I got the email, what’s the summary for 3.1?3.1 is live now
Here are the patch notes...I haven't played in 3.1 yet, still downloading.I got the email, what’s the summary for 3.1?
Did you hop on after the opened the PTU to the last wave?For me 3.1 PTU runs as bad as 3.0.
In Arena Commander Free Flight singleplayer I have 60 fps, but Universe is unplayable.
After PTU went open.Did you hop on after the opened the PTU to the last wave?
I'm kinda glad because I think it's going to force their hand on persistence and properly reconnecting players.Man, reaction to this patch on the CIG forums has been brutal thus far.
I agree. I think persistence is one of the main core functionality pieces that has yet to be implemented (I still think there is netcode work that needs to be done, but it is possible that the "buggy" ships might simply be the issue). Not really sure why they wouldn't run a test on the PTU removing some of those buggy ships to see if they are in fact the cause, yank them out, and then get some people to spend the time to look at them and only bring them back once they are fixed.When playing in the early evocati builds, they removed certain ships. in chat the devs said the ships they removed were the 'least efficient' and were known to cause a server wide performance hit for w/e reason.
Those builds were fantastic. 60fps on very high with a 970gtx/4790/16gb/ssd without any lag or hitches. Really gave me hope.
once they started adding reclaimers and allowing all ships to be spawned, it went to shit again.
This is why I think they need to get all useful hands on deck and knock out some deeper levels of persistence and crash recovery. It'd get everyone away from constantly respawning at Port Olisar and fewer ships would be used since there'd be less claims.
During Evocati, there was a string of builds where we had a very limited list of ships to use. In chat, the devs said these were the 'known' polished ships that haven't been known to have bugs. The server ran like warm butter down a vertical pancake.I agree. I think persistence is one of the main core functionality pieces that has yet to be implemented (I still think there is netcode work that needs to be done, but it is possible that the "buggy" ships might simply be the issue). Not really sure why they wouldn't run a test on the PTU removing some of those buggy ships to see if they are in fact the cause, yank them out, and then get some people to spend the time to look at them and only bring them back once they are fixed.
If official release is important to you, I'd check back in 2020. Development progress is slow and really doesn't show any signs of accelerating.Had this game been officially released yet?
That's date is rather optimistic isn't it?If official release is important to you, I'd check back in 2020. Development progress is slow and really doesn't show any signs of accelerating.
Yea, I'm seeing lots of children inheriting these digital assests in wills in mint never used condition.That's date is rather optimistic isn't it?
Well to be clear, I'm not advocating that release will be in 2020. I'm saying to check back in 2020 because by then we should have a better idea on if/when a release will occur.That's date is rather optimistic isn't it?
I firmly believe this is why they've been focusing on buildings tools as much as anything else. Because when the time comes, and it will, they'll need to slim down, and if they can slim down to a 'content creation' studio it'll fair much better for them in the long run.Well to be clear, I'm not advocating that release will be in 2020. I'm saying to check back in 2020 because by then we should have a better idea on if/when a release will occur.
I'm not a doom-and-gloomer, but I think their funding starts to run dry possibly as soon as this year. Ideas, assets, mechanics get cut. And what gets released is an abbreviated version of the ever expanding vision that is Star Citizen. And by 2020 we should know much more about that......
I see what you did thereI firmly believe this is why they've been focusing on buildings tools as much as anything else. Because when the time comes, and it will, they'll need to slim down, and if they can slim down to a 'content creation' studio it'll fair much better for them in the long run.
The focus on creating tools is a good move for asset creation. But I don't think you can procedurally generate game mechanics. And as of today, the promised or alluded to list of game mechanics is a mile wide and an inch deep. I'm more concerned about gameplay/mechanics than I am assets like moons and cities.I firmly believe this is why they've been focusing on buildings tools as much as anything else. Because when the time comes, and it will, they'll need to slim down, and if they can slim down to a 'content creation' studio it'll fair much better for them in the long run.
You're absolutely right. I think it's imperative that they knock out the gameplay mechanics asap.The focus on creating tools is a good move for asset creation. But I don't think you can procedurally generate game mechanics. And as of today, the promised or alluded to list of game mechanics is a mile wide and an inch deep. I'm more concerned about gameplay/mechanics than I am assets like moons and cities.
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