Best damn refu...my bad..Space Sim ever!
You don´t undesrtand game development. Just buy more Idrises.Star Citizen: Let's spend hundreds of millions of dollars and several years building a never-seen-before persistence tech only to arbitrarily cull objects like any other game would do
Yeah it's a milestone. 50 bottles in a container, lot of derelicts in space, abandoned ships, corpses and box looting, etc. Stanton has made a big step forward in the immersive aspect and in interest. There is a before and after 3.18.
And before PES, SC was managing at least 500 000 entities by server. Now, I can't say hom much this number has expanded but it's a lot more and CIG has already greatly stabilised the servers. Since several days, my game sessions are pretty stable, not a lot of desync and with few 30k.
BTW, this is indeed interesting:
Source: https://www.youtube.com/watch?v=EjSikUO_9WI
But I am not sure it is predictive. It is also impossible for the server to know a player action "the exact moment it is made".
My first intuition, as someone who has never implemented net code and is simply guessing: "main" ticks still exist, processing the event queue at a steady interval. Additionally, a separate thread is run that reacts to important actions (like shooting) as fast as possible, maybe on a separate, priority queue, without waiting for the next "main" tick. Actions that are not as significant as shooting, are still processed at the normal tick rate. When a "main" tick comes, the priority actions that happened before it, are reconciled with that part of the game world changes that were expressed in the "main" queue, with priority being given to the sub-tick events. In a way, that would be like two separate game servers running on different schedules and agreeing on the state of the game every "main" tick.
Again, just my imagination speaking here.
Yeah it's a milestone. 50 bottles in a container, lot of derelicts in space, abandoned ships, corpses and box looting, etc. Stanton has made a big step forward in the immersive aspect and in interest. There is a before and after 3.18.
And before PES, SC was managing at least 500 000 entities by server. Now, I can't say hom much this number has expanded but it's a lot more and CIG has already greatly stabilised the servers. Since several days, my game sessions are pretty stable, not a lot of desync and with few 30k.
BTW, this is indeed interesting:
Source: https://www.youtube.com/watch?v=EjSikUO_9WI
But I am not sure it is predictive. It is also impossible for the server to know a player action "the exact moment it is made".
My first intuition, as someone who has never implemented net code and is simply guessing: "main" ticks still exist, processing the event queue at a steady interval. Additionally, a separate thread is run that reacts to important actions (like shooting) as fast as possible, maybe on a separate, priority queue, without waiting for the next "main" tick. Actions that are not as significant as shooting, are still processed at the normal tick rate. When a "main" tick comes, the priority actions that happened before it, are reconciled with that part of the game world changes that were expressed in the "main" queue, with priority being given to the sub-tick events. In a way, that would be like two separate game servers running on different schedules and agreeing on the state of the game every "main" tick.
Again, just my imagination speaking here.
Come on, Whales, keep throwing your money in CR's face by buying pathetic items from the Subscribers Store with real money....
And remember that being able to buy stuff in SC with real money is a "gift" given to you by CIG because they are very nice people, just like being able to "test" (not play) their (not your) Early Access Alpha.
Pledge Items Lost on Death
Personal player inventories have been introduced and players will now lose all of their carried items should they die, as they will remain with the player's corpse instead of staying with them upon respawning. You will need to return to where you died to recover your items on your own. Items lost will be only what you were carrying at the time of death and anything safely stored in a landing zone will be retained.
This is why it is important to take care of your health and request assistance should you find yourself incapacitated.
This also applies to items from the pledge store, including subscriber items, however the pledges for these remain attributed to you on your account even though they may be lost in game. We are examining solutions for recovering these looted pledge items in the future, but for now these will return on the next major game patch.
This is intended functioning of the system and so RSI Support cannot assist with recovering items lost to death if they are taken by someone else before you can retrieve them yourself.
If understand this correctly the only items lost would be armor, clothes and personal weapons related pledges, i.e. what the pledge store calls "Gear"; and paints, and similar gear in the sub store. But not ships or vehicles and related weapons/modules. That being the case the issue is probably not that serious to be honest. Perhaps illegal as per EU consumer laws, but if so, only about a part of the game that is not as critical to players as ships are. Could be fun to see someone testing those ToS though!From Ci~G's knowledge base...entirely unethical and perhaps actually illegal under EU consumer law as suggested by Camural![]()
They are mostly cosmetic items but bought with real cash for use in game. Restricting access to those items just because Ci~G can't be bothered fixing the problem isn't really the issue.If understand this correctly the only items lost would be armor, clothes and personal weapons related pledges, i.e. what the pledge store calls "Gear"; and paints, and similar gear in the sub store. But not ships or vehicles and related weapons/modules. That being the case the issue is probably not that serious to be honest. Perhaps illegal as per EU consumer laws, but if so, only about a part of the game that is not as critical to players as ships are.
You don't have to personally pay VAT or sales tax on either: a) charitable donations or: b) something given to you as a gift in exchange for said charitable donations. Until the idiot Roberts and his team of shysters manage to lobby parliament to change consumer law...what Ci~G are doing is the selling of digital goodsBut what's the fuzz about. SC is a high risk, high stakes, realistic 'verse with true consequences to one's actions. Backers are not paying for lost items. They are pledging to support the project and merely are gifted some items from CI as a thank you.
Exactly like I do with my local grocery store.
Star Citizen innovates by culling the object you're riding in.Star Citizen: ....cull objects like any other game would do