GOTO Buyanidris
Woah! Slow down there cowboy!
GOTO Buyanidris
One of the interesting things I thought back last year would probably manifest is severe issues persisting through DGS crashes, and that's exactly what we saw later in the day with US Shard 20 crash-looping.
If whatever caused the server to crash gets persisted to the shard state, when the DGS comes back up from recovery it's going to immediately try simulating the thing that caused it to crash previously.
This won't be a one-time problem for the network team solve for, either - an infinite number of possible state mutations could cause a server to crash, and in many cases it probably wont be worth a human trying to debug and fix each one, with the cleanest and fastest means to recovery just blowing away and re-seeding the shard from the global persistence database - which really isn't all that different than current state in the Live environment.
We and CIG have been relying on crashes resetting the game world to a 'clean' state whenever a server starts acting janky. Moving to the Replication Layer architecture means that luxury is gone, and individual feature teams will have to become responsible for generating crash-inducing data to the simulation.
(source)
Perhaps:How does that even happen?
IF Playerlocation <= Safelocation (V = 4/3 π r³) THEN GOSUB Nodamage
REM icantcode
GOTO Buyanidris
The bugs are the game now. It seems like they all just accept that as the gameplay.
No, they haven't still realised how much they have become conditioned to eat crap and accept it.There was a comment not long ago where someone said that they didn't realize how bad it must be for new players, because they know how to avoid the bugs, they avoid doing stuff that causes bugs, but new players don't know what to avoid doing.
As much as I wasn't credited with any of my hazy predictions from last year in your round up of the less than startling results by the FaithfulIt's not an 'everything' game, it's a 'don't touch anything!' game![]()
They'll just add 2 new ships and the barely functioning starmap tier 0 and call it 3.23...it's worked since the release of JesusPatch 3.0, why change it? They can't ever get to the magical and almost mythical number 4...the idiot Roberts only got as far as that in the hex conversion tables before giving up and drawing pictures of light sabres on his school jotter...3.229 (followed by 3.2210) or 3.22i (followed by 3.22ia)?
Imagine robbers as a commander on a ship. There is a leak and the machine went out when the sea water came in. He's gonna order the leak fixed, then he's gonna belay that order and have the crew scurry to the engines, then to the pumps, water bucket brigade, a diver team to fix the leak, seal the hatches, run to and fro on the deck and then it wasn't him.As much as I wasn't credited with any of my hazy predictions from last year in your round up of the less than startling results by the Faithful
I predict another bad year for star citizen akin to, if not worse than the launch of 3.18. For all intents and purposes...I can see us ending the year on a variation of the 3.22 patch. Saying that...Ci~G will more than likely change the patch numbers based on purely cosmetic or QoL additions to make some appearance of progress as they continually struggle to Gaffer tape the untested and incomplete server meshing code and persistence database into the now unmanageable (and unfixable) spaghetti Frankencode of StarEngine.
All the teams reportedly being drafted into progressing the PU will instead be put back on the continued development of Sqn 404 as the 'polishing phase' predictably turns back into frantically finishing up the basic (and entirely lacking) gameplay features for a tentative late 2025 release window. A full 10 years after it's initial targeted release date.
As for the PU...judging by early Q1 financial predictions, the entire year will be entirely concentrated on forcing the development teams into producing content solely for marketing and sales events rather than progressing the game![]()
Oh I dunno. I've been able to avoid all the SC bugs with amazing ease. Really. It's very simple.There was a comment not long ago where someone said that they didn't realize how bad it must be for new players, because they know how to avoid the bugs, they avoid doing stuff that causes bugs, but new players don't know what to avoid doing.
You barking-mad optimist you!As much as I wasn't credited with any of my hazy predictions from last year in your round up of the less than startling results by the Faithful
I predict another bad year for star citizen akin to, if not worse than the launch of 3.18. For all intents and purposes...I can see us ending the year on a variation of the 3.22 patch. Saying that...Ci~G will more than likely change the patch numbers based on purely cosmetic or QoL additions to make some appearance of progress as they continually struggle to Gaffer tape the untested and incomplete server meshing code and persistence database into the now unmanageable (and unfixable) spaghetti Frankencode of StarEngine.
All the teams reportedly being drafted into progressing the PU will instead be put back on the continued development of Sqn 404 as the 'polishing phase' predictably turns back into frantically finishing up the basic (and entirely lacking) gameplay features for a tentative late 2025 release window. A full 10 years after it's initial targeted release date.
As for the PU...judging by early Q1 financial predictions, the entire year will be entirely concentrated on forcing the development teams into producing content solely for marketing and sales events rather than progressing the game![]()
Yep, pretty muchAs much as I wasn't credited with any of my hazy predictions from last year in your round up of the less than startling results by the Faithful
I predict another bad year for star citizen akin to, if not worse than the launch of 3.18. For all intents and purposes...I can see us ending the year on a variation of the 3.22 patch. Saying that...Ci~G will more than likely change the patch numbers based on purely cosmetic or QoL additions to make some appearance of progress as they continually struggle to Gaffer tape the untested and incomplete server meshing code and persistence database into the now unmanageable (and unfixable) spaghetti Frankencode of StarEngine.
All the teams reportedly being drafted into progressing the PU will instead be put back on the continued development of Sqn 404 as the 'polishing phase' predictably turns back into frantically finishing up the basic (and entirely lacking) gameplay features for a tentative late 2025 release window. A full 10 years after it's initial targeted release date.
As for the PU...judging by early Q1 financial predictions, the entire year will be entirely concentrated on forcing the development teams into producing content solely for marketing and sales events rather than progressing the game![]()
Oh I dunno. I've been able to avoid all the SC bugs with amazing ease. Really. It's very simple.
As much as I wasn't credited with any of my hazy predictions from last year in your round up of the less than startling results by the Faithful![]()
Oh look, it's Roblox but with fancier graphics.Also behold this pilot, at one with their cargo