The Star Citizen Thread v5

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"Just out of curiosity, what about their business plan is it that you despise? I'm admittedly not impartial here, but I can't remember a less annoying alternative in recent years.. most publishers will sell you all sorts of season passes and expansion packs and stuff packs for you to access all the content, whereas you only need to buy Star Citizen once to access everything."

Laugh. Definitely laugh.

What are these GOTY versions that virtually all the publishers do then? You have to wonder if these people even play computer games...
 
"Just out of curiosity, what about their business plan is it that you despise? I'm admittedly not impartial here, but I can't remember a less annoying alternative in recent years.. most publishers will sell you all sorts of season passes and expansion packs and stuff packs for you to access all the content, whereas you only need to buy Star Citizen once to access everything."

Laugh. Definitely laugh.

https://s21.postimg.io/gpup1fiyv/Ob_Ogr_Zg.jpg

giphy.gif


Some of those comments, oh boy oh boy....
 
I smiled and thinked of star citizen when i saw this
[video]https://i.imgur.com/yJPNf1F.mp4[/video]
Pretty apt description of what vr will be like in star citizen, if it gets implemented that is.
Maybe in 2042 who knows.
 
What part of "alpha" don't you get? Are you expecting to play "alpha" content bug free? Surely you must know by now that "alpha" means the game is in development and typically, it's Beta when they fix the bugs.

You know that greek letters in software development is pretty much meaningless to the consumer base these days right? Consumers and businesses got tired of the perpetual "beta" stage a decade ago. Today it's "early access" as the excuse in the gaming industry and consumers are tiring of it. Bottomline is this: either you are charging money for access to a product or you are not. If you are it should be considered a released product because that is what the consumer base will be judging it as like it or not. Programmers all too often have no interaction with the business side of things which is a shame because there are a few things they really need to learn. One of those things is what they call things and what the public calls them are two very different things. And the latter are the only ones that matter.
 
Given all the open development - can anyone direct me to the game design documents for SC? I remember spending a lot of time reading the DDF equivalents for ED and I was interested to see what SC has.
 
"Just out of curiosity, what about their business plan is it that you despise? I'm admittedly not impartial here, but I can't remember a less annoying alternative in recent years.. most publishers will sell you all sorts of season passes and expansion packs and stuff packs for you to access all the content, whereas you only need to buy Star Citizen once to access everything."

Laugh. Definitely laugh.

https://s21.postimg.io/gpup1fiyv/Ob_Ogr_Zg.jpg

The thought that they've hired a rep management company to wage internet war is both hilarious and totally believable.

But they are so bad at it that I can't believe it's a paid for service, these people do a better job of making Star Citizen/CiG/RSI look ludicrous than even the warlord himself has managed.

So if they've hired a rep management company they've obviously picked an incompetent bunch of half-witted chancers to waste backer money on. Hang on we've slipped back into believable territory again.
 
Seems like every week the same thing is repeated here to the faithful, and in some cases it is even the very same faithful it is being repeated to. I guess that's what happens when nothing new or noteworthy comes from SC as it has been incredibly limited with what it has released. The promises are also sad, and if you actually pay attention to the Gamescom 3.0 demo - there are a lot of questionable things going on there. First, it is incredibly scripted, second there are some very odd movements that are clearly not actually being actively played but the people behind the monitors are just pretending, and the complete lack of AI. It was designed solely for the gullible to cough up more funds, which is another odd thing since this thing was fully funded at $65million for all of the goals to date but CR still needs more money, and constant revenue, because of "servers" and "data" costs? Couldn't possibly be due to misappropriation of funds? Like silly space doors, or directing funds to get his wife into acting? Among other things.

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The thought that they've hired a rep management company to wage internet war is both hilarious and totally believable.

But they are so bad at it that I can't believe it's a paid for service, these people do a better job of making Star Citizen/CiG/RSI look ludicrous than even the warlord himself has managed.

So if they've hired a rep management company they've obviously picked an incompetent bunch of half-witted chancers to waste backer money on. Hang on we've slipped back into believable territory again.

Remember the company that posted positive crap for Driv3r? It's probably just been re-branded and they are back at it for SC. I've been quite certain they've been pulling this for over a year now, some of the posts are just so blatantly shilly.
 
The thought that they've hired a rep management company to wage internet war is both hilarious and totally believable.

But they are so bad at it that I can't believe it's a paid for service, these people do a better job of making Star Citizen/CiG/RSI look ludicrous than even the warlord himself has managed.

So if they've hired a rep management company they've obviously picked an incompetent bunch of half-witted chancers to waste backer money on. Hang on we've slipped back into believable territory again.


Derek Smart could also be payed opposition by CIG, to give media attention ect. [big grin]

That would be a laugh. Thinking about wich side would be more angry about such a revelations, the goons or the SCultists that fell for it?

Who knows? https://youtu.be/hAAlDoAtV7Y?t=17
 
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Absolutely. I wrote several blogs explaining this, and what I am planning on doing. In fact, the roadmap has several entries for art passes, some of which we've already finished and are in the current build; while others are still in progress.

The biggest issue for the game is that, given the size and scope, we simply couldn't go overboard with the visuals without severely impacting the performance. Especially since we are working with a potpourri of middleware; most of which (e.g. Triton for water bodies, Silverlining for clouds/atmosphere) are performance hogs and don't play well with each other. Plus we don't have the luxury of PBR.

With the engine now finished, the game content complete, and all features either completed or stubbed in, we've already started on the visual improvements, while taking care not to change the game's colorful visual style. Not having the benefit of a large team, let alone top art talent which costs a LOT of money, we have to made do with what we have.


The BC/UC games are an acquired taste. You have to put in the time it takes to learn how to play them. It's a simulation; and comes with all the baggage attributed to those types of games. Which is why topics like this come up from time to time.

I'm pretty sure polishing assets will not make the game any less impenetrable. You need either full UI rework, or some tutorials (IIRC major tom tried to play lod and got lost almost immediately), another feature that SC lacks. Or just do a dev lets plays his own game, seeing lots of features mentioned that are missing from youtube, maybe because shillizens did malicious reviews of it (quite likely), having you demo what the game actually has and how to get there would help. But to bring it back on topic, how many clients does your server handle? More than 16? What happens when too many players end up in same area (is there instancing per area? what's the upper limit?) With starnetwork 2.0 CR aims for thousandS people in same area. How do you rate his claim?
 
Derek Smart could also be payed opposition by CIG, to give media attention ect. [big grin]

That would be a laugh. Thinking about wich side would be more angry about such a revelations, the goons or the SCultists that fell for it?

The goons would laugh and hail him their king, cultists are always angry because cultists.

They've definitely performed tirelessly to raise Derek's profile. But if it was all fakery to drum up interest it would contain less obvious utter incompetence on the part of RSI.
 
The goons would laugh and hail him their king, cultists are always angry because cultists.

They've definitely performed tirelessly to raise Derek's profile. But if it was all fakery to drum up interest it would contain less obvious utter incompetence on the part of RSI.

You think so? They created their harcore "no-doubt just pay" fanbase to a degree so fanatic about it that they would give CR even more money just to drag him to court and such. Seriously i think if that would be the case they did a pretty good job securing their income with those die hards.
 
Uh, no. Gamescom 2015 had the big Star Marine demo, remember?

https://www.youtube.com/watch?v=u08-SWS01iY

Are you playing that exciting Star Marine right now? The one we'd have in weeks, not months? Are you playing it now in much better shape and with more content?

No?

I suppose you could take the "it's already in the game" angle like petulant Mr. Roberts did when annoyed about it.

What do you expect? They havent even got the 2014 stuff in-game, that was supposedly finished, nevermind the 2015 stuff that was supposedly finished.
https://youtu.be/T0-Ejq4Ef48?t=2m24s

The sad part is that if CIG manages to give the players ONE tiny quest, the fans will assume everything is exactly on schedule...
 
With starnetwork 2.0 CR aims for thousandS people in same area. How do you rate his claim?

I am not a game developer (ahem) but I'd rate this as highly unlikely, unless instanced.

If what CR says is try, there's no P2P so your movement/actions/etc are all sent to a central server which pushes updates out to all clients you start to get bottlenecks, mainly network side. For processing these updates the CIG can throw money for power, but the downstream network they have no control over.

There's a reason why major multi-player FPS servers stick to ~64 max users on a map - to make sure that all of the updates work at the required tick rate. The more users, and the more complex actions available, the more data needs to be shunted.
 
You think so? They created their harcore "no-doubt just pay" fanbase to a degree so fanatic about it that they would give CR even more money just to drag him to court and such. Seriously i think if that would be the case they did a pretty good job securing their income with those die hards.

That's true the invested are very invested indeed, I think if (when) RSI folds the fans will continue to say CR's still working on it just you wait, he'll finish it in his own time you just need to be patient.

But I don't think they intentionally created their own bogeyman (DS) just to have an external enemy to rally against and unite people behind RSI's flag.

Occam's razor :

1. There's an online conspiracy involving manipulating people to unite the fans and demean critics by association with a fake pantomime enemy. This distracts people from the real problem in that the game really really sucks.

2. They don't have a clue.

I'm going with 2.
 
I am not a game developer (ahem) but I'd rate this as highly unlikely, unless instanced.

If what CR says is try, there's no P2P so your movement/actions/etc are all sent to a central server which pushes updates out to all clients you start to get bottlenecks, mainly network side. For processing these updates the CIG can throw money for power, but the downstream network they have no control over.

There's a reason why major multi-player FPS servers stick to ~64 max users on a map - to make sure that all of the updates work at the required tick rate. The more users, and the more complex actions available, the more data needs to be shunted.

Aces High 2/III can have up to 500 players in a single server, using a netcode algorithm to determine data sent based on player distance which is centrally determined by the server so that all players are in the same world sending the same data rate to the server but the server only sends back to each player the data relevant to their location and who is closest to them. So on the client side the players closest to the client would be updated more frequently than players, say, 5km away. At some point no data is sent based like if a player isn't in visible range. It's a constant data feed to the server for each client, but each client only receives updates based on player proximity. Of course, tons of data isn't being sent and there is a deterministic algorithm so that constant positional updates aren't required either in which it determines the aircraft anticipated next location based on previous locations and projects a path for it. That positional deterministic algorithm is pretty good too, but if someone has a wonky connection warping and other funny behavior happens.

So instancing isn't totally necessary, but some very good server side data parsing to determine which players/clients need updates on other players based on positioning and update frequency being based on distance to player to further cut down on downstream net traffic. But, who knows - based on their current accomplishments it certainly doesn't look like they will have more than a dozen players being visible to each other.
 
I am not a game developer (ahem) but I'd rate this as highly unlikely, unless instanced.

If what CR says is try, there's no P2P so your movement/actions/etc are all sent to a central server which pushes updates out to all clients you start to get bottlenecks, mainly network side. For processing these updates the CIG can throw money for power, but the downstream network they have no control over.

There's a reason why major multi-player FPS servers stick to ~64 max users on a map - to make sure that all of the updates work at the required tick rate. The more users, and the more complex actions available, the more data needs to be shunted.

Yeah, same here, we went over this few hundred pages ago, math alone shows problems, but having actual developer input is interesting (then again might be unfair, don't believe Derek developed any mmos, is LOD advertised as massively multi-player?), definitely he did number crunching when deciding on protocol for lod though, so limits he set for an fps/spaceship flying game are relevant still

edit: latest scoop from Derek: http://www.dereksmart.org/forums/topic/sc-scoop/#post-4459
Initiate farming mechanics? I think someone's been had, then again would prove no scope creep in SC, delivering what matters first, shirts, caps and space farming
 
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Aces High 2/III can have up to 500 players in a single server, using a netcode algorithm to determine data sent based on player distance which is centrally determined by the server so that all players are in the same world sending the same data rate to the server but the server only sends back to each player the data relevant to their location and who is closest to them. So on the client side the players closest to the client would be updated more frequently than players, say, 5km away. At some point no data is sent based like if a player isn't in visible range. It's a constant data feed to the server for each client, but each client only receives updates based on player proximity. Of course, tons of data isn't being sent and there is a deterministic algorithm so that constant positional updates aren't required either in which it determines the aircraft anticipated next location based on previous locations and projects a path for it. That positional deterministic algorithm is pretty good too, but if someone has a wonky connection warping and other funny behavior happens.

So instancing isn't totally necessary, but some very good server side data parsing to determine which players/clients need updates on other players based on positioning and update frequency being based on distance to player to further cut down on downstream net traffic. But, who knows - based on their current accomplishments it certainly doesn't look like they will have more than a dozen players being visible to each other.

An interesting example. Having spent a little time on Aces High I have wondered how they achieve the feeling of a vast open real time simulation arena that is often filled with players, it's a far more relevant example than something like EvE or even Planetside 2 that has quite restricted arenas in comparison. I wonder though if perhaps it also helps that the graphics are a little bit simpler than cutting edge popular games? From what I have experienced the FE and combat mechanics of AH are absolutely first rate but there is somewhat less eye candy and set pieces than something like Star Citizen or perhaps ED with regard to furniture in the 3D world and debris so maybe the amount of network traffic that needs to be handled is contained. Also, the fact there is a limited number of arenas where as a space simulation would have to do it on an even more ridiculous scale if players expect 500 people per system in ED or per map in SC I think perhaps it wouldn't be practical.
 
An interesting example. Having spent a little time on Aces High I have wondered how they achieve the feeling of a vast open real time simulation arena that is often filled with players, it's a far more relevant example than something like EvE or even Planetside 2 that has quite restricted arenas in comparison. I wonder though if perhaps it also helps that the graphics are a little bit simpler than cutting edge popular games? From what I have experienced the FE and combat mechanics of AH are absolutely first rate but there is somewhat less eye candy and set pieces than something like Star Citizen or perhaps ED with regard to furniture in the 3D world and debris so maybe the amount of network traffic that needs to be handled is contained. Also, the fact there is a limited number of arenas where as a space simulation would have to do it on an even more ridiculous scale if players expect 500 people per system in ED or per map in SC I think perhaps it wouldn't be practical.

Cutting edge graphics don't change much, client prediction will take care of most of it (he flew a bit to the left instead of what we predicted, correct retroactively to avoid teleports, will look as if he did a bit of extra turn next click, fps is where things get wacky/teleport galore, which makes PS2 good to compare as it has both fps and vehicular modes). 500 in a huge area, ps2 did 1k+, but you never see them, so instanced, is there a vid of aces high 500 player battle? How close can players get until it gets weird?
 
Sorry, not clear, high polygon count won't impact network, unless you send updates about each polygon (CE is bad but not that bad), they might need quad 1080s to render, but that is easy vs get a petabyte/s connection
 
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