Game Discussions Star Citizen Discussion Thread v12

The problem for CIG when they move to two systems is two fold
1) The transition of some form of "instance" is going to be obvious - problem for a game sold as not being instanced like other space games.
2) If two systems why not three, four, a hundred - It's going to highlight that the proc gen tech they have is a lot more rudimentary then some people think.

These two points I suspect lie in the back ground as to why there are not loads of cities on the planet. I am also suspicious that because they have no "instance" concept that they are at the entity limit and my guess is cities add a lot of entities.
 
The problem for CIG when they move to two systems is two fold
1) The transition of some form of "instance" is going to be obvious - problem for a game sold as not being instanced like other space games.
2) If two systems why not three, four, a hundred - It's going to highlight that the proc gen tech they have is a lot more rudimentary then some people think.

These two points I suspect lie in the back ground as to why there are not loads of cities on the planet. I am also suspicious that because they have no "instance" concept that they are at the entity limit and my guess is cities add a lot of entities.

Well part one is obvious, it would be different system anyways, and player would not find any practical difference if jump animation is hidden load screen, or "real" physical transportation from system to system. Of course that would moot the point of "no load screens" but well, would players even know?
 
I don't know why you're so fixated on the number of planets. The question was WHY NO MANY CITIES on planet? I made it as short and to the point as I can.
In Stanton, you have 1 planet covered by a giant city, 1 planet with an industrial city, 1 planet with a standard city and 1 planet with a floating city. And you have at least 16 biomes dispatched on all planets/moons of Stanton.
I really don't understand what is your point.
 
Well part one is obvious, it would be different system anyways, and player would not find any practical difference if jump animation is hidden load screen, or "real" physical transportation from system to system. Of course that would moot the point of "no load screens" but well, would players even know?
Exactly. Most of them have no clue anyway. And who cares about loading screens - today there are ways to mask them pretty niftily.
 
One of the many things I do not understand in SC is that need for "server meshing" to have more than one system.
It is a mystery. If they were going to do a game without instancing, which would be nice since instancing is cancer, they'd need some sort of load-balancing with server-to-server communication like other games pre-instancing, although this isn't especially difficult since the seams can be left rough for video games. But Chris is all about instancing, and even used to cheerlead for a type of phasing (see "dynamically place"), which is is the bone cancer of cancers, and the galaxy is split into systems with loading screens jumps. So given these low ambitions, they need at most clustering.

I figure the answer to this riddle is that they aren't actually working on "meshing" and it's just an excuse for why nothing appears to be happening like iCache, Squadron 42, etc..
 
It is a mystery. If they were going to do a game without instancing, which would be nice since instancing is cancer, they'd need some sort of load-balancing with server-to-server communication like other games pre-instancing, although this isn't especially difficult since the seams can be left rough for video games. But Chris is all about instancing, and even used to cheerlead for a type of phasing (see "dynamically place"), which is is the bone cancer of cancers, and the galaxy is split into systems with loading screens jumps. So given these low ambitions, they need at most clustering.

I figure the answer to this riddle is that they aren't actually working on "meshing" and it's just an excuse for why nothing appears to be happening like iCache, Squadron 42, etc..
Maybe, just maybe, Cris Roberts knowledge of game development is outdated?
 
In Stanton, you have 1 planet covered by a giant city, 1 planet with an industrial city, 1 planet with a standard city and 1 planet with a floating city. And you have at least 16 biomes dispatched on all planets/moons of Stanton.
I really don't understand what is your point.
I'm not making a point. I asked you a simple question.
Why is there NOT > 1 city on a planet?

Edit:
reread my posts to Little Ant and my original question was with the procgen why not put everyting (giant city, industrial city, standard city, floating cityand at least 16 biomes) on one planet to test, because Little Ant also said "...they need server meshing before as creating planets without being able to go to them is not really useful."

I'm just asking questions based on what you (Little Ant) told me.
 
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