Game Discussions Star Citizen Discussion Thread v12

Or the bottleneck of switching from Microtech to a moon of Microtech in the middle of nowhere during a QT jump ?
What you see in this demo is a lot more advanced than what they need now = no need to track view of other servers object and nobody will stay at the border of each server, only briefly passing it in the middle of nowhere.
There is zero need now for SM to be activated in close combat zone.
Huh. So there's no reason not to have instancing then.

Lets say sometime in the future CIG has a large weekly event, I dunno, maybe they'll call them Community Goals or something original. Thousands of players all flock to one station in a single system to take part.

What happens? Thousands of players standing in a q outside a mission giver? Thousands of players in the immersive bar? Even if you're right and they wont be crossing boundaries of servers, they will all be trying to be in the same ones, no? Isn't the idea to have thousands together?
 
I suspect CIG will definitely try to implement the "large zone" version of static server meshing. That could be feasible. And will stay there for a looooong time. And even that one will probably cause issues when transitioning boundaries.
No need to suspect. CIG said the first iteration will be only static meshing between a Pyro server and a Stanton server. There will be no improvment for the way Stanton server will work as the number of entities by server for this first iteration will be strictly the same as before. But the number of players should be doubled to 200 players (as the load of players will be dispatched on 2 servers).
My guess is the the second iteration should be one server for each moon and each planet. This iteration should help reduce the load on each server, and will see at this moment if CIG is able to deliver better working NPC.
 
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rootsrat

Volunteer Moderator
No need to suspect. CIG said the first iteration will be only static meshing between a Pyro server and a Stanton server. There will be no improvment for the way Stanton server will work as the number of entities by server for this first iteration will be strictly the same as before. But the number of players should be doubled to 200 players (as the load of players will be dispatched on 2 servers).
My guess is the the second iteration will be one server for each moon and each planet. This iteration should help reduce the load on each server, and will see at this moment if CIG is able to deliver better working NPC.
And when we can expect this second iteration?
 
Minor things like the new starmap, the new minimap, the engineer gameplay and the fire gameplay ?
Solar flares are also gameplay, they get you out of quantum and you must seek cover when they occur. They added also antirad medipen but I don't know if they work now.
If the space cows are added, chance that the yeti of MT and the big crab of Pyro will be also and those are aggressives toward you. Chance also that fauna can be lootable with meat or other things to loot on them.
The new starmap & minimap are just UI change - they allow you to get to gameplay but they aren't gameplay like Quanta / a real economy could support. Engineering - ok, I'll give you that (plus the gameplay around reputation for getting the upgraded suits etc).

Solar flares & medipens : not gameplay loops, just wrinkles on existing gameplay (and fires are mostly there for aesthetics as they look good in videos. I bet most ppl will just dump the atmos (once ships have been updated to allow that)

Fauna for looting - yeah - Mike & Levelcap were looking at the space whales to see if they had loot on their tails, they didn't spot any yet :)

Point stands - most of the things for next year seem chosen based on how they look rather than adding gameplay - and that's assuming they actually get implemented 🤷‍♀️
 
More on the Quanta thing:

Last year apparently Chris roberts said Server Meshing was not a pre requisite for Quanta:




Whereas now Benoît Beausejour seems to be saying exactly the opposite.

For once it sounds like Chris was speaking sense.

All servers should be pulling from and feeding the simulation at the higher level, not cross talking between severs.
 
Someone seems happy that SC is going in the direction of being more like WoW or your typical MMO

Benoit is the best thing to happen to Star Citizen in a long time.

he understands that we need GAMEPLAY, we have not had proper gameplay in a long time, our missions are repetitive and boring, our "progression" doesn't exist.

Crafting finally introduced to juice up the player economy and actually sink your UEC and grind into.

LEGENDARY ARMOR and other rarities, horizonal and vertical progression, no more "Light med heavy" armor with just a % damage reduction, but you specialize in a role like combat, specialist, support...etc.
and each of these armor variants will give you benefits, maybe such as better healing output or more space for healing items, or stealth armor etc.

Raids are awesome, why would you not want to raid a base and loot stuff?


Star Citizen is finally heading to a direction of the MMO, that people actually want to play and progress with, i for one welcome these features and can't wait to see more.
As long as NONE of the progression can be bought with real money or sped up or "time saved" with real money, this game is meant to be played for years and years, and you have absolutely ZERO need to speed up your progress. you already have done that with the many ships people are buying.

Imagine that if in 10 years or so SC has basically become a game of going back to base, equipping up, crafting, then heading out on a raid, get new items, doing a Leroy Jenkins perhaps, and then returning to base to level up, craft more stuff, all while working towards that legendary set of armour and weapon.

:D
 
Huh. So there's no reason not to have instancing then.

Lets say sometime in the future CIG has a large weekly event, I dunno, maybe they'll call them Community Goals or something original. Thousands of players all flock to one station in a single system to take part.

What happens? Thousands of players standing in a q outside a mission giver? Thousands of players in the immersive bar? Even if you're right and they wont be crossing boundaries of servers, they will all be trying to be in the same ones, no? Isn't the idea to have thousands together?
Careful. You are actually thinking about game design and this is not what dreams.txt are meant for.
 
Point stands - most of the things for next year seem chosen based on how they look rather than adding gameplay - and that's assuming they actually get implemented 🤷‍♀️
Lol. Engineer, fire (it's gameplay, you have to extinguish it), base building and, not displayed at citcon but also for next year, towing and cargo elevator will add a lot of gameplays.
 
Lol. Engineer, fire (it's gameplay, you have to extinguish it), base building and, not displayed at citcon but also for next year, towing and cargo elevator will add a lot of gameplays.
Again - mostly not gameplay loops, just wrinkles on existing stuff. Having to press a button to eat / drink / shower / heal / de-rad is not a gameplay loop - it's busy-work. Cargo Elevators ... well, we will (or maybe not) see, sounds less interesting that watching a Hull-C populate with cargo. Base Building will be more of a gameplay loop if they add gameplay at bases - but it they were very vague about everything other than security - and it's not even starting development until next year so won't be out any time soon. Towing - don't even remember that being mentioned. And again it's not a gameplay loop, just a wrinkle in getting something from A-> B from the sound of it.

Could add Bounties to the list of upcoming gameplay though - but again they only showed the 'detain' part, not any actual loop including missions.

They're mostly interested in how things look for next year, not in gameplay loops. Not sure why you argue ... it's a good looking game - why would you not want even more of those sweet high res assets to look at?
 
I don't understand this. You mean, 100 players in Stanton, 100 in Pyro and everyone who wants to go from one system to the other needs to find a buddy to go the other way?
200 players on the two systems. On average you should have 100 players by system but if everyone want to go to Pyro, you'll have 200 players in Pyro.
 
Yeah, but if there is no air in the ship to begin with, there won't be a fire at all.
We'll see. It's coming Soon, isn't it?
There's air in every room's ship, it's the usual state. The engineer's gameplay will allow him to evacuate air, close doors, activate/deactivate gravity, etc.
There will be penalties for wearing helmets/armor (as opposed to not wearing helmets/armor). So, aboard a ship, the crew will generally not be wearing helmets, and will need air in every room.
 
There's air in every room's ship, it's the usual state. The engineer's gameplay will allow him to evacuate air, close doors, activate/deactivate gravity, etc.
There will be penalties for wearing helmets/armor (as opposed to not wearing helmets/armor). So, aboard a ship, the crew will generally not be wearing helmets, and will need air in every room.
Then they should just vent the air. Seal and vent.
 
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