Thursday: server meshing test with all backers, 3 servers per shard. Friday: Cargo/hangar build with Evocati [MOTD - goals for this week]
https://www.reddit.com/r/starcitizen/co ... _backers_3
Stanton with 3 servers probably means 200+ players. Maybe as high as 300. That will radically change the game. Though there are way more POIs now with the derelict settlements and distribution centers than there used to be, but that's why it's hard meeting anyone these days. So the increase in playercount should make encounters more frequent, and landing zones more populated. Very keen to see how this experiment goes, but I won't be playing. I really don't enjoy testing. But for those interested in testing:
https://www.reddit.com/r/starcitizen/co ... echpreviewThe_Fallen_1 wrote:For extra clarification, this is for server meshing with network changes based on the last set of tests they ran before 3.23.
EDIT: Some more information that's come out:
It's likely start at 21:00 UTC, but as early as 19:00 UTC.
There will be 3 Stanton servers per shard. No indication of how they're split yet.
The test will be for a 3.22.x build, likely to ensure performance/keep the number of factors down a bit.
"Super high" player counts aren't the focus, so it's more likely a case of wider scale testing for more information than pushing it to the point it breaks.
I'd be interested to know how much room for improvement there is in the code between tests. I mean... you developed the server-meshing code. Then you test it. And it turns out it breaks above 200-300 players. So what exactly can you do to raise this number? And why wouldn't you have done it from the beginning?
I need to learn to code at some point. I will do it if I get to old age and have plenty of time. The issue of bugs especially is a mystery to me. How can adding in some code in an entirely different part of the game break how a SPECIFIC ship's door opens or doesn't open? It makes no sense to me. And this shit keeps happening ALL THE TIME? It sounds unbelievable.