Recently, Cloud Imperium Games held a "live stream" of a new mode for the space simulator Star Citizen. The Siege of Orison playtest didn't go very smoothly — viewers were able to see a variety of technical issues with the game.
The comments under the Star Citizen Live stream recording are consistent — many players are discussing not the content itself, but the technical state of the game:
- @Shane5IO: "Immediately went to the comments — wasn't disappointed."
- @wafflesinsanity: "Devs say 'This is our hardest content yet' — and then one-shot dozens of enemies who don't shoot back and just stare into nothing."
- @izraphailzero5610: "using a dev server, 30 FPS cap, only 4 players on a fresh server — and still DISCONNECTS. Cloud Imperium Games, what the **** is this?"
Users, like Lion_El_Jonsonn, noted that the developers conducted the presentation on a test build on a private server, yet all the problems present in the "live" version of the game were observed.
Honestly, [this stream] was a real eye-opener for me. The developers used an almost perfect private server, meaning they played in the best possible scenario, with a locked frame rate — and yet the same errors we encounter on "live" servers constantly occurred: inventory delays, AI behavior glitches, weapon problems, and so on.
According to dissatisfied Star Citizen fans, it's time to stop blaming everything on weak servers — Lion_El_Jonsonn urged the developers to refine the game code:
For a long time, the prevailing opinion was that everything was ruined by poor server performance and refresh rates. But when even an "ideal" server environment started to fail from within, it became perfectly clear: the problem is not only in server load — it's also in the game code itself. Until the fundamental code is put in order, no server improvements or meshing technology will magically eliminate all these problematic moments. I really hope that the developers will pay more attention to refactoring the basic systems, instead of just blaming everything on the servers.