Game Discussions Star Citizen Discussion Thread v12

Oh wait, CIG's financials are gonna come out on April Fools day then?

Seems about right 😁
ITYM Triggerfish
Triggerfish became a nickname for a gullible person, and the name became the most common way to refer to the holiday.
 
"[Chad Mckinney] developed and supported many player facing multiplayer gameplay features using Star Engine. This includes among others the interaction system [with interaction delays], item health and destruction, the room and atmosphere system [players choking for no reason], player created missions [do these exist?], energy and power distribution [from Elite and other games], designer systems for item creation, spline traversal to planetary surface locations [wasn't this removed?], physically moving elevators [LOL], inventory [cumbersome and failure prone], global persistence [ships despawn with players in it]."
 
player created missions [do these exist?]
If you squint a bit then player "beacons" are missions. I don't know anyone who uses them as anything other than bait, except for the medical type that is the only one when incapacitated.
https://starcitizen.tools/Service_beacon
ServiceBeaconFinal2.jpg

spline traversal to planetary surface locations [wasn't this removed?]
The quantum approach to a planetary marker is also called a spline in SC lingo. What was removed was the autopilot approach to a hangar once at such location.
 
This is legitimately sad news, which makes me worry about the project.
Chad was one of the main devs who was able to consistently explain and execute on CRs vision for things like engineering.
He was the first person, back in 2017, to actually articulate the ideas for power systems, fire, life support and physicalized damage.
I worry that without him, Todd and OG Torsten the game shifts more and more towards the arcadey because new devs don't have their guidance with systems that have been planned for years and how they're supposed to fit together.
Very sad.

Shouldn't they be more concerned that, ~8 years later, these things are still more 'articulated' than actually built out...
 

Viajero

Volunteer Moderator

I wanted to follow up on my original post about the 4.1 launch. I gave it another shot today, hoping things would improve—unfortunately, they’ve gotten worse.

Performance has tanked even further. Load times are now several minutes long. Input delay is massive—just like it was on the PTU—and desync is out of control. I watched my friend try to land in my hangar; on his screen everything looked fine, but on my side, his ship was invisible aside from his nameplate—and then he exploded out of nowhere.

So we server-hopped. Tried again. This time the ASOP terminals had no interaction options. Elevators opened into black voids. Another server swap. Finally made it to the hangar, called the ship, and… nothing. For 2 minutes, my screen showed an empty pad. Meanwhile, my friend could see the ship—and then suddenly, it appeared on my end too, halfway clipped through the pad and completely stuck.

After nearly 4 hours of fighting the game itself, accomplishing nothing, I gave up and logged out. The desync is honestly dangerous—it makes normal play impossible. It’s astonishing how broken 4.1 feels compared to 4.02, which was relatively stable and playable.

And what's most baffling: there’s not much new in this patch that should be putting this much stress on the servers. It honestly reminds me of the 3.18 launch in the worst ways.

CIG, please take a hard look at this patch. If 2025 is supposed to be the year of stability, we can't keep launching builds that play worse than the last one.
 
I kind of read that Chad McKinney message as "super excited to get back to game development", muttering under his breath "rather than whatever the hell this is".

Yeah probably. But he has kinda been a very happy-clappy, pro-CIG's-way, kinda presence in their vids for years.

(I read it more as a 'Boo, this is the boring bit where we have to try and make our daft ideas actually work reliably. No fun...'. With some bonus: 'No way I'm moving to Manchester. Their hacky sack scene is terrible...')
 
I can't find a source for this:
Me neither (but I didn't search). I read it a few times (could have been the same poster)
Lots of these so called convenience improvements come off as CIG just half baking things, like how the ATLS is a character in the game files, hacked to change how the game handles it as an asset without them needing to create specific rules for a new type of vehicle. No wonder things need refactoring so much and break all the time. With all the character changes I suspect the ATLS borkiness will get worse as these changes are rolled out.
https://robertsspaceindustries.com/...-is-the-best-thing-to-happen-to-sc-in/7779830

but the person(s) that made the atls said that you are literally piloting an npc so...
There was this cool website once but it stopped updating over a year ago. https://starchives.org/
 
Yeah starchives seems to be dead. Filmot works though.

(Doesn't help that 'ATLs' comes out as 'atlas' etc)

Not seeing anything on a quick swoop. Might have been a Spectrum comment or something. (But again the devtracker doesn't like the 'atls' search term :/)

EDIT: Hans you've got Spectrum access? Wanna ask that guy if he's got a source?

(If they're right on this, they're probably right that any 'actor status' changes are gonna wreck havoc on the mechs too ;))
 
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