And of course Star Citizen is the ultimate feature creep nightmare. All game development precedents may be invalid comparisons.
To be fair it looks pretty good flying around in space.The flight model is significantly better than that of the competition. While CIG's combat is absolute not n00b friendly its great for those who have enough skills.
Still waiting for my Constellation Andromeda loaner to be updated fully to my LTI Genesis Starliner. :/
To be fair it looks pretty good flying around in space.
But as soon as they get close to something (a spacestation, asteroid, the ground...) it just looks ass.
The combat vid you showed doesn't really look any different to the SC combat I've seen except for lower RoF.
Honestly not that much you can do with 1 v 1 in open space I guess & maybe it feels better when playing it but just doesn't look any good watching.
If you're making a MMO with a huge persistent universe for thousands of simultaneous players shouldn't the first priority be making server/netcode that can handle those kinds of numbers?
Maybe the netcode has improved so 50 works over the internet but it was recent, late 2017 presentations that showed laggy as heck with only 20 on a LAN.
But when do they expect it to work with thousands?
From recollection EVE runs each System on separate servers with ability to dynamically scale processing power up/down depending on player numbers & (infamously?) time scaling to keep up with processing load, I'm having a hard time with the idea of separate 50 player servers.
Pretty much confirms my suspicion: All these fancy systems haven't been designed from the start to make sure they will scale to proper MMO player numbers.What is so hard about fixing the performance problems is that the game is pushing the engine way beyond what it was designed to handle. Fixing that means fundamentally changing how systems work while simultaneously trying not to break everything in the game that uses them. Big performance gains that require making big changes take time. Sometimes we have to do a lot of restructuring before we can even start working on an optimisation. Making all these changes can introduce a lot of bugs, and fixing those takes even more time. Let's also not forget that performance is not the only goal here - we're also trying to achieve fidelity levels not seen before. Fidelity is often the enemy of performance, so we find ourselves having to optimize even further than we otherwise would have had to."
You know, I've only repaired my gear about a million billion billion times in various games. Apart from everything wearing out in real life, it's not even a foreign concept in science fiction as such. "Beam me up, Scotty!", remember? (Words which were never actually uttered on the show... )Other concerns are the actual economy with everything wearing out & needing periodic repairs
Pretty much confirms my suspicion: All these fancy systems haven't been designed from the start to make sure they will scale to proper MMO player numbers.
Then they're finding that A: they don't & B: its a huge PITA to try to retro-optimise them.
Meanwhile they talk up multi-player ships including ones that need twice as many crew as the server can handle...
Edit: happened on this vid which articulates some of my concerns about gameplay probably being un-fun
And thats mostly just about the basic getting around doing everything manually.
Other concerns are the actual economy with everything wearing out & needing periodic repairs, one of the 3.0 vids I watched showed what looked awfully like
Pretty much confirms my suspicion: All these fancy systems haven't been designed from the start to make sure they will scale to proper MMO player numbers.
Then they're finding that A: they don't & B: its a huge PITA to try to retro-optimise them.
In which case it's only starting to get as long as World of Warcraft (4-5 years original development time), Final Fantasy XIV (5 years for original release, PS3 version delayed indefinitely at that time due to it being so bad, and then finally releasing in a playable state on PC and PS3 in 2012, so 7 years for the real version), and many other MMORPGs.
If you want something really long. Diablo 3 originally started development in 2001 and didn't release until 2012...11 years. Star Citizen has a ways to go before they match that.
When talking about the development time of a game, it's good to keep in mind the scope of the game, and how fleshed out they want to make a large world. Comparing Star Citizen to single player games of much smaller scope doesn't make sense, but even in that case, as Diablo 3 shows, you can still run into cases of exceptionally long development times.
Regards,
SB
That could be. I don't really follow terminology attached to MMO games so I may not have realized what was being hinted at.I'm pretty sure from the start it was sold as a persistent universe and the Squadron 42 separate game.
I guess that explains why the prototype stuff looked awesome.14.
At significant time and expense, Crytek created demonstrations and proofs-of-concept for Defendants related to Star Citizen, and Defendants used those materials as part of the crowdfunding campaign for Star Citizen.