From the sc forums
"Four years, 109 million dollars.
When are you guys going to start waking up? You simply cannot just go "oh it's fine, I didn't expect it to work in any way because it's in alpha". Stop being bloody doormats and demand a bit more.
What excuses will you concoct for them when the 'alpha' lasts another year? What excuses will you concoct for them when it's in beta? What excuses will you concoct for them after that? Things should not be this messed up, they've barely put any functionality into it so far and its so incredibly broken that for a lot of people it is completely unplayable.
QA should be jumping all over these bugs, each build should in theory have fewer bugs and QA should be spotting them long before a patch release rolls out. Alpha's should never get worse to this degree after patching. What the heck are you guys going to say when they start layoring all the other systems and modules onto an already broken core?
These patches are a waste of everyones time, any competent QA department would by now be suggesting a change of coding department or at the very least be expressing concerns over improper choice of engine."
I can see why such comments would be made given the huge 'unbelievable' complexity of the game and given the fact that right now yes it is virtually unplayable and has a lot of broken components in it < the two are separate.
The unplayable nature of it is almost entirely server related, there are so many live objects 'even in the mini PU' the server can't keep up processing the constant on going changes, it soon starts to develop a latency queue, the longer this server is active the longer this queue becomes, to the point where you press F to open a door and it doesn't open until about 45 seconds later.
Thats a simplification yes, its a way that can by understood by laymen, thats what is going on.
Its why the game feels twitchy, rubber banding, lag.... its the reason for the eternal load screen, its the reason for crashing, freezing.
They need bigger servers, or less instances running per server.
The broken components are a result of older components being plugged into a newer core, just as the author said, those components (Cite 300 series ecte....) just need to be re-done to bring them upto date and compatible.
As for engine choice, there is no engine that is perfectly suited for this, but i would argue their choice in Cryengine is the best of a bunch where none are right.
Cryengine is the most flexible for modification, it already has some of the very sophisticated back-end they need, Cryengine is vastly underused by all developers who use it including CryTek themselves.
It is also the only engine with the right look, Cryengine has been engineered to look as close to reality as is possible, its the only engine where the lighting and texture ecte... look photo-realistic, at least to a degree of what is possible to render in a game engine today.
I have seen a lot of people say they should have used Unreal Engine, to me that makes no sense, Unreal looks nice and its a good engine but it looks nice in a completely different way to Cryengine, nothing in Unreal Engine looks real, it all looks very synthetic, almost cartoon like.
Thats great for Unreal Tournament but its not the look for Star Citizen, i think most would agree.