Game Discussions Star Citizen Discussion Thread v12

*Really poor performance so far for real players
*Low player count actually playing it due to poor performance among other issues

I'm gonna guess that you've never played it?

It is stuff like this that i stopped playing.

 

Viajero

Volunteer Moderator
I'm gonna guess that you've never played it?

It is stuff like this that i stopped playing.


poor performance among other issues
🤷‍♂️
 
So much salt over on Spectrum.

Not much love for Nine Tails either.

This is what happens when CIG actually try and implement something. They should just focus on selling dreams, those always go down well.

Meanwhile /r/SC is as normal full of screenshots, but some criticism is getting through

Source: https://www.reddit.com/r/starcitizen/comments/p1giq0/i_am_a_brand_new_player_this_has_been_my/


I am now writing the post and I cannot play this damn video game that seems so cool but it's literally unplayable, I am very stubborn and will still try to play this since I did spend quite a lot of money on this and I really enjoyed what I could play, but I literally am shipwrecked with 1k and cannot do anything. Send Help S.O.S.

So sorry to hear about your first experience being so frustrating! That's not fun at all... I usually encourage people to not think of yourself as a "player", but more of a "tester" given the current state of things.

Chris Roberts: "Playable now narrative"
 
Dual Universe have done the continuous shard thing, they resize the servers as required, as more players gather closer together the size of the area serviced by a server becomes smaller, but it's all one instance and players can see others and their ships/structures far away if they are large enough.

I think the level of detail in my probably utterly inaccurate explanation above is as much clue as CIG have about how to actually do it for themselves :D
It's quite different in DU as they are using something called "dynamic tessellation" of 3d interaction space between players. The cloud nodes are dynamically allocated to people actually interacting closely with each other, while people you can just "see" are on other nodes (as latency is not as critical). This all relied on at least two fundamental aspects:
  • a very clever mathematical algorithm that achieves this distribution in real time (so with good enough performance)
  • this network engine is the core of the game, and the main loop (in terms of game code) is built around it

CiG are still trying to connect 2 servers. They also avoided answering all the difficult questions that actually matter about network coding.
 
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Viajero

Volunteer Moderator
where are you getting the information about poor performance? who is saying this?
Acknowledgements of performance issues by Novaquark themselves in their devblogs, direct player´s feedback in forums, some press articles etc. The performance issues seem to be especially serious the more players and constructs congregate in a given area, which was precisely one of the main selling points of DU.

Seems a quite prevalent state of things everywhere I look, but if I am mistaken and you think the performance issues have been solved as of late I am all ears.
 
So sorry to hear about your first experience being so frustrating! That's not fun at all... I usually encourage people to not think of yourself as a "player", but more of a "tester" given the current state of things.
Man I hate this cop out. The way I look at it is evocati is alpha, PTU is beta and the PU is live.

Also
PTU=Public Test Universe
PU=Public Universe

Will you look at that, one of them says Test and the other doesn't, I wonder what that means?
 
Acknowledgements of performance issues by Novaquark themselves in their devblogs, direct player´s feedback in forums, some press articles etc. The performance issues seem to be especially serious the more players and constructs congregate in a given area, which was precisely one of the main selling points of DU.

Seems a quite prevalent state of things everywhere I look, but if I am mistaken and you think the performance issues have been solved as of late I am all ears.
Pretty much what I heard. Add the payment for access model and paying quid repeatedly for bad performance might be quite a deterrent - even for those who tried and are willing to come back for a new try.
 
Man I hate this cop out. The way I look at it is evocati is alpha, PTU is beta and the PU is live.

Also
PTU=Public Test Universe
PU=Public Universe

Will you look at that, one of them says Test and the other doesn't, I wonder what that means?

It means its Schrodinger's game. Its a playable game when people are praising it and its ALPHA for testing when people are being critical.
 
Acknowledgements of performance issues by Novaquark themselves in their devblogs, direct player´s feedback in forums, some press articles etc. The performance issues seem to be especially serious the more players and constructs congregate in a given area, which was precisely one of the main selling points of DU.

Seems a quite prevalent state of things everywhere I look, but if I am mistaken and you think the performance issues have been solved as of late I am all ears.
Performance issues are very much not solved.
 
3.14 only launched 4 days ago, there hasn't even been time for a single hotfix, the first live build for each major patch is always a mess, the same can be said for every Elite Dangerous update in recent history too. When launching an update to a game there are going to be issues at first, and it will take time to fix them.
 
Chris Roberts: "Playable now narrative"
The website suggests it is all playable now:

1628587109641.png

1628587197742.png

No mention of being a tester.
 
3.14 only launched 4 days ago, there hasn't even been time for a single hotfix, the first live build for each major patch is always a mess, the same can be said for every Elite Dangerous update in recent history too. When launching an update to a game there are going to be issues at first, and it will take time to fix them.
Bollox, we told them the last PTU build wasn't ready for live...since that's assumed to be part of the testing process. We give feedback and they supposedly listen. They launched once again on a Friday leaving a very broken patch running and continually getting worse with increasing adjudication and authentication server errors over a weekend with absolutely no maintenance.

As of now...10:28am on Tuesday, there hasn't even been an acknowledgement from Ci¬G regarding the now entirely unplayable state of the live build and still no hotfix either server side (where the problems lie entirely) or via a client patch for the many other minor bugs...

All the game breaking issues are server side, absolutely none of them are new or specific to 3.14...In addition to the unwelcome return of persistent server 30k's... at times every 10 minutes, the unclaimable ship bug, the broken mobiglas, inventory system and ship/equipment managers have been so prevalent over the last few years they have recurring birthdays...these are all server errors, not client.

3.14 was in PTU for weeks whilst they analysed client data and server metrics. We knew it wasn't ready to go live, so did Ci¬G...they still released it. Go sell that utter "They need time to fix it." shyte on the SC subreddit. Ci¬G had every opportunity to extend the PTU until it was in a fit and more stable state server wise before committing to push the button on it.

Some of us play the game here...not just talk about it.🤬
 
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3.14 only launched 4 days ago, there hasn't even been time for a single hotfix, the first live build for each major patch is always a mess, the same can be said for every Elite Dangerous update in recent history too. When launching an update to a game there are going to be issues at first, and it will take time to fix them.
All in all it's a pie update.
 
Bollox, we told them the last PTU build wasn't ready for live...since that's assumed to be part of the testing process. We give feedback and they supposedly listen. They launched once again on a Friday leaving a very broken patch running and continually getting worse with increasing adjudication and authentication server errors over a weekend with absolutely no maintenance.

As of now...10:28am on Tuesday, there hasn't even been an acknowledgement from Ci¬G regarding the now entirely unplayable state of the live build and still no hotfix either server side (where the problems lie entirely) or via a client patch for the many other minor bugs...

All the game breaking issues are server side, absolutely none of them are new or specific to 3.14...In addition to the unwelcome return of persistent server 30k's... at times every 10 minutes, the unclaimable ship bug, the broken mobiglas, inventory system and ship/equipment managers have been so prevalent over the last few years they have recurring birthdays...these are all server errors, not client.

3.14 was in PTU for weeks, it wasn't ready to go live...they still released it. Go sell that utter "They need time to fix it." shyte on the SC subreddit. Ci¬G had every opportunity to extend the PTU until it was in a fit and more stable state server wise before committing to push the button on it.

Some of us play the game here...not just talk about it.🤬
Some like me enjoy the drama of SC too- its like Radio Five Live :D
 
Bollox, we told them the last PTU build wasn't ready for live...since that's assumed to be part of the testing process. We give feedback and they supposedly listen. They launched once again on a Friday leaving a very broken patch running and continually getting worse with increasing adjudication and authentication server errors over a weekend with absolutely no maintenance.

As of now...10:28am on Tuesday, there hasn't even been an acknowledgement from Ci¬G regarding the now entirely unplayable state of the live build and still no hotfix either server side (where the problems lie entirely) or via a client patch for the many other minor bugs...

All the game breaking issues are server side, absolutely none of them are new or specific to 3.14...In addition to the unwelcome return of persistent server 30k's... at times every 10 minutes, the unclaimable ship bug, the broken mobiglas, inventory system and ship/equipment managers have been so prevalent over the last few years they have recurring birthdays...these are all server errors, not client.

3.14 was in PTU for weeks whilst they analysed client data and server metrics. We knew it wasn't ready to go live, so did Ci¬G...they still released it. Go sell that utter "They need time to fix it." shyte on the SC subreddit. Ci¬G had every opportunity to extend the PTU until it was in a fit and more stable state server wise before committing to push the button on it.

Some of us play the game here...not just talk about it.🤬
I do play it, and yes, we all knew it wasn't ready, they just wanted to get it out in Q2 (or what they can pretend is Q2) It was by no means ready, but given how games are these days being ready doesn't seem to be considered a prerequisite for launching a product anymore.
 
I do play it, and yes, we all knew it wasn't ready, they just wanted to get it out in Q2 (or what they can pretend is Q2) It was by no means ready, but given how games are these days being ready doesn't seem to be considered a prerequisite for launching a product anymore.
So what is the point that you are making, exactly?
 
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