So as I said complete wall of useless text signifying nothing. No mention of any actual information, like how it's being delayed again.
Updates seem to be more about keeping people talking about the game than about actual progress, no doubt some progress is being made though the glacial pace of such progress does not seem to lend itself to such frequent 'updates'. I think by now fans of the game are likely resigned to waiting a few more years, so this is likely more to promote the game in a way that will maintain some degree of sales of in game items.
So as I said complete wall of useless text signifying nothing. No mention of any actual information, like how it's being delayed again.
Updates seem to be more about keeping people talking about the game than about actual progress, no doubt some progress is being made though the glacial pace of such progress does not seem to lend itself to such frequent 'updates'. I think by now fans of the game are likely resigned to waiting a few more years, so this is likely more to promote the game in a way that will maintain some degree of sales of in game items.
Such a polite way to say "they are treating their fanbase/customers like mushrooms: feeding them shit and keeping them in the dark".
Bartoni's Law definition: As an Internet discussion grows volatile, the probability of a comparison involving Donald Trump approaches 1.
If only they would do weekly shows about the game's development or maybe a monthly report where they could go into further detail on what they are working on...
So as I said complete wall of useless text signifying nothing. No mention of any actual information, like how it's being delayed again.
Those emails are development updates of what devs worked on the past month, a more short version of what will be the monthly report per development category, that works happens independent of any roadmap changes.
What you don't understand and think of "useless text" is that the release of the SQ42 game is dependent on the remaining work as listed on the roadmap to be finished, watching the progress of the pace they burn through that list is far more relevant than any date estimate some people are so obsessed with despite the clear disclaimers. The update on SQ42 BETA pushback estimate was given on the FAQ last week or so that was linked on this thread.
On the roadmap roundup aside of the Salvage feature having its team re-tasked to 3.7 cave content and adding the refueling game loop before salvage.
The Prison & law updates give more depth info on the game loops they are all about, having players actually getting arrested and waking up on a prison inside some cave to then add gameplay to escape it or do time.
As 3.6.2 PTU was put down said they needed to prepare the environment for 3.7, the Q3 update seems unlikely to sync with Citizencon and is to release before.
Citizencon seems to be going to disclose features being worked on that are not on the roadmap yet, as said before features that are actively developing are not being announced on the roadmap until there is a clearer milestone for them, security systems were just pulled for that (and the features to announce are under the Security topic it seems).
Talking about how in the past they have said that the game basically can’t handle anymore content until they implement SSOCS. They can’t comment when that will make it into game since it’s in flux but they are toying with the idea of removing content in order to put in other content.
300 million and 7 years and they are talking about removing content to make room for other content. So much for 100 star systems if they need to remove something to make room for something else lol
Talking about how in the past they have said that the game basically can’t handle anymore content until they implement SSOCS. They can’t comment when that will make it into game since it’s in flux but they are toying with the idea of removing content in order to put in other content.
300 million and 7 years and they are talking about removing content to make room for other content. So much for 100 star systems if they need to remove something to make room for something else lol
SSOCS is actively being developed already, it's not on the roadmap because it's not certain on a milestone, it is wanted for 3.8 but is more likely to slip towards 3.9 the next Q1 update from the roundtable with Erin update on it.
There is no long-term problem for this. The server/tech work being done now is to allow scalability of a single game-server after that is when the focus goes to increasing the player population.
On the final solution, a single game-server will not have to handle an area of space as large as one currently has to, so obviously until then they face some limits.
In short, the network technology work did not progress fast enough to cope with the game needs, it is catching up but game can't stop developing because of it, however, it is problematic for the major quarter updates.
The workarounds we can notice on roadmap changes, where the next updates are focusing game mechanics, improvements and other stuff that is not necessarily increasing how much a game instance weights on the server.
Talking about how in the past they have said that the game basically can’t handle anymore content until they implement SSOCS. They can’t comment when that will make it into game since it’s in flux but they are toying with the idea of removing content in order to put in other content.
300 million and 7 years and they are talking about removing content to make room for other content. So much for 100 star systems if they need to remove something to make room for something else lol
SSOCS is actively being developed already, it's not on the roadmap because it's not certain on a milestone, it is wanted for 3.8 but is more likely to slip towards 3.9 the next Q1 update from the roundtable with Erin update on it.
There is no long-term problem for this. The server/tech work being done now is to allow scalability of a single game-server after that is when the focus goes to increasing the player population.
On the final solution, a single game-server will not have to handle an area of space as large as one currently has to, so obviously until then they face some limits.
In short, the network technology work did not progress fast enough to cope with the game needs, it is catching up but game can't stop developing because of it, however, it is problematic for the major quarter updates.
The workarounds we can notice on roadmap changes, where the next updates are focusing game mechanics, improvements and other stuff that is not necessarily increasing how much a game instance weights on the server.
Why are you bringing up the roadmap when I never mentioned it? And yeah SSOCS is being worked on I never said otherwise but the funny comes from them developing a game with clearly no plan since they are now stuck unable to put in additional assets unless they remove already existing assets because they hit a wall.
Call me crazy but that just seems like really poor planning and reeks of CR’s (mis)management style. The network technology should have been the first thing worked on and completed since, you know, this game kinda depends on it. I’ll go back to the house example. You wouldn’t start building the frame if you don’t have a solid foundation yet same should be going for this game but from the outside looking in and based on past history Roberts seems keen on trying to build a house from the roof down instead of the foundations up.
Call me crazy but that just seems like really poor planning a
"clear no plan" is a whole other universe from having the needed resources to undertake those tasks early on.
Engineering is not easy to hire for, in fact, they still have multiple positions hiring for networking engineers / programmers (5 jobs). The network undertakings are ongoing for long and as they have a few engineers they were refactoring those tasks one at a time, and we've seen that from the dev reports.
So the want/need and the resources are two different things, while you can have many devs you don't put random people into this sort of specialized daunting engineering work.
Call me crazy but that just seems like really poor planning a
"clear no plan" is a whole other universe from having the needed resources to undertake those tasks early on.
Engineering is not easy to hire for, in fact, they still have multiple positions hiring for networking engineers / programmers (5 jobs). The network undertakings are ongoing for long and as they have a few engineers they were refactoring those tasks one at a time, and we've seen that from the dev reports.
So the want/need and the resources are two different things, while you can have many devs you don't put random people into this sort of specialized daunting engineering work.
That’s not an excuse. It’s been 7 years now and they only realized they needed this fix a couple years ago? This should have been tackled as a first project or planned out properly to reduce the strain on the engine. Instead we have people talking about removing content to swap in new content while they try and get it to work.
Call me crazy but that just seems like really poor planning a
"clear no plan" is a whole other universe from having the needed resources to undertake those tasks early on.
Engineering is not easy to hire for, in fact, they still have multiple positions hiring for networking engineers / programmers (5 jobs). The network undertakings are ongoing for long and as they have a few engineers they were refactoring those tasks one at a time, and we've seen that from the dev reports.
So the want/need and the resources are two different things, while you can have many devs you don't put random people into this sort of specialized daunting engineering work.
That’s not an excuse. It’s been 7 years now and they only realized they needed this fix a couple years ago? This should have been tackled as a first project or planned out properly to reduce the strain on the engine. Instead we have people talking about removing content to swap in new content while they try and get it to work.
It's not an excuse... it's just how game development works. You can't plan for the unknown. If you followed any other crowdfunded mmo you'd see the similar hardships of game development. It spares no company, just the nature of the beast.
Call me crazy but that just seems like really poor planning a
"clear no plan" is a whole other universe from having the needed resources to undertake those tasks early on.
Engineering is not easy to hire for, in fact, they still have multiple positions hiring for networking engineers / programmers (5 jobs). The network undertakings are ongoing for long and as they have a few engineers they were refactoring those tasks one at a time, and we've seen that from the dev reports.
So the want/need and the resources are two different things, while you can have many devs you don't put random people into this sort of specialized daunting engineering work.
That’s not an excuse. It’s been 7 years now and they only realized they needed this fix a couple years ago? This should have been tackled as a first project or planned out properly to reduce the strain on the engine. Instead we have people talking about removing content to swap in new content while they try and get it to work.
It's not an excuse... it's just how game development works. You can't plan for the unknown. If you followed any other crowdfunded mmo you'd see the similar hardships of game development. It spares no company, just the nature of the beast.
If you’re saying that having a stable network backbone and being able to fit assets into the game is an unknown then thank you for confirming my point that CR doesn’t know what the hell hes doing
Call me crazy but that just seems like really poor planning a
"clear no plan" is a whole other universe from having the needed resources to undertake those tasks early on.
Engineering is not easy to hire for, in fact, they still have multiple positions hiring for networking engineers / programmers (5 jobs). The network undertakings are ongoing for long and as they have a few engineers they were refactoring those tasks one at a time, and we've seen that from the dev reports.
So the want/need and the resources are two different things, while you can have many devs you don't put random people into this sort of specialized daunting engineering work.
That’s not an excuse. It’s been 7 years now and they only realized they needed this fix a couple years ago? This should have been tackled as a first project or planned out properly to reduce the strain on the engine. Instead we have people talking about removing content to swap in new content while they try and get it to work.
It's not an excuse... it's just how game development works. You can't plan for the unknown. If you followed any other crowdfunded mmo you'd see the similar hardships of game development. It spares no company, just the nature of the beast.
If you’re saying that having a stable network backbone and being able to fit assets into the game is an unknown then thank you for confirming my point that CR doesn’t know what the hell hes doing
That's not what I'm saying, if only you could stop tunnel visioning into Star Citizen and scrutinize other games development maybe you'd be more understanding of what it takes to make games and how every dev have their own struggles with it.
That’s not an excuse. It’s been 7 years now and they only realized they needed this fix a couple years ago? This should have been tackled as a first project or planned out properly to reduce the strain on the engine. Instead we have people talking about removing content to swap in new content while they try and get it to work.
This is not "a fix", network has many aspects as far an MMO is concerned. They hired over time, and those devs have been worked on the network over the years, we've seen that relevant tech releasing over time.
The game is already vastly expanded from what it was, the server work had to be there to ensure the server could do more and better as more stuff got weighted on it.
Early on tasks as the 64bit engine upgrade surely were the mandatory thing (that was released in late 2015) before anything else, not long after the large refactors of the things the game is built upon (as the IS 2.0) started to come online alongside that undertakings as OCS were happening.
So from what I've seen following the dev, it was engineering resources lacking to have undertaken such work sooner AND work that had to be done before other work could begin taking longer than wanted. It's not an excuse it's really the aspect of development that aint pretty, it's not always going to go your way.
Call me crazy but that just seems like really poor planning a
"clear no plan" is a whole other universe from having the needed resources to undertake those tasks early on.
Engineering is not easy to hire for, in fact, they still have multiple positions hiring for networking engineers / programmers (5 jobs). The network undertakings are ongoing for long and as they have a few engineers they were refactoring those tasks one at a time, and we've seen that from the dev reports.
So the want/need and the resources are two different things, while you can have many devs you don't put random people into this sort of specialized daunting engineering work.
That’s not an excuse. It’s been 7 years now and they only realized they needed this fix a couple years ago? This should have been tackled as a first project or planned out properly to reduce the strain on the engine. Instead we have people talking about removing content to swap in new content while they try and get it to work.
It's not an excuse... it's just how game development works. You can't plan for the unknown. If you followed any other crowdfunded mmo you'd see the similar hardships of game development. It spares no company, just the nature of the beast.
If you’re saying that having a stable network backbone and being able to fit assets into the game is an unknown then thank you for confirming my point that CR doesn’t know what the hell hes doing
That's not what I'm saying, if only you could stop tunnel visioning into Star Citizen and scrutinize other games development maybe you'd be more understanding of what it takes to make games and how every dev have their own struggles with it.
Writing you don’t understand game dev another way doesn’t change the fact you agreed with me and are now backpedaling desperately lol
Call me crazy but that just seems like really poor planning a
"clear no plan" is a whole other universe from having the needed resources to undertake those tasks early on.
Engineering is not easy to hire for, in fact, they still have multiple positions hiring for networking engineers / programmers (5 jobs). The network undertakings are ongoing for long and as they have a few engineers they were refactoring those tasks one at a time, and we've seen that from the dev reports.
So the want/need and the resources are two different things, while you can have many devs you don't put random people into this sort of specialized daunting engineering work.
That’s not an excuse. It’s been 7 years now and they only realized they needed this fix a couple years ago? This should have been tackled as a first project or planned out properly to reduce the strain on the engine. Instead we have people talking about removing content to swap in new content while they try and get it to work.
It's not an excuse... it's just how game development works. You can't plan for the unknown. If you followed any other crowdfunded mmo you'd see the similar hardships of game development. It spares no company, just the nature of the beast.
If you’re saying that having a stable network backbone and being able to fit assets into the game is an unknown then thank you for confirming my point that CR doesn’t know what the hell hes doing
That's not what I'm saying, if only you could stop tunnel visioning into Star Citizen and scrutinize other games development maybe you'd be more understanding of what it takes to make games and how every dev have their own struggles with it.
Writing you don’t understand game dev another way doesn’t change the fact you agreed with me and are now backpedaling desperately lol
If you think that dev's must have their network 100% in place before doing actual game development you're mistaken. If you think that other engines wouldn't have trouble with networking in a game at this scale you're mistaken.
Every mmo has their own specific needs and demandings. There's no shortcuts, things take time, it's just another tech hurdle to grind.
Just like when they had to overcome the 8x8km map limit and convert to 64 bit precision to get the large areas neeses for gameplay.
Or how they developed the tech needed to incorporate multiple physic grids to have players walk inside ships.
Or how OCS made FPS go into tripple digitis when before 20+ was max for everyone.
No ammount of planning can remove those steps when starting from scratch, take a look at other mmos in development...
How many have their network "finished"?
Seems like just another excuse for being oddly mad at a game you dont even play lol
Call me crazy but that just seems like really poor planning a
"clear no plan" is a whole other universe from having the needed resources to undertake those tasks early on.
Engineering is not easy to hire for, in fact, they still have multiple positions hiring for networking engineers / programmers (5 jobs). The network undertakings are ongoing for long and as they have a few engineers they were refactoring those tasks one at a time, and we've seen that from the dev reports.
So the want/need and the resources are two different things, while you can have many devs you don't put random people into this sort of specialized daunting engineering work.
That’s not an excuse. It’s been 7 years now and they only realized they needed this fix a couple years ago? This should have been tackled as a first project or planned out properly to reduce the strain on the engine. Instead we have people talking about removing content to swap in new content while they try and get it to work.
It's not an excuse... it's just how game development works. You can't plan for the unknown. If you followed any other crowdfunded mmo you'd see the similar hardships of game development. It spares no company, just the nature of the beast.
If you’re saying that having a stable network backbone and being able to fit assets into the game is an unknown then thank you for confirming my point that CR doesn’t know what the hell hes doing
That's not what I'm saying, if only you could stop tunnel visioning into Star Citizen and scrutinize other games development maybe you'd be more understanding of what it takes to make games and how every dev have their own struggles with it.
Writing you don’t understand game dev another way doesn’t change the fact you agreed with me and are now backpedaling desperately lol
If you think that dev's must have their network 100% in place before doing actual game development you're mistaken. If you think that other engines wouldn't have trouble with networking in a game at this scale you're mistaken.
Every mmo has their own specific needs and demandings. There's no shortcuts, things take time, it's just another tech hurdle to grind.
Just like when they had to overcome the 8x8km map limit and convert to 64 bit precision to get the large areas neeses for gameplay.
Or how they developed the tech needed to incorporate multiple physic grids to have players walk inside ships.
Or how OCS made FPS go into tripple digitis when before 20+ was max for everyone.
No ammount of planning can remove those steps when starting from scratch, take a look at other mmos in development...
How many have their network "finished"?
Seems like just another excuse for being oddly mad at a game you dont even play lol
If you think I’m mad perhaps you’ve never laughed in your life and that’s why you don’t understand the emotion
Call me crazy but that just seems like really poor planning a
"clear no plan" is a whole other universe from having the needed resources to undertake those tasks early on.
Engineering is not easy to hire for, in fact, they still have multiple positions hiring for networking engineers / programmers (5 jobs). The network undertakings are ongoing for long and as they have a few engineers they were refactoring those tasks one at a time, and we've seen that from the dev reports.
So the want/need and the resources are two different things, while you can have many devs you don't put random people into this sort of specialized daunting engineering work.
That’s not an excuse. It’s been 7 years now and they only realized they needed this fix a couple years ago? This should have been tackled as a first project or planned out properly to reduce the strain on the engine. Instead we have people talking about removing content to swap in new content while they try and get it to work.
It's not an excuse... it's just how game development works. You can't plan for the unknown. If you followed any other crowdfunded mmo you'd see the similar hardships of game development. It spares no company, just the nature of the beast.
If you’re saying that having a stable network backbone and being able to fit assets into the game is an unknown then thank you for confirming my point that CR doesn’t know what the hell hes doing
That's not what I'm saying, if only you could stop tunnel visioning into Star Citizen and scrutinize other games development maybe you'd be more understanding of what it takes to make games and how every dev have their own struggles with it.
Writing you don’t understand game dev another way doesn’t change the fact you agreed with me and are now backpedaling desperately lol
If you think that dev's must have their network 100% in place before doing actual game development you're mistaken. If you think that other engines wouldn't have trouble with networking in a game at this scale you're mistaken.
Every mmo has their own specific needs and demandings. There's no shortcuts, things take time, it's just another tech hurdle to grind.
Just like when they had to overcome the 8x8km map limit and convert to 64 bit precision to get the large areas neeses for gameplay.
Or how they developed the tech needed to incorporate multiple physic grids to have players walk inside ships.
Or how OCS made FPS go into tripple digitis when before 20+ was max for everyone.
No ammount of planning can remove those steps when starting from scratch, take a look at other mmos in development...
How many have their network "finished"?
Seems like just another excuse for being oddly mad at a game you dont even play lol
If you think I’m mad perhaps you’ve never laughed in your life and that’s why you don’t understand the emotion
If it's tears or laughter that fuels that fixation with Star Citizen is not really the point lol
The fact that stuff like changes to roadmaps or the effort need into networking for ex. keep being overdramatized showcases a clear ignorance of what it takes to make video games.
There's many many other crowdfunded mmo's being actively developed right now that let players see a glimpse of their work in progress.
All share the similar troubles, you can try to mitigate them but never avoid them completely. It's just the nature of the beast.
Call me crazy but that just seems like really poor planning a
"clear no plan" is a whole other universe from having the needed resources to undertake those tasks early on.
Engineering is not easy to hire for, in fact, they still have multiple positions hiring for networking engineers / programmers (5 jobs). The network undertakings are ongoing for long and as they have a few engineers they were refactoring those tasks one at a time, and we've seen that from the dev reports.
So the want/need and the resources are two different things, while you can have many devs you don't put random people into this sort of specialized daunting engineering work.
That’s not an excuse. It’s been 7 years now and they only realized they needed this fix a couple years ago? This should have been tackled as a first project or planned out properly to reduce the strain on the engine. Instead we have people talking about removing content to swap in new content while they try and get it to work.
It's not an excuse... it's just how game development works. You can't plan for the unknown. If you followed any other crowdfunded mmo you'd see the similar hardships of game development. It spares no company, just the nature of the beast.
If you’re saying that having a stable network backbone and being able to fit assets into the game is an unknown then thank you for confirming my point that CR doesn’t know what the hell hes doing
That's not what I'm saying, if only you could stop tunnel visioning into Star Citizen and scrutinize other games development maybe you'd be more understanding of what it takes to make games and how every dev have their own struggles with it.
Writing you don’t understand game dev another way doesn’t change the fact you agreed with me and are now backpedaling desperately lol
If you think that dev's must have their network 100% in place before doing actual game development you're mistaken. If you think that other engines wouldn't have trouble with networking in a game at this scale you're mistaken.
Every mmo has their own specific needs and demandings. There's no shortcuts, things take time, it's just another tech hurdle to grind.
Just like when they had to overcome the 8x8km map limit and convert to 64 bit precision to get the large areas neeses for gameplay.
Or how they developed the tech needed to incorporate multiple physic grids to have players walk inside ships.
Or how OCS made FPS go into tripple digitis when before 20+ was max for everyone.
No ammount of planning can remove those steps when starting from scratch, take a look at other mmos in development...
How many have their network "finished"?
Seems like just another excuse for being oddly mad at a game you dont even play lol
If you think I’m mad perhaps you’ve never laughed in your life and that’s why you don’t understand the emotion
If it's tears or laughter that fuels that fixation with Star Citizen is not really the point lol
The fact that stuff like changes to roadmaps or the effort need into networking for ex. keep being overdramatized showcases a clear ignorance of what it takes to make video games.
There's many many other crowdfunded mmo's being actively developed right now that let players see a glimpse of their work in progress.
All share the similar troubles, you can try to mitigate them but never avoid them completely. It's just the nature of the beast.
they avent been around 7 years or had 300 million given tot hem, and othert than Pantheon thats associated with a known coke head none of the others have nearly the built in drama of some failure who is the point man.
Pretty sure all one has to do is google 'Brad Mcquaid drugs' and there are plenty of examples. Unless they have been scrubbed. But you cant make everything on the interent disappear.
Pretty sure all one has to do is google 'Brad Mcquaid drugs' and there are plenty of examples. Unless they have been scrubbed. But you cant make everything on the interent disappear.
Talking about how in the past they have said that the game basically can’t handle anymore content until they implement SSOCS. They can’t comment when that will make it into game since it’s in flux but they are toying with the idea of removing content in order to put in other content.
300 million and 7 years and they are talking about removing content to make room for other content. So much for 100 star systems if they need to remove something to make room for something else lol
Yes they are going to pull delamar and levski landing zone since it doesn't belong in Stanton to begin with and since they are going to be finishing up the system by 4.0 it will be needed for when they add the nyx system. SSOCS could not be completed until OCS was completed and OCS couldn't be completed until Item 2.0 was completed. They can't just spit the networking rework out whole because it is dependent on the changes that came before it. They said in the last SCL that they may be able to bring in part of it in 3.8 depending on how the development goes.
Comments
I think by now fans of the game are likely resigned to waiting a few more years, so this is likely more to promote the game in a way that will maintain some degree of sales of in game items.
Bartoni's Law definition: As an Internet discussion grows volatile, the probability of a comparison involving Donald Trump approaches 1.
Oh wait..
What you don't understand and think of "useless text" is that the release of the SQ42 game is dependent on the remaining work as listed on the roadmap to be finished, watching the progress of the pace they burn through that list is far more relevant than any date estimate some people are so obsessed with despite the clear disclaimers. The update on SQ42 BETA pushback estimate was given on the FAQ last week or so that was linked on this thread.
https://robertsspaceindustries.com/comm-link/transmission/17213-Star-Citizen-Monthly-Report-August-2019
On the roadmap roundup aside of the Salvage feature having its team re-tasked to 3.7 cave content and adding the refueling game loop before salvage.
The Prison & law updates give more depth info on the game loops they are all about, having players actually getting arrested and waking up on a prison inside some cave to then add gameplay to escape it or do time.
As 3.6.2 PTU was put down said they needed to prepare the environment for 3.7, the Q3 update seems unlikely to sync with Citizencon and is to release before.
Citizencon seems to be going to disclose features being worked on that are not on the roadmap yet, as said before features that are actively developing are not being announced on the roadmap until there is a clearer milestone for them, security systems were just pulled for that (and the features to announce are under the Security topic it seems).
About 30 min mark
Talking about how in the past they have said that the game basically can’t handle anymore content until they implement SSOCS. They can’t comment when that will make it into game since it’s in flux but they are toying with the idea of removing content in order to put in other content.
300 million and 7 years and they are talking about removing content to make room for other content. So much for 100 star systems if they need to remove something to make room for something else lol
SSOCS is actively being developed already, it's not on the roadmap because it's not certain on a milestone, it is wanted for 3.8 but is more likely to slip towards 3.9 the next Q1 update from the roundtable with Erin update on it.
There is no long-term problem for this. The server/tech work being done now is to allow scalability of a single game-server after that is when the focus goes to increasing the player population.
On the final solution, a single game-server will not have to handle an area of space as large as one currently has to, so obviously until then they face some limits.
In short, the network technology work did not progress fast enough to cope with the game needs, it is catching up but game can't stop developing because of it, however, it is problematic for the major quarter updates.
The workarounds we can notice on roadmap changes, where the next updates are focusing game mechanics, improvements and other stuff that is not necessarily increasing how much a game instance weights on the server.
Call me crazy but that just seems like really poor planning and reeks of CR’s (mis)management style. The network technology should have been the first thing worked on and completed since, you know, this game kinda depends on it. I’ll go back to the house example. You wouldn’t start building the frame if you don’t have a solid foundation yet same should be going for this game but from the outside looking in and based on past history Roberts seems keen on trying to build a house from the roof down instead of the foundations up.
https://robertsspaceindustries.com/roadmap/board/2-Squadron-42
Welcome
Engineering is not easy to hire for, in fact, they still have multiple positions hiring for networking engineers / programmers (5 jobs). The network undertakings are ongoing for long and as they have a few engineers they were refactoring those tasks one at a time, and we've seen that from the dev reports.
So the want/need and the resources are two different things, while you can have many devs you don't put random people into this sort of specialized daunting engineering work.
The game is already vastly expanded from what it was, the server work had to be there to ensure the server could do more and better as more stuff got weighted on it.
Early on tasks as the 64bit engine upgrade surely were the mandatory thing (that was released in late 2015) before anything else, not long after the large refactors of the things the game is built upon (as the IS 2.0) started to come online alongside that undertakings as OCS were happening.
So from what I've seen following the dev, it was engineering resources lacking to have undertaken such work sooner AND work that had to be done before other work could begin taking longer than wanted. It's not an excuse it's really the aspect of development that aint pretty, it's not always going to go your way.
Every mmo has their own specific needs and demandings. There's no shortcuts, things take time, it's just another tech hurdle to grind.
Just like when they had to overcome the 8x8km map limit and convert to 64 bit precision to get the large areas neeses for gameplay.
Or how they developed the tech needed to incorporate multiple physic grids to have players walk inside ships.
Or how OCS made FPS go into tripple digitis when before 20+ was max for everyone.
No ammount of planning can remove those steps when starting from scratch, take a look at other mmos in development...
How many have their network "finished"?
Seems like just another excuse for being oddly mad at a game you dont even play lol
The fact that stuff like changes to roadmaps or the effort need into networking for ex. keep being overdramatized showcases a clear ignorance of what it takes to make video games.
There's many many other crowdfunded mmo's being actively developed right now that let players see a glimpse of their work in progress.
All share the similar troubles, you can try to mitigate them but never avoid them completely. It's just the nature of the beast.
3.7 is near completion with its PTU should launch soon with most of its features now on polish.
The roundup post https://robertsspaceindustries.com/comm-link/spectrum-dispatch/17238-Roadmap-Roundup-September-13th-2019