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#151 Omega X

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Posted 23 August 2013 - 09:27 AM

I might have gotten it wrong but I still don't like the idea of insurance in this game. It sounds almost like EvE style mechanics where once something is gained it can be lost forever. It sounds shady, just like real insurance.

#152 Eon Lilu

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Posted 23 August 2013 - 09:39 AM

View PostOmega X, on 23 August 2013 - 09:27 AM, said:

I might have gotten it wrong but I still don't like the idea of insurance in this game. It sounds almost like EvE style mechanics where once something is gained it can be lost forever. It sounds shady, just like real insurance.

If you don't insure your ship then yes it can be lost forever until you buy a new one, that is why you have ship insurance, also depending on the ship class and size the insurance company could take some time to get you a new ship / insurance claim.

Nothing shady about it, this is a space sim PC game, there is a huge amount of companies and diverse commerce market in SC. Insurance, ship building, resource collecting, equipment manufacturing, factory running and owning, if materials are not getting to the factories to build the ships because traders are being shot down by pirates, then mercenary's are given missions to protect the traders, law enforcers are dispatched to patrol the area and/or bounty's are put on pirates heads.

This all happens 24/7 whether players are there or not, if players are not there then npc's will continue to do those roles even when players are gone or offline. The universe keeps on going no matter what.

That just to give you one of many examples how everything to linked to player generated content, the economy and the flow of the game. Insurance is just part of a larger chain and economy of the universe.

Edited by Eon Lilu, 23 August 2013 - 09:41 AM.


#153 Omega X

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Posted 23 August 2013 - 10:21 AM

Yeah, that killed much of the buzz for me once I heard that Insurance mechanic. Sounds very much EvE 2.0. I like space sims but I don't like the perma kill aspect.

#154 Illein

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Posted 23 August 2013 - 12:29 PM

Couple of guild mates are in Cologne for the Gamescom and that Star Citizen event tomorrow (I believe?) - curious what they take away from that!

#155 Eon Lilu

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Posted 23 August 2013 - 12:35 PM

View PostIllein, on 23 August 2013 - 12:29 PM, said:

Couple of guild mates are in Cologne for the Gamescom and that Star Citizen event tomorrow (I believe?) - curious what they take away from that!

Any info is welcome!!! :)

Also got another interview and preview from gamescon.

http://www.pcgames.d...erview-1085041/

#156 Eon Lilu

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Posted 23 August 2013 - 02:56 PM

Going to be more information and video's coming out because of gamescon and launching the game updater and hangar module, here is another with Chris Roberts. Don't worry there is english with the german as well.


Edited by Eon Lilu, 23 August 2013 - 06:04 PM.


#157 Eon Lilu

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Posted 23 August 2013 - 06:06 PM

View PostEon Lilu, on 23 August 2013 - 08:52 AM, said:



Very early pre pre pre pre Alpha in game engine preview of the hanger testing module. Which will be released this weekend or sometime next week to all supporters of the game with alpha access.

Normally game code is never released this early in development this would be like years before beta type stuff that any other company would never even show you, let you test or get your feedback until it's too late in beta. Love the way they are doing this involving the players in the very early development.






Edited by Eon Lilu, 23 August 2013 - 06:07 PM.


#158 Eon Lilu

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Posted 23 August 2013 - 11:27 PM

In game screenies of hangar testing module and information about the release of the testing module.

Quoted from Chris Roberts the owner and founder of Star Citizen / RSI / CIG.

The first release of the Hangar Module is coming! We will be making the very first revision of the Hangar online exclusively for backers the week following its unveiling at Gamescom at our event on the 24th of August. The presentation will stream live on RSI from 2 to 3 PM CST. The module itself will be available for download for all backers starting August 29.


I’d like to take a moment to discuss exactly what you’re getting. First and foremost, the Hangar Module you will load next week is by no means a finished product. It is the earliest build of anything I have ever shared with the public. In fact, it’s at an even earlier stage than I would feel comfortable giving to any publisher I’ve worked with in the past and long before I would be sharing builds with QA in a traditional game development schedule! But Star Citizen is all about trying new approaches in game development.


The Hangar Module was not something we promised during the initial crowdfunding campaign. We had originally promised to share how the game was made with regular updates on our website and give early backers access the full game’s Alpha and Beta builds. But once we started development we came upon the idea of taking the constant public iteration that you get with a “live” online game and applying it during the game’s development to allow us to engage and involve the Star Citizen community of backers in the process of the making of the game. The Hangar Module seemed like a natural choice for our first public facing deliverable. While it may not be as glamorous as the Dogfighting Module which we aim to deliver by the end of this year, it requires a whole bunch of content and functionality that the final game will use, from the ships and their data structures, to communicating with your account to installing and patching the client. The Hangar Module will be the base foundation that everything is added as we release additional modules, eventually cumulating in the full persistent world alpha / beta.


Revision 1 of the Hangar will be very simple. You will be able to walk around, enter the initial pledge ships and explore a ground level in CryEngine that shows the kind of detail we are putting into the full game. It is intended as a very basic example of our direction that we are putting out to reward our backers, something to give you a chance to view “your” ship for the first time. Be warned, we have only just begun the QA process. This is the first stable build, not a slick “open beta” or anything designed as a promotional tool. We’re letting you in on the ground floor because we want to open up the process. Expect to encounter crashes, rendering bugs and other issues. Your feedback will help improve Star Citizen.


We need your help to test the hangar, just like you will be testing the game itself. After release, we will open a special forum for reporting and tracking hangar bugs. Your reports will go directly to the team, who will act on the bugs. Please don’t report them to the support e-mail, as our CS staff won’t be able to walk through hangar issues just yet!

In the coming months, we plan to release additional “major” Revisions of the Hangar, where we add more functionality and content. Things like detailed customization of your personal hangar, persistence of the state of all your items (what is equipped and where), in client item purchasing and the ability to invite your friends to your hangar will be part of later revisions of the Hangar Module.

Just because we’ve launched a module to the community doesn’t mean that it’s completely done. It just means its ready for the community’s feedback and stress testing! Our plan is to update each module (Hangar, Dogfighting, Planet, Ship-boarding) multiple times as new features and content are completed before the full integration into the persistent universe.

Over the coming months additional ships and upgrades will become available (as they are completed) and we will continue to enhance the level of interactivity. The goal is for the Hangar to go from a very simple pre-alpha build to a full featured module before your eyes! It’s something no one has done with an AAA game before. It’s a little daunting, but it’s also another new way to share the development process with our backers.

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Long session in both german and english with many things about the game answered by the game owner and creator himself directly to the fans at gamescon.


Edited by Eon Lilu, 24 August 2013 - 12:42 AM.


#159 Eon Lilu

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Posted 24 August 2013 - 03:36 PM

This is part one and two of a mini presentation as well as including the first ever footage shown of the freelancer ship (skip to 10.52) in the game engine and shows both the business and deluxe hangars.

Enjoy. :)

The main hangar reveal will be tonight at 8PM in the UK or 7pm UTC.

https://robertsspaceindustries.com/


Edited by Eon Lilu, 24 August 2013 - 03:37 PM.


#160 Eon Lilu

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Posted 24 August 2013 - 10:09 PM

Star Citizen passes the 16 million dollars player funded mark.

$16 Million!

Greetings Citizens,

We have just hit $16 million in pledges for Star Citizen! The entire Cloud Imperium team is humbled at your dedication to our game, space sims and the PC. With the imminent release of the first Hangar Module we are going to show our dedication to sharing game development with our fans by giving them the earliest ever look at a AAA game… and with this new funding achievement you have shown your dedication to this project once again!

Fan posted Hangar reveal footage



Star Citizen Live Stream from Germany



Full version

http://www.twitch.tv...h_1/b/450808296

Edited by Eon Lilu, 24 August 2013 - 11:01 PM.


#161 Eon Lilu

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Posted 30 August 2013 - 10:27 AM

Hangar Module for Star Citizen has been launched and released. Now remember this is pre pre alpha, normally in a normal game development cycle this would be 2+ years before beta and would never be shown to the public and would certainly not even be shown to publisher if there was one. They will be constantly updating this as they go from now to over the next 1-2 years and beyond also.

I will post hardware usage stats on highest settings later but I can tell you that omgz the optimization, quality and polish of this even though it is pre pre alpha and finally a PC game that literally uses your hardware to it's fullest potential....and this isn't even optimized yet...its pretty amazing what they have done. Can't wait to see what else CIG, RSI and SC team can do in the future.

https://robertsspace...Module-Released

Music is awesome.



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Edited by Eon Lilu, 30 August 2013 - 10:41 AM.


#162 Lord Bazaah

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Posted 30 August 2013 - 11:51 PM

The hanger is fantastic. I love the TRON vibe I get from mine.

#163 Eon Lilu

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Posted 31 August 2013 - 12:19 AM

View PostLord Bazaah, on 30 August 2013 - 11:51 PM, said:

The hanger is fantastic. I love the TRON vibe I get from mine.

Yeah the business hangar is my favorite. :)

New Wingman's Hanger Episode with loads of germany trip footage and forum feedback that was live in germany with the owner of star citizen chris roberts directly answering fans questions while drinking beer and hanging out with them.

How many game company owners do you know who do that? :P


Edited by Eon Lilu, 31 August 2013 - 12:32 AM.


#164 Eon Lilu

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Posted 06 September 2013 - 11:47 PM

Star Citizen just passed the 18 million dollars funded goal and is well on it's way to being the first ever completely player funded AAA PC Space game.

https://robertsspace...rman-18-Million

Here is some video's of the newly released hangar module, remember that this is pre pre alpha and the first WIP (work in progress) version of hangar for testing purposes but it is still I think personally considering it's equivalent to 2 years before a normal online game beta it is very polished and optimized already for what it is.





Here is also a video of WIP ( work in progress ) pre pre alpha of planetside on terra prime just to give a small example of planetside in star citizen, again it is very early and just to give a taste of the direction they are going. More like a bare representation.



One of the main hangar dev's decided to have some fun and create a fun bowling buggys mini thing.



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Now for some hangar module very high settings test in terms of hardware performance and usage. Please remember that it is pre pre alpha and not even optimized yet, this will also only show usage on the hangar, not the full game and not in space flight or space battles etc this module test hangar would not even be given to publishers or released to player for testing if it was a normal game development but CIG and Star Citizen want the players involved as they funded the game so we get to play with it years before it's released. :)

Ok here is some information on cpu, memory, gpu, temps etc when using very high settings with 1920x1080 res. From what I see it is mostly GPU intensive. i5 can thrash the hangar module and ram usage is small.

Also good to remember that Star Citizen will be for only 64 bit OS and it will be a 64bit game, it will only run on GPU's that support DX 11, the finished game will probably be minimum 8-16gb ram and it fully utilizes every inch of your pc hardware that and when it needs to, with very heavy detail and fidelity.

PC spec. i5-3570k, 240gb ssd, 8gb ram, 2gb gtx 670. Nothing overclocked.

As you can see using all 4 cores but only 50% cpu usage roughly and only about 3gb ram usage.

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As you can see very heavy on GPU with my 2gb gtx 670, highest temps iv seen it run before, 80 degrees, pretty much 100% load and power consumption, it still ran all smoothly with no jumpyness in game but definitely pushed the GPU to it's limit on very high settings, it can handle it though so not to worried. I have never seen my GPU pushed this hard before, like never.

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As you can see cpu temps are fine, it doesn't push cpu that much because Star Citizen is awesome and uses all 4 cores.

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So overall to take from this I would say it is very heavily GPU intensive, but because it uses all 4 cores it takes the load off the cpu.

Settings with GTX 670 2gb not overclocked.

Very high 30-35+ fps
High 40-50fps
Medium 50-60fps
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And finally the latest episode of Wingman's Hanger, the player funded web show they run every week for the fans about the game, this show they talk directly with some of the dev's who worked specifically on the hangar module and discuss the build up to releasing the hangar module and what sort of interaction between staff it took to pull it off.



Gamescon Hangar Module Reveal Event


Edited by Eon Lilu, 07 September 2013 - 12:16 AM.


#165 Heart Collector

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Posted 10 September 2013 - 01:51 PM

I still can't believe this game is actually happening... And I still have this paranoid fear that they'll just take the 18 million and run :lol:  It's too good to be true...

I think that now that there is actually something tangible in the hands of the backers that I'll take the plunge and pledge for the game :) Maybe sometimes some dreams do come true, eh?

#166 Eon Lilu

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Posted 26 September 2013 - 11:09 PM

https://robertsspaceindustries.com/

WOOHOOO!!! Star Citizen has reached $20,000,000 in played funding, the most anyone has raised in the world for this PC Space Sim and soon to be the world's first ever fully player funded AAA Game, no publisher, no shareholders or investors, 100% funded by supporters of the game having direct communication with the game company, dev's, community, founder of the project and a direct say in the direction of the development for the game.

This sort of early access to development and it's supporting community has never been done before as well as the modular and intensive involvement of the players in the process of the game creation, it's pretty awesome to hit 20 million dollars funded just before the 1 year anniversary of the games announcement in October last year and is even more amazing to see the past 12 months unfold knowing we get to see the whole process inch by inch, day by day.

Letter from Chris Roberts the founder of the Star Citizen project who is constantly and directly involved with the community.

https://robertsspace...rman-20-Million

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Greetings Citizens,

Star Citizen fans have set yet another record in crowd funding: $20 million pledged to make sure this game is made by developers instead of publishers. It’s especially fitting to me that we reach this goal today, on the anniversary of the release of the original Wing Commander. Thanks to the support of this incredible community, Star Citizen embodies everything I dreamed of doing with that series, and opens up the potential for so much more. Each of you has helped to make this possible and you are allowing us to create a game the way games should be created. Thank you!

At the $20 million mark, you unlocked the following stretch goal:

First person combat on select lawless planets. Don’t just battle on space stations and platforms … take the fight to the ground!
What this means is that we’re expanding the FPS mechanic we’ve already created for the ship boarding system to apply to more areas of the game. Join an ongoing battle on a contested world, launch an attack on a pirate base, come to the rescue of distant colonists and fend off Vanduul raiders … the possibilities are endless.

In addition to this stretch goal, we have an extra reward for the community: a fish tank decoration for your hangar! In the grand tradition of Starlancer, here’s a little bit of nature to break up your high-tech hangar. Your fish tanks will be added to your accounts very soon and will be included with the Hangar in an upcoming patch. Included in your fish tank is a rare gold Midas fish, found on the planet Cassel in the Goss System (pictured above). Star Citizen will allow you to add more fish to your tank by exploring distant planets and collecting new species.

In the last stretch goal letter, we asked the community to decide how to handle the funding counter after we reach $21 million. 87% of you voted to keep the counter going. That is one of the most clear cut answers we’ve had from the community. As a result, we will continue to announce stretch goals that reward our early backers and enhance the game in ways we had not originally deemed possible. The first of these goals, for the $22 million mark, is as follows:

Facial Capture System. We’ve researched a technology that uses a series of cameras to capture real heads and import them into the game. This will let the team more easily create a variety of realistic characters. In addition, the technology is mobile enough to allow us to take it on the road and capture select fans during special events! You can learn more about this technology at Infinite-Realities.
There has been some concern about “feature creep” with the additional stretch goals. You should all know that we carefully consider the goals we announce. Typically the stretch goals fall into two categories;

The first are goals that involve features we already have planned or have implemented, but we couldn’t create content because of budgetary constraints. The first person combat on select planets is a great example of this type of goal. We already have FPS combat as part of the game in ship boarding, and we already have most of this already functional thanks to CryEngine, as we essentially have Crysis3 functionality out of the box. But creating all the environments and assets to fill them is a huge task, so we were planning on not doing any planetside combat initially, simply because of its cost, with the idea that we would slowly roll it out once the game is live. But with the additional funds we can now afford to create some of this content earlier rather than later.

The facial capture system is an example of the second type, where we identify technology and equipment that will make the game better and allow us to be more nimble and economically efficient in continually creating content for the ongoing universe that we are aiming to support. The motion capture system and sound studio were goals that feel into this category.

But both types of goals are carefully considered — we don’t commit to adding features that would hold up the game’s ability to go “live” in a fully functional state. Also remember that this is not like a typical retail boxed product — there is no rule that all features and content have to come online at the same time! As you can see from the Hangar Module we plan to make functionality and content come on line as it’s ready, so you should look at the stretch goals as a window into the future of functionality and content additions we plan for the live game.

Hangar Additions

We also have another poll for the community. As you know, we are continuing to develop the Hangar Module. You have been incredibly helpful in identifying bugs for the team to fix … but hangar development isn’t going to stop there. The Hangar Module is the first brick that will lead to Star Citizen and we’re going to start expanding outward in a variety of different ways. In the short term, we’re filling out the hangar! That means more equipment, more interactivity and more areas designed to turn it from just a place to keep your spaceship into your personalized home.

We’re asking for what you would like to see next in three areas of the hangar: extra rooms (add more space to the hangar), decorations (add more objects to the existing space) and augmentations (let you customize the existing space). All of these are on the horizon in some form, but we want to base our development schedule around what the community most wants to see.

As always, thank you for your support. In the past year, this community has gone above and beyond in extraordinary ways over and over again. Your dedication, your creativity and your passion for Star Citizen continues to amaze us. Please keep spreading the word: you are making Star Citizen a reality.

-Chris Roberts

Edited by Eon Lilu, 26 September 2013 - 11:18 PM.


#167 Illein

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Posted 27 September 2013 - 12:31 PM

It's one of those "too good to be true" kind of deals where you just really want to believe it, but can't. I mean this game has been one year in its development and there's such a massive ramp-up of features yet to be worked on. What's the usual development period of an AAA game these days? Especially a MMO? 7-8 years or longer?

I somehow doubt fans are willing to wait that long.

It's gonna be interesting though, how the game turns out to see what sort of difference it makes to have a publisher you need to satisfy and not to have one at all. Could potentially be game-changing but I have severe doubts that even 20.000.000 squids are capable of fully funding a game of this proportion IF it has all it claims it will have at one point.

Interesting game to follow but somehow I feel it's gonna be a train wreck fuelled by angry backers :(

#168 Eon Lilu

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Posted 27 September 2013 - 01:15 PM

View PostIllein, on 27 September 2013 - 12:31 PM, said:

It's one of those "too good to be true" kind of deals where you just really want to believe it, but can't. I mean this game has been one year in its development and there's such a massive ramp-up of features yet to be worked on. What's the usual development period of an AAA game these days? Especially a MMO? 7-8 years or longer?

I somehow doubt fans are willing to wait that long.

It's gonna be interesting though, how the game turns out to see what sort of difference it makes to have a publisher you need to satisfy and not to have one at all. Could potentially be game-changing but I have severe doubts that even 20.000.000 squids are capable of fully funding a game of this proportion IF it has all it claims it will have at one point.

Interesting game to follow but somehow I feel it's gonna be a train wreck fuelled by angry backers :(

The best part about this is as you say players do not want to wait, well they don't have to with this type of development as we are involved in alpha, not just a small group of esport teams getting special treatment like with Anet and GW2, but actually anyone who helps support the game is involved in alpha, which is basically the entire Star Citizen community, so far they have released the main client, the patcher, the hangar module where you can actually see your ships and move around your hangars which is very pre alpha and at this stage would never normally be shown even to a publisher, already loads of feedback has been given and hundreds of bugs, changes have been made.

This sort of development will continue even after launch, more hangar updates are constantly going on and next is the dog fighting module due at the end of this year, where players will be able to fly their ships and pvp dog fighting with npc's and other players. I am personally excited for this module, it will give a more clear view of where they are heading and the system requirements which will be higher than pretty much every game out there, they are aiming to use every inch of your PC hardware to it's fullest ability, using 64 bit, all 4 cores and 100% GPU, unlike some games who don't even bother to optimize after 12 months of being launched, they are already achieving these things like 64 bit, 100% GPU, 4 cores being used in pre alpha...

The game is estimated to be fully launched in 2014/2015, of course that could change but because of the way they are using a modular and player focused way of development, the launch date does not matter as much, there is no publisher, no shareholders, no investors just the players having day to day one to one conversations and debates directly with the dev team who are happy to reply to emails and talk daily in the forums without some publisher or "economic PR manager" breathing down their necks telling them what to say...

The fan's of this game want it so bad they have pledged over 20 million dollars and are mostly very mature community, they don't suddenly rise up in defense of star citizen and attack anyone who criticizes it, they make a counter argument and debate while discussing it directly with the dev's, unlike some games I know where you say anything bad about it and your suddenly attacked, treated like a leper and all of your feedback gets edited / deleted.

The players would definitely wait for years for this game. That I am 100% sure of, they are extremely dedicated to supporting CIG / RSI and Chris Roberts.

I understand your concerns but do you forget Chris Roberts has been in the industry for many years,  has contacts pretty much everywhere, is in direct talks with both Nividia and AMD, as well as other companies, he has always made space sims since he was a teenager, he never cared much about profit but more about the design, immersion and success of his games, wing commander games, star lancer, privateer, freelancer all made by him, he also worked in the film industry with films like Lord Of War. The players also funded a motion capture studio so they do not have to rent one and it means when it is not in use, CIG can rent it out as an extra source of income.

As for 20 million( more like 30-40 mill by launch lol ) not being enough, you forget they have no shareholders, investors or publishers, the publisher piece of the pie is HUGE and a very large overhead in games costs, they don't have to spend hardly anything on marketing as they can produce anything they need now in house without any help, that has saved them millions compared to other games who would have to pay for that also through a publisher, also publishers usually have direct input in game development, what should be worked on, what demographics you should be aiming for and a zillion other things, this also wastes time which wastes money plus more staff is needed because of those wasted resources. None of this is needed because of this. Then add they will still have a micro-transaction store even after the game is launched. So money is not really an issue for them but one issue is time, the more money they pull in though, the quicker the game can get made.

I agree with you though that with this sort of project and how expectations are high, everyone is thinking differently etc but I think disappointment will be less in this game than most others simply because of the development and player involvement process they have chosen to use. Right now I can email / post to any specific dev and get a reply back within a few days about any part of the game, I can jump into my hangar and alpha test the crap out of it, I have access to concepts, design ideas, weekly web casts, monthly jump point digital magazine which shows in extreme detail the technical and higher level knowledge of game design, game making and what or how they made or came up with each individual thing about certain parts of the game. They take polls on a regular basis from the community as well as other feedback tools to see what the player expectations are and what the players would like the most. I could go on but you get the idea.

So yeah after previous games I am trying to keep skeptical too, but honestly it feels more like a roller coaster ride that you can either jump on or miss out on, this sort of project and development process has never been done before, it could be revolutionary for the PC industry in many ways. It is the first of it's kind in history to be done like this, that's something as PC Gaming enthusiast I would like to be part of and around while it happens.

Fail or success im looking forward to being a part of it and seeing how it turns out. A bit like an experiment I guess. :)

Oh and the best part is I get to put up two fingers at big companies and publishers at the same time while supporting Star Citizen. :P


Edited by Eon Lilu, 27 September 2013 - 05:55 PM.


#169 NerfHerder

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Posted 02 November 2013 - 03:07 PM

Wing Commander got me started on PC gaming when I was a teenager. This video brought back some fond memories and references. Star Citizen is the only future MMO that might take me away from GW2.

Ok I dont know how to post a you tube video

Edited by NerfHerder, 02 November 2013 - 03:09 PM.


#170 Heart Collector

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Posted 20 February 2014 - 12:06 PM

In-game engine video of the Vanduul Scythe in all its PBR glory!


#171 Heart Collector

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Posted 27 February 2014 - 08:50 AM

New Wingman's Hangar up. I like the flow of the updates now, Monday for 10 for the Chairman, Wednesday for WMH (much better with the "less fluff more stuff" approach!) and Friday for The Next Great Starship. Plus whatever other goodies we may get in the week.


Edited by Heart Collector, 27 February 2014 - 08:51 AM.





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