Not sure if I have understood every subtlety of your post (sorry I'm french). Yes, there are a lot of backers that are willing to test ToW. It's my case and also the case for a lot of my friends.With millions of backers ( I know, accounts don't equal backers) you would think the servers would be full of willing citizens falling over themselves to please the devs in testing.
Cool game, I've played it a lot (PS1 too). You just confirm that SC need something similar to a PS2 server (quick access to full combat) to test. It's NOT possible in the PU.When Planetside 2 wanted to test stuff or host events, they used to just roll out a new server and restrict access to it to the people taking part in the test/event. It's a miracle they ever got data to balance up stuff!
I want to be useful to CIG to balance all their stuff and improve their netcode.
(I know, blahblah CIG too bad, blahblah will never release good netcode...)
They dropped it with explanations. The performance of the server during this mission and the balance of combats weren't good enough.They quietly dropped that mission with no explanation.
They never have been...going back as far as the initial dogfighting model back in 2.5...it's got a lot worse since then. It doesn't escape the fact that once again...Ci¬G advertised something with a hype level set to maximum...like it was just around the corner, had been fully tested and ready to roll... then dropped it last minute due to the old watchword of "It didn't meet our strict quality requirements..". I've lost count of how many times they've done this in the 5 or so years I've been involved with the project. Expect ToW to be one of the next casualties...mark my words.They dropped it with explanations. The performance of the server during this mission and the balance of combats weren't good enough.
ToW use the same servers/engines/mechanics as the PU (except for the lobby, the objectives engine and some assets). Each improvment of the netcode of ToW will be an improvment of the netcode of the PU because it's the same netcode. It's not a module, it's the PU simplified, with scenarios and objectives, nothing more.That's the point my dear LittleAnt - CI-G spending time on improving netcode for their TOW module subgame, will not improve their netcode for Star Citizen - and in fact might make it worse than it already is - which is terrible.
It wasn't meeting their standards? Well when you look at what they actually put out their standards must be pretty low already.They dropped it with explanations. The performance of the server during this mission and the balance of combats weren't good enough.
You just confirmed that you never participated in any testing because no, that's not what he confirmed.You just confirm that SC need something similar to a PS2 server (quick access to full combat) to test. It's NOT possible in the PU.
…which means it's not the PU and the data is not relevant to PU and the improvements will not match what the PU needs. You get false data to fix a fake problem. To test for the PU, you need to replicate the PU, not something different. This is why Planetside tests (and indeed all similar tests) work the way the do.Each improvment of the netcode of ToW will be an improvment of the netcode of the PU because it's the same netcode. It's not a module, it's the PU simplified
By "weren't good enough" you can understand "worse than usual". The mission was not enjoyable.It wasn't meeting their standards? Well when you look at what they actually put out their standards must be pretty low already.
Neither was ToW during ETF...I know because I tried it.By "weren't good enough" you can understand "worse than usual". The mission was not enjoyable.
Yes, that's certainly why it's not yet in the PTU/PU. Perhaps they wait to get Vulkan in to at least get a better framerate. It might helps players to wait for improvment on the server tickrate. Delivering ToW with awfull performances will not make it even for the whiteknights.Neither was ToW during ETF...I know because I tried it.
That's the catchphrase of everything Star Citizen and has been since the very beginning...some magical technology will appear that will fix everything. It's now clutching at any random straw just to keep the dream afloat for that little bit longer. None of this wonderful tech existed when Star Citizen was started and Ci¬G then decided to botch a reasonably decent game engine with their own code...so why are they now trying to retro-fit all of this in a vain attempt to convince backers...and themselves seemingly...that it'll all work? I'm no expert...but that sure looks like that drowning man still reaching out for that straw to me.Yes, that's certainly why it's not yet in the PTU/PU. Perhaps they wait to get Vulkan in to at least get a better framerate. It might helps players to wait for improvment on the server tickrate. Delivering ToW with awfull performances will not make it even for the whiteknights.
This new Roadmap will drastically change how you follow the development progress for both Squadron 42 and Star Citizen. The new Roadmap will focus more on breaking out teams and features so you can interactively see what is being worked on across all teams, as opposed to what features will make X release. While it’s not quite ready, it’s currently top priority on the web team’s current projects.
GameplayNew patch:
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Star Citizen Alpha 3.10.0s PTU.5767918 Patch Notes - Star Citizen Spectrum
Star Citizen Patch 3.10.0s Alpha Patch 3.10.0s has been released to PTU, and is now available to test! Patch should now show: VERSION 3.10.0-PTU.5767918. It is strongly recommended that players...robertsspaceindustries.com
No. This is done at the end of a beta. This is called a balance pass. This happens in a full universe, with almost everyone in it, with realistic cases comprising most of the orgs that will be present for the release day.If I was developing a game, ToW might be something I might do.
If I want a set of data for 50 matchs of 20 min with 40 players with 4 ballistas in front of 2 hammerheads, I will not ask devs to do it.