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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.
"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
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.
"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.
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.
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.
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.
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.
With starnetwork 2.0 CR aims for thousandS people in same area. How do you rate his claim?
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.
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.
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.
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.