For anyone curious what PES does, when a player places an object somewhere or for example their ship explodes, that object will remain on the server in the same place even if you disconnect. Seems fairly simple from a user perspective but required a lot of changes to make work apparently.
StarCitizen Server Meshing Architecture
91–100 of 143 posts
Re: StarCitizen Server Meshing Architecture
#92I know the words on this site. But I dont know what they mean. "Quantum Economy Scaling", "Subsumption AI", "pCache". Can someone ELI5? ~Im assuming this has to do with a service mesh and kubernetes of some sort. But I'm a bit lost.~ Edit: Ah! Seems like this is a game. But I still have no idea what any of this means :)
Quantum is a system for simulating activity with economic impacts and determines how much of raw material or assembled products are available and where, how much things cost, how busy and how dangerous or safe space travel lanes are, and other such aspects of economic scaling.
Subsumption AI is used to drive NPC behavior up close. The game is supposed to have a population that is 90% AI NPCs that drive economic variation and action in general. This makes the game world seem alive even if there are no players currently with you in game. The NPCs have the ability to decide what to do, how to move around, make jokes and idle banter, and can use various equipment in the game as well as fight either in person or as spaceship pilots.
Not totally sure about pCache but it appears to be used on the server to capture changes to state in the universe that should be stored persistently. This is part of the server container streaming feature which allows servers to stream in areas and sets of objects as players approach and then stream them out when they are left empty for a time.
Re: StarCitizen Server Meshing Architecture
#93Earlier 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.
Re: StarCitizen Server Meshing Architecture
#94I'm still waiting for the single-player Wing Commander-alike game that was supposed to be the whole reason to bother buying into this Star Citizen thing in the first place.
Re: StarCitizen Server Meshing Architecture
#95Earlier quoted context omitted.
Isn't that all games though? Especially MMO's. Why do people think it's so much different for star citizen than any other game? At the end of the day, they're all just entertaining ways to waste time.
Because they were explicitly selling a wing commander type game as part of the package. Perhaps you don't know how evocative that is, and how cynical it is for you to compare that to procedural MMO quests. They're very different things. It's like paying for a gourmet meal and then being given a month's supply of tasteless protein bars.
Isn't StarCitizen funded by their Kickstarter though?
So it would be more like someone asks you for money so they might make you a meal, of unknown quality with unknown timeline, and won't promise you anything even after you pay them. Which is standard for a Kickstarter.
Re: StarCitizen Server Meshing Architecture
#96Earlier quoted context omitted.
[flagged]
> I'm sure you can think of examples in your own life where something you respected was judged from a moment in time. More like 10 years in time. We've long passed "a moment" of promises and underdelivery. > I know you now have no choice but to double down in bravado because we're on the internet, but it is what it is. This is projection at its finest, considering you have to justify actual money being put into a pro…
Re: StarCitizen Server Meshing Architecture
#97Earlier quoted context omitted.
Have you built anything comparable? It's in alpha, making performance/presentation comments seems really out of place. If you were well-informed on the project, you would know that they intentionally put performance optimizations on the backburner, because optimizing tech they intended to replace is not a good use of time. Besides, in the last 6 months performance has drastically improved, as anyone that actually pla…
> It's in alpha, making performance/presentation comments seems really out of place. This is a ridiculous statement. They've collected half a billion dollars from customers and have been in alpha for over 10 years.
Re: StarCitizen Server Meshing Architecture
#98Earlier 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.
Also free fly weekends are when the game is at its worst, the servers are bought to its knees.
Again, no fault to the player and its completely on CIG but its a shame that a lot of players never get to see the game in its best light because free fly is a nightmare.
Re: StarCitizen Server Meshing Architecture
#99I'm still waiting for the single-player Wing Commander-alike game that was supposed to be the whole reason to bother buying into this Star Citizen thing in the first place.
It's the reason I insta-backed in October of 2012 but I haven't heard a status update in years.
Re: StarCitizen Server Meshing Architecture
#100World 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 replaced by social media but there are other factors too.
But what I scratch my head at is all the bad competitors that came afterwards and predictably failed because they made product decisions. The most common one is focusing on PvP. MMO is an interesting genre because only something like 10% of the population at best cares about PvP. So right off the bat you've reduced your potential market by 90% without doing a thing. But no, you get assured that "our PvP is so good, casuals will want to PvP".
There's another factor here too: in a persistent world where your power increases, PvP players fundamentally want an unfair fight. They want to be rewarded for various grinds. Contrast this with deathmatch and battle royale games where everyone is basically equal other than player skill.
Anyway, Star Citizen has now raised (and spent) over half a billion dollars on the same bad premise of PvP.
Server meshing aims to create a single persistent universe but PvP, which most will want to avoid, is fundamentally unfair because the people with the best ships, paid for with real money, will win. This is such a fundamentally bad and limiting design, it's hard to comprehend.
Imagine instead SC had defined a small core game loop and gone for a Sea of Thieves like world, both PvP and non-PvP. SoT has like 8-12 players on a server and they can PvP. Interestingly, a lot of players don't want this so they monopolize a server and agree not to PvP. Even in WoW, which has faction PvP, the players have basically voted out world PvP by concentrating a single faction on each server with very few exceptions.
But SC is doing things like server meshing when after a decade they still don't have a core game loop. I occasionally check in on the SC roadmap and progress. Not because I'm interested in playing but because I like watching a car wreck in super slow motion. Constant missed deadlines, new (incomplete) features being promised (and a few added), more promised features to fix the bad previous features and so on. It's a disaster.