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Joined February 2019
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Mistieee retweeted
Happy Burthday @MistieeeVR ~
have some cake from us y’all :3
Mistieee retweeted
The double standard around AAA game development is wild. Especially when it comes to Squadron 42 and Star Citizen
Why is it "let them cook" when Rockstar spends 12+ years and over $1.5B behind closed doors, but "it's a scam" when Cloud Imperium Games builds two massive games, one in wide open development?
Let's look at the starting lines for both companies.
1. Rockstar: 25+ years of infrastructure, thousands of veteran developers, dedicated mocap stages, and that development team with their own proprietary RAGE engine with years upon years of prior experience
2. CIG in 2012: Zero employees, zero studios, and an off-the-shelf CryEngine branch that was never built for space.
3. Rockstar tried the multi-project model at peak AAA fidelity and literally couldn't do it.
To ship RDR2 and GTA VI, they:
• Shelved Bully 2
• Canceled Agent
• Scrapped all GTA V single-player DLC
• Consolidated ALL global studios to focus on ONE game at a time.
Meanwhile, @CloudImperium took the insane (probably irresponsible at the time) route, simultaneously building the Persistent Universe (Star Citizen/MMO) AND a 40–60 hour cinematic single-player campaign (Squadron 42).
All while engineering brand-new tech from scratch: 64-bit coordinate positioning, nested physics grids, and Server Meshing.
Now let's look at the cost & timeline comparison:
• GTA VI: 12+ years of R&D, estimated $1B–$2B total budget.
• Star Citizen + SQ42: ~13 years, ~. $1 billion + crowdfunded across BOTH titles combined.
One gets praised for perfectionism. The other gets called vaporware.
Let's call the difference..
"The Black Box vs. Open Dev"
figured it was a good analogy...
Rockstar hides their scrapped code, engine rewrites, and pipeline crises, internal strife behind professional death sentence NDAs until a polished trailer drops.
CIG lets players play the alpha live (all bugs included) .
So You experience every bug and server crash in real time as the tech gets solved and. Continues To Grow and change .
CIG Is Now a studio with 1,000+ developers, custom server architecture, and a live universe played by hundreds of thousands every week that isn't a "scam."
Rockstar proves scale takes massive time and money. CIG just refused to hide the mess behind PR silence. Has the project been perfect?. Hell no.. But this doesn't change the principle of the comparison.
That's the price of crowd funding I guess.
#StarCitizen #Squadron42
Interesting GTA 6 details shared by Jason Schreier:
- Rockstar top staff had to visit stripclubs and other areas in Miami for research in 2015 to create the world of the game
- Rockstar now has 4,711 employees compared to 2,441 when RDR2 released
- Jennifer Kolbe, Rockstar’s head of publishing didn’t disclose the budget of the game, but she debunked rumors that the game surpassed the $1.5 billion it cost to build Burj Khalifa
- Rob Nelson described the two previous delays as a dark period
- The studio has more than one head of development to make decisions faster: Phil Hooker, Aaron Garbut and Rob Nelson
- Schreier saw the office full of developers working to squash bugs before release
- By the end of 2019, the team finally figured out the skeleton of the story
- At one point, the studio heads wanted to make the game so realistic that you had to go to the store’s refrigerator, grab the beer, bring it to the counter and manually pay. Or go to the grocery store and buy the ingredients to make a sandwich
- The studio had a hard time during the pandemic trying to keep the team together: “We’re going to get through it.” Nelson said, just like Jason and Lucia
- Schreier saw Jason and Lucia walking in a park, holding hands and reminiscing about the time Lucia’s mother got mad at him
- Jason and Lucia will be flirting and bantering during activities, which adds a whole new layer to the immersive systems carried over from Rockstar’s previous titles
- Aaron Garbut talked about the 2022 leaks: “It feels like somebody’s wading through your dirty washing. It’s like they’re inside your head. You see your early work out there. Nobody’s ever supposed to see that. It’s really weirdly invasive. And so it’s quite hard to deal with on an emotional level.”
- Rockstar says they did their best to avoid crunch with this title: “Anytime I say we haven’t crunched, someone is going to say, ‘I did.’ And I don’t want to get into arguments with individual teams or individual people. But I think we did things differently, and I’m proud of that.” Said Kolbe
- Trailer 1 worked as a huge guiding light for the team: “You’d think it would be done through documentation or communication, but nothing aligns us like a trailer.” Said VP of tech Jonathon Ashcroft
- Strauss Zelnick was flabbergasted when Kolbe called him to ask for a second delay to November: “I think he said, ‘You’re kidding. Please tell me you’re kidding,’” she recalls
- She says they’re lucky that Strauss is as reasonable as he is, because a lot of people would rush it and say “You’d just better figure out how to ship it”
- Zelnick says the delays were a “wise investment in time and financial resources to reach the level of perfection it has the ability to reach”
- Rockstar says they didn’t face development hell that caused the delays and the game just never completed settled: “We never have an exact blueprint. Even within the last few months, we’ve changed things”
- They also said that some areas in the game weren’t going to make it if they haven’t delayed the game: “We could hit that schedule, but it won’t be the game we want to make.” Hooker said
- Phil Hooker recalls that he was supposed to go to a story mission, but then he got lost for two hours in the game’s world: “I remember the sheer fun of it. And everyone coming out of the review buoyed by the experience and despite all the concerns and doubts that plague you at that time thinking, if we stick to our guns on this, we have something really special.” He said
- Garbut says this game is the culmination of lessons they’ve been learning for a lifetime and that the last 30 years have been practice for where they got to here
- Lastly, Rockstar vows that the next game won’t take another 8 years: “The engine, the tools and the team we’ve built during this project will allow us to do things more quickly, I feel confident that we can build on top of this and go more sideways than upwards to build more compelling content.” Said co-studio head Phil Hooker
(Source: bloomberg.com/features/2026-…)
It’s finally happening! (hopefully)
Next year is gonna be a banger of a year if Squadron 42 does get released in Q2 I’m like so excited and at the same time we will see what happens! But so far there has been nothing but good news from the people who got to played it so far.
If you wanna try it out then I would 100% if you do like space games. Also use this if you are making an account if you wanna get more some extra stuff that can help a little bit. robertsspaceindustries.com/e…
#starcitizen #squadron42
store.steampowered.com/app/4…
Mistieee retweeted
Wishlist Squadron 42 Now: bit.ly/47KwKpb
The United Empire of Earth stands on the brink of collapse as threats both human and alien emerge from the darkest reaches of space.
Enlist as a rookie pilot and fight for humanity's future in a cinematic, single-player space adventure.
Launches Q2 2027.
The current state of sniper rifles creates a significant problem with both weapon effectiveness and progression in @WARDOGS
The attached gameplay clip demonstrates the issue: two sniper headshots somehow doesn't kill someone that I believe was wearing tier 4. The damage statistics show that the Mosin and SV-98 have 176 FMJ headshot damage against an unarmoured target, but their effectiveness is significantly reduced against armoured players.
This becomes especially problematic when looking at the game's progression system:
Mosin — Recon Level 10
SV-98 — Recon Level 19
MK22 — Recon Level 25
Tier 2 armour — Overall Level 30
Tier 3 armour — Overall Level 60
AP ammunition for Mosin/SV-98 — Overall Level 82
Tier 4 armour — Overall Level 100
MK22 AP ammunition — Overall Level 140
There are six classes contributing towards overall level, meaning players can encounter higher-tier armour well before they have access to the ammunition specifically designed to counter it.
This creates a large gap where players have access to sniper rifles, but don't have access to their AP ammunition.
For example, the Mosin is unlocked at Recon Level 10, while the SV-98 is unlocked at Recon Level 19. However, players can obtain Tier 2 armour at overall Level 30 and Tier 3 armour at Level 60, while AP ammunition for these rifles doesn't become available until overall Level 82.
The problem becomes even more obvious with the MK22. I spent forever trying to unlock this thinking it would be able to deal with armour and the constant underwhelming feeling of when i shoot someone in the head and they run away. The rifle is unlocked at Recon Level 25, the standard FMJ rounds only do 6 more damage than the Mosin and SV-98, but it's AP ammunition isn't available until overall Level 140! Meanwhile, Tier 4 armour is available from overall Level 100. I believe the MK22 should one shot tier 3 with FMJ and tier 4 with AP.
This was one of the reasons infrared rangefinders became so heavily used.
Rather than using the sniper rifle to actually engage and eliminate targets, players were increasingly using the rangefinder to spot enemies and contribute through spotting instead. It became a viable alternative to actually fighting with the sniper because the sniper's ability to reliably deal with armoured targets was so limited.
Eventually, this became such a prevalent strategy that infrared rangefinders have been removed, now creating a massive gap in being able to progress recon.
Removing the rangefinder doesn't solve the underlying problem if players were turning to it because the sniper itself wasn't effective enough.
If the sniper is supposed to be the primary long-range weapon for the Recon class, players should have a reason to actually use the rifle rather than finding alternative ways of contributing to the team. As it stands, sniping is VERY underewarding.
Please @Brammflakes @L0SSY @BULKHEAD @HowardPhilpott @phantasyftw I LOVE this game, but snipers are struggling out here.
#WARDOGS
Mistieee retweeted
Sir a second Titanfall VR mod with fullbody IK and interactions is on the way!
Mistieee retweeted
Villager News Add-On 📰
BREAKING NEWS! We've had the absolute pleasure of working with the wonderful team at @Element on the OFFICIAL Villager News Add-On!
Highlights:
- 2,000+ voiced reactions!
- Reactive dialogue to mobs, blocks, player actions and more!
- Expressive animations & lip sync!
- Player reputation & gossip systems!
- Special characters & unique trades!
- Compatible with Actions & Stuff!
Available now on the Minecraft Marketplace!
Get Here: orevillestudios.com/content/…
Mistieee retweeted
9 years ago today on September 6, 2017, Guardians took back the Last City and saved humanity from Ghaul's grasp.
Happy birthday, Destiny 2. 🥳
#DestinyTheGame


























