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StarCitizen Server Meshing Architecture

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41–50 of 143 posts

Re: StarCitizen Server Meshing Architecture

#41
post #12

Earlier quoted context omitted.

Sure not everyone who bought the game or a ship at this stage has enjoyed it, but a lot of us have. Even in its unfinished state there’s a lot of fun to be had. And, part of the game at this stage is watching it develop. The amount raised/sold so far is massive, but people keep buying because they’re getting something out of it.

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.

Re: StarCitizen Server Meshing Architecture

#42

Over the past two years I've played maybe 10-20 hours of SC. I paid $45 for the starter ship and then made some money moving boxes and doing bounties to upgrade my ship and then have enough to buy a bigger one. The game is pretty fun if you're used to MMO style grinding. The only problem is that during the past two years there have been many server state wipes so you lose everything except for the starter ship you pu…

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.

Re: StarCitizen Server Meshing Architecture

#43
post #23

Earlier quoted context omitted.

You sure about that? There are several EVE battles that involved multiple thousands of players at once.

Those battles all take place under .25 or lower time dilation so that the servers can handle the load. Star Citizen plans on having a massive player count per shard under full normal time.

[deleted]

Re: StarCitizen Server Meshing Architecture

#44
post #12
post #6

$600M buys you a lot of TBDs apparently. If this game ever actually comes out and doesn't cure at least one type of cancer the weirdest online people are going to be furious.

Sure not everyone who bought the game or a ship at this stage has enjoyed it, but a lot of us have. Even in its unfinished state there’s a lot of fun to be had. And, part of the game at this stage is watching it develop. The amount raised/sold so far is massive, but people keep buying because they’re getting something out of it.

I backed this game on Kickstarter back in 2012. I don’t care for all this focus on multiplayer, I was just in it for the singleplayer aspect. I wish they would just deliver that.

Re: StarCitizen Server Meshing Architecture

#45

How does this relate to the technology that Improbable[^0] have built? I gather that their core tech is a massively distributed object graph designed to support the sort of interactions necessary for an MMO game to operate a global instance rather than shard worlds. Improbable seem to have gone a bit... off the rails(?) in recent years, diving into Web3, metaverse, and defence contracting, but I assume the core tech…

Improbable is basically a joke in the games industry. I’m not exactly an expert in them or anything, but the last time I looked at them at all (admittedly many years ago) the whole concept of what they do seemed both very expensive and mostly useless for real games.

It's not useless tech but they ran out of steam and most likely missed the train.

Re: StarCitizen Server Meshing Architecture

#46

Over the past two years I've played maybe 10-20 hours of SC. I paid $45 for the starter ship and then made some money moving boxes and doing bounties to upgrade my ship and then have enough to buy a bigger one. The game is pretty fun if you're used to MMO style grinding. The only problem is that during the past two years there have been many server state wipes so you lose everything except for the starter ship you pu…

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.

> There's Elite Dangerous and No Man's Sky, as well as Eve online depending on what you're looking for.

None of those offer all the things as SC even at it's current state. Elite Dangerous is closest and even then they're just different games inherently.

> there are obvious alternatives to StarCitizen out there that's not vaporware.

You can download and play Star Citizen right now. It is, by definition, not vaporware.

Re: StarCitizen Server Meshing Architecture

#47

How does this relate to the technology that Improbable[^0] have built? I gather that their core tech is a massively distributed object graph designed to support the sort of interactions necessary for an MMO game to operate a global instance rather than shard worlds. Improbable seem to have gone a bit... off the rails(?) in recent years, diving into Web3, metaverse, and defence contracting, but I assume the core tech…

Improbable is basically a joke in the games industry. I’m not exactly an expert in them or anything, but the last time I looked at them at all (admittedly many years ago) the whole concept of what they do seemed both very expensive and mostly useless for real games.

> Improbable is basically a joke in the games industry.

More so than Star Citizen?

Re: StarCitizen Server Meshing Architecture

#48
post #6

$600M buys you a lot of TBDs apparently. If this game ever actually comes out and doesn't cure at least one type of cancer the weirdest online people are going to be furious.

This game is weird. It is like not failing and failing at the same time.

The game is the meta-experience of playing an early access game at this point.

Re: StarCitizen Server Meshing Architecture

#49

Over the past two years I've played maybe 10-20 hours of SC. I paid $45 for the starter ship and then made some money moving boxes and doing bounties to upgrade my ship and then have enough to buy a bigger one. The game is pretty fun if you're used to MMO style grinding. The only problem is that during the past two years there have been many server state wipes so you lose everything except for the starter ship you pu…

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.

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 general brokenness of the way they designed their multiplayer in the first place).

I suppose Elite's one saving grace is that it doesn't claim to be in alpha.

Re: StarCitizen Server Meshing Architecture

#50

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?

There's quite a lot you can do in game and there are tons of ships with many different specializations (cargo, salvaging, mining, exploration, fighters, bombers, corvettes). Some need multiple players to crew effectively PVE - Cargo delivery missions (from small to large size) - Bounty hunting (in space and on planet) - Mining - Salvaging - Cave exploration/rescue - Escaping from prison PVP - Bounty/pirate hunting Ju…

Basically, procedural trash grinds?

Squadron 42, the cinematic, single player, space campaign, was supposed to come out in 2014!

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