Star Citizen failed... in my opinion

ok so this space sim, "star citizen" will have 64 player dedicated servers, from what im being told by everybody. so it wont actually be an mmo. and you have no idea if the server you're playing on is owned by a hacker collecting IPs to accounts, so its totally not what i expected at all. at - all. so how is elite dangerous run? on 1 huge server owned by the company? (im hoping)
 
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Search the forums, its a P2P architecture. Meaning you don't know where the 'server' is running at any given point in time, most likely it will be your machine. But if you are in open with multiple other cmdrs in there, it can be any of them. It all depends. Btw your IP address is not some magic secret, so who cares if someone has it.
 
E: D doesn't have a master server either.

its p2p.

Not sure what the differences between "64 player dedicated servers" and p2p are. I know that the limit for the number of players in an E: D instance is 32 according to FD, but the most I've ever seen in the same instance is around 25.
 

Yaffle

Volunteer Moderator
Closing as off topic, and we have a thread dedicated to Star Citizen.

Only it's locked right now as the posters in there have forgotten how to be civil to each other.

Please don't start any more.
 

Zac Antonaci

Head of Communications
Frontier
Re-opening this thread.

The main Star Citizen thread is open now if you fancy popping on there, or you can talk about your specific topic here if you rather.

We're just testing a new moderation policy.

Thanks,

Zac
 
E: D doesn't have a master server either.

its p2p.

Not sure what the differences between "64 player dedicated servers" and p2p are. I know that the limit for the number of players in an E: D instance is 32 according to FD, but the most I've ever seen in the same instance is around 25.

As far as I know (which is by no means authoritative) it's a matter how much is P2P in the client and how much is server based.

Star Citizen originally advertised heavily server-based gameplay, however as time has gone by they have decided to hive more functions to the clients. ED is coming from the opposite direction - originally it was publicized as very much a P2P client-based game with only some persistent data held on a central server (or servers). This approach was modified substantially before the gamma release as FD experienced far more issues with networking than were anticipated. More functions were centralized and more server power brought in. This was at least partly the reason that an offline solo version was dropped - so much had been moved back to the servers that the game now needed a constant connection.

I don't think a definite number of players per instance was ever announced for either game earlier on, but 64/instance on SC and 32/instance on ED seems to be the accepted numbers now. ED's network matching system is also not at all like the instancing in many MMOs - they refer to it as "islanding" and it's a much more dynamic method - an island basically comprises a single player, but when players meet the islanding system might (usually does) merge their islands temporarily, and the limit of players that can be put into an island seems to be 32. The limit is often not met and players can't seem to force the maximum capacity. Maybe this is due to other network pressures in the area of space they are occupying and/or individual players' network access, and so the threshold is dropped to maintain adequate data throughput.

I have no idea whether SC will be using instances based on defined ares of space, or whether it will also use something like ED's islanding. I suspect the latter because it's hard to see how you could manage it otherwise in the vast reaches of space. It's entirely possible that SC might use a hybrid system that allows a large number of players in traditional instances for ground combat campaigns, when in space stations or cities, or anywhere else where the playing area can be defined and fairly small, but revert to something like islanding with a smaller possible "population" when play is in open space.

Games like, say, SWTOR don't have these issues because they use the traditional MMO method of defined areas with large population limits/instance, but then they don't have any sort of free-form flight system. EvE manages it's massive population in a single instance because it's not a twitch game, so the networking is hugely less of a load.
 
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I haven't been into the new 2.0 (is it, or 2.1). Can't bring myself around to feel like playing. Though it will come at some stage, I dare say.
Its a going to be a good game, I think this year should see some movement (hopefully).
 

Mu77ley

Volunteer Moderator
I haven't been into the new 2.0 (is it, or 2.1). Can't bring myself around to feel like playing. Though it will come at some stage, I dare say.
Its a going to be a good game, I think this year should see some movement (hopefully).

Current live is 2.0, PTU is currently 2.1 (not bothered installing it)
 
My advice to anyone buying Star Citizen (or any of the ships or credits etc..) is this...

Make sure you pay using a credit card, not use Paypal or whatever. CC only.
 
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Current live is 2.0, PTU is currently 2.1 (not bothered installing it)


the 2.1 actually works well. not to bad so far, the game looks like it will be fun.

- - - - - Additional Content Posted / Auto Merge - - - - -

My advice to anyone buying Star Citizen (or any of the ships or credits etc..) is this...

Make sure you pay using a credit card, not use Paypal or whatever. CC only.

curious on why not paypal?
 
curious on why not paypal?

Just for the ability to refund via chargeback if required.

Not that I'm saying that will be required but my understanding is there *are* people asking for refunds right now for various reasons which CIG are refusing. If they'd paid by CC though...

It's literally just a consumer protection thing, with anything where there's risk, pay by CC. Just sayin'.

edit: ugh actually posted this in the wrong thread was meant for "How to buy Star Citizen.?" thread.
 
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That is good advice for any online activity really but yeah you never know. I do think this will get out the door probably end of this year into early next year for the persistent universe.
 
About the OP; it's always one MMO, as ED is, even with the cloud instancing system on SC and the own EDs model, not that much focused on the MP experience, when you see the game as a whole, it's Massive Multiplayer. Now if you want Massive multiplayer on the same place with everybody else, that might be for EvE.

And considering the way they are making the MP experience currently, the size and content on the instance, seeing how AI is to fill the gaps, too many players is likely to be one breaking experience and would kill one immersive exploration gameplay.

That is good advice for any online activity really but yeah you never know. I do think this will get out the door probably end of this year into early next year for the persistent universe.
Waiting for the next months to see how the progress is really going, focusing on all content that SQ42 makes use off, but i wouldn't be any surprised with the release estimated for this year being delayed, better than rushed that's for certain.
 
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