Game Discussions Star Citizen Discussion Thread v12

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.
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.
I'm not interested in AC and SM but for sure I will test a lot ToW, even if it's in bad state. 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...)
 
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!
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.
 
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...)

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.
 
They dropped it with explanations. The performance of the server during this mission and the balance of combats weren't good enough.
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.

Pity their 'strict quality requirements' don't extend as far as the the Selotaped together piece of woefully broken crap we have to contend with every time we fire up the PU. :rolleyes:
 
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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.
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.
A dev had also warned us that we should be prepared to have exactly the same problems and performance as the PU that everyone knows about.
 
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.
You just confirmed that you never participated in any testing because no, that's not what he confirmed.
What he confirmed was that the test server needs to be the same thing as the real server. Otherwise you're not actually testing anything. If the PU is not able to test something, then the solution isn't the addition of a new irrelevant environment — it's to fix the PU.

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
…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.

Oh, and you just confirmed that ToW will not be able to provide the data they need either way: if it did, then they'd be able to get the same data off of the PU and if that's not possible then it is also no possible for ToW. It is a PR showpiece that missed the boat because it wasn't released in time (shocking, I know), not a test bed. It serves no useful purpose that cannot be served infinitely better by what they already have, if they just knew how to test things properly. If they don't, no amount of new game modes will solve that problem because the problem isn't with what the game mode does or does not offer — the problem is that they don't know how to test things properly.
 
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I didn't check this forum for a few days I see nothing change we still beating a dead horse....
flogging_dead_horse_what.jpg
 
Neither was ToW during ETF...I know because I tried it.
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.
 
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.
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.

600 devs, 5 international studios, 17 shell companies, one custom built MOCAP studio, several A listed Hollywood actors, 9 years and over $300m, all paid for with backers money...and they still can't make a piece of software work acceptably on current technology. That should tell you everything about this project you need to know. I really despise drawing parallels...but MFS 2020 with it's mouth watering visuals and truly next generation design technology is releasing next month after 5 years in development with a team of a few tens of people...it works on a current gen Xbox.

At this rate, by the time Star Citizen gets anywhere near release, we'll all need access to some NASA supercomputer just to run the PU at 30 FPS....it's PR and marketing bollox doing it's best to keep the lights on at Ci¬G and nothing more.

The problem isn't the lack of technological fix-all marvels...it's constantly having to weld pieces of the very broken Franken-engine that Ci¬G have cobbled together on a weekly basis...along with the very broken management structure at Ci¬G who simply have no idea what they're doing, what they will be doing and where this project is headed. I should have a few of my cows apply for managerial positions at Ci¬G...they produce about the same amount of ozone destroying gas and drop roughly the same amount of crap that someone else has to clean up.
 
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From CIG's latest roadmap post:

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.

Since this is gonna affect the Star Citizen roadmap as well......

Knowing CIG fondness for buzzwords that sort of come from the software dev industry, I wonder if they are going to introduce the idea of Continuous Integration / Continuous Deployment????? Just a wild guess. But a way to get rid of a roadmap with dates. Just features with a completion rate. When something is done "to CIG standards" and ready, it can get released....


And its Agile!

🤠 🤠 🤠
 
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New patch:

Gameplay
  • Increased the signature range for scanned mineables.

It's merely been broken for 3 consecutive live builds, lets hope that increasing the range doesn't mean it's now a massive 20m instead of 10m...perhaps I may go try and be a miner again.🕺🎖
 
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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.
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.
Again, this is done at the VERY end of the project, because all of the core game mechanics that are still not implemented today will definitely affect that balance, and in critical ways.
So by doing this now, they waste a considerable amount of resources trying to compete with Battlefield and co., putting lipstick on a pig so it can pass as a full game and attract streamers like Rexzilla, all for a completely futile endeavor as they'll have to redo everything over again when/if new game mechanics come into play !!! It's a complete waste of time, and money
And more critically, it attracts the attention of backers away from the main issues, like almost all of core gameplay elements still lacking, UI still a mess despite being rewritten now 5 times, physics engine still a pathetic heap of dung, networking still nowhere near any kind of MMO reality, etc.

(edit) and for Vulkan specifically: no it will not improve performance unless you are using SLI (as i think Vulkan provides easier paths to multi GPU rendering). Vulkan merely provides cross platform compatibility, for PS4 / Mac / Linux / Mobile (not saying SC is planned for any of these platforms, just talking about Vulkan in general here). From experience, games in Vulkan exhibit similar performance as DX12 ones, it's mostly a matter of code optimization, so proper code wizards like John Carmack could for example get much better performance out of it. But that's true for any engine. What would it bring to SC ? Nothing but wasted time unless they really, really think they can go to PS4, which would be both pathetic and laughable. Doubt they can pull it anyway as CE is notoriously a pile of spaghetti code.
 
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