Game Discussions Star Citizen Discussion Thread v12


I'm not sure how right they are. SC players tend to want that group experience and seem to be available to play for long periods of time with other players. Whether this is representative of a majority of players or just the vocal ones on Spectrum/reddit I don't know.

However, loving some of the discussion in this thread.

Talking about travel times while doing deliveries and someone says:

But they chose to do because they actually enjoy that type of gameplay. The same way people play Euro Trick simulator.

How stupid is that? Sitting in QT is nothing like driving a truck around roads in ETS. Travel is the most boring part of SC. ETS the travel is the main part and arguably the most interesting (although dropping off the cargo can be quite fun as well).
 
Static meshing will certainly improve the server backend issues...which are 95% of the problem at the moment. Having the extra headroom on the servers will mean that things spawn when they're supposed to, will more than likely fix most of the current issues with the inventory and persistence systems too. What it won't do is increase the server cap...which most of the usual Star Citizen idiotry seem to think is a priority. From Ci¬G's perspective...that's the last thing on their to do list, they need the servers to work just the same as us playing it do....they know how bad they are, they also know they need to get it sorted.

I just want working, reliable servers so I can play...plus a bit more game content that's currently being held up waiting for static meshing because they don't have the headroom to add it...the servers are running at more than capacity, it's breaking the servers and breaking the game... the static meshing will alleviate that to some degree, how much? No idea...but for Ci¬G and those of us playing, that's all that matters.

Meshing isn't some Jesus tech...the meshing option that's now been drawn up by whoever did it using industry standards for the most part should do what it's designed for. All this talking of iCache and the idiot Roberts dream version of server meshing is out of the window...belatedly so, since Ci¬G wasted far too much time and resources following it. What happens now that someone has seen sense and went for a workable and viable option to meshing... and how quickly it's implemented, we'll have to wait and see.
Yeah... Better stay in infinite alpha with Jesus tech just around the corner infinity+1 year then.
 

I'm not sure how right they are. SC players tend to want that group experience and seem to be available to play for long periods of time with other players. Whether this is representative of a majority of players or just the vocal ones on Spectrum/reddit I don't know.

However, loving some of the discussion in this thread.


I was going to bring up Iridium Wing from Elite in that thread as an example that, yes, people will do escort duty. And even do it for free. Even when there is an option to go into a mode that is virtually risk free.

But I couldn't be bothered. 🤠
 
LOL, Spectrum really is all about the Odyssey at the moment. Surprised Nightrider isn't locking threads left, right, and center!

And even after CIG's "clarification" people are still arguing whether the Oddyssey is a Carrack killer or not! Brilliant. Some even saying it isn't an exploration vessel despite being marketed as one!

Bleedin heck, the backers are ripping each other apart over this.

https://robertsspaceindustries.com/spectrum/community/SC/forum/3/thread/refunds-on-the-odyssey (will refunds of the Odyssey be tracked on the funding tracker???)

I'm going to go out on a limb here and say CIG will soon release an Odyssey variant which is focused on exploration, for the price of a regular Odyssey + $100.
In a surprising turn of events, people discover that CIG lied and/or mislead them when marketing new jpegs to be bought.
 
I was going to bring up Iridium Wing from Elite in that thread as an example that, yes, people will do escort duty. And even do it for free. Even when there is an option to go into a mode that is virtually risk free.

But I couldn't be bothered. 🤠

Iridium Wing is a good example.

Its not that people don't do escorts, even for free, just wondering about the percentage and whether its enough to make the "Just hire an escort" statement valid enough. Will there always be enough people willing to perform escort duties for everyone wanting to do trade runs?

And how many people volunteering to be an escort will be griefers looking for an easy mark ;)
 
In a surprising turn of events, people discover that CIG lied and/or mislead them when marketing new jpegs to be bought.

shocker-shocked.gif
 
Current situation is "at the limits" system testing and it exhibits flaws in their server code. Things breaking down because a timeout occurs is poor form. I'm ready to bet money they have a transactional back-end, and that kind of technology doesnt scale at all (and has been abandoned in the IT industry at large when large scale performance matters). Things should still happen, slowly, with minutes of lag, but they should happen. Here everything breaking down, like ships exploding, people falling through planets, etc. will not be solved by any kind of "server meshing": the fundamental problem (bad code) is still there.
Ahh, the attack of Code Group Steiner will fix this.
 
Yup, that seems about right.

What's the current server tick rate? I thought it was something like 5 per second?

A servers Tick Rate is something set by the developer depending on how fast they need the server to update information from the client, its a compromise between speed and load, so you could set a tick rate of 64hz for a shooter like CoD or Battlefield or 32hz for a driving game like Forza, a lower tick rate means the server can do more work, so you can have more players, more NPC's or physicalized assets, a higher tick rate means less work because its working to keep up the fast tick rate.

That ^^^^^ is assuming the server is working with in its CPU limits, if the CPU is working too hard to keep up with that then the tick rate is limited by the CPU, if the CPU is so heavily loaded it can only process 4 client in puts per client every second then the sever tick rate is 4hz.

CIG may say they have a tick rate set at 32hz, to my knowledge they have never said this but if they had this would be misleading, they may have set it to 32hz but its so overloaded it never actually manages to achieve that.
 

Viajero

Volunteer Moderator
Multiple servers per system is exactly the plan. Or more specifically, multiple shards/instances per system, each centred around a planetary body. This was described and visualised in the CitCon presentation by Turbulent and co.
So, loading screens between them. Multiple ones in fact, one per each server in the system.
 

Viajero

Volunteer Moderator
And even after CIG's "clarification" people are still arguing whether the Oddyssey is a Carrack killer or not! Brilliant. Some even saying it isn't an exploration vessel despite being marketed as one!
Bleedin heck, the backers are ripping each other apart over this.

What will really blow your mind is to realize that the Odyssey doesn’t even exist at all and all the talk about what it can or can not do is all just words and dreams.txt that CIG can just edit in a Word editor. Poor HG, CCP and FDEV getting ships in their games with actual features; balancing those systems for real gameplay is for losers. Might as well go buy NFT at Star Atlas.
 
If they don't fix the server overheads, they haven't got a game. No game? No more free cash in the door. 🤷‍♂️

That hasn't been an issue so far. It's hard to imagine what it would take to cause a meaningful drop in funding now. Something seismic like Roberts officially exiting the development could easily be hand-waved away as "good for Star Citizen" (if only it had happened about 8 years ago). The gaping void in technical progress can always be filled with more dreams, just like it always has. If CIG closed its doors there would be an immediate petition to continue development from whales desperate for more opportunities to give them money. The game is irrelevant, Robert's only real achievement was monetising the development itself.
 
LOL, Spectrum really is all about the Odyssey at the moment. Surprised Nightrider isn't locking threads left, right, and center!

And even after CIG's "clarification" people are still arguing whether the Oddyssey is a Carrack killer or not! Brilliant. Some even saying it isn't an exploration vessel despite being marketed as one!

Bleedin heck, the backers are ripping each other apart over this.
......
I'm going to go out on a limb here and say CIG will soon release an Odyssey variant which is focused on exploration, for the price of a regular Odyssey + $100.
DBOBE must be sighing with relief with a wry smile on his lips, and our own forum mods taking some solace.
 
Completely dissimilar to another space game, currently on Patch 9 and waiting for performance improvements 'in the next patch' 🤔 :)

It is pretty dissimilar to be honest. CIG predicted great things for SOCS, for example. Big jumps in server FPS were waved around:

source.png


Their glossy videos saw project leads envisioning: Significantly improved AI, an end to limits on location additions, and significantly increased player counts etc.

Source: https://www.youtube.com/watch?v=yEwik6g0Lwo&t=309s


None of these grand claims came to pass.

If anything server FPS seems to have gotten slightly worse, down from the 7-10fps of 2019, to a 6fps average today (3fps if you're in the finale of the Xeno Threat capital ship event).

They made similar grandiose claims for iCache, with Chris underlining its 'road to release' impact (and gameplay enriching coffee cups hidden in forests ;))

planned for:

2020:
"Round about middle of this year" [In reduced 'first step' form of 'Full Universe Persistence' alone.]
2021: "Probably by the end of this year" [In reduced 'first step' form of the 'entity graph' (previously 'Full Universe Persistence', then 'iCache')]

iCache is of course still missing in action.

That's years and years of hard-selling some relatively workaday technical additions. All of which tends to leave uber fans believing silly things like this…

Expectations (Oct 2019):

"It’s not 100% there yet. As I see it there are about three main things getting in the way of that vision coming together."

  • Player Count: Server Meshing, "where multiple servers work in a lattice and hand off information and simulation tasks to each other cooperatively, is still in development and something to be added in the future…"
  • AI Behaviour: "SOCS will intelligently cull and time slice aspects of simulation, so much more of it can happen at any given time. Paving the way for more detailed AI simulation." [12m20s]
  • Full Persistence: "Full on persistence tracking for item placement, or the status of all the NPCs and characters… is scheduled in the future to come out concurrently with SOCS." [13m30s]

Well we got SOCS. Shame the other stuff didn’t happen :/

But the "this year +1" hopium does help sell plenty of spaceships in the meantime. 2020 was a particularly good year ;)
 
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Just a bonus bit of giddiness I found while truffling that up:


Making a homestead on a planet. Deploying defences etc. Tony Z says other players would be able to destroy, or customise such bases, because "that's what we do so often". They "build in the fundamental mechanics, and then you get all of this complex functionality that naturally results.".

Not looking so hot since the Server Meshing Q&A :/

If I make a base on a moon, will my base be reflected on the other shards that I am not on?

…only one shard will have an ‘active’ version of the base, with other shards spawning a ‘limited access/read only’ version of that same base. For example, a base will give full access and the ability to expand in the shard the owner currently plays on, while on all other shards, this base may spawn with locked doors in an immutable state.
 
A servers Tick Rate is something set by the developer depending on how fast they need the server to update information from the client, its a compromise between speed and load, so you could set a tick rate of 64hz for a shooter like CoD or Battlefield or 32hz for a driving game like Forza, a lower tick rate means the server can do more work, so you can have more players, more NPC's or physicalized assets, a higher tick rate means less work because its working to keep up the fast tick rate.

That ^^^^^ is assuming the server is working with in its CPU limits, if the CPU is working too hard to keep up with that then the tick rate is limited by the CPU, if the CPU is so heavily loaded it can only process 4 client in puts per client every second then the sever tick rate is 4hz.

CIG may say they have a tick rate set at 32hz, to my knowledge they have never said this but if they had this would be misleading, they may have set it to 32hz but its so overloaded it never actually manages to achieve that.

Asked what the rate is currently set to, I didn't ask for a definition of it. I've seen people state a rate of 5.
 
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