Game Discussions Star Citizen Discussion Thread v12

Jeebus...

Long travel times wont be a problem if there is meaningful gameplay to fill the time, and things to do on the way from one place to another. Based on whats been shown in the PU so far, there is almost no evidence to show this game is starting to get this stuff, but they have talked about that kind of thing in the past and Im sure that stuff is coming. All the repair, degradation, looting systems, medical etc are part of this stuff, they still need a lot of work, but it is planned. On top of that, when Quanta are filling the systems with life, you will have to deal with that, and interdictions in uncontrolled or alien space will be a very real issue.

This is just pure dreamcrafting without actually putting an ounce of thought into it.

What could they realistically add that won't be just annoying busy work?

chess is already in.

Bahwahahaaaa. Yes, because when playing a space game i want to sit playing chess with... well, best hope there is another person on the ship who likes chess... a lot.

I guess these people have never seen the ED forums where people complain about 10-15 minute travel times being too long and want them to be reduced.
 
yh22keusg4d81.jpg
 
Wow, read through all the comments. They really want the game to die don't they?
Oh, that thread is a gem!

If it were to actually release, especially if it were to release in the form some on that thread are suggesting, the money flow will end. It would sell a bunch of copies to start, not in the millions or anything, but I could see approaching 100k copies, but then it would fall off a cliff. Not sure where they would get continued funding from. I mean, no way the normal gamers who would have bought it after release are going to spend hundreds and thousands on ships, a significant portion of the backers will rage quit and not spend any more money, so that would leave a few whales to keep the servers going... It would pretty much have to go mobile game free to play microtransaction model to even stand a chance.
 
Wait, can we still use this word when referring to SC ? Where ship prices are mostly in the 3-digit ballpark, with a good amount of the 4-digit priced ones still existing at pure JPEGs and fantasy theorycrafting ? Shouldnt we use "macrotransaction" instead ?

Don't confuse the pre-release fantasy vision where people are willing to part with large sums of money to the post release disappointment caused by a mundane and ultimately ordinary game, people won't want to spend large sums after release happens (well ok, if it happens) so microtransactions, the saviour of 3rd rate unedifying mobile games will become the only way they can make money!
 
Don't confuse the pre-release fantasy vision where people are willing to part with large sums of money to the post release disappointment caused by a mundane and ultimately ordinary game, people won't want to spend large sums after release happens (well ok, if it happens) so microtransactions, the saviour of 3rd rate unedifying mobile games will become the only way they can make money!
Ah ! CiG got that covered ! By completely emptying the word "release" from any kind of meaning, and by creating a new gray zone, a kind of quantum superposition of two states, "it's alpha !" and "it's a playable game !". The cultists have been repeating these mantras for years. So no post release disappointment, since "what is a release anyway ?" (to quote them)
 

Viajero

Volunteer Moderator
Talking about big bad publishers or otherwise internal or external pressures to stick to deadlines, I just watched a mini documentary series about how Frozen II was made at Disney. It is a so very powerful reminder of how those pressures, hard deadlines and the courage to cut your losses when things dont work out can actually generate the greatest ideas precisely out of that creative stress to deliver. Obviously not all projects succeed but this one is a perfect example of how tight control can be a very powerful enabler.
 
Last edited:

Viajero

Volunteer Moderator

Again, Monkey Brain Here.
What this mean for monkey?

The measurments of all players of a server at a single spot show that server performance with the upcoming server meshing will not even remotely improve performance sufficiently, even for just 50 players per planet and all its moons.
The measured and projected scenario is an extremely ideal case for server meshing. Performance with server meshing will be even worse than the projected 8 Hz with 50 players, because more streaming containers have to be simulated due to the player's distributed over the planet and its moons, that a server in the "mesh" has to handle.
Adding points of interest on the planets/moons and navigating AI will increase the load even further.
 
From just below that....

Your work is outstanding!


That being said I'm pretty sure that CIG has never committed to any estimate because from the engineers working on it all the way to CR, they have admitted that they can't know for sure given the levels of complexity and moving pieces. They don't want to give the wrong expectations, which seems pretty wise to me.

Perhaps they should have thought of that before telling people there would be huge battles with hundreds or thousands of players?
 
As we talked already about a dozen times, the way to fix that terrible tick rate is by CIG paying for more compute cycles on their AWS servers. But that's gonna cost an absolute ton of money, which is why they are going to probably end up migrating to their own, independent servers (which will take at least 18 to 24 months, if not longer -- if Turbulent started late 2020, I'd imagine seeing new server side stuff early next year...at the earliest. Probably more like 2023/2024 just to get their 50 player servers stable).

They can also go in and fix portions of code using too much server side CPU, but CryEngine is notorious for using a ton of CPU cycles for just about everything, but vehicles and physics in particular.
 
Back
Top Bottom