Move to Europe, our internet isn't stuck in 2005.Zontar said:But seriously, who is going to download that in an age where the majority of us still have caps? I know I'm not even considering it now (I was before) and I have a 250GB cap, about as high as they get.
Except the ones who don't. As other people have pointed out, a great many people still are forced into internet connections that have monthly caps on usage (most of the time said caps are even below 100 GB), and even people who aren't capped can have terrible speeds (like myself; it would literally take me the better part of a full week to download this, assuming I was getting full speeds the entire time).Pinkamena said:And what is the problem? Storage space is cheap, and the people who want to play this game will probably have the internet speeds required for it.
WoW is also just over a decade old, with four expansion packs. And yet they've managed to keep the game from ballooning much beyond 30 GB over all of that time, despite it getting consistently larger and receiving improved assets.Ferisar said:I don't get it living IN the States. Like, no, my down speed isn't amazing, but leaving it on overnight...Scars Unseen said:Reading the comments in this thread reminds me of why I don't want to go back to the States. My first thought upon reading that was "that might take an hour or two to download. Maybe I'll watch a movie while I wait."
Either way, I don't get the surprise. WoW uses low-poly everything and is upward of 30 Gigs in size. This is a Space Sim that has actual fidelity in its art assets. Really not something that came from left field. It's impressive more than anything else.
I can't speak for anyone else, but I think those install sizes are ridiculously overblown as well, especially considering the amount of actual content each game contains. And multi-GB patches are extremely obnoxious, because it means that when I get the feeling to play something that needs to update before I'm allowed to play, I have to spend hours waiting and by the time it's finished I probably won't feel like playing it anymore.fix-the-spade said:I don't see what the fuss is.
Titanfall is 48GB(!)
Battlefield 4 is about 60GB with expansions.
Advanced Warfare is 45GB for the base game.
So two to two and a half times the size of a middling FPS doesn't sound bad to me.
Multi GB patches and DLC are already the norm, it says more about ISPs than the game that this is a problem for anyone in the western world.
I agree, but it's a symptom of the demand for HD-everything. If we all agreed to play on 2005-7 era graphics forever install sizes would drop dramatically, but graphics are still the main selling tool of new games, so we're stuck with it.shrekfan246 said:I can't speak for anyone else, but I think those install sizes are ridiculously overblown as well, especially considering the amount of actual content each game contains.
Actually, I am optimistically waiting for this game to fail. This game has the opulent bloated budgets of the AAA industry added with the over-ambition and lack of restraints of indie development. It exemplifies the worst mentalities of the the industry and having it succeed would do more harm than it would do good in the long run.Me55enger said:Well Chris Robert's middle name is ambition. And whilst the cynics fold their arms in their stalwart hope it'll fail, he and the rest of his team are actually getting on with it.
100gb might be a little hard to explain to the billpayers,. mind.
Coruptin said:Actually, I am optimistically waiting for this game to fail. This game has the opulent bloated budgets of the AAA industry added with the over-ambition and lack of restraints of indie development. It exemplifies the worst mentalities of the the industry and having it succeed would do more harm than it would do good in the long run.[/quoteMe55enger said:Well Chris Robert's middle name is ambition. And whilst the cynics fold their arms in their stalwart hope it'll fail, he and the rest of his team are actually getting on with it.
100gb might be a little hard to explain to the billpayers,. mind.
The two mentalities cancel each other out. If you're over-budgeting, be over-ambitious. When you have one and not the other, that's where problems happen. I'm all for AAA getting kicked into higher ambition.
I still can't play Star Citizen in the foreseeable future, but if it succeeds, I'm OK with that.
No, that is the US. I have never even heard of data caps, ever.Zontar said:Looks like this won't be the Eve killer after all (not that the mechanics of the game ever made that a possibility anyway).
But seriously, who is going to download that in an age where the majority of us still have caps? I know I'm not even considering it now (I was before) and I have a 250GB cap, about as high as they get.
On the contrary, I see this as them doing exactly what they should be doing for their backers: making the best game possible. This is supposed to be a PC game for PC gamers, no fucking compromises, and if people actually backed the project in the expectation they'd be able to play something running on a heavily modified version of the Crysis Engine on the decrepit fucking Difference Engine they use to play WoW, well, a fool and his money are soon parted as they say.RedDeadFred said:That would take me a day to download... It's doable, and I don't have to worry about a cap, but why is it so big? I get that the game has amazing graphics, but isn't a fairly sizable portion of the game just space?
If the game turns out to be amazing (I'm doubtful) I will certainly pick it up, but it really sucks for the people who have to deal with download limits. It just seems like a bit of a middle finger to what could very well be a large portion of their backers. But hey, they've already got their money so that doesn't really matter.
Maybe I'm just too pessimistic, but I tend to assume the worst about pretty much every game developer.
And here, we already see the damage this game is doing.lacktheknack said:The two mentalities cancel each other out. If you're over-budgeting, be over-ambitious. When you have one and not the other, that's where problems happen. I'm all for AAA getting kicked into higher ambition.
I still can't play Star Citizen in the foreseeable future, but if it succeeds, I'm OK with that.
this, this is an overtly indulgent budget feeding off of ambition. It's a "let's throw money at our problems!" mentality.RSI Comm Link [https://robertsspaceindustries.com/comm-link/transmission/14568-Design-The-New-Damage-System]
Two other areas we wanted to improve on were the time it takes our artist to create the numerous damage states for each part of the ship, and the hefty memory cost these meshes come with, which could prove to be a problem as we scale up the game. The reason the damage states are so labour intensive is that each ship has over ten main parts, and each of these requires five damage states to represent the different levels of damage, then each of these requires up to five simplified meshes that we use when they?re further from the camera to save performance. This equates to over 200 meshes per ship!
You have no use for a gaming version of Caligula?Coruptin said:And here, we already see the damage this game is doing.lacktheknack said:The two mentalities cancel each other out. If you're over-budgeting, be over-ambitious. When you have one and not the other, that's where problems happen. I'm all for AAA getting kicked into higher ambition.
I still can't play Star Citizen in the foreseeable future, but if it succeeds, I'm OK with that.
Over-ambition is reigned in by a frugal budget and release schedule. It forces people to come up with creative solutions instead of say...
this, this is an overtly indulgent budget feeding off of ambition. It's a "let's throw money at our problems!" mentality.RSI Comm Link [https://robertsspaceindustries.com/comm-link/transmission/14568-Design-The-New-Damage-System]
Two other areas we wanted to improve on were the time it takes our artist to create the numerous damage states for each part of the ship, and the hefty memory cost these meshes come with, which could prove to be a problem as we scale up the game. The reason the damage states are so labour intensive is that each ship has over ten main parts, and each of these requires five damage states to represent the different levels of damage, then each of these requires up to five simplified meshes that we use when they?re further from the camera to save performance. This equates to over 200 meshes per ship!
Maybe, but I'll wait until the finished product to decide if it really ends up being that big. There are plenty of huge games out that aren't even a third of this game's size, so yes, I am skeptical. If it does end up being that huge and delivers on all of the things you just mentioned, I will absolutely get the game. Believe me, I want it to be great, but I'm not getting my hopes up.Ark of the Covetor said:On the contrary, I see this as them doing exactly what they should be doing for their backers: making the best game possible. This is supposed to be a PC game for PC gamers, no fucking compromises, and if people actually backed the project in the expectation they'd be able to play something running on a heavily modified version of the Crysis Engine on the decrepit fucking Difference Engine they use to play WoW, well, a fool and his money are soon parted as they say.RedDeadFred said:That would take me a day to download... It's doable, and I don't have to worry about a cap, but why is it so big? I get that the game has amazing graphics, but isn't a fairly sizable portion of the game just space?
If the game turns out to be amazing (I'm doubtful) I will certainly pick it up, but it really sucks for the people who have to deal with download limits. It just seems like a bit of a middle finger to what could very well be a large portion of their backers. But hey, they've already got their money so that doesn't really matter.
Maybe I'm just too pessimistic, but I tend to assume the worst about pretty much every game developer.
SC will have multiple large landing locations on planets, all of which you can set down on and walk around in FPS mode, the same for space stations, not to mention the various PoI locations where you can go EVA and explore in zero-G. Some of the larger ships are as large as an FPS level, and all the multiplayer ships plus a few of the singleplayer ones have an interior that you can move around in while flying in space. Not to mention all the "maps" for the ingame VR simulator modes that let you just play pew-pew in FPS/your ship.
SC is two or three big modern games rolled into one, why is it a shock to people that it needs two or three big games' worth of assets?
I know that data caps are common in Canada and the US, but I'm not sure if it's a global problem. In my country (Israel) data caps only exist for mobile web. Maybe some people from other countries can comment and say if it's common in their countries.Zontar said:Looks like this won't be the Eve killer after all (not that the mechanics of the game ever made that a possibility anyway).
But seriously, who is going to download that in an age where the majority of us still have caps? I know I'm not even considering it now (I was before) and I have a 250GB cap, about as high as they get.