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You only have this sponsor because of CIG being you are getting paid by CIG through sponsorships to advertise there game and lie to people, which is illegal your time is limited scam boy.
As someone who lurks a lot of SC videos and listening to people talk positively or negatively, and who also watched the latest CitizenCon, there's something that terrifies me, and it's something you started the video on but no one seems to be talking about. I'm happy they've given us a concrete direction for the game, I think an MMO is perfect. However, I'm horrified that we're over 10 years into development and, not us, but the DEV TEAM, only recently decided what the game is. over 700 million in pledges, over 10 years of development, and they didn't know what game they were making? I've spent maybe a little over $1k AUD on this game, and i'm horrified they didn't even know the genre of the game. I'm even more terrified at the thought of them thinking it's perfect ok to say this out loud to their most dedicated players. If it's not perfectly clear as to why other studios pulled the pin on Chris Roberts for mismanagement and took over the game development themselves multiple times across multiple studios, this should be an indicator as to why.
Zero fkn chance bud just be happy with the state it's in at the present. Just had a blast on some Vaughn missions weevil eggs with friends! Around 34 bugs. Game breaking.. fun 😢
@USS_Daedalus finish as in stability. This type of game if eternally in development. Atleast let us see our party members names in game. The basic things that aren't so basic. Like enemy npc not teleporting. Sever issues. Etc.
I have joked about this being my retirement game, but at this rate I just hope it's finished by the time I retire. I'm 47 and I swear this game seems like it may take another 12 years to release. That would make me freaking 59 years old and I just thought that it was a joke, but......
Between the game and retirement, I would have played 100 other games. Would have said 1000, but as you age, the need to go outside goes through the roof (especially in your 40s); and that's coming from someone who's no-lifed FFXI, FFXIV, EVE, EQ[1|2], WOW, and all Battlefield games. In 12-15 years, the base engine will be so old, UE10 will be out and natively having these features SC has as examples. Then again, in all reality, and historically speaking, Chris will finally realize what every other game CEO has, and cut 1/3rd of the game out prior to 1.0 to appeal to newer gen players, because I will be damned at age 60 if I'm not acting like my father trying to re-program his TV remote, much less a ship.
I don't know if it's really 12 years away now that they moved the goalpost, however it's very hard for me to imagine a 1.0 in less than 5 years at the very least, they'd have to cut a lot of things and let's not forget about optimization and stability as well as polish (because yes, believe it or not a lot of bugs aren't caused by server issues)
Ditto. I am 50 now, and unfortunately, over the 8 years that I've been involved with Star Citizen, in my opinion, they are really good with their UI based programming. The LODs are awesome, and they have continued to change and polish them over the years. Core game engineering, in my opinion though, is seriously lacking. And the continued scope creep and changes will never make this better.
Today in Live, get out of ship planet side and fall through it and wake up in my gown. Rearm and head back to complete mission in another ship and full set of armor and blow up in space parked while trying to set route and get a new gown. I love and regularly torture myself playing this game. I always try and remember the first time I got to get my ship out of a hanger and flew around Port Olisar and see how far we have come. Have been a backer from the beginning and too much in time and money invested to give up on CIG now. "When" this game is working right there's nothing like it and when not it's clearly a test of patience.
What a waste comment. The Whole point of Live Service, MMO or this Kind of game is not to Finished it. Finished means No Development, No/Less Patch or Bug fixing, no money, no new Content and no invention. Almost every TH-camr make fun Star Citizen because "it's not Finished". Imagine Nature say to Evolution "Hey Bro stop Evolving, we are finished now" Humans probably never exist.
@@USS_Daedalus Just because a game is 'finished' development doesn't mean new content can't be added. And things like bug fixing should be done or nearly done when the game released, not after people have already paid money for an unfinished product. The point of Live Service is to provide more stuff to an already good product (new maps, missions, cosmetics, etc), not to pay for a dysfunctional product now and what *might* be a good product later.
@@maddogs1989 you're being willfully ignorant. 3 years ago i would pick up a bunker mission, finish everyone and one guy would be spawned behind an elevator, impossible to finish. last week i did the same mission and the same bug was there. Thats a problem and ignoring it isnt helping anything. You can find similar or even the exact same bugs that existed years ago, just because they slapped a new UI on the mobiglass and added some different equally buggy missions doesnt make it a different game. Im not talking from a place of ignorance, i've been playing star citizen since the first day we could hang out around crusader and thats all there was. This is a game i deperately want to be playable, a game i've spent damn near a thousand dollars on over the past decade. But its broken, and it has been for many years.
Im losing faith in the dream, its i dont want it done but for now I just want it stable. Patches missing marks too many times, unstable inconsistent servers for years has made me so tired. I didnt participate in the server meshing test as I was in my 1 year I need a break from SC, came back a week ago just to see "the more things change the more they stay the same" Im fighting the game to just play the game. I have no problem with bugs, or glitches or missing features but have unplayable states for long durations at times going off and on for years wears you out. I dont believe in server meshing solving any problems, just causing more complicated ones. I dont care if reducing player cap makes the verse feel empty I just would like decent frames and for my gun to stop fucking need to reload 3 times to actually have a full mag of ammo in my gun during a firefight. The days you get into a fresh empty server are the best, shit runs like butter.
This game is a total joke, I refuse to believe that this or squadron42 will ever come out in an enjoyable state considering CIG has yet to provide us with a remotely stable experience in their 10+ years of work on this shit
They literally delayed engineering to get 4.0 out with server meshing in a stable state, and half the people on Mike's coment page were complaining about CIG prioritising stability over features.
You’re never too old Mike. I watch Apollo 11 land on the moon 😊, I retire end of this year and still actively playing with my son every evening. Keep up the great work you do reviewing SC.
Realistically, and I think CIG even confirmed it at this point, they would not release all new star systems, let alone other new content like gameplay features, in one single patch. They would try and split everything between multiple patches and call the final one 1.0. Something along these lines.
I just hope they'll give us solo players the same love in creating high end endgame content not just the guild stuff...I want my own mini space stations...maybe my own small asteroid base
Same here, I want a small outpost at the back of aaron halo, its just a play to store some fuel, spare goods and some food, like a personal rest stop/stash house
@@astaroth7188 I would love this as well, but I don’t think it’s going to happen. They said the AI crews you could get for your ship will likely be released after 1.0. I believe they’ll work diligently to get to 1.0, but the updates after will trickle out slowly.
The hardest thing for me to get over is their vision for "Death of a Spaceman". What's the point in me getting invested in a character, or building a base, or engaging in PvP, if it means I could easily lose it all? I've been playing a LOT of extraction shooters the last few years, and while every single one of them revolves around the concept of "lose you stuff when you die" they all also make it either viable to get everything back and more, or your "character" and "gear" don't really have that much investment anyway. Star Citizen seems to be investing in the opposite of that, where your ship is your super special unique home, your character is your identity in the universe, and all of these skills and reputation and and and... then there's "yeah if you die that guy's gone permanently and now you play as your son". Like dude... even if I were as careful as possible, and gettin as busy as possible, I'll have run through 15 generations in the first month of play. The mechanic seems completely at odds with the rest of the game. Doesn't make sense.
I think it Will take a While until you have to create another char. Material progress should remain.... reputation on the other hand..... gone like the person that was ghosted
@@Billy-bc8pk Have you played a shooter in the last 30 years? Someone dies in every single engagement, assuming all parties involved aren't potatoes. It doesn't matter if you care or not, it doesn't matter if you are in the top 5% skill bracket, you WILL die.
What I am excited about on the terms of resource gathering is the video they showed of a base built around a crashed javelin, like you could setup a more then temporary base to process an entire wreck or a debris field after a large org v org fight.
@@robertchandler2063well processing a fleet's worth of debris might take weeks assuming salvage gameplay gets fleshed out (Your not meant to consume the entire ship so quickly like you do now)
@@kyoko4651 Yup, with Maelstrom, you will have to manually disassemble ships -- and with resource management you can siphon (i.e., charge/drain) resources from the ship (i.e., refining). So salvage will be an extremely involved process as it develops.
If maelstrom keeps up with progress then it is a very real possibility of setting up a salvage base (or smaller tier of station) around a debris field, like a player driven "in the wake of disaster" mission where over a couple weeks you churn through hundreds of former player idris, hamerheads, Polaris and Perseus capital and sub capital ships it is TRUE emergent gameplay.
The one part that made me a little sad, was knowing when SQ42 is coming caused me to realize that the PTU probably wont start 1.0 until around the same time if not after SQ42, I could easily see them continuing to build out Star Citizen while we're busy playing through SQ42. That with the idea of things being unlocked in the PTU after the completion of SQ42 leaves the question, if Star Citizen is past 1.0 and persistent do you start out at a dis-advantage? or wait to complete Squadron to have all your unlocks. (Just brainstorming here) On a side note, I do like that Terra is one of the ones coming soonTM. And of course, you have to applaud them for finally giving some sort of idea as to what the game is going to be, and the reasons why were going to do what we do in game. It sounds like a good direction for the first time since I pledged like 5 years ago. (also Mike, wtf happened to the mustache? Yes, I did not forget..)
I'm SO glad they put a hard limit on the star system count for 1.0, I was really worried they'd just throw systems into the grinder to reach the arbitrary number of 100 from the old, limited vision of the Freelancer style game. I want them to handcraft and fully separate just a few star systems instead, make them truly unique - and that's just what they're doing. There's PLENTY of space for everyone, forever in 5 systems.
Before it was released and even during it's early days, I thought SWG was going to be my forever game. That was before the dark times, before the NGE. I'm just hoping that in order to remain relevant, CIG doesn't do something similar.
I can understand with being in love with the idea of what SC was said to be building towards, but as someone who's been in since day 1 there are more features in the cut pile than ones I care about. I bought in because this space fighting game was supposed to have a multiplayer campaign with drop-in drop-out multiplayer. The co-op campaign is dead and gone. I bought in because it was advertised as having dedicated servers with modding support. They sold the modding manual until October 2023 and now the page just goes 404 and they don't want to talk about those sold features anymore. VR support? Not worked on between 2018 and 2023 according to devs on spectrum and a lot of the new flat UIs do not look friendly for VR so that's another thing that 'might come after launch' if we're being extremely charitable. Speaking of long sold stuf that's now being pushed to 'maybe after launch' the NPC AI crew we were told we could "ALWAYS" hire (still says that on CIGs webpage) are now apparently an after 1.0 maybe thing too, despite being used to sell lots of game packages and making people feel more secure in buying a ship that maybe needed 2-3 people to work well. Just another failure to deliver. Oh well at least the foundation is solid as we enter year 13... oh wait no, the foundation isn't built yet and looks daaaaamn rough.
I love that they want to offer story quests aswell. If they gate the follow up stories by reputation, suddenly there is progression aswell, just like in other MMOs
I thought it all sounded great, except that imagining 100,000+ players in those 5 systems I felt like it’d be super crowded. Every POI with hundreds of ships parked all over the place, asteroid belts teeming with miners. I feel like their tech could easily RNG add dozens of uninhabited, lifeless systems with mostly unremarkable resources but small caches of HQ materials sprinkled around, and hard-to-find, unstable jump points that only stick around for a few weeks, so that there’s always an unexplored frontier of newly accessible systems to discover. Limited precious stuff that can be retrieved uncontested if you invest the time to explore for it, and a place for people that want to experience the loneliness of empty space. Edit: this up-to-date location data could become an invaluable org asset, stored in databanks in an org base or spacestation to make it accessible to org members - but also a target for rival org hackers and datarunners. The whole point of raiding an org HQ might be to reveal the locations of their latest uncontested deep space resouces
It's starting to remind me of EVE, I was building ships and weapons and stuff and selling them on the market, contracting haulers to send the ships to the major trade hub from nullsec...etc ..I also had multiple mining bases on planets to get my resources to build things as well as multiple mining ships as well as my own wormhole mining operation for the real good rocks.
if i take SWG as an example, Sandworm pearl can be optionnal to get a higher stats on specific craft (resistance / hp / dps ), also can be needed to get a higher tier of something
I think they can do this but 1.0 is so far away... They would basically have to release S42 and then migrate everyone over to SC and not touch S42, which they will never do. I see SC taking a good 5-10 more years of development with all the stuff they have in mind. I love what they have on their roadmap, but there are some fundamental things they can't seem to figure out since nearly the beginning. I hope I'm wrong. That said, I'm a Space Marshall status backer so I'm in for the long haul and I'll ride this wave until it hits the beach. Really looking forward to S42 in a couple of years.
It's amazing to me how a crowdfunded game with specifically advertised and maintained stretch goals has evolved into a regulated monthly millions project that's now pulling back features at every turn while still continuing to raise funds at every corner. Now removing log out bed functions, earnable map coordinates and a customizable mobiglass and a hanger based map room. Crew hasn't addressed modularity for the Cutlass, Avenger and Redeemer. No mention of a job ecosystem which is still listed in the actual funding goals. The biggest contradiction however is the fact they are trying to now sell us on 5 solar systems from an advertised 100. CIG needs to be accountable for this and backers need to hold it against them.
CIG will never improve as long as A.)people continue to give them money even though they have vastly under delivered, and B.) applaud vastly different and lower features in the game than what CIG has sold us for over a decade.
I was always sure, it is my retirement game, physical development could only go one way. They finally were able to communicate it properly, but it was inevitable. Most games have fake gameloops, they are creating physical gameloops, which means, multiple people can do the gameloop together. They once discussed that the base would show on another shard but not be destroyable, like a ghost version of it, due to land claims persisting across shards. They did not sign off on this though, it was only a thought in one of those ISC or SCL.
With Master Mode and now the tiered systems, I feel that the game isn't the one I pledged 8 years ago. I'll still play, but just as a space tourist to see the nice visuals as that's the only gameplay I enjoy now. Hopefully one day we can have a game that focus on actually being a combat spacesim based on skill.
mike you hit the nail on the head for me too, being a small 'cog' in the bigger 'wheel.' I'm not really looking to go to Pyro much (if ever) but the thing about crafting is you could support a mining outfit in Pyro without even being there. You could trade for the high quality ore and refine it for them in bulk, produce higher quality ship components than they could buy (and if the relationship is profitable maybe priced better than OEM stuff) or even fab ships to spec for people. All outside the combat zone. alliances between orgs is likely what will get those space stations built, with the 'glue' headline org building it and the alliance partners supporting it. the game will allow anyone to perfect their skills without worrying about being great at PvE, PvP, looting, etc. I'm with you on a lot of this, and this was the game i was hoping (and the guys in my org were hoping) Star Citizen was making. 🎉🎉🎉 As for your questions, the funding will be the key to your first question. As much as many people may not like ship sales, until squadron 42 is out the door there's no other funding model. i just hope people fund it till they can get S42 out and maybe they'll be less dependent on the ship sales. but, i also hope they focus on the 1.0 and contain feature creep, because even adding crafting adds complexity that could break stuff in unexpected ways. i remember on a few of the 90s and early 2000s MMOs they had stuff you could craft that would break a game (weapons that could 1 hit kill major bosses or items that make you invulnerable) and they were repeatable because they followed the game rules as they stood. i fear someone concocting something using the game physics to do something similar, but it won't be known till we all start trying. they can't test for everything, and given how 'realistic' they're trying to be it could be an issue. But I'm saying this to say the game can get to 1.0, i do think they want it, but i also think it will be fascinating what that ends up being like. While I've enjoyed playing this game for the last 2 years (even after getting locked out in 3.18 and getting my avatar locked in 3.19) Cities:Skylines II is my forever game right now (was C:S I but i can't say that since i haven't fired that one up since the 3.18/3.19 debacle) but I'm flexible.
@ maybe, but usually they never have plans that are actually fleshed out. It seems as though there is some actual foresight here that has been missing from everything previously.
i'm glad to know that you finally admit CiG paid for this AD commercial :) Nice one Mike! I'm glad to keep positive reviews for a never ending-development game. 10 games could be build instead with 700 millions with better graphics and gameplay.
See, this is actually my favorite version of Mike. Hopeful and inspired but still eyes open realistic. Less salt, more optimistic while working to keep CIG on track. A+ I too am glad to see this sustainable kind of vision. I personally wish space stations had been talked about as a “post 1.0”, as I think it adds a lot more development time over ground bases. And while yes I think they’re important for the long-term, I don’t think that they’re needed for 1.0 like so much of the rest that was shown. More in line with a “first expansion” kind of thing that orgs could start working towards with planetary bases and building up stockpiles for. I think it’s far more important to get the basic loops and the crafting in and move on to true persistence.
This year's Citcon helped revitalise my enthusiasm for the project and similarly, I am hopeful of it (eventually) becoming a game I can play for many more years. At the moment it's frustrating on many levels, here's hoping that they can deliver before 2030!
Problem is, 12 years later it is not the game that other people were waiting for; so would be good for CIG to offer refunds to people that were expecting another type of games, if they ask for it. Instead these changes are happening without any chance to bail out, so if someone likes it, good; but if someone does not like it, too bad... And these people dollars are worth the same exact amount though
@@Badger17805 Yes, to a point. But it was sold as MP game where you have NPCs in the world. Now they are selling it as completely ran by players. Basically now it is quite different from what it was pitched in 2012, after the updates they gave during Citizencon; and anyone that was planning to play solo have very good reasons to be disappointed, as it changes the dynamics for these players (you can still play the game solo of course, but it is way more tailored for groups now; so if you are not in a group you are at a disadvantage, compared to how the game was pitched until few weeks ago)
@@T51B1 I have the feeling that many would... The regret is strong with this game, and if we knew what we know now, the game would probably not even hit 50M at the end of the day, as probably only a chunk of very dedicated specific type of players would this game as is now today, after all this time
i still think they have to prove they can provide a compelling flight model to me before I call it a "forever game"... plus I am not really sure what a forever game is. I played years of WoW from 2004 to 2013 when they ruined it for me and went back briefly for WoW classic. I played the total war series for many years off and on up till Shogun 2. I played X- beyond the frontier, X2 and X3 for thousands of hours each. and more recently sunk a couple of thousand hours into new world, and probably 3X that into Star Citizen since 2014 walking round a hangar. But all things rise and fall, or change in a direction we don't like etc. More important is the people we meet along the way. I still stay in touch with the people i levelled my first character in wow with, and treasure the time spent with my brothers playing X-BTF.
There are only two things that will make Star Citizen a commercial failure. 1. Alienating solo players with lack of solo friendly content- were no longer the 15 year olds gathering around the tv to play halo. We got mortgages, families to manage, IRL careers etc 2. Allowing PvP griefers to kill whatever limited play session we’re already operating under. As were witnessing live with Veilguard if you piss off your games’ largest audience demographic they will put their collective foot up your companies rear exhaust and the pain they will cause to your company’s bottom line will be immense. TLDR - CIG needs to protect the Solo PvE players experience at all costs or Star Citizen the MMO will be a mainstream commercial flop of an MMO.
That's very true, most polls conducted within the community have indicated a heavy desire for PvE or a way to be safe from the trolls and griefers. The most important part is the players want to have their time spent playing respected. Having 10+ hours of their gameplay time wiped out by some other random player for the lols like Rust or Eve is what will really make those players leave, not pvp itself.
I echo most of your feelings on what they’re pitching as 1.0 Mike, and what I really need from SC for me to consider it done is stability, performance, good sandbox loops like mining and crafting, and progression persistence. Missions, base building, station building, the shield matrix, those could all be in 1.x builds, but if the things we do and make persist beyond sessions, and if action has consequence long term, this is the universe I want to invest in (both time and money)
For the first time I can see gameplay loops that have a reason to exist and progression that has a reason to be achieved. Whether people like the way they achieved the creation of that purpose, in my opinion it's far far better to have more progression than just getting paid or buying ships
I wish them the best of luck but only the stuff they actually release will gain back my trust in the project. Even then they'll likely not get any more money from me, I already have all the ships I'll want to fly with blades only. I see myself being excited to play the 1.0 version they've proposed, but only when most of the features are already in. Unfortunately I didn't get hyped by anything at this Citizencon.
it is indeed a forever game because its the perfect carrot on a stick, you will never reach it but continue running towards it. nobody knows this better than CR. whatever happens in your life, Star Citizen being built is a constant, i honestly think a lot of backers 'need' this. i remember in 2017 when i backed and tried to convince a friend to also get into the project so i would have someone to play with, i told him "in 3-4 years i am sure the game will feel like a mostly fleshed out complete game". today i can only laugh so hard at my naivety.
Well at least they have a vision of what kind of game they are building and hopefully are able to balance out the needs and wants of the players, also and this is my humble opinion, if they introduce base building too quickly everyone will want to build bases and the landing zone cities will be left empty, it would be nice for players to have instanced habs at landing zones as an option, kind of like the hangars
Crafting ships in game means Cloud Imperium will have to change its funding model. That's pretty interesting because I saw a post elsewhere by a former employee that said on their first day they were told the game existed to sell digital ships.
I think the crafting actually gives me hope about their funding model not ruining things. Nobody will daily drive their Tier 1 ship all that much if a ship made of T5 materials, etc, is more than 30% 'better'. No amount of upgrading my hull insurance will ever make me stick with it - so this might be a way to wipe all of that nonsense from the meta, a welcome move.
Really great to hear you so positive, and I think you have summed everything up very accurately. :) Will CIG build it? Yes, absolutely. Do they even want to? Yes, 100% How far will they stray from the vision Rich Tyrer presented? Just think about this - how much of what has been released in recent years lines up with that vision, and how much of what has been stated as planned in ISCs and the like also lines up with that vision? I don't think it's any coincedence that everyone seems to be "on the same page" in CIG. I would be willing to bet that this vision we have "just" been presented has actually been some time in the cooking and has already had significant thought put into it across the whole of CIG. I believe they will deliver as close to it as makes practical and "releaseable" sense. And of course, as Tyrer said: 1.0 is not the end of the game's development, but just a step on the journey. As a question to you: One really interesting "single player" element that they told us, without a lot of fanfare, that I believe is going to be fundamental in defining Star Citizen "the game" - Blueprints are locked to one player, they cannot be bought, sold, or traded. This means we are going to have individuals, unique to entire sections, or regions of the Verse, who have the (only) means to craft specific items in the game. That is going to be an incredibly powerful experience, as that single player, I think.
I’m watching Atlas right now and the ships and MFD and mobiglass screens look similar- nice to see some possible inspiration for this game from here. This is a buggy game demo but I’m certainly inspired by it and what they have presented for 1.0. Definitely a forever game for me even if they mess with my favorite ships.
Those heavily taxed UEE zones are definitely the only place I'll call home, outside of a ship in the middle of nowhere.. I can't begin to imagine the pain in the @$$ it's going to be to maintain a vulnerable homestead. Idgaf HOW lined it is with riches.... The way I see it, it's another area to scrape as much as you can and bounce out. Living there is just begging for trouble. I am curious to see how CiG handles this though. At a glance, it looks like you're going to be sleeping on punctuations 24/7 in that lawless environment. And the largest Orgs will always win by sheer numbers alone. Like I said, I'd much rather kick back in a protected zone, plan my interests for the week, then scratch them off as I go. If that includes going out to the wilds, cool with me. But I will not call the wilds "home"..
A lot of people will want to do what you're describing, but there's also plenty who want to be involved in a very large org and participate in those huge battles. Just look how large some of the orgs in SC are now and there isn't even really any org activities in the game yet. Also, when you look at other games like Eve with super large orgs it shows lots of people want to be a cog in that type of machine. The good news is it sounds like SC is going to offer something to everyone, so we all win.
@Spike.SpiegeI oh for sure. I myself will want to do it from time to time too. I like to think of it like I'm back in the military again.. Those mega bases are my duty stations/FOB. I live there for a time. Might come and go every once in awhile as well. But home? REAL home, will be somewhere peaceful.
They need some kind of offline protection imo, being from another timezone has always killed me in most MMOs like this. And not having 24 hours a day to be able to play too. Like even if I'm playing with the same timezone ppl, I don't want to be woken up at 2a.m. to protect my base when I gotta get up for work at 5 or 6
@@StHabibiJohnsonAhmedFranklinThat wasn't bad. I thought them removing and nerfing all current ships from the store forcing you to buy all the new $1000 ships was worse. But, somebody had to pay for Chris' Bughatti.
I mean what you described sounds cool, but that's not SC. That's what people hope SC becomes, but you just described a game that literally doesn't exist yet and may never exist. All the things that is why you love it... aren't in it and may never actually end up in it.
And taxes. When talking about the cost in game, I haven't seen annunciation discuss taxes: What this is, and how it may be implemented, and what it may do (like UEE protection? )
Funny to hear you say you always thought it could be the game for you, but was unsure what direction it would take. For such a long time I've thought that, but also hoped that it would be the game I want it to be. I felt a considerable sense of personal vindication since CC, that I wasn't just barking up the wong tree and this thing could turn out to be anything. Now with the clear vision CIG have explained, I know my instinct was right.
Honestly after seeing the transition from 2.6.3 to .3.0 make me a believer between base building in territory are they really need to keep players and keep people active as the enhance the performance instability of the game.
Despite the completely toxic community that surrounds this project with negativity on Spectrum/Reddit, this was a really well-balanced and nuanced video that appropriately covers the highs and lows of the game from someone who actually is interested in the project. I just wish we had places to discuss the game where they weren't over-whelmed by trolls who do nothing but either spread fud or negativity. Even the Tarkov communities aren't this bad.
What the showed at the con was mind blowing. Took me two weeks to chew through it. A lot of the stuff looks pretty far along, but it'll take time, dev stuff always takes 2/3 times longer than you think it will -- speaking from experience. They are headed in the right direction, it is going to be epic!
the thing im curious about is how do they plan on working out bases as in when everyone in the org or the player logs off will the base still be there and if so could the player just return? wouldnt they have to have separate server for this though?
For better or worse, I really do feel like the years I’ve spent following & playing SC have proven to me that the opposite of love is indeed not hate but indifference. Even if 1.0 is still 10 years away, I just don’t see anything quite like it coming out of the AAA market in my lifetime.
In comparison to server mashing, object container streaming, 64bit coordinate system, zone system and all the other crazy tech, i think creating some crafting and other gameplay couldn't be that hard. I have no doubt that they can deliver a 1.0 at some point in the future.
Hey Mike, I have a question unrelated to the video. I saw that you have the Cam C920 in your Amazon store. Is that the cam you use for your facecam? Thank you!
Yes, CIG can do it. Anything is possible with enough time and money. My biggest concern is that they run out of money. I stopped pledging after I hit "L" for the most part because CIG's velocity and stakeholder management is simply lacking -- also because the ASOP doesn't even support that many ships well. I just cannot justify more pledges without with another 2 years of waiting for Sq42 and a lackluster KPI 2024. My dream scenario was that Squadron 42 would release in Q4 2024 or Q1 2025 and sell many, many millions of copies. Star Citizen would become even more popular and CIG would offer a dividend exchange program for pledges to make the game no longer pay to win. Never happening of course, but that's the best case scenario for everyone.
I think the biggest "if" surrounding all of this is what happens at/to CIG, internally, following the eventual release of SQ42 -- given the development and marketing expenses for SQ42 are functionally already paid off, the actual release of the game publicly is a pure liquidity event, with raw, almost 100% margin profit (literally only pre-release and post-release Marketing expenses are likely to dig into that pure free cash flow). Which is to say, CIG will have a massive injection of capital, alongside probably also a lot of *new* press -- will they hold to their guns regarding the PU and 1.0, or will CR see an opportunity to do even *more* scope creep and studio expansion and massive rounds of hiring, simultaneously, burdening the company with the extreme difficulty of onboarding and expansion because the Board's come into a boatload of new cash equivalents on the balance sheet and feels compelled to spend it lmao.
I don't want a player progression system where my character is nerfed/buffed based on gameplay elements that have to deal with grinding and gaining points. I do not mind if crafting can get me armor that I can improve though - knowing that if I craft the right armor I can limit how much of my agility/stamina/space capacity I lose. To me that's a valid stat limiter/buff. Just so long as two people in a med gown and with a pistol have only their *skill* to aid them, I'm fine with making the armors and stuff the limiting factors.
Great video - I agree the long term gameplay looks very compelling. Hopefully they can make the short-term gameplay compelling enough to keep funded to deliver this dream
since joining in 2014, the only thing i know is that nothing can be known until its in game. Even then, it might change. I have no idea if they can succeed but I have been having a lot of fun already since joining. I'm along for the ride and here to have fun on the trip
I agree that Star Citizen is probably my Forever Game right behind Half-Life and Halo. This is especially apparent to me after this citizencom when they announced the dungeons that I think sounds very interesting and appealing as a solo.
I don't know if you know this, but you have a different cadence and inflection when you're in sales mode. I'm not sure what to make of this but, you shot the whole video in your sales voice.
If insurance only provides a tier 1 version of ships / components, that will help alleviate the problem of risk vs value. Also, in-game ship purchases should default to tier 1 so people have an incentive to contract ship crafters for upgrades or higher tier versions.
13:00 Wait. So tell me if I'm getting this wrong. The ships bought with IRL money on the website will, in the future, turn into blueprints (similar to BPO in EVE) where the player has to actually gather the materials first to build the ship that they purchased? To answer the questions in the end, I think they can do it. I don't know if they'll be able to do it the way they're talking about it. It's nice that we're seeing good progress in the game as of late and I hope that this is a sign that there's more things to come and not just "appeasing the audience" kind of thing.
@SaltEMike Dang. I hope the reconsider, but I can understand why they're being cagey on touching that subject. A lot of people sank a lot of money on this game.
I still have significant doubts about their ability to reach the game that they have outlined for 1.0, but if they every get there even if it's a buggy mess it will be something that I play for as long as it is available.
I don't know if I like the Seal system. Seems like a win more mechanic to me. Small orgs will never get that and it will be pretty much exclusive to large orgs who are the strongest and need it the least anyway.
Yes, it is a terrible proposed system. Making the strongest players and orgs even stronger (and more quickly) than other players is really bad for the game.
Yes! well im hopeing that with the announcment at citcon this year, that somebody twisted the arm (just alittle) on Chris Roberts (or he did realize himself), that he and CIG needs a precise endgoal and date (hoping that they stick to it) cos tbh, i belive Freelancer would still be in development if he haddent been forced to sell Anvil to Microsoft back in the day, and that is absolutly still a blast of a game. (and dont get me wrong, im still a fan of his stuff) Now as you, im sticking with this game till end of life, unless they really do something profoundly, but at some point, they will need to ship somthing stable and i do realize (already back in 2014) that the massive scoop of this game, would not come for a decade, cos there just be to much work and stuff to figure out. But seeing that they are done with the engine and wolrd building tools (pretty much), gives hope and im looking forward to citcon in 2025 and here is me hoping that theyll put a date on SQ42 and actually a date on Star Citizen aswell, but they gonna need a Wing Commander/Freelancer level of experiance for SQ42 to pull it off (and i still play all of them from time to time). Hope and dreams is whats building this game, but Chris as the rest of us, aint getting any younger.
Doesn't matter how good their vision is since we're never going to get to play this. Every major milestone/feature is never hit. Its easy to look good on paper, but implementing/creating it? I'm a multi-industry leader. I know just how rare this quality is, and the people in charge of this thing don't have "it".
Do I think they can do this? I am worried about it is the best answer I can give. The tech isn't there yet and we all know how we felt before we saw the first implementation of SM. There are many unknowns and for now I am planning on being here along for the ride. Until we know what base location instancing will look like and how well the global servers will work, it will all still be up in the air in my mind. SM is a stride in the right direction, but considering the scale they're aiming for it just feels like a single tiny step forward. We're currently comparing 500-2000 player caps to a backer population of 4.7 million backers - and many more will join when the game finally releases? Lest we forget about the NPC population as well, which are meant to be the lifeblood of the universe. I am afraid I still cannot fathom how well this will all work, if ever, on the scale they intend.
Of all these features which one will be dropped ? how many will be dropped ? Given its recent past its a fair question as how can we trust anything they say now? ANYONE remember the FIST BUMP animation that was suppose to replace the F key ? WHERE IS THAT now ? In the trash? Although its not that important a thing but it's just more words that end up describing a VAPOR FEATURE! They need to regain trust in the community and start keeping their words on things ( especially when its tided into ship sales! ) - THIS and Server Meshing for 4.0 is the most IMPORTANT thing they can do to recover from the PR nightmare they are facing right now! because if they dont recover the trust then all thats in this video is for nothing!
Check out Manta Sleep here tinyurl.com/4sydf8xd and make sure to use SaltEMike for 10% off your order! And don't let your wife steal your pillowcase! #ad
I can not sleep with stuff on my head/eyes. But for those who can sleep better with it - go for it.
Do you believe what you say right now or you are trolling???
You only have this sponsor because of CIG being you are getting paid by CIG through sponsorships to advertise there game and lie to people, which is illegal your time is limited scam boy.
As someone who lurks a lot of SC videos and listening to people talk positively or negatively, and who also watched the latest CitizenCon, there's something that terrifies me, and it's something you started the video on but no one seems to be talking about. I'm happy they've given us a concrete direction for the game, I think an MMO is perfect. However, I'm horrified that we're over 10 years into development and, not us, but the DEV TEAM, only recently decided what the game is. over 700 million in pledges, over 10 years of development, and they didn't know what game they were making? I've spent maybe a little over $1k AUD on this game, and i'm horrified they didn't even know the genre of the game. I'm even more terrified at the thought of them thinking it's perfect ok to say this out loud to their most dedicated players. If it's not perfectly clear as to why other studios pulled the pin on Chris Roberts for mismanagement and took over the game development themselves multiple times across multiple studios, this should be an indicator as to why.
Had to check the video date. Thought it was 2015 again
Best comment ever. Couldn’t put this better myself.
Hahahaha
Lol
I just hope they actually finish the game in our lifetime
Zero fkn chance bud just be happy with the state it's in at the present. Just had a blast on some Vaughn missions weevil eggs with friends! Around 34 bugs. Game breaking.. fun 😢
I hope they never finished it because its also mean no more new Content or new stuff.
@USS_Daedalus finish as in stability. This type of game if eternally in development. Atleast let us see our party members names in game. The basic things that aren't so basic. Like enemy npc not teleporting. Sever issues. Etc.
I hope before the 2030 great reset !!
This sounds ridiculous as a 34 year old, but some folks really are pretty old tbf.
I have joked about this being my retirement game, but at this rate I just hope it's finished by the time I retire. I'm 47 and I swear this game seems like it may take another 12 years to release. That would make me freaking 59 years old and I just thought that it was a joke, but......
The hemorrhoids will prevent fun and the time sinks will become like curses
Between the game and retirement, I would have played 100 other games. Would have said 1000, but as you age, the need to go outside goes through the roof (especially in your 40s); and that's coming from someone who's no-lifed FFXI, FFXIV, EVE, EQ[1|2], WOW, and all Battlefield games.
In 12-15 years, the base engine will be so old, UE10 will be out and natively having these features SC has as examples. Then again, in all reality, and historically speaking, Chris will finally realize what every other game CEO has, and cut 1/3rd of the game out prior to 1.0 to appeal to newer gen players, because I will be damned at age 60 if I'm not acting like my father trying to re-program his TV remote, much less a ship.
I don't know if it's really 12 years away now that they moved the goalpost, however it's very hard for me to imagine a 1.0 in less than 5 years at the very least, they'd have to cut a lot of things and let's not forget about optimization and stability as well as polish (because yes, believe it or not a lot of bugs aren't caused by server issues)
Ditto. I am 50 now, and unfortunately, over the 8 years that I've been involved with Star Citizen, in my opinion, they are really good with their UI based programming. The LODs are awesome, and they have continued to change and polish them over the years. Core game engineering, in my opinion though, is seriously lacking. And the continued scope creep and changes will never make this better.
I only have two more years. I hope it is in a better place than today.
Today in Live, get out of ship planet side and fall through it and wake up in my gown. Rearm and head back to complete mission in another ship and full set of armor and blow up in space parked while trying to set route and get a new gown. I love and regularly torture myself playing this game. I always try and remember the first time I got to get my ship out of a hanger and flew around Port Olisar and see how far we have come. Have been a backer from the beginning and too much in time and money invested to give up on CIG now. "When" this game is working right there's nothing like it and when not it's clearly a test of patience.
SC is for the masochistic gamer for sure ;)
When this game is working right, there is nothing like it. When this game isn't working right, there is nothing like it lol.
@@andreichiuzbaian147reminds me "Shangri-La Frontier: Crappy Game Hunter Challenges God-Tier Game"
シャングリラ・フロンティア~クソゲーハンター、神ゲーに挑まんとす~
Yeppers. There are times when I feel like I am involved in an abusive relationship though. 🫣
It is a get in a forever gown.
It’s my forever “in development” game 😂
our* lol
Hah, that’s not necessarily a bad thing. Just need a stable build with completed loops and I hope they keep iterating from that point on
What a waste comment.
The Whole point of Live Service, MMO or this Kind of game is not to Finished it.
Finished means No Development, No/Less Patch or Bug fixing, no money, no new Content and no invention.
Almost every TH-camr make fun Star Citizen because "it's not Finished".
Imagine Nature say to Evolution "Hey Bro stop Evolving, we are finished now"
Humans probably never exist.
If you think about it, there's always something new to look forward to. The bonus is actually living to see SC's full release.
@@USS_Daedalus Just because a game is 'finished' development doesn't mean new content can't be added. And things like bug fixing should be done or nearly done when the game released, not after people have already paid money for an unfinished product. The point of Live Service is to provide more stuff to an already good product (new maps, missions, cosmetics, etc), not to pay for a dysfunctional product now and what *might* be a good product later.
I love what star citizen wants to be. I hate that i give this game years long gaps of not playing only to come back to the same broken game.
I play SC every week. It most definitely is not the same game from years ago.
I feel this haha and you still can barely play due to client and server performance. Im just glad they are working on atleast one of them atm
@@maddogs1989 you're being willfully ignorant. 3 years ago i would pick up a bunker mission, finish everyone and one guy would be spawned behind an elevator, impossible to finish. last week i did the same mission and the same bug was there. Thats a problem and ignoring it isnt helping anything. You can find similar or even the exact same bugs that existed years ago, just because they slapped a new UI on the mobiglass and added some different equally buggy missions doesnt make it a different game. Im not talking from a place of ignorance, i've been playing star citizen since the first day we could hang out around crusader and thats all there was. This is a game i deperately want to be playable, a game i've spent damn near a thousand dollars on over the past decade. But its broken, and it has been for many years.
Im losing faith in the dream, its i dont want it done but for now I just want it stable. Patches missing marks too many times, unstable inconsistent servers for years has made me so tired. I didnt participate in the server meshing test as I was in my 1 year I need a break from SC, came back a week ago just to see "the more things change the more they stay the same" Im fighting the game to just play the game. I have no problem with bugs, or glitches or missing features but have unplayable states for long durations at times going off and on for years wears you out. I dont believe in server meshing solving any problems, just causing more complicated ones. I dont care if reducing player cap makes the verse feel empty I just would like decent frames and for my gun to stop fucking need to reload 3 times to actually have a full mag of ammo in my gun during a firefight. The days you get into a fresh empty server are the best, shit runs like butter.
This game is a total joke, I refuse to believe that this or squadron42 will ever come out in an enjoyable state considering CIG has yet to provide us with a remotely stable experience in their 10+ years of work on this shit
They literally delayed engineering to get 4.0 out with server meshing in a stable state, and half the people on Mike's coment page were complaining about CIG prioritising stability over features.
Their development to v1.0 will be so many years long i very much expect an engine upgrade being one of the surprises that slows development.
You’re never too old Mike. I watch Apollo 11 land on the moon 😊, I retire end of this year and still actively playing with my son every evening. Keep up the great work you do reviewing SC.
being able to provide fuel stations for players and make money off it and having to replenish that tank in your base would be cool :3
CIG has never been able to deliver an entire gameplay branch in one single patch. Can they deliver 3 star systems and an entirely new game in one go?
Star systems for me are the "easiest".They always have been good in terms of visual so gameplay and the rest is the hard part
5 in total actually. I’m almost certain the answer is no. Well, not for a long time anyway (5-6+ years).
@@aardvarkmindshank yeah 5, but 1 is already released, and the 2nd ones is coming in 4.0
Remember we are talking about 1.0. don't get confused
@@mariodoccia4531 bro it took them 8 years to release 1 stat system. Are we sure they are the easiest to deliver?
Realistically, and I think CIG even confirmed it at this point, they would not release all new star systems, let alone other new content like gameplay features, in one single patch. They would try and split everything between multiple patches and call the final one 1.0. Something along these lines.
I just hope they'll give us solo players the same love in creating high end endgame content not just the guild stuff...I want my own mini space stations...maybe my own small asteroid base
Same here, I want a small outpost at the back of aaron halo, its just a play to store some fuel, spare goods and some food, like a personal rest stop/stash house
No single player, mate. That would require them to make an actual game, not tech demo as it is now.
@@astaroth7188 I would love this as well, but I don’t think it’s going to happen. They said the AI crews you could get for your ship will likely be released after 1.0. I believe they’ll work diligently to get to 1.0, but the updates after will trickle out slowly.
There might be safe havens on planets with armistice zones. But other than those planets, without being in an org..good luck
The hardest thing for me to get over is their vision for "Death of a Spaceman". What's the point in me getting invested in a character, or building a base, or engaging in PvP, if it means I could easily lose it all?
I've been playing a LOT of extraction shooters the last few years, and while every single one of them revolves around the concept of "lose you stuff when you die" they all also make it either viable to get everything back and more, or your "character" and "gear" don't really have that much investment anyway. Star Citizen seems to be investing in the opposite of that, where your ship is your super special unique home, your character is your identity in the universe, and all of these skills and reputation and and and... then there's "yeah if you die that guy's gone permanently and now you play as your son".
Like dude... even if I were as careful as possible, and gettin as busy as possible, I'll have run through 15 generations in the first month of play.
The mechanic seems completely at odds with the rest of the game. Doesn't make sense.
Well it certainly wouldn’t work with the current shockingly poor state of the game.
I think it Will take a While until you have to create another char. Material progress should remain.... reputation on the other hand..... gone like the person that was ghosted
It makes plenty of sense -- because you will have to care about your character and invest time into not wasting it if you actually care.
@@Billy-bc8pk Have you played a shooter in the last 30 years? Someone dies in every single engagement, assuming all parties involved aren't potatoes. It doesn't matter if you care or not, it doesn't matter if you are in the top 5% skill bracket, you WILL die.
@@aardvarkmindshank Certainly. Was assuming "near complete" state of the game, "intended" mechanics up n' running.
What I am excited about on the terms of resource gathering is the video they showed of a base built around a crashed javelin, like you could setup a more then temporary base to process an entire wreck or a debris field after a large org v org fight.
That’s takes minutes to hours in the current implementation so that’s a little weird but ok.
@@robertchandler2063well processing a fleet's worth of debris might take weeks assuming salvage gameplay gets fleshed out (Your not meant to consume the entire ship so quickly like you do now)
@@kyoko4651 Yup, with Maelstrom, you will have to manually disassemble ships -- and with resource management you can siphon (i.e., charge/drain) resources from the ship (i.e., refining). So salvage will be an extremely involved process as it develops.
If maelstrom keeps up with progress then it is a very real possibility of setting up a salvage base (or smaller tier of station) around a debris field, like a player driven "in the wake of disaster" mission where over a couple weeks you churn through hundreds of former player idris, hamerheads, Polaris and Perseus capital and sub capital ships it is TRUE emergent gameplay.
Wow, great video. Your comments on solo gameplay were so insightful thank you.
The one part that made me a little sad, was knowing when SQ42 is coming caused me to realize that the PTU probably wont start 1.0 until around the same time if not after SQ42, I could easily see them continuing to build out Star Citizen while we're busy playing through SQ42. That with the idea of things being unlocked in the PTU after the completion of SQ42 leaves the question, if Star Citizen is past 1.0 and persistent do you start out at a dis-advantage? or wait to complete Squadron to have all your unlocks. (Just brainstorming here)
On a side note, I do like that Terra is one of the ones coming soonTM.
And of course, you have to applaud them for finally giving some sort of idea as to what the game is going to be, and the reasons why were going to do what we do in game. It sounds like a good direction for the first time since I pledged like 5 years ago.
(also Mike, wtf happened to the mustache? Yes, I did not forget..)
Can't wait to see how this ages.
I'm SO glad they put a hard limit on the star system count for 1.0, I was really worried they'd just throw systems into the grinder to reach the arbitrary number of 100 from the old, limited vision of the Freelancer style game.
I want them to handcraft and fully separate just a few star systems instead, make them truly unique - and that's just what they're doing. There's PLENTY of space for everyone, forever in 5 systems.
Before it was released and even during it's early days, I thought SWG was going to be my forever game. That was before the dark times, before the NGE. I'm just hoping that in order to remain relevant, CIG doesn't do something similar.
I can understand with being in love with the idea of what SC was said to be building towards, but as someone who's been in since day 1 there are more features in the cut pile than ones I care about. I bought in because this space fighting game was supposed to have a multiplayer campaign with drop-in drop-out multiplayer. The co-op campaign is dead and gone. I bought in because it was advertised as having dedicated servers with modding support. They sold the modding manual until October 2023 and now the page just goes 404 and they don't want to talk about those sold features anymore. VR support? Not worked on between 2018 and 2023 according to devs on spectrum and a lot of the new flat UIs do not look friendly for VR so that's another thing that 'might come after launch' if we're being extremely charitable. Speaking of long sold stuf that's now being pushed to 'maybe after launch' the NPC AI crew we were told we could "ALWAYS" hire (still says that on CIGs webpage) are now apparently an after 1.0 maybe thing too, despite being used to sell lots of game packages and making people feel more secure in buying a ship that maybe needed 2-3 people to work well. Just another failure to deliver. Oh well at least the foundation is solid as we enter year 13... oh wait no, the foundation isn't built yet and looks daaaaamn rough.
Very true
At least we saw 1.0 on the roadmap. I do hope this isn't the "twitching before dying" or "taking its dying breath" kind of thing
I love that they want to offer story quests aswell. If they gate the follow up stories by reputation, suddenly there is progression aswell, just like in other MMOs
See you in the verse! 💯📈
I thought it all sounded great, except that imagining 100,000+ players in those 5 systems I felt like it’d be super crowded. Every POI with hundreds of ships parked all over the place, asteroid belts teeming with miners. I feel like their tech could easily RNG add dozens of uninhabited, lifeless systems with mostly unremarkable resources but small caches of HQ materials sprinkled around, and hard-to-find, unstable jump points that only stick around for a few weeks, so that there’s always an unexplored frontier of newly accessible systems to discover. Limited precious stuff that can be retrieved uncontested if you invest the time to explore for it, and a place for people that want to experience the loneliness of empty space.
Edit: this up-to-date location data could become an invaluable org asset, stored in databanks in an org base or spacestation to make it accessible to org members - but also a target for rival org hackers and datarunners. The whole point of raiding an org HQ might be to reveal the locations of their latest uncontested deep space resouces
It's starting to remind me of EVE, I was building ships and weapons and stuff and selling them on the market, contracting haulers to send the ships to the major trade hub from nullsec...etc ..I also had multiple mining bases on planets to get my resources to build things as well as multiple mining ships as well as my own wormhole mining operation for the real good rocks.
if i take SWG as an example, Sandworm pearl can be optionnal to get a higher stats on specific craft (resistance / hp / dps ), also can be needed to get a higher tier of something
I think they can do this but 1.0 is so far away... They would basically have to release S42 and then migrate everyone over to SC and not touch S42, which they will never do. I see SC taking a good 5-10 more years of development with all the stuff they have in mind. I love what they have on their roadmap, but there are some fundamental things they can't seem to figure out since nearly the beginning. I hope I'm wrong. That said, I'm a Space Marshall status backer so I'm in for the long haul and I'll ride this wave until it hits the beach. Really looking forward to S42 in a couple of years.
It's amazing to me how a crowdfunded game with specifically advertised and maintained stretch goals has evolved into a regulated monthly millions project that's now pulling back features at every turn while still continuing to raise funds at every corner. Now removing log out bed functions, earnable map coordinates and a customizable mobiglass and a hanger based map room. Crew hasn't addressed modularity for the Cutlass, Avenger and Redeemer. No mention of a job ecosystem which is still listed in the actual funding goals. The biggest contradiction however is the fact they are trying to now sell us on 5 solar systems from an advertised 100. CIG needs to be accountable for this and backers need to hold it against them.
CIG will never improve as long as A.)people continue to give them money even though they have vastly under delivered, and B.) applaud vastly different and lower features in the game than what CIG has sold us for over a decade.
I was always sure, it is my retirement game, physical development could only go one way. They finally were able to communicate it properly, but it was inevitable. Most games have fake gameloops, they are creating physical gameloops, which means, multiple people can do the gameloop together. They once discussed that the base would show on another shard but not be destroyable, like a ghost version of it, due to land claims persisting across shards. They did not sign off on this though, it was only a thought in one of those ISC or SCL.
With Master Mode and now the tiered systems, I feel that the game isn't the one I pledged 8 years ago. I'll still play, but just as a space tourist to see the nice visuals as that's the only gameplay I enjoy now. Hopefully one day we can have a game that focus on actually being a combat spacesim based on skill.
mike you hit the nail on the head for me too, being a small 'cog' in the bigger 'wheel.' I'm not really looking to go to Pyro much (if ever) but the thing about crafting is you could support a mining outfit in Pyro without even being there. You could trade for the high quality ore and refine it for them in bulk, produce higher quality ship components than they could buy (and if the relationship is profitable maybe priced better than OEM stuff) or even fab ships to spec for people. All outside the combat zone. alliances between orgs is likely what will get those space stations built, with the 'glue' headline org building it and the alliance partners supporting it. the game will allow anyone to perfect their skills without worrying about being great at PvE, PvP, looting, etc. I'm with you on a lot of this, and this was the game i was hoping (and the guys in my org were hoping) Star Citizen was making. 🎉🎉🎉
As for your questions, the funding will be the key to your first question. As much as many people may not like ship sales, until squadron 42 is out the door there's no other funding model. i just hope people fund it till they can get S42 out and maybe they'll be less dependent on the ship sales. but, i also hope they focus on the 1.0 and contain feature creep, because even adding crafting adds complexity that could break stuff in unexpected ways.
i remember on a few of the 90s and early 2000s MMOs they had stuff you could craft that would break a game (weapons that could 1 hit kill major bosses or items that make you invulnerable) and they were repeatable because they followed the game rules as they stood. i fear someone concocting something using the game physics to do something similar, but it won't be known till we all start trying. they can't test for everything, and given how 'realistic' they're trying to be it could be an issue.
But I'm saying this to say the game can get to 1.0, i do think they want it, but i also think it will be fascinating what that ends up being like. While I've enjoyed playing this game for the last 2 years (even after getting locked out in 3.18 and getting my avatar locked in 3.19) Cities:Skylines II is my forever game right now (was C:S I but i can't say that since i haven't fired that one up since the 3.18/3.19 debacle) but I'm flexible.
I can see 1.0 in 5-6 years. And honestly if they deliver what they presented at this citcon then yeah it’s the forever game
spoiler: they won't. It's going to be 10+ years and you'll get a gutted version that looks nothing like the plans right now.
@ maybe, but usually they never have plans that are actually fleshed out. It seems as though there is some actual foresight here that has been missing from everything previously.
i'm glad to know that you finally admit CiG paid for this AD commercial :) Nice one Mike! I'm glad to keep positive reviews for a never ending-development game. 10 games could be build instead with 700 millions with better graphics and gameplay.
See, this is actually my favorite version of Mike. Hopeful and inspired but still eyes open realistic. Less salt, more optimistic while working to keep CIG on track. A+
I too am glad to see this sustainable kind of vision. I personally wish space stations had been talked about as a “post 1.0”, as I think it adds a lot more development time over ground bases. And while yes I think they’re important for the long-term, I don’t think that they’re needed for 1.0 like so much of the rest that was shown. More in line with a “first expansion” kind of thing that orgs could start working towards with planetary bases and building up stockpiles for. I think it’s far more important to get the basic loops and the crafting in and move on to true persistence.
Reading the title, I was like. "Space tomato, is that you?"
This year's Citcon helped revitalise my enthusiasm for the project and similarly, I am hopeful of it (eventually) becoming a game I can play for many more years. At the moment it's frustrating on many levels, here's hoping that they can deliver before 2030!
Gotta feel bad for Mike... his forever game is a game he despises.
I dont say this often. But awesome video. Fully agree on all topics. Nice job Mike
Problem is, 12 years later it is not the game that other people were waiting for; so would be good for CIG to offer refunds to people that were expecting another type of games, if they ask for it.
Instead these changes are happening without any chance to bail out, so if someone likes it, good; but if someone does not like it, too bad... And these people dollars are worth the same exact amount though
Nah this game was clearly subject to change from the start
@@Badger17805 Yes, to a point.
But it was sold as MP game where you have NPCs in the world. Now they are selling it as completely ran by players.
Basically now it is quite different from what it was pitched in 2012, after the updates they gave during Citizencon; and anyone that was planning to play solo have very good reasons to be disappointed, as it changes the dynamics for these players (you can still play the game solo of course, but it is way more tailored for groups now; so if you are not in a group you are at a disadvantage, compared to how the game was pitched until few weeks ago)
If they offered it I would refund every dime I gave them
@@T51B1 I have the feeling that many would... The regret is strong with this game, and if we knew what we know now, the game would probably not even hit 50M at the end of the day, as probably only a chunk of very dedicated specific type of players would this game as is now today, after all this time
Great video, and I love your commentary. Very professional!
i still think they have to prove they can provide a compelling flight model to me before I call it a "forever game"... plus I am not really sure what a forever game is. I played years of WoW from 2004 to 2013 when they ruined it for me and went back briefly for WoW classic. I played the total war series for many years off and on up till Shogun 2. I played X- beyond the frontier, X2 and X3 for thousands of hours each. and more recently sunk a couple of thousand hours into new world, and probably 3X that into Star Citizen since 2014 walking round a hangar. But all things rise and fall, or change in a direction we don't like etc. More important is the people we meet along the way. I still stay in touch with the people i levelled my first character in wow with, and treasure the time spent with my brothers playing X-BTF.
There are only two things that will make Star Citizen a commercial failure.
1. Alienating solo players with lack of solo friendly content- were no longer the 15 year olds gathering around the tv to play halo. We got mortgages, families to manage, IRL careers etc
2. Allowing PvP griefers to kill whatever limited play session we’re already operating under.
As were witnessing live with Veilguard if you piss off your games’ largest audience demographic they will put their collective foot up your companies rear exhaust and the pain they will cause to your company’s bottom line will be immense.
TLDR - CIG needs to protect the Solo PvE players experience at all costs or Star Citizen the MMO will be a mainstream commercial flop of an MMO.
That's very true, most polls conducted within the community have indicated a heavy desire for PvE or a way to be safe from the trolls and griefers. The most important part is the players want to have their time spent playing respected. Having 10+ hours of their gameplay time wiped out by some other random player for the lols like Rust or Eve is what will really make those players leave, not pvp itself.
I echo most of your feelings on what they’re pitching as 1.0 Mike, and what I really need from SC for me to consider it done is stability, performance, good sandbox loops like mining and crafting, and progression persistence. Missions, base building, station building, the shield matrix, those could all be in 1.x builds, but if the things we do and make persist beyond sessions, and if action has consequence long term, this is the universe I want to invest in (both time and money)
For the first time I can see gameplay loops that have a reason to exist and progression that has a reason to be achieved. Whether people like the way they achieved the creation of that purpose, in my opinion it's far far better to have more progression than just getting paid or buying ships
It's amazing how technical it is but balancing that with fun is going to be a challenge.
I wish them the best of luck but only the stuff they actually release will gain back my trust in the project. Even then they'll likely not get any more money from me, I already have all the ships I'll want to fly with blades only. I see myself being excited to play the 1.0 version they've proposed, but only when most of the features are already in. Unfortunately I didn't get hyped by anything at this Citizencon.
it is indeed a forever game because its the perfect carrot on a stick, you will never reach it but continue running towards it.
nobody knows this better than CR.
whatever happens in your life, Star Citizen being built is a constant, i honestly think a lot of backers 'need' this.
i remember in 2017 when i backed and tried to convince a friend to also get into the project so i would have someone to play with, i told him "in 3-4 years i am sure the game will feel like a mostly fleshed out complete game". today i can only laugh so hard at my naivety.
I've only been playing video games again for about a year, but one thing is clear. The children yearn for the mines.
I think a lot of industry professionals are watching and waiting to see if CIG can pull it off. If so, expect a lot of new AAAA game following suit.
Nobody is going for a 20 year project.
@mariopenulli1395 And no one will have to if they don't have to build an entire gaming studio and engine from scratch.
Wow Mike, your sweetness is showing. Glad you feel this way. Big of you to release this.
Well at least they have a vision of what kind of game they are building and hopefully are able to balance out the needs and wants of the players, also and this is my humble opinion, if they introduce base building too quickly everyone will want to build bases and the landing zone cities will be left empty, it would be nice for players to have instanced habs at landing zones as an option, kind of like the hangars
Crafting ships in game means Cloud Imperium will have to change its funding model. That's pretty interesting because I saw a post elsewhere by a former employee that said on their first day they were told the game existed to sell digital ships.
I think the crafting actually gives me hope about their funding model not ruining things. Nobody will daily drive their Tier 1 ship all that much if a ship made of T5 materials, etc, is more than 30% 'better'. No amount of upgrading my hull insurance will ever make me stick with it - so this might be a way to wipe all of that nonsense from the meta, a welcome move.
Glad Im not the only one who saw the space station crafting and said “yeah ill be lucky to ever get inside one of those”
Really great to hear you so positive, and I think you have summed everything up very accurately. :)
Will CIG build it? Yes, absolutely.
Do they even want to? Yes, 100%
How far will they stray from the vision Rich Tyrer presented? Just think about this - how much of what has been released in recent years lines up with that vision, and how much of what has been stated as planned in ISCs and the like also lines up with that vision? I don't think it's any coincedence that everyone seems to be "on the same page" in CIG. I would be willing to bet that this vision we have "just" been presented has actually been some time in the cooking and has already had significant thought put into it across the whole of CIG. I believe they will deliver as close to it as makes practical and "releaseable" sense. And of course, as Tyrer said: 1.0 is not the end of the game's development, but just a step on the journey.
As a question to you: One really interesting "single player" element that they told us, without a lot of fanfare, that I believe is going to be fundamental in defining Star Citizen "the game" - Blueprints are locked to one player, they cannot be bought, sold, or traded. This means we are going to have individuals, unique to entire sections, or regions of the Verse, who have the (only) means to craft specific items in the game. That is going to be an incredibly powerful experience, as that single player, I think.
I’m watching Atlas right now and the ships and MFD and mobiglass screens look similar- nice to see some possible inspiration for this game from here. This is a buggy game demo but I’m certainly inspired by it and what they have presented for 1.0. Definitely a forever game for me even if they mess with my favorite ships.
Those heavily taxed UEE zones are definitely the only place I'll call home, outside of a ship in the middle of nowhere..
I can't begin to imagine the pain in the @$$ it's going to be to maintain a vulnerable homestead. Idgaf HOW lined it is with riches.... The way I see it, it's another area to scrape as much as you can and bounce out. Living there is just begging for trouble. I am curious to see how CiG handles this though. At a glance, it looks like you're going to be sleeping on punctuations 24/7 in that lawless environment. And the largest Orgs will always win by sheer numbers alone.
Like I said, I'd much rather kick back in a protected zone, plan my interests for the week, then scratch them off as I go. If that includes going out to the wilds, cool with me. But I will not call the wilds "home"..
A lot of people will want to do what you're describing, but there's also plenty who want to be involved in a very large org and participate in those huge battles. Just look how large some of the orgs in SC are now and there isn't even really any org activities in the game yet. Also, when you look at other games like Eve with super large orgs it shows lots of people want to be a cog in that type of machine.
The good news is it sounds like SC is going to offer something to everyone, so we all win.
@Spike.SpiegeI oh for sure. I myself will want to do it from time to time too. I like to think of it like I'm back in the military again.. Those mega bases are my duty stations/FOB. I live there for a time. Might come and go every once in awhile as well. But home? REAL home, will be somewhere peaceful.
They need some kind of offline protection imo, being from another timezone has always killed me in most MMOs like this. And not having 24 hours a day to be able to play too. Like even if I'm playing with the same timezone ppl, I don't want to be woken up at 2a.m. to protect my base when I gotta get up for work at 5 or 6
Man, I agree. I hate sleeping in punctuations.
Lets see what happens in 5 years
Hi, from the future here, we just got 4.1 and now it's 50 planets, down from 100.
@@StHabibiJohnsonAhmedFranklinThat wasn't bad. I thought them removing and nerfing all current ships from the store forcing you to buy all the new $1000 ships was worse.
But, somebody had to pay for Chris' Bughatti.
I mean what you described sounds cool, but that's not SC. That's what people hope SC becomes, but you just described a game that literally doesn't exist yet and may never exist. All the things that is why you love it... aren't in it and may never actually end up in it.
let the man dream... we will all die someday anyways
CIG is in the business of selling dreams they can't fulfill
And taxes. When talking about the cost in game, I haven't seen annunciation discuss taxes: What this is, and how it may be implemented, and what it may do (like UEE protection? )
Funny to hear you say you always thought it could be the game for you, but was unsure what direction it would take.
For such a long time I've thought that, but also hoped that it would be the game I want it to be. I felt a considerable sense of personal vindication since CC, that I wasn't just barking up the wong tree and this thing could turn out to be anything. Now with the clear vision CIG have explained, I know my instinct was right.
Because it will take forever to be a playable game.
My only hope is that the disparity in "gear" is small enough that skill is still more important than the fact that you grinded for all purples.
Honestly after seeing the transition from 2.6.3 to .3.0 make me a believer between base building in territory are they really need to keep players and keep people active as the enhance the performance instability of the game.
This title is what ive been always telling myself, I am just waiting until it releases before i go fully into it. This game will be my forever game.
Despite the completely toxic community that surrounds this project with negativity on Spectrum/Reddit, this was a really well-balanced and nuanced video that appropriately covers the highs and lows of the game from someone who actually is interested in the project. I just wish we had places to discuss the game where they weren't over-whelmed by trolls who do nothing but either spread fud or negativity. Even the Tarkov communities aren't this bad.
try playing it right now the servers are so damn slow it is unplayable
Yeah by "forever" game he means "forever to get into a server" game
Well if you think its bad right now you would have rage quit during 3.09
What the showed at the con was mind blowing.
Took me two weeks to chew through it.
A lot of the stuff looks pretty far along, but it'll take time, dev stuff always takes 2/3 times longer than you think it will -- speaking from experience.
They are headed in the right direction, it is going to be epic!
Can't wait to hook this game up to my life support system as a 120 yr old gamer.
the thing im curious about is how do they plan on working out bases as in when everyone in the org or the player logs off will the base still be there and if so could the player just return? wouldnt they have to have separate server for this though?
For better or worse, I really do feel like the years I’ve spent following & playing SC have proven to me that the opposite of love is indeed not hate but indifference. Even if 1.0 is still 10 years away, I just don’t see anything quite like it coming out of the AAA market in my lifetime.
In comparison to server mashing, object container streaming, 64bit coordinate system, zone system and all the other crazy tech, i think creating some crafting and other gameplay couldn't be that hard. I have no doubt that they can deliver a 1.0 at some point in the future.
Can't even play right now, constant client crashs
I've never been friend zoned by a game like with star citizen
For good or bad I think 1.0 is just another update. As long as the funding continues Star Citizen will be a living universe that is forever changing.
Hey Mike, I have a question unrelated to the video. I saw that you have the Cam C920 in your Amazon store. Is that the cam you use for your facecam? Thank you!
no I have an Amazon store????
Yes, CIG can do it. Anything is possible with enough time and money. My biggest concern is that they run out of money. I stopped pledging after I hit "L" for the most part because CIG's velocity and stakeholder management is simply lacking -- also because the ASOP doesn't even support that many ships well. I just cannot justify more pledges without with another 2 years of waiting for Sq42 and a lackluster KPI 2024. My dream scenario was that Squadron 42 would release in Q4 2024 or Q1 2025 and sell many, many millions of copies. Star Citizen would become even more popular and CIG would offer a dividend exchange program for pledges to make the game no longer pay to win. Never happening of course, but that's the best case scenario for everyone.
I think the biggest "if" surrounding all of this is what happens at/to CIG, internally, following the eventual release of SQ42 -- given the development and marketing expenses for SQ42 are functionally already paid off, the actual release of the game publicly is a pure liquidity event, with raw, almost 100% margin profit (literally only pre-release and post-release Marketing expenses are likely to dig into that pure free cash flow). Which is to say, CIG will have a massive injection of capital, alongside probably also a lot of *new* press -- will they hold to their guns regarding the PU and 1.0, or will CR see an opportunity to do even *more* scope creep and studio expansion and massive rounds of hiring, simultaneously, burdening the company with the extreme difficulty of onboarding and expansion because the Board's come into a boatload of new cash equivalents on the balance sheet and feels compelled to spend it lmao.
I don't want a player progression system where my character is nerfed/buffed based on gameplay elements that have to deal with grinding and gaining points. I do not mind if crafting can get me armor that I can improve though - knowing that if I craft the right armor I can limit how much of my agility/stamina/space capacity I lose. To me that's a valid stat limiter/buff. Just so long as two people in a med gown and with a pistol have only their *skill* to aid them, I'm fine with making the armors and stuff the limiting factors.
Please don't lose your skepticism about CIG; it's one of the things I value most about your content!
(You sounded awfully cheerleadery here.)
Great video - I agree the long term gameplay looks very compelling. Hopefully they can make the short-term gameplay compelling enough to keep funded to deliver this dream
Is it because you sunk tens of thousands of dollars into it?
🤫
The answer is in the video
Actually no,watch the video
It's because his streaming career depends on it.
Do a show on NPC Crew and AI Blades, I think this is a key component to the game. Esp for solo players..
They discussed that already. It'll probably come up again tho.
lol no, it's only a key component for anti-social players. But why not just stick with Squadron 42 in that case?
I disagree, even ‘social’ players will need NPC crew and AI blades to crew their ships…
I’m talking about SaltE doing a show on the topic, would be interesting to get his perspective 👌🏻
since joining in 2014, the only thing i know is that nothing can be known until its in game. Even then, it might change. I have no idea if they can succeed but I have been having a lot of fun already since joining. I'm along for the ride and here to have fun on the trip
Awesome content and take!
I agree that Star Citizen is probably my Forever Game right behind Half-Life and Halo. This is especially apparent to me after this citizencom when they announced the dungeons that I think sounds very interesting and appealing as a solo.
I don't know if you know this, but you have a different cadence and inflection when you're in sales mode. I'm not sure what to make of this but, you shot the whole video in your sales voice.
If insurance only provides a tier 1 version of ships / components, that will help alleviate the problem of risk vs value. Also, in-game ship purchases should default to tier 1 so people have an incentive to contract ship crafters for upgrades or higher tier versions.
13:00
Wait. So tell me if I'm getting this wrong. The ships bought with IRL money on the website will, in the future, turn into blueprints (similar to BPO in EVE) where the player has to actually gather the materials first to build the ship that they purchased?
To answer the questions in the end, I think they can do it. I don't know if they'll be able to do it the way they're talking about it. It's nice that we're seeing good progress in the game as of late and I hope that this is a sign that there's more things to come and not just "appeasing the audience" kind of thing.
Nope...they never lose the ship. Its kinda fucked.
@SaltEMike
Dang. I hope the reconsider, but I can understand why they're being cagey on touching that subject. A lot of people sank a lot of money on this game.
I still have significant doubts about their ability to reach the game that they have outlined for 1.0, but if they every get there even if it's a buggy mess it will be something that I play for as long as it is available.
you have a chosen a career for your entire life - game will never be finished!
Can't wait to check it all in game, in 10 years
I don't know if I like the Seal system. Seems like a win more mechanic to me. Small orgs will never get that and it will be pretty much exclusive to large orgs who are the strongest and need it the least anyway.
Yes, it is a terrible proposed system. Making the strongest players and orgs even stronger (and more quickly) than other players is really bad for the game.
Yes! well im hopeing that with the announcment at citcon this year, that somebody twisted the arm (just alittle) on Chris Roberts (or he did realize himself), that he and CIG needs a precise endgoal and date (hoping that they stick to it) cos tbh, i belive Freelancer would still be in development if he haddent been forced to sell Anvil to Microsoft back in the day, and that is absolutly still a blast of a game. (and dont get me wrong, im still a fan of his stuff)
Now as you, im sticking with this game till end of life, unless they really do something profoundly, but at some point, they will need to ship somthing stable and i do realize (already back in 2014) that the massive scoop of this game, would not come for a decade, cos there just be to much work and stuff to figure out.
But seeing that they are done with the engine and wolrd building tools (pretty much), gives hope and im looking forward to citcon in 2025 and here is me hoping that theyll put a date on SQ42 and actually a date on Star Citizen aswell, but they gonna need a Wing Commander/Freelancer level of experiance for SQ42 to pull it off (and i still play all of them from time to time).
Hope and dreams is whats building this game, but Chris as the rest of us, aint getting any younger.
It's coming, and it will be good. It already is. Nice to see some positive content on this.
Doesn't matter how good their vision is since we're never going to get to play this. Every major milestone/feature is never hit.
Its easy to look good on paper, but implementing/creating it? I'm a multi-industry leader. I know just how rare this quality is, and the people in charge of this thing don't have "it".
He’s a “multi-industry leader” guys
Do I think they can do this? I am worried about it is the best answer I can give.
The tech isn't there yet and we all know how we felt before we saw the first implementation of SM. There are many unknowns and for now I am planning on being here along for the ride. Until we know what base location instancing will look like and how well the global servers will work, it will all still be up in the air in my mind. SM is a stride in the right direction, but considering the scale they're aiming for it just feels like a single tiny step forward. We're currently comparing 500-2000 player caps to a backer population of 4.7 million backers - and many more will join when the game finally releases? Lest we forget about the NPC population as well, which are meant to be the lifeblood of the universe. I am afraid I still cannot fathom how well this will all work, if ever, on the scale they intend.
Of all these features which one will be dropped ? how many will be dropped ? Given its recent past its a fair question as how can we trust anything they say now? ANYONE remember the FIST BUMP animation that was suppose to replace the F key ? WHERE IS THAT now ? In the trash? Although its not that important a thing but it's just more words that end up describing a VAPOR FEATURE!
They need to regain trust in the community and start keeping their words on things ( especially when its tided into ship sales! ) - THIS and Server Meshing for 4.0 is the most IMPORTANT thing they can do to recover from the PR nightmare they are facing right now! because if they dont recover the trust then all thats in this video is for nothing!