limitedduck

joined 1 year ago
[–] limitedduck@awful.systems 3 points 1 month ago

It's a double edged sword. Everybody's got a different line for when something descriptive inadvertently becomes prescriptive

[–] limitedduck@awful.systems 2 points 1 month ago

The game being worked on now isn't really the same game that was originally backed. They essentially had to restart development a few years after the campaign because the scope had expanded. The tech at the time didn't cut it so they've spent most of the time since then creating new tech that would

[–] limitedduck@awful.systems 9 points 1 month ago

After the presentation they recorded a new no-crash version and uploaded that to YouTube as well. They wanted to risk the crashes during the presentation to show it was a live, playable demo

[–] limitedduck@awful.systems 2 points 1 month ago (5 children)

I would say private server is more what you're referring to, also CIG's wording, but maybe agree to disagree. A quick search says that they haven't cancelled that feature, but it'll appropriately be the very last thing they work on

[–] limitedduck@awful.systems 3 points 1 month ago* (last edited 1 month ago) (7 children)

How are they gone? The current servers are hosted by CIG, there's no p2p or player hosted servers. How would that even work for an MMO?

[–] limitedduck@awful.systems 12 points 1 month ago

Meshing tests have gone up to 2000 and the shards that were left on overnight were 300-500. The current evocati build of 4.0 has meshing enabled, just limited to 100 for now

[–] limitedduck@awful.systems 11 points 1 month ago (12 children)

Personally, I don't think they should be aiming for 100 anymore, even if it was promised. That number was for the original pitch and was arbitrarily high since it was for a much shallower and easier to create game

[–] limitedduck@awful.systems 25 points 1 month ago (15 children)

Today was day one of Citizencon and CIG revealed a lot of stuff that shows they're still working to give players the game they want. Most of it was actually tech to answer the scalability problem for everyone wondering how they're going to get to 100 star systems when they still only have 1

[–] limitedduck@awful.systems 2 points 1 month ago

The problems they're calling out aren't really specific to anything though. They're just kind of generalizations that sound like they got formed from news articles rather than observing the development progress.

[–] limitedduck@awful.systems 4 points 1 month ago

You have the option to buy most ships with real money, but the general cycle is about 6 months after release into the persistent universe the ships are purchasable with in-game money. The only reason to spend real money on SC is if you can't wait those 6 months, want to support development, or don't want to bother with in-game money for whatever reason. There are some exception ships though.

As for the detail, there are big differences between SC and ED. For one, SC ships have completely modeled interiors since the intended gameplay is for you to manually board your ship from outside. ED has no ship interiors as far as I know, just cockpits and exteriors, no matter how big the ship is. SC also has more ships than ED even excluding all the SC ship variants, ground vehicles, and ships that don't do Quantum jumps, the frame shift equivalent of ED.

[–] limitedduck@awful.systems 3 points 1 month ago

True, I forgot about this.

[–] limitedduck@awful.systems 2 points 1 month ago

I think people can take issue with the funding model while still believing in the development effort as a whole. The funding model can change, after all.

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