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

Yes. custodian SMG is a tiny item that in theory yea you dont care but what about a ship you just bought down and u are salvaging it and in another server that ship respawns there and someone sees it there and blows i for fun and poof the derelict ship you are trying to salvage its hull, components and cargo just goes poof gone?

The custodian smg is only one item that i mentioned but the same rule applied to ships, cargo, future player bases, dynamic events that leave derelicted ships etc etc

They have already said it will work (maybe not initially) that all server locations will have items in same state and location including things like outposts etc. However if someone is doing something like salvaging it in one location it becomes a locked state in all other regions and so the state will only update when nobody is in proximity. Now if that ever happens and works is a different thing but that was their intention. It might be annoying that you can't interact with something because of it being locked in another region server but hopefully that wont be so common since for the most part most regions longer term are meant to be like Europe, North America, Asia as such and thus different time zones when majority play and such things and plus the amount of players per region would be tens of thousands so finding a wreck and it not being gone in like 30 mins of being found is unlikely.

So with that there no reason weapons, armours, small cargo can't be left in unlocked state and anyone can take as such a small element. However derelicts, outposts, ships etc would be in a locked state even if open in another server.
 
They have already said it will work (maybe not initially) that all server locations will have items in same state and location including things like outposts etc. However if someone is doing something like salvaging it in one location it becomes a locked state in all other regions and so the state will only update when nobody is in proximity. Now if that ever happens and works is a different thing but that was their intention. It might be annoying that you can't interact with something because of it being locked in another region server but hopefully that wont be so common since for the most part most regions longer term are meant to be like Europe, North America, Asia as such and thus different time zones when majority play and such things and plus the amount of players per region would be tens of thousands so finding a wreck and it not being gone in like 30 mins of being found is unlikely.

So with that there no reason weapons, armours, small cargo can't be left in unlocked state and anyone can take as such a small element. However derelicts, outposts, ships etc would be in a locked state even if open in another server.
This best explains the issue with PES.

 
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Nice looking caves
Was a rubbish episode, caves were meh. They literally said no gameplay/missions. They still bland tbh and missing so much. The second half of video just don't care about it and talking head with nothing to show so what point.
Yearly check in. Still no S42. Back in 2023.
Ha, check back 2025. Might be just about there then ;)
 
Was a rubbish episode, caves were meh. They literally said no gameplay/missions. They still bland tbh and missing so much. The second half of video just don't care about it and talking head with nothing to show so what point.

Ha, check back 2025. Might be just about there then ;)
Yea it was an OK episode. I think they have 5 more episodes left and jarad said they will show cargo refactor, salvaging and other stuff in the ISC.

Cant give us the nice juicy ISC so early on hehe

TBH, salvaging and cargo refactor neeeds its own SC LIVE/CAD episode, not a ISC that lasts less than 10mins
 
Yea it was an OK episode. I think they have 5 more episodes left and jarad said they will show cargo refactor, salvaging and other stuff in the ISC.

Cant give us the nice juicy ISC so early on hehe

TBH, salvaging and cargo refactor neeeds its own SC LIVE/CAD episode, not a ISC that lasts less than 10mins
Depends how little we get for salvage and the cargo refactor. If it anything like any other implementation it will be half done at best anyways and be so shallow 5mins for each will do it. I have long given up on SC having proper depth to any game mechanic tbh.
 
Quite a lot of us here are enthusiasts, we quite often perhaps know less than we think we do, no doubt, but we are also not complete normies.

This whole thing started as someone, in the other thread, pointed out the high load Spiderman was putting on the CPU, quite good CPU's like the 9900K and even the 10900K, the latter is a pretty serious CPU by right here and now standards.

I made the point that its probably due to the game streaming data in and out constantly on the fly, that this is a new direction for the development of game worlds, new as in not original but different to the norm, i pointed out the benefits of this new way is larger and more complex game worlds than we have been, up to now, used to.
I made the point that its greatly improving hardware that's these things possible, its progress and its a rather good thing.

As a game developer you will know exactly what i'm talking about when i make the point that due to fixed hardware games can be better optimised on consoles than they can on PC, a PC runs through middleware to make it run smoothly on the infinite number of hardware configurations the home PC has, that has a cost.
To give you one example: Nvidia use software based thread scheduling, its using CPU cycles just to run the driver, up to about 30%, that is up to 30% of CPU cycles the game does not have available to it and its putting that much more load on it.
The consoles don't have that problem, not least because they run AMD hardware which has dedicated thread scheduling hardware on the GPU.
That's possibly one reason, among many others, for the high CPU load on the PC version of Spiderman.

So, i used Star Citizen as a prime example of what's possible in terms of scale and complexity with this type of game development technology, you may disagree, as you do given the point of contention here is your blanket dismissal of that argument, but there is nothing, literally nothing that comes close to Star Citizen in scale and complexity.

This game is a controversial subject, a small number of people very loudly have an irrational hate of it, they are recognised as such by the way they make broad sweeping statements without ever explaining their reasoning, this is the impression we all get from your postings here.
If you actually want to engage in an interesting and meaningful debate, please do so, you may have to come down a bit to our level, but as i said, we aren't completely clueless on this stuff.
Games like Spiderman were before and we're already used to them. Sure, for a tech guy, from an academic perspective, is nice that it can run (stream) well on PS4 or whatever - after all, gameplay is still relative simplistic. The optimization "problem" kinda fades into irrelevance since the hardware on PC is only getting stronger (plus SC/SQ42 engine is not yet moved completly to Gen12 and we can't run it outside the "MP limited by server scenario"), allowing more complexity in games - such as SC/SQ42. From a gamer perspective, I'm more impressed by what SC/SQ42 is doing and aiming to do than how well a game runs on an old piece of hardware. :)
 
"two weeks" ;)

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