They're still bleeding money, even as the dev on the game continues to regress at a steady pace. To the extent that even the die-hards have been up in arms following the release of the last two dev updates.
So they have once again reverted to past whale milking tricks because guess what happens when your dev regresses? That's right - you need more money to fund the increased time. And when you have a bunch of complete fools (Sunk Cost Fallacy is a b*tch) giving you money, why stop?
They literally have ZERO incentive to stop doing this, let alone to release a complete game (at least in the case of the train-wreck that is Star Citizen actual) because the minute they do that, the spigot turns off. Which is why it comes as no surprise that this happened (again)
They recently hosted an exclusive event for $1000+ tier backers which cost $275 per person to attend, for the privilege of hearing about - and buying - a $675 ship. For which NO game play loop or functionality exists.
As expected, gamers who are still in collective astonishment, are having a field day with this one. Before you click on this link, be sure that you don't plan on having a productive day because, trust me, it's hilarious AF and you can't stop watching.
The Shitizens Defense Force (SDF) have been unsuccessfully trying to put out such fires for the past 24 hrs to hilarious effect; because, well, f*ck it, why not protect your "investment"?
Remember, 8 years and almost $300m later, they still only have a fantastically broken PRE-ALPHA product in the form of Star Citizen (which will never - ever - be an MMO) and the still MIA single-player Squadron 42 they've been threatening will be in Alpha by Q2/2020.
It's so unbelievable to me that when I look back to 2012 when I funded this train wreck, then wrote a scathing dev analysis in 2015 after it went off the rails, never in my wildest dreams did I envision we'd still be having this discussion...7 years later. But here we are.
Wait! Wait! There's more. This expensive 890 Jump cap ship which was sold years ago, is currently in flight testing - without even half of what it was promised to be/have. And it's an absolute train wreck of epic proportions.
FYI: You can lay mines in 3D world space. It’s not different from any other object drop in such a game. The issue is whether or not they are an effective game play mechanic.
For example, when I implemented space mines in my Battlecruiser/Universal Combat games, through trial and error, I came up with two types.
1) proximity
2) contact
– both with timers.
proximity based one was more effective due to its range. Imagine a 10km sphere with a mine in the middle. If u don’t see the mine or know it’s range, u can detonate it when u breach the sphere; and the damage is exponential depending on how far from the center u are.
The contact one is just a standard mine that only detonates when something actually touches it.
And in both cases, if there is no detonation within a certain timer period, they self-destruct. Also, they don’t tend to appear on radar scans.
Their effectiveness was to deploy them around key objects in a defensive or offensive posture. e.g. one favorite tactic is to mine the jump anomalies in|out of certain space regions so that ships jumping in/out, get blown (depending on their shields, armor etc) on ingress|egress.
They are super-expensive to compute + track because of their AI which drives proximity, timer, damage etc. So in a multiplayer game, you have to keep track of them.
In an instanced game, your problem is they can’t be persistent because you can’t save|restore an instance with live entities.
They have their work cutout for them.
But here’s the thing. If they could have implemented mines, they would have done so by now because they already have a fleet of in-game ships which can deploy mines just as they can missiles and shots.
I have no doubt that they will implement mines at some point since it’s just another projectile. The issue is that it will be just another checkbox for useless functionality – much like similar inconsequential and useless features currently in the "game".
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I am back to writing aggregated blogs again because I have found a new worthy cause that's filled with intrigue, corruption, abuse, racism, and plundering of a Web3 DAO that went from a $1b cap to $300M in less than 1yr amid a cratered token.
Once again, I have the receipts.
As with the Star Citizen (that's still not a finished game btw - 11 yrs + $600M later) blog series that hit all the headlines and which sparked a media frenzy, including from Forbes and others, my series on @apecoin DAO will take the same periodic format.
@apecoin This time around, instead of starting from the beginning and rolling down to the last blog where I was proven beyond a reasonable doubt that the project was FUBAR, I am going to start from present, roll through the history, identify all the players involved, and connect all dots.
Days ago, the Special Council decided to - against procedures and in a blatant conflict of interest, decided to create an interdependent set of AIPS involving the creation of ApeChain via Polygon.
1/
The Special Council is never allowed to do this. Ever. Instead, not only did they author a bidzdev AIP to fund the Polygon AIP, but they're literally pretending that they aren't connected - despite irrefutable evidence.
Here is the first AIP, the Polygon one authored by @sandeepnailwal
Always amuses me that, almost 30 yrs since my first game, Battlecruiser 3000AD (aka BC3K), was released by Take Two, that it's still the go-to comparison for any team making an all-encompassing massive scope space game. Graphics aside, they ALL hit the same wall that I did.
When you build a massive space game, your #2 problem (with #1 being the tech to power it) is going to be how to populate it; and not just because you can, but because of what the game requires. And content repetition is the primary problem.
Every single massive scope space game that has attempted anything of the sort, has run into the same problem with content creation. No Man's Sky, Elite Dangerous, X series etc. all ran into the same thing because procgen can only go so far.
Well don't look now, but SQ42 no longer has a release date. Wait till you see Chris's response in an AMA on the game's 8th (it's actually 9, but whose counting?) anniversary.
So there's a new Star Citizen controversy brewing and which various parties are diving into. I haven't done much digging, so I will just provide some of my own thoughts.
First of all, I want to make this clear - again...
Star Citizen devolved into an absolute scam years ago. The basis for the scam is that the creators and primaries were busy focused on unjust enrichment by taking money out of the project, rather than putting money into it. This has gone on for years now.
To the extent that not only have they done shady financial things like building a corp with backer money, then selling back that corp to themselves, but also taking out large sums from the venture, even as they run out of money year after year.
For context, you'd have to do some catching up on my tweets since this fiasco started. To be clear, as a veteran game dev for 30+ yrs, as I see it, this battle was a long-time in the making, and needed to be waged.
Though some of my peers & colleagues in the biz are hesitant to publicly opine given the parties involved, my view is that with all the confusion as to the merits of the matter and what it means to gamers and game devs, this discussion is worth having cuz feelz aren't relevant.
To get started, this is what I said on 08/13 when news of the lawsuit went public, and which goes back to what I just stated in the first tweet of this thread.