Game Discussions Star Citizen Discussion Thread v12

Can a development literate person enlighten me? Is CIG fancying up basic development milestones and goals by rehashing them as 'tech' to make it sound like they invented the wheel, hence the long development cycle?

I haven't a notion about development, but sometimes they are like 'We are currently working on hand held weapon system reloading tech' when describing the reloading of a weapon in game and it just strikes me as odd. Specifically their mention of 'physicalised water' tech or something like that, as if having moving water in a game is a new technology.
This is standard CIG procedure… when they’re not literally trying to reinvent the wheel, by starting with techniques nobody uses because they’re simply just that bad.
 
Years ago I remember some dreamcrafting about the ultimate Verse response to players being naughty. It was some weak sauce about spawning Idrises or something.

What should properly happen is that at some random time every entity on the server mesh instantly collapses through the geometry and requires an account reset to get back into the game.

Never been done before!
 
Some bits and pieces that were new to me:

  • They tried to spin the concept backlog as 'everything is fine' ;)

Source: https://www.youtube.com/watch?v=uJ_c2aSv8F0&t=1549s
  • They're super happy with their new, new hand press panel system. [I'm intrigued to see whether this falters under live usage. And/or whether they've fudged the unified avatar to make it work robustly ;)]
  • They've moved another step closer to the pseudo-sim 'press all the buttons to start up the ship' thing. For the Gladius alone currently...
 
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watched the trailer for SQ42 and i must say if i didn't know CIG I would be pumped, buuut I do know them so only when it's released on steam will I even consider buying it.
That sums up CIG’s business model pretty well: find new gamers who haven’t heard if them, dazzle them with machinema disguised as gameplay, and hope they’ll spend several hundred dollars on ships before the reality of the situation sinks in.
 

Viajero

Volunteer Moderator
Tangentially related bit of offtopic, just found out about Void Crew, 4 player coop space game, ships, ship interiors, eva, engineering, repairs, salvage, looting, combat, missions (reminds me a lot of Guns of Icarus).
And something that looks like physics grids actually working. Shamefully enough the developer does not seem to have said that this has never been done before. The shame.

Source: https://youtu.be/PSxVp295im8
 
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Something just came to my mind… CIG showcased destructible objects for SQ42, and I can’t help myself but to think that such thing is not going to be in the PU or is going to cause massive issues in server performance and/or gameplay.

I’m quite sure they won’t let the client handle the destruction part because, 1.- you never trust the client and 2.- Physics engine might produce different results on different platforms due to floating point shenanigans. You might think you are hiding behind some debris but there is not guarantee your those debris are in the same position on your opponent’s client.

So my guess is they will have to keep server fully authoritative for this meaning that the server will also have to track the position/state of additional objects which not only will affect performance but also increase the amount of data that need to be sent to each client… and we all know egress bandwidth is neither free nor cheap

Your thoughts…?
My thoughts? CIG feel they're walking too fast, so they shot themselves in the foot. Once again.
 
This is standard CIG procedure… when they’re not literally trying to reinvent the wheel, by starting with techniques nobody uses because they’re simply just that bad.
  • CIG: never done before!
  • Hater: why stupidly reinvent the wheel?
  • Faithful: praise, take my money!
  • CIG: it's hard...
  • Haters: no sh** Space Sherlock...
  • Faithful: at least THEY'RE trying (throw more money)
  • CIG: we refactored (but it's still hard)
  • Haters: what did we say?
  • Faithful: courageous decision, will be same as others but different, better. Here some more money
  • CIG: we ditched everything because of new tech, will keep you informed...
  • Haters: again...
  • Faithful: again, yay! Wallets emptying

Why going through the obvious route when you can milk your fanbase through failures for years?
 
Maybe it's an American thing and they just like to tell us horror stories on the eve of Halloweens?

Offtopic, but around half the American Horror Stories series are really worth watching. Season 5(?) Hotel is really good.

Season 12 is shaping up well, but unfortunately has 2 issues. 1 is the writers strike which means we are left waiting and 2 is the slow pacing. It could have been finished in half the time if it wasn't for all the long drawn out shots of people staring at things.

Anyway, first 5 seasons are solid.
 
Fun early comments:

I'm an enterprise systems architect with many years of global experience and in my opinion the server meshing demo was 100% hype. Very small scale, on local hardware, with 3 static zones, etc. That's a HUGE difference from a global MMO with millions of entity nodes and thousands of players running on dynamic, distributed servers over the internet. The demo wasn't even a proof of concept, just a small-scale demo of a "very early" version of some tech. They said so themselves, "This is very early tech, but...", "new technology we're developing...", "The big next step in our VISION is integrating the replication service...", "This is the very first version of a working server mesh", etc. No mention of the known blockers, no mention of Quanta or the dynamic economy, etc. Why are the pretty demos always different from the actual game? (I loved the T-posing attendees standing on their chairs when CR came out) I'm a Wing-Commander level backer and only want to see the game succeed, but CR and RSI are still not being open and honest about the progress or the many, many known issues. Time will tell...

Also coming from global implementations in IT, I have made the same observations and shared similar concerns elsewhere. It is one thing to showcase single features in isolation, but get the to work together on a global scale is something completely different. With CIGs track record to mess things up with deploying small changes, I can't wait to see how they will tackle all this 😂

Had a chat with the systems architect guy. Their take on the entity mismatch example was:

Each server is playing it's own game, then the replication server comes along and says "No, the Pico is here, not there". That took 4 seconds in a small scale demo. Imagine how difficult this synchronization is to accomplish for millions of objects across the internet with global-scale network lag, bandwidth limitations and at net code frame rates. I wonder too if the replication server will be a bottleneck in this design.
 
Copium is dangerous people...



PS beware suddenly being under water too ;)

VhkOW9t.png
 
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Offtopic, but around half the American Horror Stories series are really worth watching. Season 5(?) Hotel is really good.

Season 12 is shaping up well, but unfortunately has 2 issues. 1 is the writers strike which means we are left waiting and 2 is the slow pacing. It could have been finished in half the time if it wasn't for all the long drawn out shots of people staring at things.

Anyway, first 5 seasons are solid.
This season has been barely watchable for me.:(

And well worth the money...


(The clips section is hot with all this Citcon hype 😁)
That was amazing. Some kind of mission where they delivered a VIP and then the transport got bombed? Then the guards jumped in to investigate! No other game has this experience!
 
Had a chat with the systems architect guy. Their take on the entity mismatch example was:
Because that demo has shown literally nothing. You have three servers running locally and they need to reach consensus on which one is taking care of an object? Really? That's it? This is Tony Z. level of bull manure, where they had "the simulation with millions of agents running on a local machine" for almost a decade.

And, of all things, they picked a wrong database without testing it first under a realistic load.
 
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