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Cormoran: Then why are they using "We" in a context that indicates they are developers?
fandom. we as the fans and the community.

it made perfectly sense to me, and I never had any indications that the poster is a developer.
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Cormoran: Then why are they using "We" in a context that indicates they are developers?
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amok: fandom. we as the fans and the community.

it made perfectly sense to me, and I never had any indications that the poster is a developer.
But the fandom isn't making the money, the sentence states "I'm going to keep this thread alive until we hit $21 million." The fans aren't hitting that, the developers are. The fans are the ones giving them that money.

They are separate in that regard, so to me, saying 'we' indicates he's a part of the group receiving that money, not part of the group giving it.
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Cormoran: But the fandom isn't making the money, the sentence states "I'm going to keep this thread alive until we hit $21 million." The fans aren't hitting that, the developers are. The fans are the ones giving them that money.

They are separate in that regard, so to me, saying 'we' indicates he's a part of the group receiving that money, not part of the group giving it.
We the fandom are generating the money for the game we love. We're excited to reach each milestone [million] and will be especially excited at $21 million because that means the game has been *completely* crowdfunded

EDIT: clarification
Post edited September 21, 2013 by shane-o
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shane-o: We the fandom are generating the money for the game we love. We're excited to reach each milestone [million] and will be especially excited at $21 million because that means the game has been *completely* crowdfunded
Well, the game will be completely crowdfunded at ~$23 million according to Chris.

Some Citizens have asked if $21 million will mark the end of the funding campaign and the stretch goal unlocks. The answer is no: For a couple of key reasons –

The first is that the goal of achieving $20M in development funding will actually be reached approximately at $23 million in funds raised. This is because we display the gross amount of funds received, but out of this we had to pay Kickstarter (approx. 10% of funds raised), Paypal/Credit card providers (approx. 4-5%), we have to reserve the fulfilment costs of the physical goods you have pledged for (over $1M right now) and finally the costs of building and maintaining the RSI site (which is a significant but very worthwhile investment, more so as some of the planned features like “organizations” rolls out).

There are also additional running costs beyond the development to be contemplated – customer support for the growing community, the cost of delivering terabytes of data and longer term hosting servers for the dogfighting and then later the persistent universe itself.
https://robertsspaceindustries.com/comm-link/transmission/13266-Letter-From-The-Chairman-19-Million
Post edited September 22, 2013 by NetAndy
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NetAndy: The first is that the goal of achieving $20M in development funding will actually be reached approximately at $23 million in funds raised. This is because we display the gross amount of funds received, but out of this we had to pay Kickstarter (approx. 10% of funds raised), Paypal/Credit card providers (approx. 4-5%),
I thought that Kickstarter's fees amounted to 5% of the funds raised...
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Phc7006: I thought that Kickstarter's fees amounted to 5% of the funds raised...
It's around 10%. Amazon takes their 5% first, KS takes another 5%.
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NetAndy: Well, the game will be completely crowdfunded at ~$23 million according to Chris.
Yeah, I know, I'm a regular at the official site/forums. I was just stating the original goal
We're nearly at 20 million !

This is a little post from one of the devs on pay 2 win, in case any of you were wanting to read
up on SCs policy about it:


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I worry about 'pay to win' a lot, especially how we're percieved. From a design standpoint, we're building Star Citizen just like a classic Wing Commander or Privateer... and it's going to be a full, fun game experience for anyone with a basic package. Nothing limited, no design that ever forces you to buy UEC or extra ships to keep playing. I can sleep well at night knowing that, but I worry about the public perception too... in a world where people are used to needing to buy gold, does selling ships to offer a different (but still available for free) experience come off as pay to win?

Which leads me to a short story! So: while I was recovering from cooking my hand I decided to look up iPhone games I could play with my one good finger. The iTunes store immediately reccomended "Tetris Blitz" from Electronic Arts, theoretically a simplified version (huh) of Tetris for mobile devices. Well, who doesn't love Tetris?

I had absolutely no idea how bad this pay to win... stuff... had gotten.

Playing one game of Tetris Blitz generates ~500 gold for you. At the start of each game you are prompted to assign up to three "powerups" and one "finisher." The total cost for these is, on average, *40,000* gold. In order to ever be competitive in the leaderboards (the point of the game) you NEED to use these addons. Which means that to get a high score you need to play between 50 and 80 games to farm the gold needed for one shot at the leaderboard.

Of course, you can buy more gold from the Tetris Store! Up to $99.99 worth of it at a time. And if the stock powerups aren't good enough, you can pay for more types of them, too! $6 a pop, with a dozen or so options. If you play a game without powerups, you are prompted at the end with: "Wish you had a finisher?" and given the option of buying one from the store for $.99. They are literally selling you extra points at the end of your game, with no added gameplay.

But wait, there's more! There's also a WHEEL OF FORTUNE. Every four hours you get a FREE SPIN and can win gold or finishers/modifiers/etc. Want more chances to win prizes? You can pay for them! And there's a special section for sketchy e-mail offers. If you subscribe to a magazine or watch a video about Clorox and give them your email address, you get a plithy amount of gold added to your account! And more gold if you link your Facebook account and let it plug Tetris Blitz through your status updates.

Also: the first time I saved up enough for a "finisher" the one I chose was, in fact, a promotion for the new Toyota Corolla. It literally made a Toyota Corolla drive onto my Tetris board and drop extra bricks at the end of the game. This is a real thing that exists and some people pay hundreds of dollars for it to happen. (You can also pay to have ads removed from the game, if you want one more way to give Tetris several dollars.)

Long story short, we're not going to do any of that. :)

Permalink FlagQuote

https://forums.robertsspaceindustries.com/discussion/comment/912068/#Comment_912068
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Post edited September 25, 2013 by euro
Poor Ben, even in his downtime pay 2 win problems rear their ugly head. Use Mjolnir on it Ben!

20 million will be surpassed while I sleep. I always miss those crossover moments.

Oh well 23 million before November 26 for sure. And 21 million before October 10th.

I'm going to go check out my Hangar again. Maybe my face has returned


;o]
Post edited September 25, 2013 by u2jedi
Fan-made Star Citizen vid - A Promise (Youtube)

Absolutely awesome :D
Post edited September 26, 2013 by shane-o
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shane-o: Fan-made Star Citizen vid - A Promise (Youtube)

Absolutely awesome :D
You beat me to the post :)

Just saw that myself.

Really touching and well done. Even sends shivers down my spine, since I shared those memories,even if a bit different.
Pretty sweet how this funding train keeps rolling!
At 24 million we're looking at some pretty awesome features for capital ships
down the line. If only I had a capital ship...
A few more ships and I'm done. I think we've all pledged enough now. The new backers can take over after November

;o]

Time to focus on Skyjacker, Mandate and Elite: Dangerous.
I don't think GOG should compromise at any point in the future. It should stay drm-free, otherwise I imagine a lot of people would stop purchasing from gog. I know I certainly will.
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elendiel7: I don't think GOG should compromise at any point in the future. It should stay drm-free, otherwise I imagine a lot of people would stop purchasing from gog. I know I certainly will.
This.

Now, if they made the SERVER side software part of the package, so gog'ers could run their own servers, then it would be cool to have here; with the option of still connecting to the main servers.
^this is what I really hate about current mmos, they sell you half the game, stating its full game, but it really not, you missing out on the server software.

Just imagine if you could goto a 100% drm free, 100% $ free mmo for once, with no itemmalls/microtransactions/or subscriptions.


Just a quick question, is it possible for got to even have an mmo? or is the very foundation of mmo drm? I'm a little confused, like I all ways am.