Game Discussions Star Citizen Discussion Thread v12

7zfsnjimpa451.png
 
Jesus, the details of how bad this is broken are utterly amazing. This guy is explaining a few of the possible ways the game can break, including the appearance of "ghost" floors in the elevator list, i.e. locations that do not really exist and once you are in there those despawn after a few minutes and you find yourself in space, or appear in someone else´s hangar floating... I mean, how broken is this? In what world can this thing be even entertained by any client base as acceptable at any level? Like, at all?
If that sort of thing was deliberate in some kind of surreal game, maybe a horror one, it would be amazing.

Sadly, none of the really entertaining stuff in Star Citizen is intentional.
 

After a much longer than anticipated development process, what was teased in 2019 becomes a reality for all players when we launch Star Citizen Alpha 4.0 to the live servers, as part of what we are calling the 4.0 Preview.

For the first time in our history, we will run 2 live releases in parallel, each with their own progress and persistence.

Lol. Such confidence in 4.0 :)

Edit: So 4.0 going Live today. Apparently 2025 is mainly going to be stability & bug fixing. i.e. getting 4.0 to work.

Over one million of you have played 32 million hours in the game this year

So that's averaging 32 hours per player in a year? Not incredible for an MMO, I would have expected more hours (and fewer players)
 
Last edited:
As you navigate through Stanton and Pyro, you are now also navigating seamlessly through a mesh of servers that encompasses the entire game. Each planet, landing zone, or major station is now covered by different game servers. Thanks to this technology, server boundaries are effectively invisible, even at our high levels of fidelity, ensuring smooth, uninterrupted gameplay.
Smooth. Uninterrupted. Gameplay.
 



Lol. Such confidence in 4.0 :)

Edit: So 4.0 going Live today. Apparently 2025 is mainly going to be stability & bug fixing. i.e. getting 4.0 to work.



So that's averaging 32 hours per player in a year? Not incredible for an MMO, I would have expected more hours (and fewer players)
So, 4.0 is now Live but Legacy 3.24 is going to be kept around for a while for those who want it?
 
Over one million of you have played 32 million hours in the game this year, and our ranks have swelled by almost half a million Citizens.
🤔 1+ million active players this year, half a million of those were new? Or did the ranks swell by alts and greymarket accounts that never clocked a minute in the game?
 
The heated spinning of Chrissy trying to sell bad news as good is such a classic winter warmer...

EXCERPTS:

Long ago, lost in the mists of time before COVID, at CitizenCon 2949 [2019], we showcased the first in-game prototype of traveling from the Stanton System to the Pyro System via a Jump Point. [But don't forget the 2015 concept demo ;)]

...what was teased in 2019 becomes a reality for all players when we launch Star Citizen Alpha 4.0 to the live servers, as part of what we are calling the 4.0 Preview. For the first time in our history, we will run 2 live releases in parallel, each with their own progress and persistence. This means you'll have the unique opportunity to choose which version you want to dive into, at least for a little while. At this stage, we both want and need the high traffic of a Live release to thoroughly test Server Meshing and the newly refactored systems that rely on it as they go through their final paces. We acknowledge that we did not have time to get all the mission types working before our holiday break. [Mission refactor].

...by running both builds on the Live environment, we can take steps to ensure that your progress on 4.0 will carry over.

...a clean slate for the new systems coming online in the 4.0 Preview, ensuring a consistent and stable environment as we look to deprecate 3.24.3 in the new year

Each planet, landing zone, or major station is now covered by different game servers. [$$$]


...ensuring smooth, uninterrupted gameplay. This means that server performance, playability, and overall health are now local to each of the nodes in the server mesh....It also means improved performance, as each server is simulating fewer entities, resulting in more responsiveness and allowing the game we are striving to create to finally shine through its content.

This means areas that were previously neutral will become hostile or friendly depending on your choice. This decision will become even more important next year as we start to put a greater focus on storytelling inside the ‘verse.

This type of content is an important milestone as we start to introduce different ways for players to progress in the game

2025: A Focus on Playability

...our primary focus across our Star Citizen teams is clear: improving playability. Our drive for playability surrounds three critical areas - performance, stability, and content. We understand that the Live environment must be far more reliable and consistent, and we are determined to deliver on this [lol]

Over the years, we have experimented with different approaches to improve quality of life (QoL) and tackling tech debt. However, the ongoing challenge has been balancing these efforts alongside the introduction of new features and technology.

Too often, testing new features within the same pipeline as content has led to unintended ripple effects—creating instability, hindering performance, and impacting overall gameplay. In some cases, new features that are not fully mature have delayed the release of content or caused blockers that impact our progress. This has prompted us to reevaluate our approach to feature and content rollout,

To achieve our goals, we are making a fundamental change: decoupling feature development from content creation and general fixes. This means new features will no longer hold up content delivery or risk destabilizing the Live environment. This approach will leverage the Tech Preview Channel, which was reserved for major new pieces of technology, like the Replication Layer and Server Meshing will now extend to gameplay feature testing too.

When a new feature is deemed complex or risky enough to require focused testing, we’ll introduce a separate Experimental PTU (EPTU) channel dedicated to that feature. Testing in this isolated channel will allow us to refine and stabilize the feature without impacting content and broader development work. Only once the feature is fully greenlit will it integrate into our standard Evo/PTU/Live pipeline.

This means each new content drop will be more focused and drive an overall narrative forward similar to our Overdrive and Save Stanton events [live service baby]

But I have rarely met a publishing executive that has the ability to see the possibility in this kind of vision. They can only see a known quantity, a sequel, a bet on an existing IP. This is why I chose crowdfunding for Star Citizen, rather than pursuing a development deal with a big publisher, [Like those publishers who didn't want a Wing Commander sequel ;)]

We have already made great strides. With today’s release, Server Meshing is no longer a question mark, but a reality, [lol]

the Shenzhen Bar Citizen each drew over 2,000 attendees, while CitizenCon 2954 in Manchester welcomed more than 5,000 fans from every corner of the globe.

Over one million of you have played 32 million hours in the game this year, and our ranks have swelled by almost half a million Citizens. [Not backers tho?]

This is a community that is only getting stronger! [Other than the lower sign up numbers ;)]

The journey hasn’t been without its challenges, nothing great ever comes easy, but there’s no one we’d rather have by our side than you.
 
Back
Top Bottom