MMO Star Citizen (Chris Roberts, Cloud Imperium)

Pelo que tenho lido até à data sempre que referem Single Player é no estilo de tipo jogares mais a solo e evitar zonas de PvP, seguir uma campanha, etc.. num entanto as referencias a online e mundo persitente partilhado e por aí fora transmite a ideai de que o jogo vai ser tipo Always Online, um estilo MMO, tipo mesmo para jogar sem participar com outros jogadores é necessário logar no server.

Single Player, MP and Instancing
 
Sempre fui grande fã do Freelancer por isso estou na espectativa com este jogo, no entanto, não vale a pena fazer grande hype por com toda a certeza estamos a mais de 2 anos da sua saída para o mercado.

Pelo menos financiamento para produzir algo com qualidade não falta, vamos esperar.
 
Pelo que tenho lido até à data sempre que referem Single Player é no estilo de tipo jogares mais a solo e evitar zonas de PvP, seguir uma campanha, etc.. num entanto as referencias a online e mundo persitente partilhado e por aí fora transmite a ideai de que o jogo vai ser tipo Always Online, um estilo MMO, tipo mesmo para jogar sem participar com outros jogadores é necessário logar no server.

Single Player, MP and Instancing

Aí dizem "If you’re playing off-line, your computer will be acting as the server and client, there will be no opportunities for friends to join and everyone will be an NPC.". Estando offline, não haverá necessidade de ligar a um servidor, certo? Quando dizem que o computador irá servir como client e servidor, é apenas como referência em relação ao online?
 
Aí dizem "If you’re playing off-line, your computer will be acting as the server and client, there will be no opportunities for friends to join and everyone will be an NPC.". Estando offline, não haverá necessidade de ligar a um servidor, certo? Quando dizem que o computador irá servir como client e servidor, é apenas como referência em relação ao online?

tb entendi dessa maneira.
 
Aí dizem "If you’re playing off-line, your computer will be acting as the server and client, there will be no opportunities for friends to join and everyone will be an NPC.". Estando offline, não haverá necessidade de ligar a um servidor, certo? Quando dizem que o computador irá servir como client e servidor, é apenas como referência em relação ao online?

Por acaso passei os olhos no artigo mas nem li essa parte.. acho que é bastante claro então, existe um modo-offline apenas com NPC's e não "deverá" ser necessário logar.
Fala-se muito no online porque é onde está o foco do jogo.
 
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A campanha de Star Citizen terminou com o timer a chegar a 00:00:00, angariando $6,332,706, o mais alto alguma vez atingindo na área dos jogos financiados através do modelo Crowdfunding.

Pelos vistos ainda vai ser possivel contribuir para o projecto, não ficando ainda totalmente fechado.

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Star Citizen boldly goes where no crowdsourced game has gone before

Wing Commander creator Chris Roberts' upcoming space combat game Star Citizen has just ended its crowdsourcing campaign at $6,224,123, shattering the record of any crowdsourced game before it by roughly 50 per cent.

The previous record had been held by Obsidian Entertainment's RPG Project Eternity, which raised $4,127,028 including PayPal donations.

The Star Citizen campaign was so successful that it reached every one of its stretch goals. At $6 million Roberts Space Industries is making the colossal Bengal carrier ship unlocked for persistent online play, ensuring 100 star systems will be available at launch, adding a full orchestral soundtrack, and the first Squadran 42 mission disc, Behind Enemy Lines, will be available to all backers.

This was an unusual crowdsourcing campaign in that it began on Robert's Space Industries website, but it supplemented the campaign with a Kickstarter that funneled into the same coffers. The game ultimately raised $4,091,456 on the official site and $2,132,667 on Kickstarter.


Mensagem final da campanha:

The battle is over and we - PC gamers, space sim fans, WingNuts, Lancers and the rest - have won. You've not only met every goal we set, you've exceeded them. Star Citizen will be released because of your dedication and your willingness to put your money where our mouths are. Our gratitude is immeasurable; we owe you our livelihoods and will not soon forget it.

The question is: what happens next?

Our intention has always been to make Roberts Space Industries YOUR site. It's not a public advertisement for the game; it's a private community for those who are making the game happen. We want your input on what we're doing and we want to share our plans with you; the occasional passer-by doesn't concern us. The plan was initially to immediately switch on a wall that would allow only you, our backers, to access features like the Comm-Link and the Spectrum Dispatches. Kickstarter has thrown something of a wrench in this plan: we can't change the site until the Kickstarter backers are integrated, which may take up to two weeks, otherwise we would be blocking thousands of backers from participating.

Updates and features will continue, returning to a regular schedule in the next few days. The team needs a few days to collect ourselves and reform before jumping into the immense task ahead (after the last month, our husbands, wives, children and yes, pets, miss us!) We will also be launching new sections which have been in the works for some time: the Galactapedia will tell you more about the Star Citizen world, Engineering will introduce you to game mechanics that are being planned and Holovids will offer you video footage from the game as it takes shape.

What about pledges? Good news: those of you who got in on the ground floor are covered. Your ships have lifetime insurance policies and for the next year you will have the ability to purchase further tiers or upgrade existing ones at the initial prices. That's not true of everyone else: if you want to back Star Citizen and participate in this amazing community, you still can. but it's going to cost you a little extra as of now, and you aren't going to have as many extras (no lifetime insurance, for example.)

One issue which concerns us is what to do with the funding tracker. So we're going to throw the issue up to you: in two weeks, when the wall goes up, what do you want to see done with the tracker? Without the 'push' of the campaign it probably won't update very dramatically. but it's always possible it will go up enough to reach future stretch goals anyway. Should we keep it, remove it or put it somewhere else? We'll let the community decide.

We also have previously outlined the 'behind the screens' subscription plans available now. They're designed for users who simply want to give us a little extra support during the development - you're getting the whole story, regardless - but we will have some extra fun for our monthly contributors.

We can't thank you enough for everything you've done for this project. Please see the next update on 'The Pledge' for our promise to you. The next two years are going to be incredible for all involved and we're thoroughly happy that all of you are along for this exciting ride.
 
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