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The Saga Of 'Star Citizen,' A Video Game That Raised $300 Million—But May Never Be Ready To Play

bug

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My friend who I built the new PC for was playing the game last night and I never actually saw the gameplay itself. So he streamed it for me on discord and it looks alright. The NPC's are bland from what I saw in most of the space stations except for one city on one of the planets. And there is no NPC dialogue from what I can tell. And he told me there are no monsters (aliens) so I was kind of disappointed. Although, he said they are adding in some kind of Yeti on one of the planets as a monster so that sounded kinda cool.

He told me he ended up spending quite a bit more than $500 on the game initially. I said that he told me it was $500. But he refused to tell me how much cause he knows I and his roommate will ridicule him for it.
Oh goodie. I mean, what space sim is worth anything if it doesn't feature Yeti on a planet? Clearly that was a major roadblock in getting SC released :rolleyes:
 
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Oh goodie. I mean, what space sim is worth anything if it doesn't feature Yeti on a planet? Clearly that was a major roadblock in getting SC released :rolleyes:

Don't be knocking the galactic yeti.

I asked him if those Dune spice worms was in the game as shown in the trailer years ago. Apparently not either. I was excited to see them.

I know it's alpha. But with the budget they got, I would expect a bit more than what exists now. Although, maybe I'm expecting too much.
 
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The difference is hardcore programming didn't start until after TW3[...]
I don't see the 'difference'? SC could not start 'hardcore' programming of keypoints right away too. In fact they had a bigger roadblock then just getting another game on a known engine out first, they had to get involved with the community and put everything on a drawing board. They started from absolute 0.

SC still can't start development on certain functions because of roadblocks in the timeline. You can't start building a house by going roof first. While triple A titles just move into a ready made home and start decorating it by using the underlying engine.

So what I was saying is that SC is a completly new construction from nothing. They had to assemble every minor resource from office chairs to Windows 10 keys.
 

bug

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Don't be knocking the galactic yeti.

I asked him if those Dune spice worms was in the game as shown in the trailer years ago. Apparently not either. I was excited to see them.

I know it's alpha. But with the budget they got, I would expect a bit more than what exists now. Although, maybe I'm expecting too much.
Yeah, well, with the "focus" Mr Roberts is known for, all we can expect is more fundraisers. Everything else is a bonus :D
 
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The difference is hardcore programming didn't start until after TW3 and expansions were delivered, so 4-5 years. And it has a release date, sort of.

Cloud Imperium's biggest mistake is not finishing the game promised in the beginning and then adding the add-ons. However, I believe they did it this way to keep extracting money and creating an infinite development timeline. I do believe the game will be completed but not until people stop throwing stupid money at them which will force them to make hard decisions. That will prove whether it was a scam or just mismanagement.
That's an interesting perspective. Maybe someone could have Triad members with AK-103's and MAC11's knock on Chris Roberts' door to say 'hi'?

I mean, maybe people are just using their money the wrong way?

For real though... this is the problem with crowdsourcing. This whole idea of "...and we could do it all, if only we had the money!" It simply isn't true. Problems don't go away by simply throwing money at them. At this point it is all sunk cost fallacy, meaning at some point, one party or another is going to have to cut their losses and walk away. The question is... who's first? Somebody is getting burned here.
 
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If you think this is a cheap project with no results and all just pooling money for roberts yacht-collection, then why do people who play the buggy alpha for the first time during fleet-week and experience heavy server issues and disconnects, still decide to spend 200-1500$ on this?
Well just because Tom Cruise joined Scientology doesn't make it any less of a cult, does it? Herd mentality is still a thing, also when people say they're willing to wait are they really waiting for the game or just an outcome to this saga? If there's a ponzi scheme, heck MLM in the gaming realm this would arguably be the perfect example of it!
 
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I don't see the 'difference'? SC could not start 'hardcore' programming of keypoints right away too. In fact they had a bigger roadblock then just getting another game on a known engine out first, they had to get involved with the community and put everything on a drawing board. They started from absolute 0.

SC still can't start development on certain functions because of roadblocks in the timeline. You can't start building a house by going roof first. While triple A titles just move into a ready made home and start decorating it by using the underlying engine.

So what I was saying is that SC is a completly new construction from nothing. They had to assemble every minor resource from office chairs to Windows 10 keys.

This is not true, though. RSI started with CryEngine and they iterated on it, quite simply, and at some point it turned to Lumberyard. They may not have all functions but they definitely had a framework and its not as 'from scratch' as you might think. There was a codebase to work from. What is mostly new in there is not the code, its the team. Its a pretty big team, scattered across the world, with zero work experience, no company culture, nothing. Those minds had to come together and yes, create new systems. But they do it on an existing engine; they just tweak it. Their whole megaserver approach isn't frontier work either, even if they might name it differently. They're just borrowing what the market for MMO's is doing at large, making it fully scalable. Best practices.

CDPR though is using the same teams for a long time now, of course with personell changes over the years (devs did and do leave them for high work pressure and so-so planning of projects and impact analysis), and their engine is largely in-house, which means they know it through and through and own the code. That can be a big one, having core knowledge inhouse or not.

Major differences but neither started from nothing. Almost ALL work is derivative.

As to your question of why people sink thousands of dollars into it...

The list is long, but let's just face it.

And the most important one, that also carries MTX and F2P-Pay2Win, lootbox etc. This is the angle, translate to video games and all of their sales components and aspects. The casino is the game you play.


To save you a read:
1592725909459.png


Roberts makes sure people can always return to gamble. Its the essence of all those 'investments' people make.
 
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But they do it on an existing engine; they just tweak it.
You mistook my point there, the start from zero was meant not that they lacked an engine, I meant they had to start before even working with the engine. They had to take all the stretch goals they promised and sketched out a project workflow from that mess.
Yes they had the Cry-Engine to start with, but my point there is the same that you mentioned. They were new with all of this, they had a codebase but never worked with it before. Other studios usually are very familiar with their engine and know the ins and outs.

And it goes a bit beyond tweaking when you have to add so many new functions that did not exist before. I'd like to see you just 'tweak' the Cry-Engine into doing what it does for Star Citizen at the moment.

I get the gambling aspect, but I don't think all Star Citizen backers are depressed young adults in their 20s who try to get some serotonin out of wasting huge amounts of money. The audience is mostly 30+, and integrated in their families.

When I made my purchases I just wanted to fly the ship in the current alpha. I enjoy the alpha, I spend hundreds of hours in it and I just ended up wanting to fly another ship. For me the game is already there, but I'm a weirdo who enjoys soft roleplay and immersion over main gameplay features.
 
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I'd rather play ELITE: Dangerous.
 
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update on star citizen , actually :roll:starting to really like the game now. i have :

bought a new armour and helmet
" pistol magazines
" refreshed myself with a soda and muesli bar
" installed new missile racks and missiles
" went to the bar and drank beer and a whiskey ( didn't get drunk , maybe that will come later )
all this was bought with money i had been accumulated since being a original backer , $40 aus in 2012

Been slowly getting used to flying and spooling the drive to points picking up packages and making some money. Got fined several times for not stopping to be scanned by cops .
Picked a job to destroy a overrun mingy claim by pirates , and Man this were it got interesting , the hole ship lit up with warnings from hostile targets and fuck me it was on great battle
and graphics even though i lost the space sim gameplay was second to none . Se ya in the Verse hehe
 
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Was the Galactic Yeti added yet?
 
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Haven't been following this title for a while. How's the progress?
 
D

Deleted member 24505

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It's not even clear what you're supporting at this point. Crowdfunding makes some sense for independent, poor developers with good/great ideas that don't want to deal with a publisher. Crowdfunding for a company that has raked in $300mn+ and still hasn't delivered a beta version years later is a bit harder to explain.

Why didn't the guy just disappear with the $300m instead of trying to fool himself that he could actually do this. nice to see he is spending the money on the game, instead of dumb doors for the offices
Untitled.jpg
 
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update on star citizen , actually :roll:starting to really like the game now. i have :

bought a new armour and helmet
" pistol magazines
" refreshed myself with a soda and muesli bar
" installed new missile racks and missiles
" went to the bar and drank beer and a whiskey ( didn't get drunk , maybe that will come later )
all this was bought with money i had been accumulated since being a original backer , $40 aus in 2012

Been slowly getting used to flying and spooling the drive to points picking up packages and making some money. Got fined several times for not stopping to be scanned by cops .
Picked a job to destroy a overrun mingy claim by pirates , and Man this were it got interesting , the hole ship lit up with warnings from hostile targets and fuck me it was on great battle
and graphics even though i lost the space sim gameplay was second to none . Se ya in the Verse hehe
I will definitely not play it until at least the beta
Getting a half-baked, barely half-complete alpha is just going to leave me wanting, and then I'll jump on the bandwagon with impatience.
I've waited 8 years, I can probably put it off for at least a couple more....
 
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Haven't been following this title for a while. How's the progress?
I will definitely not play it until at least the beta
Getting a half-baked, barely half-complete alpha is just going to leave me wanting, and then I'll jump on the bandwagon with impatience.
I've waited 8 years, I can probably put it off for at least a couple more....

yeah same last night in the verse i discovered i cant missile lock and fire :banghead: change the buttons still didnt help .. also my purchases wont load onto my jet ... spewing big time
fuckin spending money on drinks and eating works but ! stuff that . Still its promising , se you in another year lol
 

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I know this thread is old but I didn't think it was worth starting a new thread for this. Cloud Imperium has just released Alpha 3.14.0
Incredibly the game is still in Alpha.

Here's the changelog:

  • Upon launching the game, the player may receive a 16008 error (Most likely requires a character reset and logging out of the launcher)
  • After logging out in a ship bed or crashing, logging in can result in Error 20018 or a long loading screen where ship/player spawns at Stanton star (Most likely requires a character reset and logging out of the launcher)
  • After a server connection timeout (Error 30K), a "Bad Token" error may be presented, preventing loading back into the Persistent Universe (requires game restart to workaround issue)
  • Star Citizen may crash immediately after pressing "Launch Game" in the Launcher (Recent potential app conflicts: Acronis Active Protection, Comodo, Sonic Studio Contact RSI Technical Support if the issue persists)
  • Elevators or environment content will occasionally be missing in the PU
  • Players are unable to leave a party from the Main Menu (Workaround: Open Star Marine Multiplayer (any mode) > select "Invite" > select "Leave Party" > exit back to main menu)
  • The chat window is positioned too low to be fully readable whilst in a vehicle on Ultrawide monitors
  • Using a medipen may occasionally have no effect
  • Swapping FPS weapons drops or removes the original weapon
  • Mineable commodities data in Scan Mode displays incorrect Percentage Values
  • The player may become unable to open Hammerhead turret doors, leaving them trapped inside
  • Constellation Andromeda co pilot unable to target while in missile operator mode
  • Elevators at Grim Hex fails to complete animations and elevator can lose functionality
  • Search missions such as shipment lost and lost cargo do not update once the player has collected the cargo box
  • Unable to complete box delivery missions in Area18, as kiosk rejects boxes
  • Distortion weapons can lead to the friendly fire threshold being met in only a few shots
  • Demon Fang Combat Knife asset is missing from the game
  • When entering the pilot's seat of the 100i, the animation may not complete, leaving the player facing away from the windscreen
  • Occasionally, the Quantum Drive may start spooling with no known cause
  • Sometimes, after spooling and calibrating the Quantum Drive and attempting to initiate the jump, nothing happens (Workaround: Move ship reticle away, then move back to recalibrate)
  • New Planet: Crusader
  • New City: Orison Landing Zone
 

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At least that game came out. This one, the way it's being (milked), will most likely never see full release, and definitely not with everything that was promised...
 
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I know this thread is old but I didn't think it was worth starting a new thread for this. Cloud Imperium has just released Alpha 3.14.0
Incredibly the game is still in Alpha.

Here's the changelog:

  • Upon launching the game, the player may receive a 16008 error (Most likely requires a character reset and logging out of the launcher)
  • After logging out in a ship bed or crashing, logging in can result in Error 20018 or a long loading screen where ship/player spawns at Stanton star (Most likely requires a character reset and logging out of the launcher)
  • After a server connection timeout (Error 30K), a "Bad Token" error may be presented, preventing loading back into the Persistent Universe (requires game restart to workaround issue)
  • Star Citizen may crash immediately after pressing "Launch Game" in the Launcher (Recent potential app conflicts: Acronis Active Protection, Comodo, Sonic Studio Contact RSI Technical Support if the issue persists)
  • Elevators or environment content will occasionally be missing in the PU
  • Players are unable to leave a party from the Main Menu (Workaround: Open Star Marine Multiplayer (any mode) > select "Invite" > select "Leave Party" > exit back to main menu)
  • The chat window is positioned too low to be fully readable whilst in a vehicle on Ultrawide monitors
  • Using a medipen may occasionally have no effect
  • Swapping FPS weapons drops or removes the original weapon
  • Mineable commodities data in Scan Mode displays incorrect Percentage Values
  • The player may become unable to open Hammerhead turret doors, leaving them trapped inside
  • Constellation Andromeda co pilot unable to target while in missile operator mode
  • Elevators at Grim Hex fails to complete animations and elevator can lose functionality
  • Search missions such as shipment lost and lost cargo do not update once the player has collected the cargo box
  • Unable to complete box delivery missions in Area18, as kiosk rejects boxes
  • Distortion weapons can lead to the friendly fire threshold being met in only a few shots
  • Demon Fang Combat Knife asset is missing from the game
  • When entering the pilot's seat of the 100i, the animation may not complete, leaving the player facing away from the windscreen
  • Occasionally, the Quantum Drive may start spooling with no known cause
  • Sometimes, after spooling and calibrating the Quantum Drive and attempting to initiate the jump, nothing happens (Workaround: Move ship reticle away, then move back to recalibrate)
  • New Planet: Crusader
  • New City: Orison Landing Zone

BWHAHAHAHAA

That's a CHANGELOG?

I thought it was a known issues list. Holy shit. 'You may encounter bugs' No wait. 'You shall reboot, over and over'

Yeah, reading that list, I think I've now officially given up on the game and the team(s).
 
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I know this thread is old but I didn't think it was worth starting a new thread for this. Cloud Imperium has just released Alpha 3.14.0
Incredibly the game is still in Alpha.

Here's the changelog:

  • Upon launching the game, the player may receive a 16008 error (Most likely requires a character reset and logging out of the launcher)
  • After logging out in a ship bed or crashing, logging in can result in Error 20018 or a long loading screen where ship/player spawns at Stanton star (Most likely requires a character reset and logging out of the launcher)
  • After a server connection timeout (Error 30K), a "Bad Token" error may be presented, preventing loading back into the Persistent Universe (requires game restart to workaround issue)
  • Star Citizen may crash immediately after pressing "Launch Game" in the Launcher (Recent potential app conflicts: Acronis Active Protection, Comodo, Sonic Studio Contact RSI Technical Support if the issue persists)
  • Elevators or environment content will occasionally be missing in the PU
  • Players are unable to leave a party from the Main Menu (Workaround: Open Star Marine Multiplayer (any mode) > select "Invite" > select "Leave Party" > exit back to main menu)
  • The chat window is positioned too low to be fully readable whilst in a vehicle on Ultrawide monitors
  • Using a medipen may occasionally have no effect
  • Swapping FPS weapons drops or removes the original weapon
  • Mineable commodities data in Scan Mode displays incorrect Percentage Values
  • The player may become unable to open Hammerhead turret doors, leaving them trapped inside
  • Constellation Andromeda co pilot unable to target while in missile operator mode
  • Elevators at Grim Hex fails to complete animations and elevator can lose functionality
  • Search missions such as shipment lost and lost cargo do not update once the player has collected the cargo box
  • Unable to complete box delivery missions in Area18, as kiosk rejects boxes
  • Distortion weapons can lead to the friendly fire threshold being met in only a few shots
  • Demon Fang Combat Knife asset is missing from the game
  • When entering the pilot's seat of the 100i, the animation may not complete, leaving the player facing away from the windscreen
  • Occasionally, the Quantum Drive may start spooling with no known cause
  • Sometimes, after spooling and calibrating the Quantum Drive and attempting to initiate the jump, nothing happens (Workaround: Move ship reticle away, then move back to recalibrate)
  • New Planet: Crusader
  • New City: Orison Landing Zone
You only posted the known issues list. Why are you so salty?
Full features: https://robertsspaceindustries.com/comm-link//18266-Star-Citizen-Alpha-3140

Its a huge overhaul of several systems at once and the new landing zone is a tech demo for the final cloud implementation, being floating in a gas giant and all. It looks stunning and I really like the pace this project picked up during the past 2 years.

Oh and:

Major Bug Fixes​

  • Player friends list in game should no longer be capped at a maximum of 50 players
  • The Loading screens should no longer be enlarged and zoomed in on aspect ratios higher than 16:9 (i.e. 21:9 and 32:9)
  • Fixed an issue that could cause a Player’s cursor to get stuck on the game screen
  • Player emotes should now correctly play through slash commands and the inner thought wheel
  • Fixed an issue causing purchased carryable items to disappear very quickly after they are dropped or placed on the ground
  • Quantum Traveling to a party member close to a planet surface should no longer sometimes cause the player to fly into the planet
  • Miles Eckhart should now function correctly and update the mission
  • Ramming another player while in the borders of your own pad should no longer impound your ship
  • Ships should no longer fail to restock ammo and missiles/torpedoes when using restocking services
  • Player’s oxygen levels should no longer start to deplete after using QT in a ship
  • Fixed an issue causing players to damage their ships If the player exits their seat and re-enters their seat during quantum travel and then later exits the ship
  • Fixed an issue causing players to not spawn back inside their ship if their client crashed within an armistice zone.
  • Fixed the multi-tool dispensed from the Commissary units so that it will show the Orebit attachment in the PMA after they are stowed
  • Workaround fix for the SCU amount displayed for the 890’s cargo capacity so it should no longer be incorrectly at 32
  • Fixed an issue causing the ECN alert mission countdown timer to not display
  • Weapons placed in ship weapon lockers should now persist in all ships correctly when it has been stored and retrieved
  • Large ships attempting to autoland in Rest Stop/Orbital Station hangars should no longer become stuck
  • Mission givers AI will no longer break if an NPC sits in their designated seat before they do
  • There should no longer be very obstructive reflections on the 85X Canopy
  • When you throw a grenade it should no longer have a chance to reappear in your hand, or throw with a desync and with no VFX on the explosion
  • Vehicles with weapon gimbals should now correctly default to fixed mode when the setting is turned on
  • Fixed an issue where players could not fire an FPS weapon directly after reloading or switching weapons until the second ( LMB ) press
  • Players should no longer remain in ADS when reloading an FPS weapon and have let go of ADS key
  • NPCs should no longer be able to push a player away from kiosks / ASOP terminals while using them
  • The Hot tub in the Constellation Phoenix should no longer be missing some geometry
  • The 2951 Auspicious Red Paint should no longer be displayed as PLACEHOLDER in the VMA and should now correctly change the appearance of the ship when applied to it
  • Friendly AI ships during missions should now quantum away correctly after all hostile AI ships in the area have been destroyed and the user completed the mission
  • Fixed an issue causing many inner thought prompts to be missing or broken from ship beds and non-pilot seats which may prevent standing up or logging out functions
  • Tevarin War Dress White Uniform Jacket texture should no longer appear zoomed in
  • Bartenders should no longer be missing from Rest Stop bars
  • Fixed an issue causing players to be unable to claim their ships using the ASOP terminal’s claim button
  • When performing an Unlawful delivery mission, pilot’s drug box should now get despawned correctly after a Security AI ship finishes scanning their vehicle
  • Armor shop mannequins should no longer be T-posed in Garrity Defense and other armor stores
  • Underground Facility turrets should no longer be missing
  • Cruise Control speed should no longer ignore the limiter when player is not in the pilot seat
  • Player’s head should now correctly remain looking at ceiling upon respawning in a bed
  • Wiping the helmet visor should now correctly clear Icing VFX impairing player vision
  • Fixed a noticeable performance drop of up to 10 FPS when navigating around the lower rear section of the Prowler when on a planetary surface
  • The power triangle should now function and be interacted with within the MFD inside ships
  • SparkJet Pro power plants should now show the correct size and grade
  • Turning ship into no fly zones at Area18 should no longer result in auto pilot pulling player to the ground
  • Ships should no longer be able to continue to throttle when their hydrogen fuel has been depleted completely
  • Fixed an issue that sometimes caused ship parts to duplicate when blown off of the ship
  • CryAstro services should now function correctly at the New Babbage Commons Garage
  • Fixed an issue causing players to not be able to stand up from New Babbage tram seats
  • Fixed an issue causing players to desync inside the Constellation Taurus and the Constellation Aquila

Technical​

  • Fixed 8 Client crashes
  • Fixed 5 Server crashes
  • Fixed a Server Deadlock
  • Made Multiple Backend Service stability fixes and optimizations
 
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You only posted the known issues list. Why are you so salty?
Full features: https://robertsspaceindustries.com/comm-link//18266-Star-Citizen-Alpha-3140

Its a huge overhaul of several systems at once and the new landing zone is a tech demo for the final cloud implementation, being floating in a gas giant and all. It looks stunning and I really like the pace this project picked up during the past 2 years.

Oh and:

Major Bug Fixes​

  • Player friends list in game should no longer be capped at a maximum of 50 players
  • The Loading screens should no longer be enlarged and zoomed in on aspect ratios higher than 16:9 (i.e. 21:9 and 32:9)
  • Fixed an issue that could cause a Player’s cursor to get stuck on the game screen
  • Player emotes should now correctly play through slash commands and the inner thought wheel
  • Fixed an issue causing purchased carryable items to disappear very quickly after they are dropped or placed on the ground
  • Quantum Traveling to a party member close to a planet surface should no longer sometimes cause the player to fly into the planet
  • Miles Eckhart should now function correctly and update the mission
  • Ramming another player while in the borders of your own pad should no longer impound your ship
  • Ships should no longer fail to restock ammo and missiles/torpedoes when using restocking services
  • Player’s oxygen levels should no longer start to deplete after using QT in a ship
  • Fixed an issue causing players to damage their ships If the player exits their seat and re-enters their seat during quantum travel and then later exits the ship
  • Fixed an issue causing players to not spawn back inside their ship if their client crashed within an armistice zone.
  • Fixed the multi-tool dispensed from the Commissary units so that it will show the Orebit attachment in the PMA after they are stowed
  • Workaround fix for the SCU amount displayed for the 890’s cargo capacity so it should no longer be incorrectly at 32
  • Fixed an issue causing the ECN alert mission countdown timer to not display
  • Weapons placed in ship weapon lockers should now persist in all ships correctly when it has been stored and retrieved
  • Large ships attempting to autoland in Rest Stop/Orbital Station hangars should no longer become stuck
  • Mission givers AI will no longer break if an NPC sits in their designated seat before they do
  • There should no longer be very obstructive reflections on the 85X Canopy
  • When you throw a grenade it should no longer have a chance to reappear in your hand, or throw with a desync and with no VFX on the explosion
  • Vehicles with weapon gimbals should now correctly default to fixed mode when the setting is turned on
  • Fixed an issue where players could not fire an FPS weapon directly after reloading or switching weapons until the second ( LMB ) press
  • Players should no longer remain in ADS when reloading an FPS weapon and have let go of ADS key
  • NPCs should no longer be able to push a player away from kiosks / ASOP terminals while using them
  • The Hot tub in the Constellation Phoenix should no longer be missing some geometry
  • The 2951 Auspicious Red Paint should no longer be displayed as PLACEHOLDER in the VMA and should now correctly change the appearance of the ship when applied to it
  • Friendly AI ships during missions should now quantum away correctly after all hostile AI ships in the area have been destroyed and the user completed the mission
  • Fixed an issue causing many inner thought prompts to be missing or broken from ship beds and non-pilot seats which may prevent standing up or logging out functions
  • Tevarin War Dress White Uniform Jacket texture should no longer appear zoomed in
  • Bartenders should no longer be missing from Rest Stop bars
  • Fixed an issue causing players to be unable to claim their ships using the ASOP terminal’s claim button
  • When performing an Unlawful delivery mission, pilot’s drug box should now get despawned correctly after a Security AI ship finishes scanning their vehicle
  • Armor shop mannequins should no longer be T-posed in Garrity Defense and other armor stores
  • Underground Facility turrets should no longer be missing
  • Cruise Control speed should no longer ignore the limiter when player is not in the pilot seat
  • Player’s head should now correctly remain looking at ceiling upon respawning in a bed
  • Wiping the helmet visor should now correctly clear Icing VFX impairing player vision
  • Fixed a noticeable performance drop of up to 10 FPS when navigating around the lower rear section of the Prowler when on a planetary surface
  • The power triangle should now function and be interacted with within the MFD inside ships
  • SparkJet Pro power plants should now show the correct size and grade
  • Turning ship into no fly zones at Area18 should no longer result in auto pilot pulling player to the ground
  • Ships should no longer be able to continue to throttle when their hydrogen fuel has been depleted completely
  • Fixed an issue that sometimes caused ship parts to duplicate when blown off of the ship
  • CryAstro services should now function correctly at the New Babbage Commons Garage
  • Fixed an issue causing players to not be able to stand up from New Babbage tram seats
  • Fixed an issue causing players to desync inside the Constellation Taurus and the Constellation Aquila

Technical​

  • Fixed 8 Client crashes
  • Fixed 5 Server crashes
  • Fixed a Server Deadlock
  • Made Multiple Backend Service stability fixes and optimizations

Well, the salt is well deserved, picking up pace... I'm not seeing it. The best projection right now is that you have about 5-6 player hubs and some space to instance towards for missions. Yay. So much for a grand space sim. And that's 2023 by then, if we're being optimistic. Very. Optimistic.

What struck me is the sort of bugs they feel are okay to release with. CTDs, just straight up assets not loading or working, those are core issues that are considered blockers (after all, the game's actual features can't be tested proper if you're not all getting the same simulation). You don't release with blocking issues and if you do, its because its the best you've got. In H2 2021.

My bad it's a list of known issues. The original site I read it on called it wrongly a changelog.
Yeah I checked the Spectrum link and noticed that too. :D Still, good laugh.
 
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BWHAHAHAHAA

That's a CHANGELOG?

I thought it was a known issues list. Holy shit. 'You may encounter bugs' No wait. 'You shall reboot, over and over'

Yeah, reading that list, I think I've now officially given up on the game and the team(s).

My bad it's a list of known issues. The original site I read it on called it wrongly a changelog.
 
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Well, the salt is well deserved, picking up pace... I'm not seeing it. The best projection right now is that you have about 5-6 player hubs and some space to instance towards for missions. Yay. So much for a grand space sim. And that's 2023 by then, if we're being optimistic. Very. Optimistic.

What struck me is the sort of bugs they feel are okay to release with. CTDs, just straight up assets not loading or working, those are core issues that are considered blockers (after all, the game's actual features can't be tested proper if you're not all getting the same simulation). You don't release with blocking issues and if you do, its because its the best you've got. In H2 2021.


Yeah I checked the Spectrum link and noticed that too. :D Still, good laugh.

Fair points, I just don't feel that way. Good thing we can have different views. I hope you did not support Star Citizen then, sounds like you would be very disappointed.
 
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Fair points, I just don't feel that way. Good thing we can have different views. I hope you did not support Star Citizen then, sounds like you would be very disappointed.

Oh I did... but with just a starter package, I'm just lurking and whenever it does get good, winner :) I mean... IF they pull off what they said they would, this is my new home.
 
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