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.
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.
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, 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.
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.
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.
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.
But for a project that claims to be THE MOST OPEN DEVELOPMENT EVAR they really ought not to be scared about hiding things away.
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.
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.
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.
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.
I want to make it clear that I'm a backer of the game, and I want to see it succeed because I'm a fan of space games and SC as pitched appeals to me. But I'm disappointed in how the project has progressed, particularly regarding the huge amount of scope creep that's evident and the state of 3.0 makes me extremely nervous as to its viability going forward. I sincerely hope that I'm proven wrong, but as an outsider looking in, all I see is a project that's being hopelessly mismanaged and that's desperately in need of having its scope frozen.