Game Discussions Star Citizen Discussion Thread v12


Guy has terrible buggy experience... determines SC is going to be great one day.

I swear, the world is getting dumber by the day.

And of course, in the comments, a faithful jumps in to explain you need to install it on an SSD. Clearly, because laptops that ship with a 3060 still use HDDs. Not sure if these accounts are bots or just dumb people.
 

Viajero

Volunteer Moderator

Guy has terrible buggy experience... determines SC is going to be great one day.

I swear, the world is getting dumber by the day.

And of course, in the comments, a faithful jumps in to explain you need to install it on an SSD. Clearly, because laptops that ship with a 3060 still use HDDs. Not sure if these accounts are bots or just dumb people.

TLDR: "Bug ridden piece of biowaste but I will buy because I am sold on the ambition. Plus ships are nice."

Poor sod. Someone really needs to make CIG track record very visible, so how realistic "the ambition" is can be put in full perspective.
 

Viajero

Volunteer Moderator
Close to what could look like 1000 Mirai Guardian sales. So could be CIG employees spending their overtime/crunch bonuses on the store :)
If CIG wanted to inflate revenues they could do that, yes. Or simply round trip wholesale with a number of externally set up outfits that can, say, get "paid for services" by CIG and then those same outfits can also arrange direct or indirect "purchases" of jpegs with that money when needed so to keep the tracker where CIG wants. Given Chris Roberts, Freyermouth etc history I would not be very surprised if CIG had entertained the idea. Same principle could work with specific internal staff bonus or other compensation indeed.
 
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Viajero

Volunteer Moderator
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.
Yeah,

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.
The actual game begs to differ though:



For the first time in our history, we will run 2 live releases in parallel
2 Live services in parallel? You mean like having the current parallel Live and PTU "universes" only just removing the PTU letters from the name of the PTU one? And much like the current PTU it seems one of the new "Lives" will not keep progression either.

Ah but this is different different, because we will be able to access them from the launcher! Indeed, never been done before.

In other words and without Chris´ usual bullcrap: CIG has decided to actually launch 4.0 in its current extremely broken state. And make the current Live behave like a PTU, where progress is not kept, only with a different name.

To achieve our goals, we are making a fundamental change: decoupling feature development from content creation and general fixes.
This, and the explanation that follows, hint very strongly at a significant slowdown of new gameplay and features. Instead we will probably simply have more assets and locations (i.e. simply visuals or "more of the same") with the same old feature set.

This is just CIG finally realizing that when you constantly add broken stuff on top of already severely broken stuff the tech debt and fixes become exponentially more difficult. They are acknowledging they have reached the wall, the thing is so unbearably broken that they do not even know how to add more broken stuff on top anymore.

This is why I chose crowdfunding for Star Citizen
Except Star Citizen ceased to be a solely crowdfund project and started getting regular sales when CIG released it in Early Accces around 2016. CIG had allegedly reached around 150 millions crowdfunding at end of 2016, which means the vast majority of their alleged total revenue today (750 millions) probably comes from regular sales.

But all of this is by the by, nothing really new. One of the most interesting things to follow, obviously not mentioned in the letter, is how CIG will behave in 2025 to respond to any of the Calders investment liabilities or any other alternative returns requirements they may have agreed to.
 
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Stu's stats...

New stats!
Over one million of you have played 32 million hours in the game this year
32m hours of playtime, with us on day 353 of the year.
32000000 ÷ 352 ÷ 24 = averaging 3788 players per hour
3.8k concurrent average :OMEGALUL:
that'd put it in the top 250 games played on Steam https://steamcharts.com/top/p.10

And that's 'over one million' having played, despite claims of 500K new citizens ;)

Dec 2022
This year, over 1 million unique players logged into Star Citizen and played our game. And they did so for more than 46 million hours.
That's a 30% drop in total playtime
 
To achieve our goals, we are making a fundamental change: decoupling feature development from content creation and general fixes.
This, and the explanation that follows, hint very strongly at a significant slowdown of new gameplay and features. Instead we will probably simply have more assets and locations (i.e. simply visuals or "more of the same") with the same old feature set.
But but... feature dev and content creation always have been decoupled: we got ships (content) years before their dedicated gameplay (feature) been clunkily implemented or even thought out.
 

Viajero

Volunteer Moderator
3-4K players... and that is CIG´s own non audited figures, that are likely "massaged" and inflated anyways.

To put that into perspective, if we asume that around half of Elite players play through Steam and the rest via FDEV or other launchers (plus the remaining console players) then we have around 10-12K players concurrency for Elite.

No Mans Sky in Steam is also around 10K.
SpaceEngineers is around 5-6K.
EVE around 19K.
 
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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.
This one is chef's kiss: "who would have thought that constantly adding to the tech debt would cripple any effort to 'tackle' the debt... We wouldn't have figured this out without wasting 3/4 of a billion $"
 

Guy has terrible buggy experience... determines SC is going to be great one day.

I swear, the world is getting dumber by the day.

And of course, in the comments, a faithful jumps in to explain you need to install it on an SSD. Clearly, because laptops that ship with a 3060 still use HDDs. Not sure if these accounts are bots or just dumb people.

They picked up one key fact and now that's getting repeated over and over like community wisdom. So others know you are in the in group and know the right words and phrases.
The authors first instinct was to immediately spend more money on gear makes him the perfect customer. I bet he spends another 100 or 200 pound to avoid the grind soon. Hey this game is broken but the 1000's of marketing Videos are great so its going to be great too.
 
To achieve our goals, we are making a fundamental change: decoupling feature development from content creation and general fixes.

I like this one. Their longstanding and ongoing tech problems were holding back the "content" so they're separating them. Somehow they're going to develop content separately from the tech required for it to function. And then they're going to mash it all back together at the end and that will somehow avoid the problems they would have discovered if they had tested it sooner.
 
I like this one. Their longstanding and ongoing tech problems were holding back the "content" so they're separating them. Somehow they're going to develop content separately from the tech required for it to function. And then they're going to mash it all back together at the end and that will somehow avoid the problems they would have discovered if they had tested it sooner.
Yes and it's all modular and easy. Ask the new CTO and he will tell you now that the program for real it is super easy and right around the cornor.
 
I like this one. Their longstanding and ongoing tech problems were holding back the "content" so they're separating them. Somehow they're going to develop content separately from the tech required for it to function. And then they're going to mash it all back together at the end and that will somehow avoid the problems they would have discovered if they had tested it sooner.

You see, its actually quite easy. You take the content and the features then you mesh them together. We are calling this new and never been done before methodology Supraliminal Coding, because it sounds cool, even though we don't know what that actually means in English.

EDIT: Knew i should have checked SA first... they got the best name for it already: Decoupled Development.
 
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Hangar instancing is still weird. I see ghost players. Someone just appeared in my hangar and went to use the terminal. It was blacked out for me, so apparently it worked for them. And then they disappeared again.

Edit: the change to forego the whole elevators and trams and spawn directly into the personal hangar is great. Especially since I do the crazy thing and run the game from HDD.

Edit2: Server Error. Please wait...
 
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Viajero

Volunteer Moderator
Stu's stats...
This part:

Dec 2022
This year, over 1 million unique players logged into Star Citizen and played our game. And they did so for more than 46 million hours.
That's a 30% drop in total playtime

Hope some game press outlets pick up on this. In conjunction with the huge drop in new accounts it really paints a revealing picture.
 
Other realism UI changes: can't read chat or see your status icons properly in a medical emergency :cool:
od.jpg
 
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