I've spent all day reading this topic. Hillarious! You guys haven't released a game, it's just a demo. Why would you put a demo in front of your critics? Is this what the gaming industry has become? We have DLC and F2P, microtransaction based business model which allows less and less product to be delivered. Now this. A polished demo gets to be called a finished game.
I looked at the Cry SDK documentation for half an hour before I figured out what the problem was. Oh my. That's no good. If you know what the problem is and didn't address it early then, that's bad. If you don't know what the problem is and you are still looking to hire a guy to solve that problem and when you get the wrong guy because you think it's a network architecture issue then, that's even worse. If you don't know what the problem is and convince the new guy that your idea of the problem is the real problem and he should only focus on that then, that's worse than worse. Either way, you're at least two years away from a functioning game. That's if you can suck it up and let someone who knows what he/she is doing, find and fix the problems(which may mean complete recode).
You don't have a game lobby. Why? CryLobby is a plug and play module which should take you two weeks to develop and two weeks to test and roll out. If you can't do that it means you haven't got CryNetwork properly implemented, hence the want ad for senior network fixer-upper. Now, the only reason you can't have CryNetwork properly done is because you haven't implemented multi-threading across the code base. Possibly, the gamecode is a steeming pile of scripts and code snippets. We already know from your want ad there is no documentation to be found, that stuff generally follows on from poor code quality.
So, yeah... that's gonna take a recode. *crickets*
Summary, Lack of multi-threading means no CryNetwork and GameObject synchronisation. Explains the following issues:
1. No game lobbly
2. Latency w/ object and mesh collisions
3. Hitbox collision misses*
4. Framerate drops
5. Client to server instability
6. No Community Warfare
*The hitbox stuff is explained by DAG not being implemented because there is no message queueing so, data packets are gettng lost to and from the client and server.
I'll wait until you guys come up with a video game before a spend any money on this title. I'm surprised given the state of the game that you aren't throwing the kitchen sink at your loyal customers to keep them excited and in the game...
PGI tried to save money and hired juniors to do seniors job(who doesn't right?). They don't know what the problem is(or in complete denial) or, how long it will take to fix. I'm guessing at least two years for a code overhaul. That's if they manage to stay in business long enough.