From another Developers forum; 'Logs people, nothing can be done without Logs.'
https://forums.frontier.co.uk/showthread.php?t=160601
https://forums.frontier.co.uk/showthread.php?t=160601
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My local repair shop has dial up! (Monroe Mufflers)Also, I really miss dial-up tones. The speed sucked, but logging in had character.
I bought this game partly because of the explicit promise there would be no subscription fee, just DLC to come at a later date. If they feel like going for a subscription model instead, then I expect to get my money back.I am sure with all the hours FD has spent analyzing gameplay interaction, stutter and other conneciton issues, they should have an idea by now if P2P can be to blame and whether a server based model would solve anything.
My question is: would we be willing to pick up a monthly tab to keep this game running smoother? Provided it actually would run smoother, that is.
I, for one, would; I love the game as it is already, and think it has enormous potential. I am looking forward to years with this game.
I bought this game partly because of the explicit promise there would be no subscription fee, just DLC to come at a later date. If they feel like going for a subscription model instead, then I expect to get my money back.
No, but currently we are talking about simply getting members of a 4 man wing into the same space. It was a little flaky before, and it's way worse now.
And in 1.2, those that *did* want to make things a bit more interesting for themselves could use wing anchors and seed space for rather epic battles. It worked way way better for those that wanted to. And there *are* plenty that do too.
This is not the only thing we do in the game by the way. Simply an awesome aspect that is now harder than ever to implement.
I believe Zylark was talking about simply dropping from normal space back into SC. Not following a high wake and no wake scanner needed. Players sometimes simply disappear...
I don't see how this is?
I don't think the OP was asking for an EVE Online by any means and certainly not a 'pew pew' gank fest? Whatever that may be.... If you had ever partaken in a large scale 'discrepancy' in space and been a part of a large scale battle, you would realise just how much planning, skill and tactics goes into setting it all up.
If you think it's just 'pew pew' COD style fighting, then you're sadly misguided on your views.
I want what was advertised and sold to me.I appreciate everyone wants something from this game and going back to 1.2 i believe it was almost achieving this and had an exciting foundation, but for now instancing *is* an issue, even on a small scale, let alone for those who previously enjoyed pushing the envelope.
First thing first - No I do not want EVE numbers in a given battle. What I want is the ability to have an actual living galaxy, where you'll see plenty of player driven ships at the more popular hubs of activity. Using a term such as massive may be a bit too undefined, but for me something along the lines of 128 to 256 players on a dedicated server instance would be just perfect. Where there are fewer players, say up to 32, P2P would do a reasonable job provided it worked.
...which it doesn't. Say you got an eye-patch, a wooden leg and a breath smelling of Rum. You interdict someone who submits, and before you can type in local chat 'Yaaargh give me yer loot me matey!' the prey have low-waked out (gone into supercruise). You follow suit in order to conduct more aggressive negotiations over the transfer of cargo, but the prey is nowhere to be seen. Gone into a parallel universe. That happens all the time and is just another sign of a broken MP mechanic.
Another is the severe difficulty often experienced with getting just one wing together in the same instance. Nevermind several. We get reports of enemy wing in our Powers capital, we organize, we go there - and nothing. People screaming on IRC that they are getting butt-****** by said enemy wing, but we can only pick our noses and twiddle our thumbs - because for all intents and purposes, it all takes place in a parallel universe.
The laundry-list of issues with the current P2P mechanic of MP instancing is game-braking for those of us that enjoy PvP combat. That's the short of it. If you don't like or want PvP, but are more than content with PvE, then fine. This thread is not for you.
Yes - to be honest I'm just parroting the costs thing from what I've seen other people say (that's what the internets are for innit?) but I believe it means they need fewer servers using less bandwidth with P2P doing the donkey work between players than if they have the same number of players doing everything client/server.
Plus there would presumably be a re-design cost to change to all client/server.
I am with you on this one.Seems to me that the game shouldn't require advanced knowledge of how to tweak your connection to get it working properly.
Would this be a benefit though?What might be a solution, if costs are a problem, is to have a hybrid system which uses both p2p and client server when required. Whatever the resolution the present system is broken and not fit for purpose imo![]()
I doubt FDev would even consider this, after all it is mostly technical fantasies of people who may be heard some networking terms and decided to throw them on us here. What has to be done is some intelligent instance management with functions such as show all instances for the current area, show in what instance your friends are, switch instance, all 3 functions I've been using a lot in a server-based MMO. Also, ironing out the bugs from the current NetCode. After all, it appears to have some of the worst issues when people are actually playing on the same LAN, which should be an ideal situation for P2P, not the worse case scenario.This is the part that I am also wary about. Is there any guarantee that by eventually switching to a server based architecture all problems will be gone?
It has been done many times on various systems that require multiple levels of interaction.I doubt FDev would even consider this, after all it is mostly technical fantasies of people who may be heard some networking terms and decided to throw them on us here.
After all, it appears to have some of the worst issues when people are actually playing on the same LAN, which should be an ideal situation for P2P, not the worse case scenario.
We have been complaining about this going back to original beta, if not longer. Many of the major problems with this game can be attributed to its network architecture. It's too late to change, we'll either have to accept with it or move on to something else. I've been a huge proponent of the game, though critical at times, and even my enthusiasm is starting to wane. Powerplay design is pointless when you can't counter enemy activities, and why can't you? Because people will go solo, private group, or jump out and be instanced somewhere else. Hudson will likely never be able to fortify a system because other powers will just undermine them in solo or group, for example. It's just frustration upon frustration lately, and when you pull back all the layers it seems that game network design is at the core of it. They've painted themselves into a corner.
Counter are built in to the PP system.
Attack with undermine,
Counter with fortify.
What you describe is PvP - the is not a PvP based game. It is a PvE game that allows opional PvP by consent.
That is how it was pitched, DBOBE said we will control who we play with - that should have been a massive clue this game was not going to force PvP down everyones throats.
So yes, you can "counter", in the FD says - through the PP system.
No, you cannot pew pew people who don't want it. Never could and I hope never will.
From another Developers forum; 'Logs people, nothing can be done without Logs.'
https://forums.frontier.co.uk/showthread.php?t=160601
sadly that will be wasted time... the decisions are far above any one in this thread.... so demanding such ... is, rightly, likely to be ignored
perhaps you would be better served mowing the lawn, tidying your bedroom or just playing ED
What are you talking about? did you even read my post? You can't counter an undermining activity if the players choose to go solo or private group. You can't blockade them or prevent them from undermining a fortify system. Therefore if another power is determined to underme your fortification attemps, it's going to happen and there is NOTHING you can do about it.