but they at least try their best.

You really notice that they love what they are doing when you see them on a live event tired because they did a lot of extra hours to make some stuff for the event.

And atm i'm impressed with the service i recieved from CIG like most of my guild.

Never had an answer so fast and friendly in other games.

 

Found this info on an other forum maybe usefull for some people here.

 

Release Schedule:

Hangar Module

Approximate date: August 2013.

“ I'm planning to probably release [an] app for people that will let them hang out in their hangar, and look at the ships they've bought. So, when we've got to the point that all the ships are in the engine, and I can do that- it will probably be before the single player game and before the single player alpha comes out- I'm going to let our backers have that app, so they can sit around and look around in their ships, and walk around them.”–Chris Roberts

“ The first thing we’re planning is, in August, for Gamescom and PAX, we’re going to release the hangar module to all the backers. It’s a space hangar you can go in, all in the engine, and you can see the ships that you’ve pledged. Walk around in 3D. Go inside them. Invite your friends to hang out and see your ships. You should also be able to do some customization on the ships. I’m not sure if we’ll have all the assets built by then, but you should be able to customize. That’s in August.” –Chris Roberts

Dogfighting Module

Approximate date: December 2013.

“ Multiplayer dog fighting without a persistent universe or the Squadron 42 narrative... It's for everyone to get a feel of flying and to develop tactics (and for the developers to street test and balance with real players). ”–Chris Roberts

“ And then in December, the end of December, we'll release the dogfighting module, which will allow you to take the ship that you've backed, basically what you've got sitting in your hangar, and go into space in sort of a head-to-head deathmatch against other players or AI ... so in December people will be able to sort of dogfight and play, so they actually will be to have close to a World of Tanks style experience there, which will be kind of cool, and we'll be adding ship items and more stuff on there so people will be able to customize their ships. So basically the hangar will be working in concert with the dogfighting module. ” –Chris Roberts, Forbes May 2013 Interview

Social / Planetside Module

Approximate date: March-April 2014
A social module was described in the January 2013 edition of the German computer gaming magazine GameStar.

“ We've got another module that we call the Planetside module, which is sort of down on the planet, the social interaction, talking to people in the bar or going to a shop and buying and selling stuff. ” –Chris Roberts GameStar E3 2013 Interview

“ ...and then in the following year (2014) we'll release sort of a planetside module which will be kind of a social module. That's where you can go into the bar and talk to all the people, buy/sell stuff, upgrade your ship.”–Chris Roberts, Forbes May 2013 Interview

“ The planet side module releases sometime next year (Chris tells us perhaps March or April) and will include the social aspects of being on a planet. You’ll be able to do things like go to the bar and chat. ” –Chris RobertsMMORPG.com Interview, PAX East 2013

Squadron 42 / Singleplayer Alpha

Approximate date: August 2014

“ [Then] an alpha of the single-player game, and then finally a beta of the persistent universe by the end of the year (2014). ” –Chris Roberts, Forbes May 2013 Interview

“ Further out is the single player alpha (roughly August 2014) and the alpha for system universe (again, roughly December 2014). ” –Chris Roberts MMORPG.com Interview, PAX East 2013

Persistent Universe Module / Beta

Approximate date: End of 2014.

“ ...and then a beta of the persistent universe by the end of the year (2014), which essentially is bringing all of these things into one holistic piece, and then we'll go live after the beta which I would anticipate would probably be sometime in early 2015. But essentially from the end of 2014 you should be able to play the full game, it'll just be beta because there obviously still will be things to tweak and balance, and we'll try and keep the player base constrained until after we've gone through beta, because, you know, it's not really a beta if you've got a million players. ” –Chris Roberts, Forbes May 2013 Interview

Star Citizen & Squadron 42

Approximate date: Early 2015.
Star Citizen will feature a persistent universe.

Great post!

This is why I love these guys.  Every other MMO maker out there should be taking notes.  The communication from them alone in the form of website updates, podcasts, and events is unprecedented in the gaming industry.

The fact that they already delivered the hanger module with absolutely stunning space ships is incredible.  I have no doubt this is going to be one hell of a game, and my money was well invested here.

 

Their communication is really bad. They raise a lot of promotions showing a severe lack of capacity of how to communicate. A PR Student would make it better, but what people could expect coming from a teacher that is having his first experience in the industry, but assuming important roles as Community Manager, leading with communication and design. It's too much for a guy that knows less than a PR Trainee. 

Also, what we could expect from an actress/model/secretary becoming VP of Marketing.

These are the reasons that they communication is bad and their marketing is very poor and focused in to deceive people. They are making "more money" in their minds, but as amateurs, they do not bother to evaluate future impacts in their image. Maybe because they are not worried in their image? Maybe because their intention is just to get a lot of money, release the game and you know, maintaining the PU maybe for 1 or 2 years and shutting down with some excuse like "The Publishers paid the press to say bad words" and things like that, "But we give you the Private Servers". Sounds like a good excuse to leave with a lot of profit and still keep their fan base for some future initiative to grab money again. 

The own investiment that they DO NOT make in marketing and communication area, overloading these trainees, that are far to be professionals of the area, are actual proof that it seems that their intention is not the long term. They prefer to hold the money, obvisously for profit, while they elude their fans that "tt is for more features". Even with more members raising concerns about communication and marketing, they continue to repeat the mistakes again and again, and not doing anything to solve. It soudns pretty obvious why. 

They even use excuses like "it would cost millions" when actually would be just necessary to change some people from some roles and putting one or two more capable persons for the task. But of course, their focus on profit is so big, that they do not care, even because they are getting more money of their big fans, and they do not care in bringing more people, because it seems that they do not care with the future in long term. Probably they already know that they won't have future, but are getting money so the effort to release be rewarded to them. And the fans you know... They release the Private Servers so "they do not be abandoned".

 

 

Time for sarcasm, 

 

1) Sandi Gardener has a Masters degree in Business and Marketing....so she shouldn't be a VP of Marketing.

2) You have a thing for the word *profit*. A company that has 3-4 studios, contracting work out to other studios, a work force of 200-300 people and you think they are making a profit on $27 million? played GTA5 lately?

3) You treat CiG as a single body who's soul purpose is to make profit and do evil things. I guess the dozens of employee interviews are all lies. Nobody likes being there. Their only interest is making profit, not a game. 

4) Private servers, what good are they...you might be right that private servers are there just so they can shutdown their PU servers 1-2 years after release. Wouldn't it be better to not have private servers, so let's screw the mod community and have only the PU running 15+ years!

 

...and making you look like one foolish little person.

  SpottyGekko

Elite Member

Joined: 9/26/04
Posts: 2754

11/13/13 12:21:35 PM#31
Originally posted by feral.fury
Originally posted by jcrg99
...

They even use excuses like "it would cost millions" when actually would be just necessary to change some people from some roles and putting one or two more capable persons for the task. But of course, their focus on profit is so big, that they do not care, even because they are getting more money of their big fans, and they do not care in bringing more people, because it seems that they do not care with the future in long term. Probably they already know that they won't have future, but are getting money so the effort to release be rewarded to them. And the fans you know... They release the Private Servers so "they do not be abandoned".

 

 

Time for sarcasm, 

 

1) Sandi Gardener has a Masters degree in Business and Marketing....so she shouldn't be a VP of Marketing.

2) You have a thing for the word *profit*. A company that has 3-4 studios, contracting work out to other studios, a work force of 200-300 people and you think they are making a profit on $27 million? played GTA5 lately?

3) You treat CiG as a single body who's soul purpose is to make profit and do evil things. I guess the dozens of employee interviews are all lies. Nobody likes being there. Their only interest is making profit, not a game. 

4) Private servers, what good are they...you might be right that private servers are there just so they can shutdown their PU servers 1-2 years after release. Wouldn't it be better to not have private servers, so let's screw the mod community and have only the PU running 15+ years!

 

...and making you look like one foolish little person.

The internet is chock-full of experts and people with "secret knowledge", "inside info" and the "REAL truth" !

it's all very entertaining, even though it does get a bit tedious at times.

  feral.fury

Novice Member

Joined: 12/10/08
Posts: 2

11/13/13 12:47:00 PM#32
Originally posted by SpottyGekko
Originally posted by feral.fury
Originally posted by jcrg99
...

They even use excuses like "it would cost millions" when actually would be just necessary to change some people from some roles and putting one or two more capable persons for the task. But of course, their focus on profit is so big, that they do not care, even because they are getting more money of their big fans, and they do not care in bringing more people, because it seems that they do not care with the future in long term. Probably they already know that they won't have future, but are getting money so the effort to release be rewarded to them. And the fans you know... They release the Private Servers so "they do not be abandoned".

 

 

Time for sarcasm, 

 

1) Sandi Gardener has a Masters degree in Business and Marketing....so she shouldn't be a VP of Marketing.

2) You have a thing for the word *profit*. A company that has 3-4 studios, contracting work out to other studios, a work force of 200-300 people and you think they are making a profit on $27 million? played GTA5 lately?

3) You treat CiG as a single body who's soul purpose is to make profit and do evil things. I guess the dozens of employee interviews are all lies. Nobody likes being there. Their only interest is making profit, not a game. 

4) Private servers, what good are they...you might be right that private servers are there just so they can shutdown their PU servers 1-2 years after release. Wouldn't it be better to not have private servers, so let's screw the mod community and have only the PU running 15+ years!

 

...and making you look like one foolish little person.

The internet is chock-full of experts and people with "secret knowledge", "inside info" and the "REAL truth" !

it's all very entertaining, even though it does get a bit tedious at times.

True but you can't let them go rampant. I don't pretend to have secret knowledge, inside info or truth. I only have sources to the words coming out of the mouths of those being accused and you can either choose to believe them or not.

  IsilithTehroth

Apprentice Member

Joined: 9/14/05
Posts: 140

11/14/13 1:45:22 AM#33

Despite what the naysayers say; many genres are stagnant right now; espcially the mmo market. Hence why people are litterally throwing money to developers whom pledge the world to them. People started to catch on when huge game studios and their titles were doing it over the past 7 years ie; Aoc, WHO,APB, Mortal online, SW:Tor, DCUO... the list goes on and on. BUT WAIT CROWD FUNDING! This new concept of giving our money to a man who has the same wild feature lists and has promised us he can do it. Crowd funding is our savior! Except the same thing will most likely happen. The game will be half assed and missing features/content that was promised to us, with the developers ensuring us that it will come out a month or two after launch. Like most mmo it never will.

Don't get me wrong; I want the next huge, best game, but I've become skeptical over the years from the buttfucking i've received by Indie and AAA companies rehashing the same old trash, failing on promises, and releasing shoddy games;appealing to the casual mainstream players; instead of those whom made their IPs money. I will gladly put my foot in my mouth if this does truely turn out to be an inter-"stellar" game, but until then I, and many others will voice our concerns, skepticism and general hatred towards what mmos/mmorpgs have become. 

In case you have not been noticing all the "trolls" as many fanbois have been putting it over the years have been spot on with their doom and gloom predicitons. Its always too late when the fanbois realise that those people complaining about the game in beta and after launch were right. We have become a cynical lot from all the failures we;ve endured over the years and quite frankly during this day and age; for the most part what we want in an mmorpg(or various other player types, like Pvers) should be fully capable of being replicated. Hell older games/mmorpgs have had more depth and interaction than alot of modern mmorpgs, yet the developers can't see why we are mad when their flashy graphics, grind treadmill and half-assed products don't keep us entertained.

-------------To recap yes, everyone wants a great game to be made, however for the most part veteran players are cynical and we are tired of being shit on. May mmorpgs start veering away from the WoW mold and start becoming unique, engaging and whole heartily a great experiece like they once were. Just be weary just because its crowd funded; it doesn't guarentee the game will be good. We all hope CIGC can pull it off for the greater good of the genre both mmo and spacesim.

MurderHerd

  monochrome19

Apprentice Member

Joined: 1/09/13
Posts: 317

11/14/13 1:53:56 AM#34
Originally posted by morbuskabis

 


Originally posted by apanz3r
It looks like their main concern is to grab more money altough they allredy reached any goal they proposed.

 

The "limited available" ships return again for a week etc.

 Bottomline : consume with  moderation, don;t fall in their marketing trap.


 

Thanx a ton for the warning! So good to have ppl around that care about how I spend my money. Hope you will be there when I buy a new car! You are just ACE!

Give this man a cookie!

  IXJac

Novice Member

Joined: 11/09/08
Posts: 8

11/14/13 11:28:03 AM#35

Is the MMO market really stagnant?  There's been a lot of new games over the past few years, and several of them are going pretty far off the beaten path forged by WoW and its clones.

I've only played a few of them (who has time for multiple MMOs?) but I like the direction the genre is heading.  Aion was basically WoW mechanics polished to a high sheen.  TERA was a good attempt at making an MMO actually fun to play (even though the game failed at pretty much everything else outside of combat and fanservice), while I like the direction GW2 took things, discarding a lot of the concepts I previously found so frustrating in MMOs.  I'm also quite interested in the new Everquest, which offers a great deal of promise.  And that's before we get to Star Citizen itself.  And I have a friend who's head over heels for Mabinogi.  I wouldn't touch that MMO with a ten foot pole, but it offers a completely different approach to the genre again, focusing on out of combat interactions, and allowing him to build a (very unhealthy IMO) complete second life online, complete with home, family, wife and kids.

So I don't see the modern MMO player lacking for choice.  Star Citizen is certainly part of what I would consider that positive direction.  Not because it's crowdfunded, but because it's getting away from the mainstream of fantasy MMOs, and taking an approach based on immersion.  It may work, it may not, but when it's done at the very least it'll offer us another choice in a growing market.

 

  Omnifish

Hard Core Member

Joined: 2/16/11
Posts: 608

I'll kick your a**e so hard, you could build a swimming pool in the footprint!

11/14/13 11:35:27 AM#36
Originally posted by Hanthos
Originally posted by MindTrigger
Originally posted by yashae

Those goals are already the vision of them, they just have the money now to put more people on it.

Some goals will be after release but i don't mind that. Atm i already have a lot of fun watching the wingman hangar shows and the live events and visiting the ship hangar. They actually sometimes listen to people, they aren't perfect but they at least try their best.

You really notice that they love what they are doing when you see them on a live event tired because they did a lot of extra hours to make some stuff for the event.

And atm i'm impressed with the service i recieved from CIG like most of my guild.

Never had an answer so fast and friendly in other games.

 

Found this info on an other forum maybe usefull for some people here.

 

Release Schedule:

Hangar Module

Approximate date: August 2013.

“ I'm planning to probably release [an] app for people that will let them hang out in their hangar, and look at the ships they've bought. So, when we've got to the point that all the ships are in the engine, and I can do that- it will probably be before the single player game and before the single player alpha comes out- I'm going to let our backers have that app, so they can sit around and look around in their ships, and walk around them.”–Chris Roberts

“ The first thing we’re planning is, in August, for Gamescom and PAX, we’re going to release the hangar module to all the backers. It’s a space hangar you can go in, all in the engine, and you can see the ships that you’ve pledged. Walk around in 3D. Go inside them. Invite your friends to hang out and see your ships. You should also be able to do some customization on the ships. I’m not sure if we’ll have all the assets built by then, but you should be able to customize. That’s in August.” –Chris Roberts

Dogfighting Module

Approximate date: December 2013.

“ Multiplayer dog fighting without a persistent universe or the Squadron 42 narrative... It's for everyone to get a feel of flying and to develop tactics (and for the developers to street test and balance with real players). ”–Chris Roberts

“ And then in December, the end of December, we'll release the dogfighting module, which will allow you to take the ship that you've backed, basically what you've got sitting in your hangar, and go into space in sort of a head-to-head deathmatch against other players or AI ... so in December people will be able to sort of dogfight and play, so they actually will be to have close to a World of Tanks style experience there, which will be kind of cool, and we'll be adding ship items and more stuff on there so people will be able to customize their ships. So basically the hangar will be working in concert with the dogfighting module. ” –Chris Roberts, Forbes May 2013 Interview

Social / Planetside Module

Approximate date: March-April 2014
A social module was described in the January 2013 edition of the German computer gaming magazine GameStar.

“ We've got another module that we call the Planetside module, which is sort of down on the planet, the social interaction, talking to people in the bar or going to a shop and buying and selling stuff. ” –Chris Roberts GameStar E3 2013 Interview

“ ...and then in the following year (2014) we'll release sort of a planetside module which will be kind of a social module. That's where you can go into the bar and talk to all the people, buy/sell stuff, upgrade your ship.”–Chris Roberts, Forbes May 2013 Interview

“ The planet side module releases sometime next year (Chris tells us perhaps March or April) and will include the social aspects of being on a planet. You’ll be able to do things like go to the bar and chat. ” –Chris RobertsMMORPG.com Interview, PAX East 2013

Squadron 42 / Singleplayer Alpha

Approximate date: August 2014

“ [Then] an alpha of the single-player game, and then finally a beta of the persistent universe by the end of the year (2014). ” –Chris Roberts, Forbes May 2013 Interview

“ Further out is the single player alpha (roughly August 2014) and the alpha for system universe (again, roughly December 2014). ” –Chris Roberts MMORPG.com Interview, PAX East 2013

Persistent Universe Module / Beta

Approximate date: End of 2014.

“ ...and then a beta of the persistent universe by the end of the year (2014), which essentially is bringing all of these things into one holistic piece, and then we'll go live after the beta which I would anticipate would probably be sometime in early 2015. But essentially from the end of 2014 you should be able to play the full game, it'll just be beta because there obviously still will be things to tweak and balance, and we'll try and keep the player base constrained until after we've gone through beta, because, you know, it's not really a beta if you've got a million players. ” –Chris Roberts, Forbes May 2013 Interview

Star Citizen & Squadron 42

Approximate date: Early 2015.
Star Citizen will feature a persistent universe.

Great post!

This is why I love these guys.  Every other MMO maker out there should be taking notes.  The communication from them alone in the form of website updates, podcasts, and events is unprecedented in the gaming industry.

The fact that they already delivered the hanger module with absolutely stunning space ships is incredible.  I have no doubt this is going to be one hell of a game, and my money was well invested here.

+1

I find it hilarious when people stoop so low as to try and compare what CIG has done to anything else on the market. The only thing other companies have done is chase the money. They haven't bothered to notice that there is a formula to chasing that money that works and one that doesn't. SOE proved that again today when they doubled down on stupid with EQNL.

Cash grab? Call Smedley...

Ah yes the old, 'there are bad people who promise much and want my  money and then there are, 'good' people who only want my money because there making the best game ever!!!!!', argument.

There was a time when developers made games based off capital from investors...then, and here's the crazy part, when it was finished I bought it, or not depending on how the final product turned out!!!

Nuts I know.....

This looks like a job for....The Riviera Kid!

  User Deleted
11/14/13 1:23:46 PM#37


Originally posted by Omnifish

Originally posted by Hanthos

Originally posted by MindTrigger

Originally posted by yashae Those goals are already the vision of them, they just have the money now to put more people on it. Some goals will be after release but i don't mind that. Atm i already have a lot of fun watching the wingman hangar shows and the live events and visiting the ship hangar. They actually sometimes listen to people, they aren't perfect but they at least try their best. You really notice that they love what they are doing when you see them on a live event tired because they did a lot of extra hours to make some stuff for the event. And atm i'm impressed with the service i recieved from CIG like most of my guild. Never had an answer so fast and friendly in other games.   Found this info on an other forum maybe usefull for some people here.   Release Schedule: Hangar Module Approximate date: August 2013. “ I'm planning to probably release [an] app for people that will let them hang out in their hangar, and look at the ships they've bought. So, when we've got to the point that all the ships are in the engine, and I can do that- it will probably be before the single player game and before the single player alpha comes out- I'm going to let our backers have that app, so they can sit around and look around in their ships, and walk around them.”–Chris Roberts “ The first thing we’re planning is, in August, for Gamescom and PAX, we’re going to release the hangar module to all the backers. It’s a space hangar you can go in, all in the engine, and you can see the ships that you’ve pledged. Walk around in 3D. Go inside them. Invite your friends to hang out and see your ships. You should also be able to do some customization on the ships. I’m not sure if we’ll have all the assets built by then, but you should be able to customize. That’s in August.” –Chris Roberts Dogfighting Module Approximate date: December 2013. “ Multiplayer dog fighting without a persistent universe or the Squadron 42 narrative... It's for everyone to get a feel of flying and to develop tactics (and for the developers to street test and balance with real players). ”–Chris Roberts “ And then in December, the end of December, we'll release the dogfighting module, which will allow you to take the ship that you've backed, basically what you've got sitting in your hangar, and go into space in sort of a head-to-head deathmatch against other players or AI ... so in December people will be able to sort of dogfight and play, so they actually will be to have close to a World of Tanks style experience there, which will be kind of cool, and we'll be adding ship items and more stuff on there so people will be able to customize their ships. So basically the hangar will be working in concert with the dogfighting module. ” –Chris Roberts, Forbes May 2013 Interview Social / Planetside Module Approximate date: March-April 2014 A social module was described in the January 2013 edition of the German computer gaming magazine GameStar. “ We've got another module that we call the Planetside module, which is sort of down on the planet, the social interaction, talking to people in the bar or going to a shop and buying and selling stuff. ” –Chris Roberts GameStar E3 2013 Interview “ ...and then in the following year (2014) we'll release sort of a planetside module which will be kind of a social module. That's where you can go into the bar and talk to all the people, buy/sell stuff, upgrade your ship.”–Chris Roberts, Forbes May 2013 Interview “ The planet side module releases sometime next year (Chris tells us perhaps March or April) and will include the social aspects of being on a planet. You’ll be able to do things like go to the bar and chat. ” –Chris RobertsMMORPG.com Interview, PAX East 2013 Squadron 42 / Singleplayer Alpha Approximate date: August 2014 “ [Then] an alpha of the single-player game, and then finally a beta of the persistent universe by the end of the year (2014). ” –Chris Roberts, Forbes May 2013 Interview “ Further out is the single player alpha (roughly August 2014) and the alpha for system universe (again, roughly December 2014). ” –Chris Roberts MMORPG.com Interview, PAX East 2013 Persistent Universe Module / Beta Approximate date: End of 2014. “ ...and then a beta of the persistent universe by the end of the year (2014), which essentially is bringing all of these things into one holistic piece, and then we'll go live after the beta which I would anticipate would probably be sometime in early 2015. But essentially from the end of 2014 you should be able to play the full game, it'll just be beta because there obviously still will be things to tweak and balance, and we'll try and keep the player base constrained until after we've gone through beta, because, you know, it's not really a beta if you've got a million players. ” –Chris Roberts, Forbes May 2013 Interview Star Citizen & Squadron 42 Approximate date: Early 2015. Star Citizen will feature a persistent universe.
Great post! This is why I love these guys.  Every other MMO maker out there should be taking notes.  The communication from them alone in the form of website updates, podcasts, and events is unprecedented in the gaming industry. The fact that they already delivered the hanger module with absolutely stunning space ships is incredible.  I have no doubt this is going to be one hell of a game, and my money was well invested here.
+1 I find it hilarious when people stoop so low as to try and compare what CIG has done to anything else on the market. The only thing other companies have done is chase the money. They haven't bothered to notice that there is a formula to chasing that money that works and one that doesn't. SOE proved that again today when they doubled down on stupid with EQNL. Cash grab? Call Smedley...
Ah yes the old, 'there are bad people who promise much and want my  money and then there are, 'good' people who only want my money because there making the best game ever!!!!!', argument.

There was a time when developers made games based off capital from investors...then, and here's the crazy part, when it was finished I bought it, or not depending on how the final product turned out!!!

Nuts I know.....


There sure where ppl laughing at the guy who invented the wheel, now it is common. Just because you don't understand it, dosn't make it per se evil.

  Hariken

Elite Member

Joined: 7/15/13
Posts: 420

11/15/13 5:11:06 PM#38
Originally posted by Omali
Originally posted by Clerigo
Originally posted by apanz3r

It looks like their main concern is to grab more money altough they allredy reached any goal they proposed.

The "limited available" ships return again for a week etc.

 Bottomline : consume with  moderation, don;t fall in their marketing trap.

 

This is one of those threads that sould be locked imediately.

You give no valuable information whatsoever, you make an accusation without any kind of sense, you clearly show no knowledge of the project itself since its a crowd funded project and RSI made it clear from the start what people were having or not for each goal reached and with the increasing revenue more goals were added, and you come here saying something like that about a high quality project geting 21 millions fan based when there are AAA tittes out there spending 10 or 20 times more that dont fit in your perspective of things.

 

The MMORPG.com forums have a reputation for being a swirling cesspool of hate-filled people bagging endlessly about games they never had any intention of playing or liking. OP's post is rather tame compared to the other people who post daily or weekly threads about the same games.

And what bothers me is the fact that these mmo dev's are asking for money in the first place. I don't know why it doesn't bother more people. I guess its the time we live in. Promise to make an mmo if you give me money first. All these games in beta taking money from players. I guess its the new way.

  Raven

Novice Member

Joined: 5/20/06
Posts: 1985

"Only the dead have seen the end of war" Plato

11/23/13 3:57:16 PM#39

I really want to put some money into this game, but not until there is something more than a little hangar tech demo, once they have something playable that people can play I will literally be the first one to drop 100USD on it to play.

Until then my approach as with other MMOs is wait and see, I will let others put their hard earned cash into it, if in the end this is what I hoped it would be great! If not no loss, I really dont see anything bad with them taking money in advance, in this day and age I think people already know that they are taking a risk with putting their money on a promise and it is their decision to do so. 

  Aison2

Advanced Member

Joined: 6/11/05
Posts: 600

11/23/13 5:32:21 PM#40
Originally posted by Hariken
 

And what bothers me is the fact that these mmo dev's are asking for money in the first place. I don't know why it doesn't bother more people. I guess its the time we live in. Promise to make an mmo if you give me money first. All these games in beta taking money from players. I guess its the new way.

That in itself isnt really something new. Handing out cash based on trust is kind of a standard operation. 

 

Whats missing here is a way to get something back if the product turns out not being what you want.  After all you get nothing beside the ability to play whatever they create at the end. If you fund the creation you should be able to get hold of  art assets / music /  code / ... . That's the stuff that would make funding a project even in case of failure interesting.

Sadly it probably will never get offered as most customers seem just want to pay to play.

 

Pi*1337/100 = 42

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