******Official Star Citizen / Squadron 42 Thread******

Woop Woop Woop....

Last week, in preparation for the upcoming launch of Alpha 3.17.2, we opened up the Public Test Universe to all players. Those of you who joined the PTU will have also seen that we tested several new player caps from 75 to 120 players per server. Now, I know that we previously said we had no plans for an increase in player cap on the live servers... however the results of said tests have been so promising, that things have changed. For this reason, we are now exploring increasing the cap for the live release of Alpha 3.17.2. We're still testing/reviewing and will share more information, including what cap we end up going with, very soon.


Make it 100 CIG, MAKE IT 100!!!!!
 
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Woop Woop Woop....




Make it 100 CIG, MAKE IT 100!!!!!
That will be nice, can feel a bit empty sometimes, albeit it is still an alpha. Still so much to try out, I can see I'll be playing this for a long time.
 
Some new paints have leaked for Pirates day. Metallic silver with maroon highlights. Not sure how they'll be acquired but it might just be items in the shop which would be a shame.

Paint_Avenger_TLAPD_Metal_Red_Icon.png
 
Quite a few MMO's fall on its arse when there is a pve or pvp battle with near 100 players in one screen.
Quite a few, I'd say most didn;t have a problem with it

It's only when they got like 500 people in the same zone the servers had problems.
but from what I read star citizen doesn't really seem connected and people log in to find them selves on a different server wearing different items etc so a completely different universe
 
Quite a few, I'd say most didn;t have a problem with it

It's only when they got like 500 people in the same zone the servers had problems.
but from what I read star citizen doesn't really seem connected and people log in to find them selves on a different server wearing different items etc so a completely different universe

You dont wear different items when you join different servers. You carry over all your current inventory, ships and reputation levels on each server.

The economy is shared amongst all servers so if you buy all the gold items in mining outpost 1 in daymer on server 1, when i join server 2 and go to that same mining outpost, all the gold is gone :)

One of the issues with most MMO's is that although u feel more "connected" to people, you cant easily switch servers. Many require you to create a new character instead, or you have to request for your character to be moved by the developers of the game. That usually is not done in an instance either and sometimes you have to pay to transfer your character.

Lots of MMO servers seem to have max 1000 players only so its not global or even region based.

Take new world for example. If you wanted to play with friends from day 1, you and your friends had to decide which server to join together and some of the servers were infact full so even if say for example, today you and 5 friends joined server 1, if i later get the game along with 4 other friends we all know, if server 1 is full, we cant join you.

The way SC is building the server tech is that the economy, missions , Bases being built and events will all be shared across all Servers/Shards and you can easily hop on each shard/server without requesting your character to be moved there.

i dont know about you but i play with friends here in OCUK, others in a different forum and even some in the USA.

Its great that i can easily hop on and play with people here today and tomorrow, pick up where i left off with my mate in USA
 
Play test from last night. when i logged on to the server there were 80 players on it, don't know how many when we started.

Look at players, they move about now in a way that looks almost normal, its not perfect but compared to how it was, jiggling and teleporting all over the place, all that is gone.

NPC's are slow to react, but they do react now, again, its not great, but a lot better than it was.

Clearly there is still work to do, but its night and day compared to how it was, progress, real progress.

I was killed by NPC's :)

 
3.17.2 TOMORROW :D


Dynamic Events With the release of Alpha 3.17.2, you can expect both the Siege of Orison (NEW) and Jumptown events to be active on a rotating schedule for the two weeks following patch release. Rather than specific times, the events will run the entirety of the day they are scheduled, to accommodate all time zones. The full schedule will be available alongside the patch release.

New Player Cap With the release of Alpha 3.17.2, we plan to double the capacity of servers to 100 players per server, allowing more pilots to participate in large-scale dynamic events, community events, PvP encounters, and more. We know this change will come as a welcome surprise to many, and we'd be remiss if we didn't call out the incredible efforts happening behind the scenes to make this possible by our engineering and publishing teams. This change is a meaningful and crucial step towards the full experience of our shared massive universe, and we're happy to report that the team is making excellent progress. It is important to remember that an increase in players does introduce more potential for stability/performance issues, but rest assured that we'll be we'll be monitoring closely, making tweaks and injecting fixes on the backend based on our observations. This is made possible by our infrastructure now allowing us to deploy server side fixes, without the need for a patch release. Separately, we'll also utilize dynamically fluctuating server caps that will prioritize performance/stability. This means that some servers will have a cap less than 100, while others will have more. We plan to continue this initiative moving forward, with the goal of increasing the player cap per server as much as we can, while being mindful of the play experience. It is likely that we will run with a lower player cap (<100) during the Siege of Orison dynamic event, simply to account for initial gameplay balance/rewards being designed initially for a lower cap. However, Jumptown will likely have a 100 player cap per server enabled (so, get ready for mayhem). As always, we want to hear from you! Make sure to head over to our dedicated testing feedback threads and let us know about your experience.

Patch Wipe We announced a wipe for the live release of Alpha 3.17.2 back in June, and want to remind folks as such. While we anticipate wipes to be irregular (our last ones being way back in Alpha 3.8.2 and Alpha 3.15 ), as many of you already expect, we'll likely wipe again alongside the release of Alpha 3.18. This is simply due to the fact that the backend will have a major rework as long-awaited systems such as Persistence come online.

Database Wipe Stipend While we don't like having to initiate a database wipe, especially when it means elements of your hard work are reset, it is a necessary step needed from time to time while we're in Alpha. The good news is, alongside the release of Alpha 3.17.2, we have worked with the design team to distribute a generous quantity of aUEC based on the number of hours you played during Alpha 3.17.1. Once the patch goes live, you'll find these credits have already been delivered straight to your mobiGlas wallet.
 

Servers are going down now for deployment.

I will be playing it tomorrow after work, after they've hotfixed live and fixed the login servers ;)
 
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