Game Discussions Star Citizen Discussion Thread v12

What do you call asking for pledges for an MMO for eight years and they haven't gotten two servers to talk to each other yet?
Thank you for your input Ecity,
It supports my thoughts on that actual post 100%

Could you expand on your comments please, I am going out now but will read them in a day or two and get back to you.
 
Last edited:

Deleted member 257907

D
I know that previously numbers on the reddit SC refunds page have been used here for some reason.

To update you
Reddit SC citizens forum 218,166
Reddit SC refund page is now------- get excited guys, pop open the champagne 7,484 members

r/starcitizen/218 k
r/starcitizen_refunds/7.5 k (3,4%)
r/EliteDangerous/231 k
r/elitedangerousrefunds/30 (0,01%)
 
You are welcome! What do you call asking for pledges for an MMO for eight years and they haven't gotten two servers to talk to each other yet?
Could you expand on your comments please, I am going out now but will read them in a day or two and get back to you.
These three posts are the definition of hilarious.

Have a good weekend. I am playing New World to see how the Amazon system works. Please be patient I will reply "SOON" (TM)
 
Last edited:
Do not give up, do not use excuses from 1999
You're not making any sense.

Could you expand on your comments please, I am going out now but will read them in a day or two and get back to you.
Why are you unable to answer very simple questions? Is it because you know that the answer won't work in your favour but you're hoping that feigning ignorance will make it all go away?

Here we go again hoping for some facts.

LOW PLAYER BASE ---- what numbers over what period
SO MUCH MONEY--- how much over what period
Why are you asking for things that CI¬G have made publicly available? Is it because you know that the answer won't work in your favour but you're hoping that feigning ignorance will make it all go away?

What do you refer to as "other sources"?
Why are you asking for things that CI¬G have made publicly available? Is it because you know that the answer won't work in your favour but you're hoping that feigning ignorance will make it all go away?
 
I have to ask... Every feature they're working on they say "it's hard because the engine isn't made for that". So, what exactly is this engine made for?

I can still remember scratching my head in 2012 or 13 when they decided on the CryEngine because "it looks better today". However the other decision was UE4 so I'm not sure any engine would have been a good choice.

Does anyone know how UE4 and CryEngine compare? I have only played around in Unity recently...
 
I have to ask... Every feature they're working on they say "it's hard because the engine isn't made for that". So, what exactly is this engine made for?

I can still remember scratching my head in 2012 or 13 when they decided on the CryEngine because "it looks better today". However the other decision was UE4 so I'm not sure any engine would have been a good choice.

Does anyone know how UE4 and CryEngine compare? I have only played around in Unity recently...
what we know is that both Unreal 4 and Unity have been used in 1000x more games (all kind of games) than Cryengine/Lumberyard at this point (let alone the Cryfrankensteinyard engine that sc use), that should tell you something. Or wait, how about this... Even Crytek themselves failed at impressing the public with their own Crysis remaster.
 
So, what exactly is this engine made for?

Making pretty single player FPS games over small scale maps and limited engagements.

In short, everything SC isn't. Except for the FPS part... and pretty. But pretty anyway is usually just down to the devs deciding how pretty they want to make things.

Thing is, game development can be hard. Very hard. But a game dev should know this going into it if they want to do something ambitious. You should plan for it, know that you can actually do it with the time, money, and resources you have. And be able to give somewhat realistic (or at least ballpark) estimates for what you want to do.

CIG aren't even capable of ballpark estimates and said they were going to do a whole boatload of things without even knowing whether they could do it or having even the vaguest plan for how to do it or how long it would take.
 
I have to ask... Every feature they're working on they say "it's hard because the engine isn't made for that". So, what exactly is this engine made for?

CryEngine was designed for making sci-fi FPS games, which is why the FPS component SC is so impressive and polished and... oh.
It wasn't helped by Roberts obsessively replacing parts which worked fine (the animation engine as discussed recently) because he believed he knew better than everyone else in the industry, not because it was necessary to build his game.
CryEngine was also designed to look good. For its time. Which, for the version CIG used, was about 2010. And significant portions of SC do look that dated.
 
what we know is that both Unreal 4 and Unity have been used in 1000x more games (all kind of games) than Cryengine/Lumberyard at this point (let alone the Cryfrankensteinyard engine that sc use), that should tell you something. Or wait, how about this... Even Crytek themselves failed at impressing the public with their own Crysis remaster.

I would link to the scene in Frankenhooker to accentuate your point, that part where he's putting her together but im sure that would break all kinds of forum rules...
 
Last edited:
I have to ask... Every feature they're working on they say "it's hard because the engine isn't made for that". So, what exactly is this engine made for?
Display prettily and quickly pretty things. Also, they got a discount on licenses with access to source code because Crytek was in bad shape back then, and one of CIG founders, the shady Ortwin, was working for Crytek previously (so probably helped build the discount).
 

Viajero

Volunteer Moderator
Please provide evidence of this crime and I will submit it to Law enforcement and update you on the result

That is a tad extreme. I think you are confusing patrons personal opinions in this thread with actual law suit or formal complaint material. A discussion can perfectly happen based on opinion of observable data without the need or a requirement to submit complaints or go to court.

Without opinions there is no discourse or discussion possible as your extreme view would limit those to just the cases where there is some actual actionable legal material on the table.

The Wall Street Journal, for example, posted several significant pieces about Theranos stating its author's opinion about potential wrongdoing in the company based on observable data and alleged insider info years before any relevant authorities decided they had to press any charges formally.

With your extreme approach to discourse, opinion pieces or investigative journalism for example would simply not exist.
 
Last edited:
I have to ask... Every feature they're working on they say "it's hard because the engine isn't made for that". So, what exactly is this engine made for?

That is pretty much what I came away wondering as well.

It does seem that they are still having/just started to re-write code to overcome limitations in the underlying engine relating to key core functionality that really should have been sorted out before anything was put on top of it.

But all is not lost. They are closer to the end than the beginning , it should be no more than ~8 years before they get iCache/Persistence parts sorted and once that is done they can crack on with those functions that are dependant upon them.
 
My expectation at KS was for the game to be set connected Cry Engine levels, I thought I was looking at one example in the KS demo trailer. Those levels would then be connected together to build each system and then this would be extrapolated to a collection of systems. The connections potentially being Cry Engine levels themselves. This seemed doable. Lots of loading times but entirely doable. I was expecting PG modular structures and planets that they could tweak some parameters to change size and colour. Instead what seemed to happen was they saw ED and tried to go one better assuming they could morph Cry Engine into something it isn't and hey presto we have the current mess that awaits the miracle tech. I am really impressed with ED's "Island tech" where players and NPC's around you are limited to a specific region around you and the island morph's as you move around.
 
My expectation at KS was for the game to be set connected Cry Engine levels, I thought I was looking at one example in the KS demo trailer. Those levels would then be connected together to build each system and then this would be extrapolated to a collection of systems. The connections potentially being Cry Engine levels themselves. This seemed doable. Lots of loading times but entirely doable. I was expecting PG modular structures and planets that they could tweak some parameters to change size and colour. Instead what seemed to happen was they saw ED and tried to go one better assuming they could morph Cry Engine into something it isn't and hey presto we have the current mess that awaits the miracle tech. I am really impressed with ED's "Island tech" where players and NPC's around you are limited to a specific region around you and the island morph's as you move around.

I guess CR saw ED and thought to himself he needed to do better than that. Remember how no loading screens was hailed time and again by backers as being a major thing.
 
Instead what seemed to happen was they saw ED and tried to go one better assuming they could morph Cry Engine into something it isn't and hey presto we have the current mess that awaits the miracle tech.

It seems writing their own engine from the start would have been easier, cheaper (they had to hire so many Crytech people but hey we have the money amirite?) and hopefully less buggy.

Just a complete train wreck, took me long enough to notice thought. Dreams.xlsx can really let you ignore things :/
 
I have to ask... Every feature they're working on they say "it's hard because the engine isn't made for that". So, what exactly is this engine made for?

First person shooters.
You know, like SQ42. So that should be the easiest part.

Hell, Bioware shipped two RPGs using Frostbite, a similarly horrendous engine to work with for anything that's not some kind of FPS or similar, where they had to build all the systems to support the mechanics they needed from scratch, in the time SC has been in development. And that includes giving up halfway through Andromeda's development on all the features they were counting on like procedural generation, and starting from scratch on the planet designs.
 
It seems writing their own engine from the start would have been easier, cheaper (they had to hire so many Crytech people but hey we have the money amirite?)

If you look at the Contract between them CIG were supposed to help develop the CryEngine on at least an Annual basis. Obviously working on it and progressing it once a year was too much for them and they got sued. I have never seen any Contract be so one-sided to basically do what they (CIG) wanted with no repercussions, all normal legal business norms were ripped up. CryEngine must have been either desperate or sold hook, line and sinker by a Snakeoil salesman to ever sign it. I cant imagine their own lawyer advised them to sign it.

It doesn't bode well for people who don't have a Contract at all to get anything delivered.
 
Hang on a second - I'm not sure I caught this right and I really can't be backsided to go and watch it again - but did CI-G just say that they cannot even get their backend to synchronise time?

Is Genuine Roberts going to have to sit down and invent Distributed Bespoke Serialised Variable Tokenised Container Streaming Objective NTP?
To be fair, NTP is meant for syncing time at a slightly more macro level than we might be talking about here (Wikipedia reckons accuracy to tens of milliseconds over the internet, or milliseconds on LAN). If they're planning on doing things where they require the servers to have a shared understanding of time at the within-game-tick sort of accuracy, then NTP might well be inaccurate enough that they need something more specialised, since tens of milliseconds is potentially >= a whole tick's difference. (Of course, this being a fast action game with FPS components I'm sure the servers will be running at 50Hz+...)

This sort of problem is actually something I've personally implemented inside a week or thereabouts, so shouldn't really be much of a blocker. Not exactly the same situation, mind - what I was working on likely had much tighter timing requirements, but also could make a lot more assumptions (fairly reliable, fairly low-latency network as opposed to the wildlands of the Internet).
 
Back
Top Bottom