I have no worries for Calder's: I bet a substantial amount of the monthly $2/3M generously donated is dedicated to them
or hand it over to a more competent team that is more willing to take compromises in "fidelity" and leave tons of promises on the cutting floor with clear deadlines for release.
That is a possibility, yes. But that would mean that CIG can not spend all revenues in the game, salaries etc, and would also point towards CIG keeping the current sub par status quo for as long as whales continue throwing money.I have no worries for Calder's: I bet a substantial amount of the monthly $2/3M generously donated is dedicated to them
Any clues why they are adding these small homes for AIs? 28 weeks seems a long time unless there is a reason
SomethingAwful said:
18 weeks to migrate vehicle data. There's no way they would need 18 weeks to develop a converter tool, so I'm going to have to assume that their data is so tortured that they're doing this by hand. Hundreds of megabytes of raw, hand-written XML per ship in probably a dozen different versions over nearly a decade - now to be manually vivisected and grafted into a completely new format by people who were probably still in middle school when the files were first written.
SomethingAwful said:At any actual job I would be fired if this wasn't done in a week. Data import from XML format is extremely simple.
It shouldn't be harder than move all files into folder, mass upload. Values inserted...tah-dah.
I only say a week for data review and error checking.
Because fact is If you're rebuilding something you always think of your old data and have plans implemented to import the data from the planning stages.
It is extremely rare when a full rebuild doesn't have a way to implement old data. And is usually only done when you have no reason to implement the old data....and even then they usually still stick the feature in just in case.
I´d tend to agree with most in this post. There is a few things to consider there.
- Even if CIG continues getting to be reasonably funded by whales or additional external investments, can CR and CIG still eventually deliver at all a reasonable quality product? I think their history track record so far suggest that may not be possible as is, even with record funding. CIG may need to either settle for an incomplete and luckluster product in some form (some kind of early access release maybe that postpones actual release reckoning day as much as possible) or hand it over to a more competent team that is more willing to take compromises in "fidelity" and leave tons of promises on the cutting floor with clear deadlines for release.
- There is also a chance they just continue cruising as is, with no release of any kind for as long as there is no other external influence that forces their hand one way or another. Which leads me to:
- Are the Calders getting the return on their investment as expected? What (and when) are the consequences if not? Remember they originally invested in 2018.
- Are regulators and/or consumer protection agencies interested at all in this project? If they do, do they have the means to intervene one way or another at all?
It seems to me that the quality of CIG output is not linked to income, and that their problems lie elsewhere. It's tough to say if CIG could actually/ultimately deliver, but it seems evident they they will struggle with Genuine Cobblers in charge.That is a possibility, yes. But that would mean that CIG can not spend all revenues in the game, salaries etc, and would also point towards CIG keeping the current sub par status quo for as long as whales continue throwing money.
Yeah totally agree. There are many walls out there for them to hit.
What can Bethetic's new engine do now? Render 16 times the detail?It seems to me that the quality of CIG output is not linked to income, and that their problems lie elsewhere. It's tough to say if CIG could actually/ultimately deliver, but it seems evident they they will struggle with Genuine Cobblers in charge.
In other news, did anyone else smile when reading that Bethesda completely reworked their FPS engine for their new space game?
Nah, they'll just glitch through 'em.Oh dear, do you think they are as deadly as ramps and doors?
The best bit is how on the EDO screen he's shopping merrily, and on the SC one he's running around aimlessly while a hint says: "Shops are available throughout most stations"
Ok so his i5-9300H CPU benchmarks near the i7-7700HQ. Alongside the 1660ti GPU his rig is nicely above minimum spec going by their telemetry page:
But an SSD. Oh dear, comparison void
That's a bit mean to say. We all know there is no Beagle Point equivalent in SC.The video author seems to be running on an SSD no?
nvidia GTX 1660ti 6gb. 8gb de ram / SSD / intel I5 9300H. But still I am surprised by the choppines in the SC images, I thought those specs were enough for a reasonable experience in SC no? Is it a RAM or CPU issue?
Edit: It is indeed funny that while the SC side seems to be just endlessly wandering through gameplay-wise useless corridors, the ED side in the same time goes through a whole loop of gear purchase, mission selection and item trading ... Well, at least in SC you do not need to endure a Beagle Point trip
Challenging FPS fights with NPCs ( SC twitch clip )
I wasnt able to find the actual time stamp and statement quoted in this new Quaver´s post, any ideas?
Source: https://www.reddit.com/r/starcitizen_refunds/comments/mq167s/now_that_the_new_ocs_and_physics_techs_are_in/
You know conceptually you could end up in a state that we've got you know let's say 200 players that are in every single location every single object container and it's actually all loaded in the end. But it really depends on how the players are playing. But we will find a sweet spot in here because there is an edge where we go too far that it's actually not helping, you see, much, but I think even in that case we're still gonna be better.
...the final plan is obviously once we get the server meshing in — that won’t be this year, but that will be coming in next year — that will allow everyone to play in one huge instance with all the players. The servers will patch people from place to place. You can have 200 people in a room, and when they leave that room, another server takes over. When they take off into space, another server takes over. But the goal is to have everyone in the same instance.
Right now, as I say, we’re at about 50. We’ll probably get up to about 100-odd once we get the unconstrained streaming stuff in later this year...
In something like ArcCorp there is a vast amount of building, so there's plenty of space even if we have tens of millions players. But the longer term of the persistent hab system is to allow you a persistent location. And then one of the challenges of that is there could be a thousand building blocks then that any one of our players could do, because they have their own system address and how do they get to those?
Then we just have to figure out how you get to the sort of the central area. Is there a bus service...?
And so, you know, every time we add more players and it gets filled up we open up a new one of those sections and go from there. So that's the longer-term plan for it, so people would have their own like real estate. You would, the idea is, you should be able to start, like everyone will get their starting location. And then, you know, in other planets or even on this planet you could go and sort of get yourself 'I want the big penthouse' while I get this, you know, you know, balling penthouses on the top but that's a, you know, ten million credit place. I've got to earn enough money in game, I can go, so I can go buy that place. So that would be the other aspect.
The video author seems to be running on an SSD no?
But an SSD. Oh dear, comparison void
So much fidelicious sentience I can't distinguish AI from player characters.Challenging FPS fights with NPCs ( SC twitch clip )
Well, kinda, no? Are you 100% sure that is AI and not some guys AFK?So much fidelicious sentience I can't distinguish AI from player characters.