Game Discussions Star Citizen Discussion Thread v12

What's the point in region locking? Its like something from 1990's publishing applied to the Internet, its like these old duffers don't understand that Electronic Interwebs.

Not region locking. Russia loves to censor sites randomly.

For about 6 months i couldn't access eddb.io except through a proxy. I can only assume it got hit due to a conflict with another site that shared the same IP address range.
 
The thing is, 'static server meshing' sounds like it is just breaking the solar system up into discrete instances, with disguised loading where possible. So they might actually do that, while claiming to be doing more than that, and failing.

Will probably waste a lot of time in the trying and failing bit, but at least they might get some other solar systems out, and leave a half-usable infrastructure for someone else to fix ;)
 
They are wrong. You don't need Server Meshing to have multiple star systems. Chris wants it, he wants it to be seemless, all in the same instance, no disguised load screens.

You can have different star systems on different servers and transition between them with a load screen disguised as a warp effect, but no Chris wants his wormy jump gates that you can navigate yourself...

YOU DO need server meshing to put thousands of players in the same instance.

White man speaks with non-forked tongue (sorry Intrepid, no idea if you are white, black, of a small green alien from Mars, just a play on an old saying).

But what you say is truth. What CIG can probably do (although keeping in mind CIG seem to have real problems implementing things that have been solved many times before) is have each area on different servers. If they can do this, then they get effectively claim everyone playing in the same 'verse, because ok, 50 people on one server in Stanton, 50 in another in Stanton, 50 on a server in Pyro, etc, but in theory, everyone can in theory meet everyone else).

What CIG sold to backers wasn't that though. What they literally sold to backers was if you are at Port O, you will see every other player who is currently playing SC who is at Port O. The servers will mesh in a way that it doesn't matter where you are or what you are doing, it will seamlessly communicate with all other servers to show you anyone else in the same area.

While this is technically feasable, i don't think its a) something CIG can do and b) not easy to do with a twitch based game.
 
Not region locking. Russia loves to censor sites randomly.

For about 6 months i couldn't access eddb.io except through a proxy. I can only assume it got hit due to a conflict with another site that shared the same IP address range.

Oh, well, same prognosis, old duffers who don't understand the Electric Interwebs.
 
They are wrong. You don't need Server Meshing to have multiple star systems. Chris wants it, he wants it to be seemless, all in the same instance, no disguised load screens.

You can have different star systems on different servers and transition between them with a load screen disguised as a warp effect, but no Chris wants his wormy jump gates that you can navigate yourself...

YOU DO need server meshing to put thousands of players in the same instance.
I have no understanding of the tech...which shows...but hey, I grow cows for a living :)

That doesn't get away from the simple fact that Ci¬G cannot complete the one system we've been stuck in for nearly 6 years...the servers are at more than full capacity already. Every small in game asset they add, they now have to remove something else...not my words, Todd Papy's from the last video he appeared in.

Chris Roberts is killing this project, his devs know it and so do we.
 
White man speaks with non-forked tongue (sorry Intrepid, no idea if you are white, black, of a small green alien from Mars, just a play on an old saying).

But what you say is truth. What CIG can probably do (although keeping in mind CIG seem to have real problems implementing things that have been solved many times before) is have each area on different servers. If they can do this, then they get effectively claim everyone playing in the same 'verse, because ok, 50 people on one server in Stanton, 50 in another in Stanton, 50 on a server in Pyro, etc, but in theory, everyone can in theory meet everyone else).

What CIG sold to backers wasn't that though. What they literally sold to backers was if you are at Port O, you will see every other player who is currently playing SC who is at Port O. The servers will mesh in a way that it doesn't matter where you are or what you are doing, it will seamlessly communicate with all other servers to show you anyone else in the same area.

While this is technically feasable, i don't think its a) something CIG can do and b) not easy to do with a twitch based game.

I don't pretend to understand this all that well.

But as i do understand it the problem with that is, and i'm sure they know this, if a player on one server in one system is trying to get to his friend and that server is full he will be put in a queuing system.

Personally i don't care, i can live with that, it does not "Break My Immersion" and if doing it that way gets us multiple star systems much sooner then do it....
 
I don't pretend to understand this all that well.

But as i do understand it the problem with that is, and i'm sure they know this, if a player on one server in one system is trying to get to his friend and that server is full he will be put in a queuing system.

Personally i don't care, i can live with that, it does not "Break My Immersion" and if doing it that way gets us multiple star systems much sooner then do it....
Every time bar once that I've logged into the PU for 3.13, I've already been placed into a queueing system. 'You are logged into server #29. Position in the queue 1-50'...depending on how busy it is. That's been happening on and off since 3.10. and the first Invictus event week. The message pops up before loading into the main menu
 
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Note that server meshing is not a new concept, and it has actually been done before -Tm. See Artifactory for a real world implementation.

For real-time multiplayer games with FPS that requires low latency, however? Lol, no. It's just stupid. It will never work. Ever.

Somewhat longer explanation why: You can split 3D space into parts and have a server instance dedicated to each part just fine. When players congregate in one of those parts, a single server is still responsible for it. You can say, well I can just sub-divide further, and yes you can but you'd be splitting up real time controlled objects, the ships, the players, which is just stupid.

One player would have parts of their ship on different servers, that all need to talk to each other, in real time and low enough latency so they don't realise they're on different servers. You know what's the best way to do that? Put them on the same server. Back to square one then.

If SC were turn based, or heavily instanced, sure. It's not server meshing in that case though, just regular instancing.



Why? The game should know if a missile will hit from the moment it is fired. Speed of projectile vs speed + movement of target, counter measures etc. Nothing is gained by having to track a missile as if it is a player controlled 3D object in space. The visual effect is just client side graphics, nothing to do with server.



Eve's system is effectively a single instance whenever people are in the same system at the same time. That is the opposite of what CIG are banging on about.



(Time dilation) Can it? SC is an FPS in space with big chariots. Can FPS games handle high latency between player actions and server responding to them? No, they cannot.

TL;DR - Fancy words for game totally coming but is hard ok? Please give us more money.
Sight... no idea why you got triggered, maybe you think I'm defending CIG, CR or SC. I just gave an opinion on how I think the system is feasible (which doesn't mean is a 100% possible... although I think is possible but as I said I would require soo much resources and compute time that it would require a lot of money to maintain... I NEVER SAID GO GIVE CIG MORE MONEY

The only thing we can agree on is that CIG can't afford to implement something like TiDi due to the nature of the game... somehow I wrote CAN instead of CAN'T...
 
Every time bar once that I've logged into the PU for 3.13, I've already been placed into a queueing system. 'You are logged into server #29. Position in the queue 1-50'...depending on how busy it is. That's been happening on and off since 3.10. and the first Invictus event week.
Well exactly, so while i'm watching all that wispy and swooshy stuff on my screen while moving between systems i get a message saying "Stanton System Control is currently busy dealing with high volume requests, please stand by you will be entering Stanton shortly"

I'm perfectly ok with that...
 
Well exactly, so while i'm watching all that wispy and swooshy stuff on my screen while moving between systems i get a message saying "Stanton System Control is currently busy dealing with high volume requests, please stand by you will be entering Stanton shortly"

I'm perfectly ok with that...
I think most of us would be too if it meant seeing the game progress past eternal stagnancy...but we're not the ones dictating and micromanaging how the game is developed :)
 
Sight... no idea why you got triggered, maybe you think I'm defending CIG, CR or SC. I just gave an opinion on how I think the system is feasible (which doesn't mean is a 100% possible... although I think is possible but as I said I would require soo much resources and compute time that it would require a lot of money to maintain... I NEVER SAID GO GIVE CIG MORE MONEY

The only thing we can agree on is that CIG can't afford to implement something like TiDi due to the nature of the game... somehow I wrote CAN instead of CAN'T...
Bruh, chill. CIG is asking for money, not you.

Touchy much? :ROFLMAO:
 
No problem... I think is possible. See the goal of server meshing is nothing new in online gaming... some MMO have been doing this for decades now... Eve Online comes to mind. I think other developers call it “single shard”
EvE is a single shard, single cluster of servers. And it's precisely one server (or cluster of servers) per system, driving a single instance. There is no spatial separation of people in the same system (they all run on the same server) -> this is why huge battles need to be announced to CCP so they can provision a beefy server for that.
Dual Universe by comparison is also "single shard", but each server is dedicated to a "cube of space" that's dynamically assigned depending on how many people are in that space, and if there are too many it's sub divided into smaller cubes assigned to different servers.. To my knowledge very few if any MMO do this at all, maybe Face of Mankind did something like that, Planetside maybe too, but that's it. Servers do communicate with each other of course, and the game design is done accordingly so to not overload this communication lag (so things are definitely not twitch-shooter fast..).
SC so far is using a really, really old netcode that's definitely not even made for a basic MMO, or for that matter a modern multiplayer game. It's a single server running on a single instance for everyone, and it has to do everything for all players that are hosted on it.
 
I haven't looked yet but patch notes say the database has been wiped.

Looks like i will lose about 5m aUEC, An Arrow, A Vanguard Sentinel, a Prospector, a Super Hornet and a Rover.

A year without a reset, i've had a good run...
 
I consider caves as well, but mainly because we were promised jump points but received caves.

from this brilliant thread, the OP is hilarious

 
More likely, each server will be a discrete region. They will never get server meshing working within regions. So you'll never fire a missile at someone on a different server
totally agree I think that unless amazon somehow have some datacenter mesh with direct physical connection between datacenter then server meshing between regions is a show stopper... but we also need to take into consideration that, by today standards, a “server” is just a process (virtualization) so firing a missile from a server to another becomes a problem of inter-process communication. Obviously the problem gets complicated... what about virtual servers running in different physical hardware? well, we still have high speed connections between those server and latency is still a problem but decelopers can account for that... noooow if the other server is across the planet
 
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