Report exposes Star Citizen's troubled development

Interesting. Do you have a link?
Sure thing! Below is what I'd consider a pretty easy to digest run down:
Here's a YouTube Playlist from the "YouTuber Law" guy that goes a bit more in-depth with it all:
Here's a link to the documents from the latest amended complaints:
https://www.reddit.com/r/starcitizen/comments/ao3f6w/crytek_vs_cig_answer_to_2nd_amended_complaint/
The truth is, just Google "Crytek vs CIG" and you'll get a ton of info. TL;DR is simply, Crytek barely have a leg to stand on and clearly just wanted some money.
I am a backer, but I just have not had the time to do much with the game. That is about to change, though.
Only thing I would suggest when installing the game is put it on an SSD, the fastest one you have if you can, it seems to make a world of difference not just in loading times but stutter and framerate. Probably down to how much data it streams in and out while travelling around the verse.
The server problem sounds like it is a major thing to overcome, and I hope they find their way. Is there any word as to whether they think the problem is solvable?
This is currently the biggest challenge they face and probably ever will. They do believe it's something they can overcome, they just need time to create the systems to make it possible. Here are some posts from the developers explaining their plans and how they are going to overcome it:
https://robertsspaceindustries.com/...m/50259/thread/how-is-server-meshing-possible
https://robertsspaceindustries.com/...d/server-side-ocs-hope-a-dev-see-that/2110582
https://robertsspaceindustries.com/...meshing-dependent-on-full-persistence/2110455
BoredGamer recently went to BritizenCon and got to speak to the developers about Server Meshing and he summed it up quite nicely:
The article is well documented and was made with the help of tens of former employees. The mismanagement and problems of CIG is nothing new, it has always been like this.

So far I've seen zero evidence that the game will ever be completed. It has the same rotten smell as Anthem.
I'm sorry, but you simply are wrong, 3-4 years ago it would have been correct but that's not how CIG is run any more and hasn't been for years now. All the mismanagement and problems are from when Chris Roberts had way to much input. Now he's let go and a proper team is in there and he's doing what he should of from the start, it's been making massive strides in the last couple of years.

I think it needs to be noted as well, this is the first game being developed alongside it's backers and completely open for the world to see. I would place my life's savings many other games had way worse management but because they were developed behind closed doors we simply do not know about it.
 
They plan to have every single player of Star Citizen on a single, giant instance of the game. Again, unless someone can correct me, this has never been done before.

EVE Online. Which also has major issues once player count in specific regions hits the thousands. Time Dilation works for a game like Eve...not so much for this. Their server side problems are frankly insurmountable.
 
EVE Online. Which also has major issues once player count in specific regions hits the thousands. Time Dilation works for a game like Eve...not so much for this. Their server side problems are frankly insurmountable.
Ah! EVE! Had completely forgotten about Eve Online! Now you're talking!

Yeah their Server Side problems are pretty intense and now they're hitting the limits of single server instances it's coming to light how much work it's going to be or even if it's possible.

In a video I linked above it's explained by one of the Networking Developers that they are looking to lock into regions (US, EU, Asia etc...) at first so their will be 4-5 Instances, this is for latency purposes and I suspect to help out with scenario's like the one you mentioned.

One of the developers in the forum also explains they're looking into a certain type of instancing so you can only see players to a certain distance and this will be adjustable on the fly. So lets say there is a huge battle with potentially thousands of players, as you fly around in the battle, it'll dynamically load in and out (including server updates to and from your client) players of a certain distance and therefore reduce the load on the server drastically, rather than trying to update 3000 clients of the position of 3000 players 30 times a second, it'll be closer to 100's of player positions per client.

They are also quite thoroughly integrated with Amazon's AWS and they will have the ability to spin-up more servers on the fly if an area gets particularly busy.
 
Ah! EVE! Had completely forgotten about Eve Online! Now you're talking!

Yeah their Server Side problems are pretty intense and now they're hitting the limits of single server instances it's coming to light how much work it's going to be or even if it's possible.

In a video I linked above it's explained by one of the Networking Developers that they are looking to lock into regions (US, EU, Asia etc...) at first so their will be 4-5 Instances, this is for latency purposes and I suspect to help out with scenario's like the one you mentioned.

One of the developers in the forum also explains they're looking into a certain type of instancing so you can only see players to a certain distance and this will be adjustable on the fly. So lets say there is a huge battle with potentially thousands of players, as you fly around in the battle, it'll dynamically load in and out (including server updates to and from your client) players of a certain distance and therefore reduce the load on the server drastically, rather than trying to update 3000 clients of the position of 3000 players 30 times a second, it'll be closer to 100's of player positions per client.

They are also quite thoroughly integrated with Amazon's AWS and they will have the ability to spin-up more servers on the fly if an area gets particularly busy.
That kind of dynamic loading will break the gameplay, especially for those that work in fleets. I just can't see any way they can make SC support more than a few hundred at a time on a single server. Their server load is nothing to scoff at and it is a result of feature creeping.
 
That kind of dynamic loading will break the gameplay, especially for those that work in fleets. I just can't see any way they can make SC support more than a few hundred at a time on a single server. Their server load is nothing to scoff at and it is a result of feature creeping.

Feature creep is Chris Roberts MO.

But yes, no matter what you do you run into the same problem literally every other MMO has run into: At some point, your server backend can't handle more then "X" players in one area at a time. Certain MMOs can get around this by slowing down (EVE), but any that are reaction sensitive can not go that route. At that point, your only real option is to limit player count.

I'll say it again, if SC ever "releases" it will be a mess of systems that barely work together (if at all), and the sheer lack of "doing stuff" content will cause it to mostly die off in short order. Sure, exiting your craft to physically walk to a shop is interesting...for the first couple of times. But it slows everything down and the novelty will wear off fast.

If you want an actual game, there's a simple solution: Fire Chris Roberts and put an actual program manager in charge.
 
Ah! EVE! Had completely forgotten about Eve Online! Now you're talking!

Yeah their Server Side problems are pretty intense and now they're hitting the limits of single server instances it's coming to light how much work it's going to be or even if it's possible.

In a video I linked above it's explained by one of the Networking Developers that they are looking to lock into regions (US, EU, Asia etc...) at first so their will be 4-5 Instances, this is for latency purposes and I suspect to help out with scenario's like the one you mentioned.

One of the developers in the forum also explains they're looking into a certain type of instancing so you can only see players to a certain distance and this will be adjustable on the fly. So lets say there is a huge battle with potentially thousands of players, as you fly around in the battle, it'll dynamically load in and out (including server updates to and from your client) players of a certain distance and therefore reduce the load on the server drastically, rather than trying to update 3000 clients of the position of 3000 players 30 times a second, it'll be closer to 100's of player positions per client.

They are also quite thoroughly integrated with Amazon's AWS and they will have the ability to spin-up more servers on the fly if an area gets particularly busy.
That kind of dynamic loading will break the gameplay, especially for those that work in fleets. I just can't see any way they can make SC support more than a few hundred at a time on a single server. Their server load is nothing to scoff at and it is a result of feature creeping.
Sounds like they plan on distributing the load to more than one server. This design pattern (for those versed in software engineering principles) is not new. In the HPC realm, this is called "distributed computing" and it sounds like it is done in various other games, one I remember being mentioned is Battlefield V. However, read the links @Burty117 posted.

Note that this is also done between clients, too. A particular client, meaning anyone running the game from their own personal computer, is responsible for the actions of the player in the game. What they are intending to do is to apply that pattern, I.e., a particular PC (I.e., server, client), to the universe as a whole. Obviously, they have to since no single computer could possibly run the entire game for everyone.

Did I say this was going to work? No, I did not. That's the nature of software development. You try something and iterate through until you have something that approaches what you really want.

As to this being part of feature creep, I have to say that I disagree. With the promise of multiple planetary/star systems in the game basically from day one, this was something that was going to be needed from day one. As I see it, now that development has progressed as far as it has, they see that their current method is inadequate and they are working to implement something better.

@Burty117 Thanks for all the info.

I was thinking the same thing about Crytek - they saw SC had deep pockets and wanted to siphon off some of those funds. However, it sounds like Crytek was having problems, and may even have wanted to gain some insight into the SC code, and then use those practices in their own code. In other words, gain intellectual property for their own use.

@midian182 We have the fact that the Crytek v Cig lawsuit was filed splashed around the web, and for sure, at the time it was newsworthy, however, why have we not heard about this significant development?

Here's a couple summaries of the current state of the lawsuit:
https://www.space4games.com/en/star...-motion-to-dismiss-partially-granted/id-1389/

The lawsuit is not over yet, but it sounds like CIG scored a slam dunk over perhaps the major one of Crytek's claims because part of the basis that Crytek was claiming that CIG violated was an item specifically allowed in the contract between Crytek and CIG.

I have to say WTF to that. Any entity trying to sue saying they violated a clause in their contract that was specifically allowed by the contract has to be either insane, or extremely desperate, IMO.

And that link in Burty's post to whether or not anyone was due a refund, from day one, is interesting. The short answer, NO.

IMO, this article by Forbes (an entity widely respected in the business world) rests on some very narrow and outdated material. I expected better from Forbes. To me, it seems like they dropped the ball on this one, and the sensationalism and attention it would get them is what they were after.
 
That kind of dynamic loading will break the gameplay, especially for those that work in fleets. I just can't see any way they can make SC support more than a few hundred at a time on a single server.
Definitely, Hey, I'm an IT geek as much as many of you are here and I think something we can all agree on is that we find it very hard to believe they will pull this off. Something I will say is that their servers so far in development have been terrible, just rubbish and I've seen very little progress on it compared to everything else in the game. All I've said and linked to is their vision and their current plans for getting these issues ironed out and how they want it to work going forwards.
Their server load is nothing to scoff at and it is a result of feature creeping.
Feature creep is Chris Roberts MO.
You're both wrong, this was always the case from Day 1, they always needed to get the servers working in a way that allowed so many players. Nothing to do with Feature Creep.

On the subject of Feature Creep, lets have a look at the last time they promised a new feature: https://robertsspaceindustries.com/funding-goals
Yeah, like I've been saying in the comment section the entire time, this behavior hasn't existed for years now. Unfortunately the Media really like to put the words "Feature Creep" and "Star Citizen" together when really it should be "Feature Creep" and "Lying through his teeth Chris Roberts".
@Burty117 Thanks for all the info.
No worries, I should add, I'm not here defending Star Citizen because I have some investment in it or anything, far from it. I spent my time watching the development and got involved a bit early last year and the amount of articles that just aren't true is astounding. For Journalists to do such hit pieces years after most of the issues have been ironed out is the reason no one really trusts Journalists anymore.
 
Definitely, Hey, I'm an IT geek as much as many of you are here and I think something we can all agree on is that we find it very hard to believe they will pull this off.
I absolutely agree with you on this. I am not saying that they cannot, however, I do not see this as an easy task especially as they describe distributing the load for crowded sessions to multiple servers. Synchronization of the pertinent data between the servers seems like the most complicated issue that they will face. But if they accomplish this, with any luck, the biggest issue they currently face will be solved.

No worries, I should add, I'm not here defending Star Citizen because I have some investment in it or anything, far from it. I spent my time watching the development and got involved a bit early last year and the amount of articles that just aren't true is astounding. For Journalists to do such hit pieces years after most of the issues have been ironed out is the reason no one really trusts Journalists anymore.
Like I said, I find it hard to believe that something like this came out of Forbes.
 
"read one complaint from a Florida resident who had spent $1,000"


..You were stupid enough to spend $1K, on a game, A GAME!!!

...Get a life.

I'm stupid enough to spend $1,000 on car parts. Value is in the eye of the hobbyist. The guy invested in something that's still not even close to fruition 7 years later...This game is getting closer to scam status every time I read an article about it.
I know guys who do car fix/repair as an hobby and take years, spend thousands... I won't call their hobby scam because they did not finish it a month or year.

Two Triple-A (Solo + MMO sharing assets) starting from scratch end of Kickstarter end of Nov. With zero studios, zero pipelines, 6 M$ and and 12 guys.

Now in 2019: +500 devs quarterly patch, a Beta (SQ42 Solo game) in 5 quarters, free week (twice a year) to let everyone (not only backers) check how the project is progressing (despite being in Alpha hence bugs and crash.
A company valued by Independent Auditors at +460M end of 2018 wile pledges only was 210M$. We need more CEO like CR and les of Publishers re-skinned triple-A they serve us last 10 years.


The Scam is he lied about it all along.

He has not been remotely honest about how long this would take or how much it would cost.

now he has run out of cash and there is no MMO and no single player game and a lot of people holding $1000 plus JPEGs of space ships...

Nothing remotely like the picture you paint.

OH and there is a law suit between him and Crytek where Crytek are represented by one of the largest Law firms on the planet - who are a lot more choosy about how and with whom they do business than Croberts,
The biggest scam is those leaving leaving misleading comments:
- Lie: He did not lie. A pool was done, scope change to Two triple-A was communicated, backers kept throwing in + 30M$ each year, AFTER the scope change mid-2014. You can pretend backers believed making 2 triple-A was going to take 2 years, all starting from scratch. Most individual are nor blind neither *****.

- Out of cash: There is a prophecy "collapse 90 days top for sure!" done by internet "expert" back in... 2015. IF you read the articles, they are talking about 300M$. They published their Finance since the beginning and toal expenses are around 200M$. Now use some math and add the monthly pledges that keep coming in at the same trend than 2018... the best pledges eyar ever!

- Crytek law suit: Crockery have dismissed three times in a row by a US court. Now CIG is able to counter-attack and request 3M$ of damage

The project has never been stronger, both financially (company valued by Independent Auditors +460M$ end of 2018) and pipelines able to deliver quarterly aptch with 12 month ahead of visibility and Beta (SQ42) in 5 (FIVE) quarters.
 
Sad to see you report on "reputable" Forbes article which is full of inaccuracies.
The article is well documented and was made with the help of tens of former employees. The mismanagement and problems of CIG is nothing new, it has always been like this.

So far I've seen zero evidence that the game will ever be completed. It has the same rotten smell as Anthem.
Lol.... the article mention 20 ex-employees all anon except one. The very same number than Escapist back in 2017. So :

- The number of ex-employees did not grow up since 2017? Sounds like good management!
- Escapist who did mention the same facts have to remove the story from their site... and the blogger have been FIRED.
- last but not least, with an average turn over of 6% in industry, they add a cumulative employees x years of 6413 employees hence 384 ex-employees. So they find (if true) 20.... out of 20 how many were potentially fired? I pick CR as HR manager anytime. 20 unsatisfied ex-employees versus 384 that is the best satisfaction rate of the all industry worldwide :)
 
They must be doing something right because my master set is worth $1400 on the grey market now when it only cost me $900
Rare ships are gaining in value and people are getting jealous
Good point. The grey market never lie as it is not controlled by either CIG, Backers or Click-bait bloggers :)
 
Lol.... the article mention 20 ex-employees all anon except one. The very same number than Escapist back in 2017. So :

- The number of ex-employees did not grow up since 2017? Sounds like good management!
- Escapist who did mention the same alternative facts have to remove the story from their site... and the blogger have been FIRED.
Fixed that for you! ;)
 
Shocking, I can certainly understand the desire to do more when you have more. But there comes a point when your 5 years overdue and you just have to set the boundries of what the game is going to be and release it when you hit them.
 
I see 100.000's people around the world paying x thousands $ for a Football league match (replace Football by whatever you want). 3 hours= Thousands $. Gone. For ever. Depending on the seat and date, it is hundreds.

Those few "whales" spending more than 35/45$ to support the project (1.1 Million backers so far) will enjoy their pledge during game development and after. +50 hours for Squadron 42 (solo) and hundreds hours for Star Citizen (MMO)

So double standard depending on what the money is spent? In short do what you want with your cash.

7 years later, no sense of any really playable game. Not the same at all.
 
Meh...this is simple. If you were running a business and had employees or managers that simply just keep redoing the same work over and over and never accomplish anything you would count your losses and fire them. If you paid any amount of money to this thing and didn't get what you wanted, that's on you. It was very clear to me at the start and 7 years later, we're still here, that this was a sham. It doesn't take that amount of money to do what they're doing. Time...maybe. Money, no.

You can try to debate that all you like, but they're still trying to sell stupid crap for crazy amounts of money while never actually completing any real parts of this thing? That should fire off alarms.
 
Meh...this is simple. If you were running a business and had employees or managers that simply just keep redoing the same work over and over and never accomplish anything you would count your losses and fire them. If you paid any amount of money to this thing and didn't get what you wanted, that's on you. It was very clear to me at the start and 7 years later, we're still here, that this was a sham. It doesn't take that amount of money to do what they're doing. Time...maybe. Money, no.

You can try to debate that all you like, but they're still trying to sell stupid crap for crazy amounts of money while never actually completing any real parts of this thing? That should fire off alarms.
I appreciate hearing your opinion, however, if you choose to ignore recent video evidence that shows the basis of a playable game, that is your prerogative.

Not only is there a basis for a playable game, there is a basis for being able to play the game outside of the framework of the game's story line. Organizations within the game do it all the time with multiple players.

A debate is best founded on concrete evidence. So far, I find that there is no concrete evidence in your posts that support what you say. In fact, there is more evidence, in at least video captures by interested players - not just CIG promos, to support the other side of the view.

Most of what you say has been debunked, and there have been significant changes in the organization of the CIG that happened a few years back; simply put, the conditions that led to the primary complaints basically no longer exist. News organizations these days, even those that are supposed to be more reputable like Forbes, are interested in ratings and clicks.

Its a sad day, IMO, when a reputable news outlet like Forbes publishes material that has been debunked from a supposed few, anonymous and disgruntled ex-employees.

As a not so involved backer, I would have to say that if there are serious issues at CIG, it would show. There literally would be no progress alongside the reworks of things like ship designs. However, reworking the ship designs is not the only activity that occupies the developers and it is apparent, even to a not so involved backer like me.

You are right, though. CIG could just decide at any time to throw up their hands and say, sorry, we failed - and we spent all your money. Anyone, and everyone buying into the game from day one should know this if they read the agreement.

Still, I would have to say that since it has been in the agreement from day one that no one is due a refund, CIG has been at least accommodating in giving refunds to a few that have so far requested it.
 
As a not so involved backer, I would have to say that if there are serious issues at CIG, it would show. There literally would be no progress alongside the reworks of things like ship designs. However, reworking the ship designs is not the only activity that occupies the developers and it is apparent, even to a not so involved backer like me.

You are right, though. CIG could just decide at any time to throw up their hands and say, sorry, we failed - and we spent all your money. Anyone, and everyone buying into the game from day one should know this if they read the agreement.

Still, I would have to say that since it has been in the agreement from day one that no one is due a refund, CIG has been at least accommodating in giving refunds to a few that have so far requested it.

Enron, Theranos, I can think of plenty of scams that might not have even started life as scams but eventually the pressure of trying to keep paying for the project caused failures in judgement. The big question for me isn't if it started as a scam, I dont think it did. The question for me is if it can be done at all at this point. Something was supposed to be finished years ago, and its still a pretty tech demo. I hope they finish it but its going to be harder and harder to generate that ongoing revenue to pay all those employees without a finished product of some sort.
 
I have been sitting on the sidelines of this game from the start, but I feel it is safe to say they should have just focused on delivering key aspects of the game. All of the fluff can be add-ons once the game is stamped as at least playable in the core sense. Reworking ship art should have been same ship upgrades as the game progressed. Focus needs to shift to completing objectives rather than create new ones. I have a bit of this problem myself, so I know what I'm talkin...Squirrel! :)
 
I have been sitting on the sidelines of this game from the start, but I feel it is safe to say they should have just focused on delivering key aspects of the game. All of the fluff can be add-ons once the game is stamped as at least playable in the core sense. Reworking ship art should have been same ship upgrades as the game progressed. Focus needs to shift to completing objectives rather than create new ones. I have a bit of this problem myself, so I know what I'm talkin...Squirrel! :)

Well Epic and others have proven there is massive money in simple and easy to create cosmetics (skins, ship art, bobbleheads, etc). Thats what worries me the most. If they had a solid product close to finishing they could then mine cosmetics for additional income. The problem is they are *already* mining cosmetics (some very very expensive ones even) and without even having a solid playable beta to go along with them.

If they need that extra revenue from cosmetics already how much longer will they be able to keep them on the hook and buying more skins/ships before that train runs dry?

The problem is that those of us who haven't bought in yet are less and less likely to buy in until we see a solid product. So now they might still have a huge potential market out there, many of us who even might risk a 50$+ Early access style release. But none of us are going to buy in until we either have a single player "wing commander" experience ready to go or a solid multiplayer space game to play with our friends. And one that doesn't involve us grinding for months to get a halfway decent ship (or the option to buy one with a 300$ "platinum" package or some such nonsense).

I'm worried they are going to paint themselves into a corner they can't get out of. I guess we will eventually find out one way or the other!
 
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