Given the current state of PU alpha, there are many well-known bugs. For some, a simple workaround can keep you playing, but with others, you need to be more creative and sometimes, exit and find another server. While my friends and I can live with these bugs, fixed from time to time, we really cannot live with the poor performance of the servers and can barely play the game as it intended to be. And yes, we acknowledge that the game is in its alpha stage (for a very long time, way too much already), but yet, it's playable and feels like the real thing. You publish it like crazy, sell ships with highly, non-proportional prices (btw, need to be cut by half and even much more) like a released game, also add many new features, fixing bugs, doing alot in the background like a real released game. If this game is ALPHA, why not providing all or at least many of the ships for free? Anyway, many new players try the game for the very first time and give up right away, merely playing one hour, just because of the terrible server side performance and lagging. We acknowledge that each in-game action should be reflected to other players goes through the server and broadcasted to other players. which is: when you walk, sit, stand, hold something, open inventory, move things arround, open a ship door, elevator, etc., well, almost anything that both Player and NPC does. These are huge amount of events should be sent to and from the server to other players. Also be validated (ship x cannot be faster than y, weird QJ, fake aUEC tx, etc.) -- and for the sake of Anti Cheating, I really hope they do! While other multiplayer alpha, pre and released games, such as EVE Online (huge scale), Rust (small scale), to name few others, are also doing the same, we appriciate if you could shed some light about why Star Citizen server side code, which is written in C++ (Rust game is C# all over) cannot perform well with only 100 players (Rust can deal with 500 players in a single hosted server and comparingly much tighter proximity of players and NPCs)? Is this related to funding expensive AWS servers or technical perfomance issues and optimization of existing server side code, or both? Well, we know that CIG is working on a Server Mesh solution, will it solve those issues and provide us with at least 30fps server side? The game is so cool, me and many others are so enjoying playing it like no other game outhere, but those bugs and lags related to server side are so annoying, breaking the game all over, which is so pitty, because the client works well with some issues, as far as I know. Some additional questions regards server side performance and resources: 1. Why don't you reduce max players to 50 until better server solution and more resources will be provided? 2. Why do you keep running NPCs code in the background, which consume server resources all over, while the only thing they do is standing on tables and chairs, or annoyingly walking arround, doing nothing at all? 3. Why don't you optimize server side code to provide higher fps in the meantime, up until Server Mesh will be ready (if it is a cure at all)? Will highly appriciate to get answered. Thanks, and keep the great work coming!