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The Most Important Week in Star Citizen History – 400

The Most Important Week in Star Citizen History – 400 Player Cap, Server Meshing & Jump Points Work!

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-This has been a busy week in Star Citizen, with Inside Star Citizen looking at the new FPS changes in 3.23, Star Citizen Live answering our questions on all things Master Modes, both the PU & SQ42 monthly reports releasing plus a roadmap update, however, the most important update this week, is the testing of Jump Points and Server Meshing, as well as increasing the player count to 400!

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27 Comments

  1. 400 pop cap?
    How is it that Eve Online can have 60,000+ (I have been on when there were 62,000+ on, not of late mind you) on the server (with 2,000+ pop caps in a specific solar system) on tech developed 20 years ago?
    And the budget here has been in excess of $100,000,000 and also has subscriptions coming in as well as virtual ship purchases?
    WTF is going on here?
    Congratulations on the step for you, but how the hell are you allocating your $$ / staff?

  2. And about the minimum setup hardware like-NASA machine 💻 🚀 to run at 60fps? because my i7 / 32Gb mem/ NvMe/ rtx 3060Ti power source 850w mb AORUS dont run this game even everything on LOW or VERY LOW setting videos. My fps never reached more then 14fps

  3. Could you imagine being an evocati, having all of those ships, and literally having nothing to work towards in the game? then logging in day after day into a game with a lack of meaningful content or progression to just work for free on testing?

  4. I think laser weapons having recoil is fine. Recoil to me makes weapons feel more impactful to how a weapon play style would suit the player plus if I like laser weapons I don’t want to be punished for it with a dmg lose when it’s recoil could fit it’s role (AR, SMG, LMG, exact.)

  5. i wish they made the ui not have wierd shadow drops making it seem blurry/ like im dizzy for no reason, and fix glare/blinking lights to reasonable amount.. so i dont get maimed trying to look at where im salvaging and stuff

  6. Well taking into account that they completely overloaded the RL with 400 player cap, it could have been much worse, we managed to break it, totally FUBAR, but CIG managed to bring stuff up again and the test kept going (and I don't mean having to restart the game, recovery just took much longer than normal as CIG was doing stuff in the background to try to revive the shard).

    I honestly don't know how the geniuses over at CIG manage to do these things, but hey, it's real, 2 servers were meshed and pushed to the limit and it wasn't awful, which is most surprising. At worse it felt like a 3fps server akin to Live, that's a huge win considering the amount of complexity going on in the test!

    Very impressive stuff!!!!

  7. I hope they remove the 'Hit Markers' as they are the nemesis of immersion, tactical decision making and remove so much genuine gameplay. When you don't know if your target is eliminated or not, it means you have to coordinate and tactically advance to confirm. Not knowing creates a sense of mystery and suspense. Hit markers are outdated skinner box psychological ploys that are unnecessary in a game the quality SC aspires too.

  8. CIG being willing to increase SCM speed for MM is the best thing I've heard in a long long time. I've been dreading the gimping of the game back to a 2003 arcade style. They're freaking spaceships in the year 3000! Why the hell would they have to operate slower than dogfighting jets bound by Earth's Atmo and gravity built in the 1980s?!

  9. You cannot see or shoot anyone in jump tunnel. You are being dragged by autopilot. You see, the case is, that as you finish your jump you can see that tunnel and can fly freely there and shoot, because the tunnel physically exist in system, where are you jumping in. And so, you can see that players, but they technically are not in the tunnel, and not jumping with you. It's you, who are "jumping", by flying with autopilot through this tunnel )) So it is just a bug, that needs to be fixed.

  10. 400 player on one shard is all good, but after playing Helldivers i am not going back to SC for awhile, first person shooting is actually made fun, without lag and desync, in sc i could empty a whole mag into someone and it still wasnt registered. They have a long way to go!

  11. most good scopes and even some very cheap ones come with a 4 inch extender tube for the end of the scope to prevent any light hitting the front lens thus no glint . also no illuminated recital shows through the other side either. or am I going to close to real life 😁

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