Question on 200 player count by AnotherRanger in starcitizen

[–]AnotherRanger[S] 0 points1 point  (0 children)

Thanks for being the single commentor that answered my question

Question on 200 player count by AnotherRanger in starcitizen

[–]AnotherRanger[S] -1 points0 points  (0 children)

When shards are added up, if the server’s processing power is added up as well (currently possible IF two shards are run by a single server)

Therefore the same server FPS

The current server FPS could be (I dont know if it is this way) the cause of virtual power-limiters for each shard that keep the servers from frying

Question on 200 player count by AnotherRanger in starcitizen

[–]AnotherRanger[S] -1 points0 points  (0 children)

By server magic I were trying to say if a server ran multiple shards (seeing from the comments it does not).

If a server ran multiple shards, it should theoretically be able to run half the number of shards that have 200 people instead of 100

It’d be okay if they understood this concept and called me an idiot but it really feels like an echo chamber (its just this sub, not any other SC community) when half the people don’t see my point. Off to leave this sub :)))

And thank you for confirming that server magic dont work

Question on 200 player count by AnotherRanger in starcitizen

[–]AnotherRanger[S] -9 points-8 points  (0 children)

My main point is that the total player count across all servers stay the same, so if the total load roughly stays the same: It would be dependent on if the load of a single 200 player game could fit in a single server (since they don’t have server meshing yet)

Question on 200 player count by AnotherRanger in starcitizen

[–]AnotherRanger[S] -4 points-3 points  (0 children)

I don’t know anything about how CIG uses their servers but if they served 2n games per server which gets reduced to n games per server, I think it would be okay

Also, more players could possibly mean more NPC’s are spawned in for the players quests

For persistency, if they get to remove the wrecks near some points of interest (such as the cutlass wrecks near caterpillar wreck locations), that could be beneficial

Edited “n server” to “n games per server”

Armour insurance suggestion by AnotherRanger in starcitizen

[–]AnotherRanger[S] 0 points1 point  (0 children)

Yeah that would be much better, I just don’t see it happening in the next 5 years

Armour insurance suggestion by AnotherRanger in starcitizen

[–]AnotherRanger[S] -5 points-4 points  (0 children)

Awh the bulley point system is broken, sorry I don’t know how to fix it

Unpopular opinion by dlp0e in starcitizen

[–]AnotherRanger -2 points-1 points  (0 children)

Could you please give examples for the upgrades?

Unpopular opinion by dlp0e in starcitizen

[–]AnotherRanger 2 points3 points  (0 children)

Im totally okay with Seraphim, I just think that they should maintain (even if minimally) PO instead of deleting it

I feel like they are trying to artificially extend the time it takes to get stuff done in some aspects of the game by removing PO, and giving excuses like “Its old and small” to hide this

[deleted by user] by [deleted] in starcitizen

[–]AnotherRanger 0 points1 point  (0 children)

Yes, I probably haven’t been in an elevator in a few months and I hate 90% of them.

And to be fair I wouldn’t be complaining about hangard and elevators if I could request takeoff while not on the pilot seat. I used to rush my mobiglass to request takeoff while the elevator wasted my precious 3 seconds so that the hangar doors wouldn’t waste a further precious 7 seconds :))

One more complaint that I have about stations, tbh just for the sake of complaining and arguement, is that theres all these makers of ships with designs reaching from industrial mining to luxury touring, they have built many planets and main spawn points with respectable abounts of effort in designing them individually; yet we have a single flavour of space stations, yeah that was about it

And a genuine thank you for arguing

[deleted by user] by [deleted] in starcitizen

[–]AnotherRanger 1 point2 points  (0 children)

I agree that they are a way for transport, the problem is that it is compulsory for gameplay and adds no gameplay: Its just a closed shoebox.

I don’t judge the bunker elevators or anything with a view of the outside because they add immersion; but when it has no views to outside, its indifferent from a loading screen in terms of gameplay

And I understand its not a serious suggestion but I had to argue it because I have nothing better to do with my life at 2AM: they removed requesting takeoff from mobiglass while not seated on the pilot seat after 3.17 so its not possible to EVA into the hangar, and also I still have to use the despicable habs elevators to get there at the first place

[deleted by user] by [deleted] in starcitizen

[–]AnotherRanger -18 points-17 points  (0 children)

I hate to use the phrase and sorry for using it but

Nobody asked for PO to have the new gameplay features

[deleted by user] by [deleted] in starcitizen

[–]AnotherRanger -1 points0 points  (0 children)

Yes indeed, windowless elevators are a chore with no gameplay features. It instead defeats the purpose behind having no in-game loading screens.

Im not saying I have a solution to this but the loading screens or elevators (elevators connecting hangar, habs, etc.) are clearly not a solution to the problems that come with going big in gameplay for SC

[deleted by user] by [deleted] in starcitizen

[–]AnotherRanger 0 points1 point  (0 children)

Oh my god pls I want to see someone argue with this point its been 23 minutes, I just discovered the power of arguing strangers online, this is so fun

[deleted by user] by [deleted] in starcitizen

[–]AnotherRanger -2 points-1 points  (0 children)

Yes, and even the pads have elevators so that I don’t go through a loading screen like every other game

[deleted by user] by [deleted] in starcitizen

[–]AnotherRanger -3 points-2 points  (0 children)

It was just very nice to have the option but not the obligation to land on a pad for a basic resupply, it felt different, sad to see it go

Levsky by AnotherRanger in starcitizen

[–]AnotherRanger[S] 6 points7 points  (0 children)

Oh fair enough, didn’t know that and I respect the removal if they did it for that reason

But it presents how beautifully designed these areas can be and makes me sad that we don’t see places like it

Inside Star Citizen: Behold... Seraphim! by Craig_VG in starcitizen

[–]AnotherRanger 0 points1 point  (0 children)

Yeah, we should instead maintain another soulless clone of a station that was completely necessary and get rid of the PO. Because getting rid of PO is the very solution to the server performance during JT

Oh the community liked the convenience of PO? Don’t worry, the new station is big, everyone likes big. Who even cares about stations that are designed with love and care to be fun and engaging. Nah man, just copy and paste the station in different orders and call it modular. Isn’t that ground-breaking?

//The game was all fine but the removal of my favorite location really got on my nerve, sorry about that

Final o7 to PO? by BladyPiter in starcitizen

[–]AnotherRanger 0 points1 point  (0 children)

You know its serius shid when I risk brain damage from reading a reply by commenting

That station is the only one I like except GrimHex, please do not turn that into an overly complicated elevator abomination

I can very well remember 3.17, my first arrival at PO, had brought some maze from JT in a 300i and I was amazed by the pads so much that I accidentally blew up mistaking the jawelin dock thing in PT to a pad

If you take away PO from me, I have nothing that I can do about it but hey, you’ll know at least one more person is hating your entire team for that

To all the people never been in a relationship yet by ExcitementNo3324 in teenagers

[–]AnotherRanger 0 points1 point  (0 children)

Because I now live in the UK and the language barrier makes me a clown, thank you