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StarCitizen Server Meshing Architecture

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101–110 of 143 posts

Re: StarCitizen Server Meshing Architecture

#101
post #40

And yet there is nothing really impressive imo in Star Citizen tech wise, the server is still slow, fps are low, not many people on screen and a lot of issues. You should do tech improvment to enhance the gameplay, and currently I don't see many gameplay improvements that have real value. Starfield maybe the first space opera fantasty that will deliver.

Escape Velocity delivered on the fantasy just fine.

There's an open source successor to Escape Velocity that's fun and continues to grow:

https://github.com/endless-sky/endless-sky

Re: StarCitizen Server Meshing Architecture

#102
post #52

Earlier quoted context omitted.

There's Elite Dangerous and No Man's Sky, as well as Eve online depending on what you're looking for. All have their faults, but there are obvious alternatives to StarCitizen out there that's not vaporware.

Never played Star Citizen myself but follow the development closely. From my understanding it's the only one (of the ones you mentioned) that simulates actual planets, orbits and has seamless transitions from space down to the pavement of a city.

No Man’s Sky also does seamless transitions from space down to the planets’ surfaces, though I’m not aware of there being any cities on any of the planets, just ancient ruins at best. It’s an infinite universe, but a deserted one (besides various animals and whatnot), and the main questline is about finding out why.

Re: StarCitizen Server Meshing Architecture

#103

Earlier quoted context omitted.

There's Elite Dangerous and No Man's Sky, as well as Eve online depending on what you're looking for. All have their faults, but there are obvious alternatives to StarCitizen out there that's not vaporware.

Many (I would have guessed most) Star Citizen players are long time players of these other games! What SC offers just isn't replicated by anyone yet, but you can be sure that players of this genre keep an eye on the horizon for what other projects might be offering, on a quite regular basis.

Given the development time and effort required to get SC to its current state, it’s hard to see another game getting close to it.

Re: StarCitizen Server Meshing Architecture

#104

Earlier quoted context omitted.

I think that of the two, Elite Dangerous is the only one that scratches a similar itch, especially in terms of the spaceship mechanics. But it too has suffered from severe mismanagement (pursuing features that got advertising hype over those that made the game fun, abandoning features and leaving them in a broken state, taking forever to fix bugs but being quick on exploits, poor communication and of course the gener…

Yeah, I gave up on it ages ago. The only fun thing was docking/undocking. It's funny, we've seen games released by the previous generations leading lights in game design and they're all disappointing so far. Relying on boring grinds, poor difficulty curves, etc.. Julian Gollop, David Braben, Chris Roberts, Peter Molyneux, etc. It's like they can't adopt the new ideas from the next generation to make their games fun.…

>Elite Dangerous is one of the worst. It's simply not fun. So pointlessly grindy for what is predominantly a single player game. I was so excited for the first 5-10 hours, and then so disappointed as it was obvious that every mechanic was just another massive progress bar that barely moved after hours of play.

Speak for yourself, I had a lot of fun for hundreds of hours and revisited the game multiple times over the years. I did space trucking and mining and combat at various times, and enjoyed never paying a monthly fee for an MMO.

Elite Dangerous was announced at the same time as Star Citizen, for comparison, and it's so old now that the main reason I don't play it anymore is because I did everything I could do in single player and the concept has finally lost its allure.

I have a friend who played thousands of hours because he was more social than I and wound up in a large player guild.

I love(d) Elite so much that I bought a VR headset and a joystick solely for it, and I don't regret these purchases.

Re: StarCitizen Server Meshing Architecture

#105

Earlier quoted context omitted.

Can we get a field report from someone who has played it? I remember hearing about it 10 years ago and it seemed cool, I always thought it turned into vaporware.

I tried it during one of their free play weekends. The first time I rode an elevator to the hangar, it ejected me through the wall, breaking my legs and forcing me to crawl to a medbay before I could do anything else.

Sounds about right. I played off and on for a month or so; through a few updates.

There had/have been recurring problems with elevators and inventory. I would get ejected into space; no leg breaking.

I think just the way they mesh the world together makes that something that has been hard for them to fix.

The inventory issues are what got me to stop playing. Long inventory load times, and then 75% of the time, inventory would be lost or permanently broken (items lost/can't add new things to inventory).

Still fun for a few days. Pretty graphics. Space flight was fun. FPS missions needed a lot of work, but functional.

Another thing that made me quit, was the tedium of setup. You respawn quickly, from death into the hospital (unless you end up in prison, for shooting an at FPS guard that looks 90% exactly like an FPS enemy (then you get the prison play loop, which is fun once or twice)). But, then you need to take the elevator (chance of instant death) down to the ground floor. find the train. wait for the train. take the elevator (chance of death; or stairs if you are lucky [ i feel like there's a 'I'm gonna git you sucka' joke in here ]) to the shopping district. Wander around the shopping district (which is different on each planet) to hopefully find new Armor, Rifle, Mining tool, Gravity-gun tool (not all planets have the things you need, even)... then get back to the train and repeat for the space dock. then elevator to your ship bay. ... that's like 10-30 minutes. it just gets tedious. - probably more fun playing with groups of people, but it got too tedious playing solo.

Was an early Kickstarter backer, so I'll try it again at some point when it is more polished.

Agree that what I paid for was mainly a modern Wing Commander/Freelancer type game, and they are overreaching by a lot. I think the First-person-shooter stretch goal was added later in the funding campaign.

I also feel like a lot of the kick-starter ships have been power-creeped (and they also seem to be lagging behind in quality updates; because CIG has to design and sell new ships to make more money to fund development, and then most of that money goes to make new ships).

They should not be making new ships at all at this point, unless those ships are required for the single player campaign. Focus should be on game systems and game play.

Re: StarCitizen Server Meshing Architecture

#106
post #52

Earlier quoted context omitted.

There's Elite Dangerous and No Man's Sky, as well as Eve online depending on what you're looking for. All have their faults, but there are obvious alternatives to StarCitizen out there that's not vaporware.

Never played Star Citizen myself but follow the development closely. From my understanding it's the only one (of the ones you mentioned) that simulates actual planets, orbits and has seamless transitions from space down to the pavement of a city.

You have to watch closely and find the situations, and yeah Elite has this limiting unrealistic physics, but you have orbital mechanics you can even watch given the right system and patience, and you also can seamlessly transition from space down to planet, just systems are always jumps.

Re: StarCitizen Server Meshing Architecture

#107
post #88

Earlier quoted context omitted.

Ah. Lack of Product-Market fit. Classic. Thanks!

They had an incredible pmf - they could sell virtual spaceships in a game that didn't exist! People were hurling money at what they thought the product was going to be. It's just a question of how well they actually delivered on that promise.

My comment was referring to Improbable, not Star Citizen. I'd agree that SC seems to have reasonable product-market fit, but Improbable clearly doesn't if the parent comment is to be believed.

Re: StarCitizen Server Meshing Architecture

#108
post #100

I'm honestly stunned how often I see the pattern repeat of telling the users they are wrong [1], particularly in this MMO space that I'd dearly love to see more games in. World of Warcraft ("WoW") is the elephant in the room. It killed the previous elephant (Everquest aka EQ) but has reigned supreme in a shrinking space for 18 years. It partially shrank because it used to have a social component that has mostly been…

Only the biggest MMOs, really just WoW and FF14, can deliver PvE content at a pace even close to satisfying players. It's expensive to develop and players can only play the same content PvE for a limited amount of time. It's just not possible for anyone but the largest dev teams.

I would like to see an MMO that really focused on a wide range of gameplay systems rather than content. It's been attempted before, one example I think is Archeage, but unfortunately ruined by monetization.

Re: StarCitizen Server Meshing Architecture

#109
post #60

Earlier quoted context omitted.

I think that of the two, Elite Dangerous is the only one that scratches a similar itch, especially in terms of the spaceship mechanics. But it too has suffered from severe mismanagement (pursuing features that got advertising hype over those that made the game fun, abandoning features and leaving them in a broken state, taking forever to fix bugs but being quick on exploits, poor communication and of course the gener…

My biggest problem with Elite: Dangerous is the Engineering mechanic, which basically gives you strictly better ship components in exchange for very long and boring MMO-style grinds. If you want to be seriously competitive in PvP, it's required to do Engineering.

Everything about Elite: Dangerous is a huge grind. You basically cannot play it casually, even in the completely offline and singleplayer session.

Re: StarCitizen Server Meshing Architecture

#110

Earlier quoted context omitted.

What features are built and playable at this point? By its nature, it's hard for me to disentangle the aspirational marketing from the actually-available content, and there's so much critical content about SC over the last decade that it's hard to know which criticisms still apply. What can you actually do in-game?

Can we get a field report from someone who has played it? I remember hearing about it 10 years ago and it seemed cool, I always thought it turned into vaporware.

I played during a free play weekend. I got out of my bed and immediately fell through the world and died. Tried again and went to look for the space port. Had to take a train to get there. The train ride was cool exactly once, but then you realize the planets are vast nothingness and the cool city you see really is completely empty. Lots of T-posing 3D models standing on tables and chairs. A much-vaunted "Bartender AI" that plays the same pint glass flip animation and says the same few dialog bits ad nauseum. The flight model is rather.. erm.. version zero like the rest of the game? As in, it doesn't really exist but maybe someday.

It's not an MMO as such, with something like 50 players per server. The Server Meshing God-tech that they've been banging on about for years now is practically impossible as described. To paraphrase, "you'll be able to shoot a gun from one ship and the bullet will pass through several cloud servers as it hits a player in another ship". Latency and n^2 are not your friends here. Honestly, based on this alone I'm surprised by the amount of Gell-mann Amnesia in the thread.

In my experience it's a "make your own fun" sort of game. Try it on a free play weekend, but IMO don't get sucked in and donate tens of thousands of dollars to a broken CryEngine demo running on promises.

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