I remember when ED first launched on KS, FD were out there saying ...
"We already have a large team who are very experienced at delivering complicated projects, and the key high-risk components (like networking) are already in place."
It is now 2 years later, and its probably safe to say that the networking component has been misplaced.
Personally, and I know I am in the minority here, I wish they had never designed the game around a p2p networking system. They should have focussed on making the best possible SP game, then added a MP layer on top of that where a bunch of your friends can join a local server.
After all, thats what the bulk of this MP will consist of - a group of friends playing together to acheive a common aim, rather than a pvp battlezone. DB even said that himself recently, so if we going to focus on a co-op MP type of game, why did they complicate, and degrade the game's potential, by binding it to this p2p system.
Maybe he was looking at these huge EVE MP games where 4000+ players are on at the same time and was hoping to eventually scale to that level.
The more players in a game at once, the less control you have of any outcome. Does it really matter if there are 400 NPCs in your field of view, or (200 NPCs + 200 players). Does it really matter if you are involved in a massive battle to take down a capital ship with 200 other people, or just with 195 NPCs + 5 players. For me I would prefer the 5 player scenario as I would feel more involved, but on the other hand, I never did jump on that facebook fad - is that still going?