Business as usual
A little from column A, a little from column B, and ship sales.
Business as usual
A little from column A, a little from column B, and ship sales.
3.14 isn't too bad...we've certainly had a lot worse. It's still in PTU thoughHow is SC these days? Recent updates been good or bad?
In the original pitch video he flat out states that he relies more on graphical detail for the purposes of immersion and a game where every action influences the universe (and also a continuous stream of new content, because he doesn't like games that only do yearly updates).I mean, can anyone imagine CR making a game with "limited graphical aspects"? Or an open world PU running from a lobby system with missions generated on standard CryEngine maps.
Based on the initial KS funding goal it would have had to be a stock engine and level based - 64 bit positioning would have been a no. In that scenario Cry Engine made perfect sense. For me at that point the project was doable and it would be scoped with in the limits of what Cry Engine could do out of the box. Then came the money and the stretch goals introducing huge technical debt and forcing engine changes. Alongside that came a look at the competition as they appreciated what ED was promising and 64 bit positioning became necessary.
Are we going through yet another phase of re-guessing Star Citizen history again like we do every couple of weeks?We're not talking about reality here. We're talking about CIG's marketing pitch and what they sold the backers on in 2012.
Can anyone show me where in the initial pitch CIG talked about limited lobbies and CryEngine sized maps.
Does any of this give the impression that the BDSSE was going to be like that?
Can anyone honestly say that funding would have been as good if that is what CIG were pitching?
SourceCan anyone show me where in the initial pitch CIG talked about limited lobbies and CryEngine sized maps.
The initial "Galaxy Server" was only intended to manage the lobby, the creation of classic instances and the dispatch of players inside those instances.The way it works is that the persistent universe server, which we’re calling the Galaxy Server, keeps track of all players’ assets, group relationships and locations inside the Star Citizen universe. As the Galaxy server isn’t handling any realtime action it can handle our complete player base, which right now would be about 45,000 players, but is designed to be able to scale to millions if need be. The other key thing the Galaxy Server does is dynamically place players based on their location, skill level, alignment and player versus player (PvP) preference into battle instances. Think of a “battle” instance like a Battlefield 3 multiplayer session or a World of Tanks Battle with the key difference that the selection of players is done transparently and is “in fiction”.
They have a new planet (after removing one from the only system in the game... ahem) for you to visit and post screenshots from in order to farm karma from the cultists.So medium fudge level then?
That goes without saying. The quick and dirty machinima that was set up in 2011 (by Crytek) for his presentation also played a large part in the scam artist show that was his kickstarter. Let people think he was going to do the "BDSSE" (as promised back then) - of course if you are talking "space sim" you are talking huge distances, even at reduced scales, there's no going around it.(...)A Freelancer type multiplayer game in a large universe kinda needs.. a large universe.
Of course they're not going to mention how much work it entails to make the small scale graphical quality heavy engine they chose for "immersion" handle a large universe. Cause that's not how you gain investors.
Source
The initial "Galaxy Server" was only intended to manage the lobby, the creation of classic instances and the dispatch of players inside those instances.
If you read the full article, you have some details like "You will also be able to see the full list of players in the room if there are more players than there are slots. Default would be a drop down list for this". The article is full of technical limitations that permit to make the whole system doable with simple Cry Engine instances.
One thing I don’t like about most MMO structures is the fragmentation of the player base between these “shards”. If you had joined much later than a friend of yours, there may not be room on his world instance anymore and you have to join another parallel one and so cannot play together
In Star Citizen there is going to be one persistent universe server that everyone exists on. So you will never be separated from your friends, and if you want you’ll be able to join up and adventure together, you can. Due to the fidelity of the dogfighting and physics simulation we can’t however handle thousands of players in the same area of space.
Having bought my cargo I launch into space. If there are players already in orbit there will be an orbit instance already created. If it’s not full then I will be placed into that.
Once in orbit I can pull up my Navigation computer and set a course for my destination. If its several systems away like Terra, the nav computer will chart a course through the relevant jump points. You will be able to adjust this like on Google maps, so if you click a different jump point on the system map it will then re-route you on the shortest path to your destination with that jump point as the first “jump”
Once I’ve plotted my nav course I would then engage auto-pilot and head towards my first “way” point on the path to my destination
The advantage of this system is that is allows you to tailor your experience towards your preference – solo, co-op or full PvP.
I didn’t get a chance to deliver this vision and ultimately while Freelancer was a good game, it fell short of what I was aiming for.
Are we going through yet another phase of re-guessing Star Citizen history again like we do every couple of weeks?
Think I'll just sit this one out...![]()
In 2014? Definitely not the Frankengine. However, here you can read an interesting thread from /r/sc about how Space Engineers did that:Can you tell me exactly which engines were able to handle 64bits positioning in 2014 ? I am all ears !
Is fantastic ammunition but, and you already pointed out, it will trigger answers like “that’s your interpretation” or “That’s not what he (CR) meant”… or my favorite one: “that’s an old design that doesn’t fit with the current vision of the game”… especially if you dare to talk about PvP/PvEI've just read the article, and (as usual) he's all over the place with his statements.
One minute he's talking about wanting to avoid griefing and ganking and saying discrete instances makes sense and then next he's talking about not liking how sharding separates players..
Look at this part:
And yet, that's exactly what you are saying CIG planned to do.
Ok, Chris talking sense here. Which is interesting, because for the last half dozen years they have been talking about actually doing this. You know, all that mega battle rhetoric where you have servers dedicated to single ships and stuff. There is a quote from Erin about this from a few years ago.
Now i'm getting onto the part you quoted, which indeed, strongly supports your statement! Point to LA!
But then we read further
Note, there is nothing here about switching maps. Its described like a smooth launch into space. Basically it sounds very much like ED, but instead of dynamic instance bubbles around players, they sound more static around regions of space. But ok, there's more than one way to fleece a backer.
Now moving forward this can be interpreted either way.
How far away are these jump points?
And it goes on, but it all sounds exactly like what exists in the PU today, with its 64 bit position environment.
However, it also sounds a bit like loading screens (Which would again support your point LA). But that's strange, because we've heard from backers (and i'm sure CIG) since the beginning there would be no loading screens between areas, even when planetary landings were meant to be restricted to certain areas. I've lost count of how many times over the years backers have (incorrectly) talked about ED having loading screens while SC doesn't/won't, and that even the jump between systems wasn't going to be a loading screen (which of course it will be).
So, its a bit confusing.
Summary
First of all, kudos to you LA for actually providing a source that supports your point. Full credit for that, instead of just waffling on and deflecting.
Secondly, it very much depends on how you read it. What CR describes back then is pretty much what we have now in the PU. The only question is, are those times spent traveling actually loading screens or are you actually moving through space? Which was he actually talking about doing?
While it could mean traveling without moving (shades of Dune!) that flies in the face of what backers thought they were getting for years and does not sound like the BDSSE at all.
The instancing thing sound very much like what ED does and what CIG plan to do with dynamic server meshing.
So, i'd say its rather inconclusive. It could be read either way.
However, if you are right, this is fantastic ammunition to use against the faithful who make certain claims about how some things were always the plan!
Here's one in particular.
My, how things have changed! Now the mantra is git gud or fly with org mates, otherwise you might get ganked! Guess CR no longer cares about people being able to tailor their experience.
I don't think sovapid would have liked this version of the game. People being able to hide in solo or coop instances! Sounds a bit like Elite!
Another great quote from the article
Of course it fell short you doofus, you spent all the money and went massively past the deadline, and MS had to bail you out and then spent 2 years getting it into a state where it could be shipped.
What a plonker.
Anyway, so, was it loading screens or was it actual travel?
I think we'd need further statements to confirm this one way or the other.
Space Engineers engine was not buyable in 2014 and is not suitable for a game with fps gameplay.In 2014? Definitely not the Frankengine. However, here you can read an interesting thread from /r/sc about how Space Engineers did that:
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64-bit coordinates are not rocket science. Arbitrary precision coordinates aren't in general - they simply are not necessary for most games.
its not 2016 anymore....
Its not 2012 anymore
Basically what I said. Re-running the 'great debate' every couple of pages may be fun an' all...but we can't change it any more than some folk can change their opinions. This endless debate on where SC was back in 2012/2014/2016...it's all been and gone...and we've all read it before...thousands and thousands and thousands (getting the picture?) of times.Tell us more Trepid![]()