Game Discussions Star Citizen Discussion Thread v12

I suppose removing content is cheaper than renting more servers, right? :cautious:
The number of servers have nothing to do to solve this. The problem is the number of entities in one instance. They are at max in number of entities because the whole Stanton is in one and unique instance. They can't divide Stanton to 2, 3 or more instances to lighten the server charge without a server meshing tech. As they don't have this tech yet, the only way to test new stuff with a lot of entities now is to remove a lot of entities elsewhere...
 
The number of servers have nothing to do to solve this. The problem is the number of entities in one instance. They are at max in number of entities because the whole Stanton is in one and unique instance. They can't divide Stanton to 2, 3 or more instances to lighten the server charge without a server meshing tech. As they don't have this tech yet, the only way to test new stuff with a lot of entities now is to remove a lot of entities elsewhere...
Perhaps getting servers with more power would help? You know there really are really powerfull machines capable of lots of load.
 
The number of servers have nothing to do to solve this. The problem is the number of entities in one instance. They are at max in number of entities because the whole Stanton is in one and unique instance. They can't divide Stanton to 2, 3 or more instances to lighten the server charge without a server meshing tech. As they don't have this tech yet, the only way to test new stuff with a lot of entities now is to remove a lot of entities elsewhere...
They've had more than enough money freely 'donated' to resolve all you suggest and more...they instead continue to lie, distract, obfuscate issues with meaningless technical sounding mumbo-jumbo and remove current content instead of simply using the immense privilege and financial capital they've been freely gifted to do it. There's no way...even given the will and means to do so...could I possible defend that type of mismanagement and deceit. It's crass, dishonest to the core and more than a little irritating.

The fact you continue to defend this type of nonsense by repeating the same utter tripe they publish on their 'Internet propaganda for idiots 101' website rather than be even slightly sceptical is frankly astounding.
 
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You dont' know if it's good or not if you don't have reponses to this 4 questions :
How many planets will have rivers ?
How many rivers do you need on a planet ?
How much time it takes to create a full river ?
How many people will you assign to this task ?
1. As many as there are with fluids on the surface - do CiG have an algorithm to determine, which of their planets should have fluids on the surface?
2. As many as required to believably portray catchment areas and drainage basins - do CiG have algorithms to determine how many?
3. It depends on how you model them - not normally in real time (some algorithms can), but provided the algorithms can run in a separate thread and create the river before the player sees it, it can take as long as you like e.g. you could generate them during a hyperspace jump sequence between star systems, or based on proximity to the planet they are on.
4. If you have the right expertise, only one coder should be needed and a 3D/terrain modeller with an artist to prepare assets if required. You could also buy a plug-in from a third party to speed things along.

Are you sure those are the right four questions to ask to determine if someone knows good terrain generation from bad and excuse my probing your credibility, but can you tell us how you know this?

Also I would have thought two other questions worth asking are "How long will it take to develop?" and "How much will that cost?", but those questions always seem to be lacking in Star Citizen's development don't they?
 
At what point do you start asking "why are the tools not finished?"

The answer surely can't be "because they don't have the funding", so what other reasons are there?
Chris Roberts ;)

The question I ask all new backers I meet is.. "Where do you imagine your funding has been spent...Star Citizen?... Or simply vacuumed up through buying the Hollywood A listers some expensive coffee during the MOCAP sessions for the idiot Roberts' magnum opus of Sqn 42?"
 
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I don't see what the worry is, the Server Meshing tech is coming along wonderfully

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Btw, any news about The Agent's pitch. Sounded like an effort specifically around undelivered pre-purchase of digital content.
Hey there! We're holding off submitting for a few more weeks (if you've paid any attention to US politics lately, you probably understand why). We're going to continue to search out additional backers to support our letter, but it's harder than you might think because:

1. We'd like them to be in the LA/OC areas of California
2. Be a backer with a current pre-purchase for an undelivered item
3. Someone who hasn't cashed out on the gray market, refunded or sold their account

So far, there's just not a whole lotta people that fit that specific criteria. Since we are keeping it simple and straightforward, it might just be me initially.

Thanks to everyone who have reached out and provided me with their information. I'm not sure if this will grab the attention of the adults in the room but it can't hurt to try.

I'd like to point out, this isn't an effort to try to discredit or harm Star Citizen in any way; while I am using them as a focal point, any company should refund pre-orders if the product isn't delivered yet, especially if it has been a half decade or more since their initial purchase. Since Star Citizen isn't available on any other digital storefronts or brick-and-mortal retailers, they set and define their own refund policies -- and those policies should be scrutinized.
 
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Also I would have thought two other questions worth asking are "How long will it take to develop?" and "How much will that cost?", but those questions always seem to be lacking in Star Citizen's development don't they?

Projected release date for everything is 2014 and the cost is completely covered at 65 million. Star Citizen will release with all features and pledge goals even if funding stops.

What...are you new?



Chris Roberts ;)

The question I ask all new backers I meet is.. "Where do you imagine your funding has been spent...Star Citizen?... Or simply vacuumed up through buying the Hollywood A listers some expensive coffee during the MOCAP sessions for the idiot Roberts' magnum opus of Sqn 42?"

Hmm, new backers dont really support development or hope their money is spend on ongoing work. As people like LA told us new backers pay for the polished and refined product at this time for which 45 follars is more than fair. They dont care about all the broken promises or how impossible past projections and announcements
 
Also...apart from CP2077s rocky release that game is pushing out patches and bugfixes like theres no tomorrow improving their product at a tremdeous rate. Maybe CIG should do the same, release Star Citizen now than use their renewed focus and less development pressure to enhance what they have. I mean both companies develop video games so the approach of one should be applicable to the other yes? Releasing Star Citizen now even when its not polished or finished can only be good for the project....other companies show us how it works ^^
 
Gameranx: "...as of June 2020 SC raised over $300M+ for ongoing development...."

Elsewhere in the news ObsidianAnt recaps an equivalent game literally 3 months later that same year:

ObsidianAnt: "...Dual Universe released into beta in August of 2020...fully opening the massive, open world sandbox game to the public for the first time....."

Factoids from Wikipedia page:
  1. Novaquark's CEO claims to have originated the idea for Dual Universe in 2011 (Just like SC)
  2. Novaquark formed in 2014 with former employees from Ubisoft, Sony, Apple and Aldebaran Robotics (aka hardware & software devs who've actually worked for companies that actually released game projects on the market)
  3. The game was revealed in May 2016 in its pre-alpha state (aka a mere 2 years later)
  4. NO loading. NO server instancing.
  5. Kickstarter completed in 2016. With €565,983 from over 8,000 backers in addition to several early-stage investors
  6. The community site for the game launched in July 2016, allowing players to form orgs (similar to SC)
  7. As of May 2018, the game has been in a feature freeze to focus on server and client stability, Until later in the month when a new build is planned to be released that will introduce resource scanning and mining, trading, and a revamp of piloting mechanics
  8. Jan 22, 2021, DU gets a well deserved shout out from OA's review on upcoming Indie/AAA space games in 2021-2022.
  9. Game world is being designed to be a open world, PvP only EvE like game play, fully moddable experience MMO. With simultaneous experience for all players in the same game world.
  10. Players will be able to explore/scavenge/harvest mats for crafting, modify/build anything in the world. From ships, houses, space stations all ranging from single player to city scale scope. The game world economy will be 100% player agency based.
  11. DU will be P2P sub model at $6.99 USD. A dev who is transparent about what it will cost to support and recoup dev costs. When compared to existing AAA MMOs the likes of Bethesda's F76 and ESO titles, $7 USD sub price is a steal.
  12. And no, this is NOT dreams.txt. But actually proven in former streams around the web. Like this YT review of the beta release last August
Source: http://www.youtube.com/watch?v=5PYrYMOWtVY


Outstanding. Now THAT is the definition of accountability an industry dev should provide its player base. Especially #7. CI devs need to get #WOKE and go work for DU STAT. Because that's one industry dev who genuinely understands what the hell needs to happen to develop a sandbox space game.

WTH haven't more CI devs been jumping ship lately? Have they become immune to the poison Kool Aid they've been guzzling these past 7+ years?? The industry IS paying/looking for professional devs like them. I simply can't understand how or why they're all still homesteading at CI to date. o_O

Source: http://www.youtube.com/watch?v=Hv4Yl2DXhhI
 
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The number of servers have nothing to do to solve this. The problem is the number of entities in one instance. They are at max in number of entities because the whole Stanton is in one and unique instance. They can't divide Stanton to 2, 3 or more instances to lighten the server charge without a server meshing tech. As they don't have this tech yet, the only way to test new stuff with a lot of entities now is to remove a lot of entities elsewhere...

Its amazing how much tech they don't have yet, considering CR said the game was almost complete in 2014.

I guess you don't remember CR talking about the BDSSE back then, the space game that was going to make all other space games look bad. Thousands of player battles. Fidelity to the max. It was all meant to be there in 2014... yet somehow, 7 years later, very little of it is, they are still building the tools/pipelines.

How many more years? (no need to answer, rhetorical question)
 
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