But the comment you directly quoted wasn't suggesting a system that "plausibly resupplied". I was saying we need things to "respawn" in a multiplayer game and that to suggest otherwise is nonsense and I don't think you are saying that. So I don't get your "why?" here.Why? It's not like the galaxy isn't large or populous enough to survive the actual demographic and logistical effects of the cumulative efforts of a few tens of thousands of regular players.
Persistence, to the extent that if an area was not resupplied in game, via the same mechanisms that govern our CMDR's interactions with it, that it would never be resupplied, would be ideal. Falling that some simulated and plausible resupply rate would be acceptable.
At any rate, the "why" is you need to resupply content so another player can enjoy it, at a bare minimum requirement (but also, it's absolutely fine for a single player in solo to enjoy the same missions more than once as well). I was proposing the extreme alternative and suggesting it can't ever happen. If I'm reading your second paragraph right, you're suggesting that the game resupply resources when the BGS allows it. That's still a respawn system. It's just another one. And, I mean... how would you implement it?
Just think about it for a minute. How do you store the states of all of the thousands of locations players enter into and impact? When does it stop being proc-gen, then?
Proc-gen has a lack of player-impacted persistence for good reason. The state of a location is only stored so long as the instance remains open (and this is only stored on the host PC, not some server somewhere). The alternative, which I'm sure you'd love, is very, very complicated compared for a game like Elite, right?. Possible? I suppose, sure. But you have to ask why FD didn't do it this way and there would be more than one reason (technically problematic). I mean, think about it. You spend any time in a system and "do stuff" and eventually a huge portion of the missions in that system would dry up and no longer exist, due to players "doing" that content. And every single one of those impacts would need to be stored by a server somewhere. Thousands of changes. Every second of every day. And then...
You'd need to manage all of that data as the BGS ticks.
Sorry mate, I know what you think is best here and I reckon a game that attempted to achieve such a dynamic state would be very interesting but Elite is so, so far away from what you're suggesting here I'm surprised you think the question "why" was justified. So many reasons why, is the answer.
We have a peer to peer instance based MP game set in a procgen world with missions that send you to the same locations repeatedly where states change only at set periods and all in 100% predictable fashion. You absolutely need content to respawn with that design. How it does it is up for debate (as I said, you might suggest the settlement "respawns" after a short period of time and that is how most games do it but how does that work for other players? How is it stored when this is a peer to peer game?) but what you're suggesting isn't even close to the same game as what we have with Elite. The entire structure of the game would need to change for that.
And for what? So settlements become useless as content if one player happens to take the stuff from there? Restorations can only be done once per settlement, no matter how many players want to do it? Massacres can only be done once per settlement, for the entire player-base? How does that work if one player takes a mission and another takes it in solo but the first guy got there first? Does the solo guy turn up and find nothing to do?
Think about it for a moment. Why would they do it that way?
Remember, it's just a game and multiplayer games with shared spaces need respawning content to work. Right now, Elite has very inconsistent ways that this happens (and some are just very poorly implemented, like materials vanishing but everything else respawning, unless you arbitrarily reset the instance by leaving and returning in 2 minutes). One issue of mine is with that. I really didn't think we needed to start having a theoretical discussion about Elite being an entirely different game and I really didn't think my largely rhetorical statement about MP games needing content to respawn would be challenged and needed to be defended. But, this is the Elite forum so I should have guessed someone would have found issue with that largely obvious statement
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