Don’t Think, Just Jam

  • 92 Posts
  • 109 Comments
Joined 1 year ago
cake
Cake day: November 25th, 2023

help-circle


  • That’s what happens when you leave the public facing part of the project with a skeleton crew and force everyone else to work on big boss’ darling behind closed doors. Not that I’m defending this approach but it is what it is. ╮( ˘ 、 ˘ )╭

    It might interest you that Evocati is suppose to test a potential 4.0 release candidate for wave 1. Chance to test SM on live servers within the next quarter is more and more probable.



  • Welp, since you beat me to it I’ll just drop my usual TL;DW here.

    Guests:

    • Ivan Corbett, Producer II
    • Benoit Beausjour, Chief Technology Officer
    • Jordan Wood, Network Programmer III

    TL;DW:

    • Server meshing is tested with players because they break stuff.
    • High player limits (500+) help figure out bottlenecks.
    • Replication Message Queue is one of the results of those high capacity tests.
    • RMQ fixed initial problems but revealed a bunch of new ones with high latency and packet losses.
    • Lack of paralliziation was another problem not found until RMQ made it in.
    • Entity synchronization (binding) also had to be optimized (example provided talks about 3 million entities per shard after a week of running a server).
    • Current hope is to improve the network performance 10x or more and find the next set of bottlenecks.






  • I came back to Cyberpunk 2077 recently. First time touching the game since the 2.0 update and I have to say I’m a bit mixed on the changes (I actually reinstalled the legacy version to make sure I’m not just misremembering things).

    I’ll probably post a longer write up once I’m done with my playthrough (or at least do more testing and comparison between both version) but for now my main takeaway is this: I like the new content and all the technical improvements, gameplay, while better from a design and balance perspective, lost some of the fun for me in the process. It’s still a great title and I enjoy it quite a bit but yeah… I miss some of the old unbalanced jank of a game we had before.







  • I currently doing a playthrough funnily enough, didn’t realize it was so close to an anniversary.

    I’ve been spending more time exploring and doing side activities this time around, just driving around and taking photos. It ended up being quite a surprising experience. I was surprised with how easy the game is, how fast the story moves or how empty some parts of the world are (makes sense considering when it released). Taking the world in a more touristy way was an interesting change compared to how I experienced those games before. It’s also a way of playing I’ve been trying to move towards more and more recently (doing the same with Cyberpunk as well).

    I still think it’s a great game but IV and, to lesser extent, Vice City are probably my favorites as far as mainline games are concerned. IV especially as it had a nice grounded approach to gameplay with weighty movement, interactions and driving, as well as the story - it sucks most people hated this as GTAV ended up being a rather mid experience for me.




  • New update from John.

    Hey everyone,

    I realise my previous comments may have given the wrong impression, and I spoke too soon on this topic. I’ve since regrouped with the larger team(s) to ensure we’re all fully aligned on the Galaxy’s future. To clarify: while there’s no base-building module currently in active development for the Galaxy, we’re fully committed to enabling a large base-building drone module for it down the line. The Galaxy won’t be the first ship for building large-scale structures when base building launches, but will come soon-after, and its potential for that role is very much intact.

    My earlier comment about when things are “speculative” was incorrect. We want to make sure that when we walk on stage, during ISC, or in any presentation, you can walk away feeling confident in the information we share.

    We’ll share more information on this module as it becomes available. Thanks for all of the feedback, and I’ll be monitoring threads closely if you have any more questions.



  • It would be nice if the actually communicated these changes without players having to force answers out of them, that’s for sure. I agree that things can change and people shouldn’t take everything said for a 100% promise and sure, the concept page doesn’t mention it, but if things they say during their own convention can’t be taken as truthful then what’s even the point of CitizenCon? Other than generate hype and money that is.

    Things like this only reaffirm my stance of “if it’s not in the game it doesn’t exist”. Sucks for people who try to support the project based on good faith towards CIG though.


  • I mean, it’s yet another case of CIG saying something to sell people on a specific idea then changing their mind without informing those who spent money on that thing. People wouldn’t even know ship they bought lost one of its gameplay features without randoms on Spectrum asking about it.

    Things change, sure, but removing functionality just to sell it again with another ship AND without openly informing about said change of plans (remember “open development”?) kinda stinks.





  • I mean… fair or not, a lot of it is CIG’s own doing. They were the ones who over promised and under delivered time and time again. Add their monetization scheme, scummy marketing and open development (but mostly when it suits them) and suddenly there’s A LOT of ammo to criticize them.

    Don’t take me wrong, there’s plenty of bad faith and uninformed discussions and reporting as well but this is not just a case of “poor CIG did nothing wrong and everyone hates them for shits and giggles”.

    Maybe things will improve as the game gets closer to what it was promised as but until then general public has no reason to give them the benefit of a doubt anymore. CIG made sure of that themselves.


  • Well, my thoughts were always “I’m here for SC, don’t really care about Squadron” and this showcase did nothing to change my mind. Sucks we’ll have to wait even longer for PU to become the important part…

    Some random notes from my watch:

    • Camera work (mostly cuts) is… it looks really rough and kind of random at times. These guys aren’t Kojima or Santa Monica Studio, that’s for sure.
    • Player character not replying or reacting to anything during gameplay segments feels weird, especially so when background/secondary NPC dialog works pretty well.
    • NPC camera popping in and out whenever they utter a sound is distracting.
    • Why are there still no flak guns on those ships?!
    • Turret section looks incredibly dull, don’t know if it’s the result of the new flight mechanics and tuning or devs decided to script enemy ships this way but this duck gallery ain’t it.
    • I haven’t played since the gun model update came in but boy do those iron sights look comical.
    • So… how does open helmet work in space?
    • Those Vanduul fights look rough.
    • Sneak peek into piloting capital ships?
    • At least it looks pretty, I guess.
    • Ahh… 2026 - 2 years away, every year.

    I didn’t mind the cutscene to gameplay ratio since it’s the tutorial/prologue sequence, I just wish both parts were better. I hope Wing Commander fans will be happy with the final release, whenever that happens.

    Didn’t have time to check out the rest of the day yet, hopefully there will be something interesting for me there.