Soldato
The sims is polished and has tons of featuresEA ? what? they don't improve anything they buy.. heck I'd rather it just not get made than end up like Sims in space with 20+ DLCS.
The sims is polished and has tons of featuresEA ? what? they don't improve anything they buy.. heck I'd rather it just not get made than end up like Sims in space with 20+ DLCS.
isn't it possible for a company like RSI to get a pre-written utility to do this, at least as a jumping off point if nowt else, or are all the existing MMO games using their own proprietary code? in much the way things like GNU seem to be able to produce a virtually exact copy of Microsoft Excel etc, i'd have thought a big company that's going to depend on MMO elements for a massive part of its product would be alble to do similar, either reverse engineer an existing thing or take/buy an existing solution and tweak it as appropriate? given they were using CryEngine and now Lumberyard, is there no similar working games [ie, MMO needing a lot of data for a lot of players] that use the same thing that RSI could use?
does this mean that if one of those element servers goes down the whole game is buggered? i understand the concept that if, eg, the American servers went down then America couldn't play, but if one server holds all economic data and that goes down, everyone will not be able to do anything involving economies?
It's too specialist to be off the shelf, the only highly-scalable MMO server engine I'm aware of is SpatialOS, they are pretty new though, but did get 500million big ones in investment funding recently. I would have felt a lot more confident about SC if they had announced they were sticking with CryEngine and using SpatialOS for the back-end, rather than cutting some deal with Lumberyard that doesn't appear to have given them anything useful. At least they'd have a company of top-notch network engineers behind them.
The nature of AAA development though is usually to get the performance and fidelity consumers expect you need to custom build all the performance critical components, including the back-end.
What I would really like to see from SC is a proof-of-concept milestone. "We're freezing the codebase for non-essential work and targetting a baseline of one single space station with X small ship, Y large ships running at Z client FPS on our target hardware spec, in doing this we will prove that the fundamentals of Star Citizen are achievable and we have a stable base with which to continue".
does this mean that if one of those element servers goes down the whole game is buggered? i understand the concept that if, eg, the American servers went down then America couldn't play, but if one server holds all economic data and that goes down, everyone will not be able to do anything involving economies?
The sims is polished and has tons of features
Em Amazon have some of the best network engineers in the world with their AWS service and they are tying that together with their Lumberyard system to make a single ecosystem? So far CIG have utilised new coding modules for animations, volumetric fog, gpu physic code and a few other smaller items which have allowed them to push what CryEngine could produce without having to write all the code themselves.
They are also able to provide servers all over the world via AWS that are linked. It means that you can have the one instance. There are not many other options out there for that.
Anyone with a modicum of technical knowledge can through see this techno-babble they're putting out. "AWS can provide servers all over the world that are linked"
They didn't need to switch to Lumberyard to use AWS. By switching to Lumberyard though, they are now tied into AWS and can't use any other cloud provider. Oh and they've opened themselves up to this Crytek legal action, and spent a load of effort doing things that *aren't* proving that Star Citizen is even possible.
Still. 5+ years down the line and the basic tech still isn't proven.
It doesn't matter how good Amazon's network engineers are if they aren't actually working on the features that CIG require for CryEngine. There's this weird belief within the SC community that because CIG are using Lumberyard, Amazon are doing all the work for them. That's not how it works.Em Amazon have some of the best network engineers in the world with their AWS service and they are tying that together with their Lumberyard system to make a single ecosystem? So far CIG have utilised new coding modules for animations, volumetric fog, gpu physic code and a few other smaller items which have allowed them to push what CryEngine could produce without having to write all the code themselves.
So a company that's developing an MMO didn't think it important to get their network team in place from the beginning? They thought that it was sensible to do three years of development before ramping that team up? The network model is *fundamental* to a multiplayer game; it's the foundation that you build your game mechanics on top of. You can't just say "I'm sure that we'll figure it out", go off and scope your entire game and start developing it without knowing if what you want to do is even possible! Well, you can if you're Chris Roberts I guess.If you had the person in networking day one then yeah 5 years, they didn't employee the total team network side till mid 2015. They are still looking for network software engineers today and have been advertising for 9 months with positions for that team but not found the right people at least that are actively looking. That can stop people completing work too.
The 5 years is only rubbish if you're so invested in the game that you can't bear for it to be criticised. Like it or not, the game has been in development since *at the latest* 2012. Your example of your company taking time to build a concept for the publisher is moot because that's effectively what CIG were doing in 2011-12 in their crowdfunding push. Since the beginning of 2013 they've been extremely well funded, and should have had no trouble building prototypes and iterating over the gameplay and networking fundamentals. Basically, at this stage they should have the majority of gameplay blocked out and it should look really ugly and be full of bugs. They'd at least know the concept is sound and they can begin the process of tearing it down and building it back up again, but shiny this time. But that's not how they work. They don't make millions of dollars that way. They make their money by making shiny tech demos and selling pictures of ships or land or tanks. They make their money by piling up technical debt in the hope that one day they can pay it off, but with no real plan for how to do it.The whole point is reality dictates they have only been working on this for around 2 years and the initial concept design and systems the previous 2 years. The 5 years is rubbish as pointed out so many times. When the company you work for has a single person have an initial concept how long does it take to go from that first thought to even having a working tech demo. It was around 2 years for us to get through that stage with the initial team and go to the publisher to prove our concept before we even got into the meat of development.
They've only been working on it for two years? That's not what I was told when I backed the game in 2014. Were they lying? Where is Squadron 42, I was supposed to be playing that by now. An MMO requires an experienced networking team? Why didn't somebody tell them sooner?!
There's a reason why they're struggling to fill positions btw....why the hell would a decent qualified engineer go to such a shambolic outfit when more reputable, less risky studios will be lining up to take them on. The ambitions that CR has for SC are so far detached from what they have thus far been able to achieve, who the hell wants to be "that guy that failed to get Star Citizen's back end to work".
Not suggesting they are doing anything direct for CIG, I am suggesting they are working hard on their AWS service overall that should offer one of the top cloud based server providers in the world. Very different thing but still critical to what CIG require. The partner providing this really needs to be at that level, Google & Amazon are generally the go too at moment for that.Snip long reply
Of course, but the issue is that even with a solution like AWS the server architecture for an MMO -- and especially for one with twitch-physics -- requires a bespoke design. What using AWS or any other large cloud provider does is take some of the effort out of the infrastructure: dynamic instancing of servers, data replication, etc.Not suggesting they are doing anything direct for CIG, I am suggesting they are working hard on their AWS service overall that should offer one of the top cloud based server providers in the world. Very different thing but still critical to what CIG require. The partner providing this really needs to be at that level, Google & Amazon are generally the go too at moment for that.
No, you can't just click your fingers and hire the best people. However, with a good remuneration package you should be able to get a decent enough team in place in under a year. If they've had positions open for 3 years, that rings big warning bells for me: they simply aren't willing to pay for top talent, or top talent isn't willing to come work for them.I also didn't say that what they wanted for the MMO meant they didn't think of it but the engineers needed are few and far between. Regardless of money, people often haven't got the luxury to move hundreds or thousands of miles and they haven't got unlimited monies to head hunt as that costs. They are picking up the team to make it work. They had some network guys in 2013 but they were the start of a team. You can't click fingers and just go oh hey just what we need. They got supper lucky with CryTek messing up tbh and Amazon getting Lumberyard sorted in honesty.
No, it's an inference I've made based on what I've seen so far during development. I see CIG sponsoring an open source game networking library (libyojimbo) and I wonder what that's all about. Were they planning on using that in their product? I hear them talk about problems like the server FPS (?!) influencing client FPS and that they know how they can fix it. I hear them talk about how they've been working on their new network stack for two years, but they haven't demonstrated *anything* working with it. Given how much they like to show off what they can do, I would wholly expect them to be able to create a fancy tech demo that shows thousands of clients interacting with no obvious instancing, which is what they claim they'll be able to do. I look at all this and *infer* that they're struggling with the network aspect of the game, and my *guess* is that it's because they had no idea how complex it is to design and that it's not something you can just bodge into a game that's already halfway through development.They have never suggested they didn't think it was important for the networking either. That is an assumption you have made to suit your narrative.
But for a project that claims to be THE MOST OPEN DEVELOPMENT EVAR they really ought not to be scared about hiding things away.I haven't been invested. I waited two years watching before buying-in in September 2014. And yes of course development goes that way. If you go on a studio tour you would see the base mechanics in real rough buggy mess for the mechanics. They just show the public the shiny. The same happens when you show a publisher. The difference is they also see the game design doc or feature design doc.
What worries me is that a) they've been working on the new network stack for two years and we've not seen hide nor hair of it; and b) such a large piece of work is not going to be trivially integrated with a target that's been moving for the duration of its development. It's why we say that the fundamentals need to be in place *before* you start work on the game proper, because if you don't you're opening yourself up to a world of pain when you want to integrate it.The networking fundamentals have been worked on for two years. There is no way their aim is to get the system up and running in September and not have a few years behind them already.
I completely get that some backers need to see the shiny. But what we're finding, particularly of late, is that even some of the more stalwart defenders of the game are starting to get a bit itchy about the lack of gameplay, and the sheer amount of bugs that are plaguing even a polished build of 3.0. Yes, I know that it's in Alpha and bugs are to be expected but this build went through a lengthy Evocati process.Both you and Mig have taken a stance because you can't see them doing stuff although both seem know the business. That doesn't make sense. The obvious reason we see what we do and the level we do, for instance stuff that is visually polished is answered in that they have to get funding from backers seeing nice things. Would it be good to have it more open and see the rubbish that woudl be scrapped yeah. I never understood the NDA that you have to sign when going to studio. There loads more there they have never shown but they seem content with only showing what gets to tier 0 to make it somewhat playable.
It's playable, in that you can play it. It's graphically reasonably impressive and theoretically there's a bunch of missions that you can do, but most of them are bugged. If your client crashes, for instance, your ship will remain where it was when you crashed but you'll wake up back in the starting location and you'll have to wait a few arbitrary minutes while your game decides to give you a new ship. As far as I know, CIG aren't planning on hotfixing any of the known bugs so it'll remain this way until 3.1 drops, which is slated for end of Q1.I've not tried this since I got a copy free with an AMD gfx card
I take it from the last few comments that it's still not in a playable state?
It's playable, in that you can play it. It's graphically reasonably impressive and theoretically there's a bunch of missions that you can do, but most of them are bugged. If your client crashes, for instance, your ship will remain where it was when you crashed but you'll wake up back in the starting location and you'll have to wait a few arbitrary minutes while your game decides to give you a new ship. As far as I know, CIG aren't planning on hotfixing any of the known bugs so it'll remain this way until 3.1 drops, which is slated for end of Q1.
Oh, and if you get on a fresh server you'll get decent (~30) frames per second but it doesn't take long for that to tank to < 15 fps. There are certain things that can happen (e.g. a ship containing a lot of cargo blowing up) that causes frame rates to tank even further, sometimes below 5 fps. It's a frustrating experience but still worth giving a go.
Where did you see that there aren’t plans for hotfixes? CIG have rolled out hotfixes to 3.0 since it’s release.