The time has come

Just like any game with a BGS. I mentioned an example higher up in the thread with Rebel Galaxy. It has fluctuating markets and states that are both tied into scripted game events and player input. Or look at Civilization or Stellaris, BGS doesn't mean server required.

Rebel Galaxy - Only simulates the system you are in
Civ/Stellaris - Getting alot slower the more background stuff happens.
X-Series - Has alot of this problem. Because its a game that has a Background simulation outside the system you are sitting in. Depending on the amount of traffic and your empire size the entire game grinds to a halt with "only" what 150 "systems" to crunch through.

Background simulations is CPU heavy...REALLY CPU heavy...the more sophisticated the more it will impact your game experience negativly.

Elite:Dangerous is able to handle so many faction/states ect because the entire Background simulations runs on servers and even then only in 12 or 24 hour updates or so if i remember correctly from the devs.

Our client has the assets and data to show what was generated...but it actually generates nothing when we enter a system. We only get the informations from the Stellar Forge that already generated the system you are about to enter. Otherwise you would sit their ALOT longer while in hyperspace, waiting for that super system with 5 suns 20 planets 5 gas giants, 20 landable moons ect to generate.

Its like creating a minecraft server and letting it generate 100kmx100km land in advance before player enter it. So you dont have chunk generation when you enter the server. Only chunk loading and display.

Even if you only take 1% of the galaxy for the offline single player. For a single player game it is not working you would have to completly abandon the background simulations in order to get to a playable state. Not mentioning the amount of systems you have saved on your harddrive. And then you would get essential Space Engine.

There is a reason why background heavy games are rather small or "simple". X-Series is the best example, or do you think its "hard" to create some sector you can connect to a jumpgate and fly through with some stations. There was a reason why it was only so big, and why people asked for mods to tune down traffic and other stuff that brought their CPU to their knees because of all the background stuff it had to calculate that it wasnt able to work proper to play the game anymore.

Just think about our NPCs right now in ED. Why arent they traveling actively between systems trading and having a "life"...and it only get simulated in the background that stuff happens then rather actually doing it like in X.
Think about the amount of habitable space, now think about the amount of trade routes, now think about how many NPC would have to travel physicaly to reach the same result we have now...the amount of processing power to do that is mind boggeling.
Give us a quantum computer, affordable for everybody then those problems will be gone.
 
Rebel Galaxy - Only simulates the system you are in
Civ/Stellaris - Getting alot slower the more background stuff happens.
X-Series - Has alot of this problem. Because its a game that has a Background simulation outside the system you are sitting in. Depending on the amount of traffic and your empire size the entire game grinds to a halt with "only" what 150 "systems" to crunch through.

Background simulations is CPU heavy...REALLY CPU heavy...the more sophisticated the more it will impact your game experience negativly.

Elite:Dangerous is able to handle so many faction/states ect because the entire Background simulations runs on servers and even then only in 12 or 24 hour updates or so if i remember correctly from the devs.

Our client has the assets and data to show what was generated...but it actually generates nothing when we enter a system. We only get the informations from the Stellar Forge that already generated the system you are about to enter. Otherwise you would sit their ALOT longer while in hyperspace, waiting for that super system with 5 suns 20 planets 5 gas giants, 20 landable moons ect to generate.

Its like creating a minecraft server and letting it generate 100kmx100km land in advance before player enter it. So you dont have chunk generation when you enter the server. Only chunk loading and display.

Even if you only take 1% of the galaxy for the offline single player. For a single player game it is not working you would have to completly abandon the background simulations in order to get to a playable state. Not mentioning the amount of systems you have saved on your harddrive. And then you would get essential Space Engine.

There is a reason why background heavy games are rather small or "simple". X-Series is the best example, or do you think its "hard" to create some sector you can connect to a jumpgate and fly through with some stations. There was a reason why it was only so big, and why people asked for mods to tune down traffic and other stuff that brought their CPU to their knees because of all the background stuff it had to calculate that it wasnt able to work proper to play the game anymore.

Just think about our NPCs right now in ED. Why arent they traveling actively between systems trading and having a "life"...and it only get simulated in the background that stuff happens then rather actually doing it like in X.
Think about the amount of habitable space, now think about the amount of trade routes, now think about how many NPC would have to travel physicaly to reach the same result we have now...the amount of processing power to do that is mind boggeling.
Give us a quantum computer, affordable for everybody then those problems will be gone.

I get what you're saying, but I think we're viewing the issue from two different angles. I'm looking at the issue like it's a single player game. The BGS is only there to facilitate the facade of a living / breathing galaxy for 1 player. The player doesn't need an actual simulation, just a convincing facsimile.
 
I get what you're saying, but I think we're viewing the issue from two different angles. I'm looking at the issue like it's a single player game. The BGS is only there to facilitate the facade of a living / breathing galaxy for 1 player. The player doesn't need an actual simulation, just a convincing facsimile.
So a different game?
 
So a different game?

Hardly a different game, just sans a BGS that will go 99% unused. The reason the BGS is so complicated is because it's supposed to be a galactic simulation that has to account for thousands of players altering it. In a single player version, the BGS only has to react to the one player. It doesn't need to calculate the ramifications across the galaxy until the player interacts with a specific location.
 
You already have the entire galaxy on your PC. It's generated for you every time you jump to another system by your own PC, but only 1 system at a time. When you jump your PC sends a position update to the server but it's not doing a lookup in a database to determine what stars and planets to show.
Take a look at one of the X series games if you want to see a space game that is fully offline and still has a BGS.

would it help if i used diagrams?? you can refer to as many other games as you want.. but unless you are referring to elite.. it makes not a single bit of difference. elite is set up the way it is set up, because that's the way it works.. the way it's designed to work, and currently needs to work.

all these other games you mention don't function on the same scale, or in the same way that elite does.. no game currently does. elite doesn't have procedurally generated systems operating independently from each other, with some basic preset rules to govern markets and spawn rates. elite maintains a full database of all systems, all stations, all factions and all markets etc etc.. in the entire galaxy, and with all the associated data. it is an ever changing, interconnected galaxy, that is altered by the prodding and poking of the player base (i think the word adaptive is probably better suited) and given direction, as needed, by frontier.

why would they want to divert their attention and resources into creating a single player, offline version of the game, which wouldn't actually be this game, especially when we already have a solo mode, which is a fully functional single player game? what you think of as 'everything is on our hard drives' is basically just the physical game resources and textures.. with the bgs, what they do, how they do it, and when they do it, is all information that is server side. hmm, the only playable content we have on disc, are the tutorials, it would be interesting to see how much room that takes up for something that is very limited in scale.
 
Last edited:
would it help if i used crayons?? you can refer to as many other games as you want.. but unless you are referring to elite.. it makes not a single bit of difference. elite is set up the way it is set up, because that's the way it works.. the way it's designed to work, and currently needs to work.

all these other games you mention don't function on the same scale, or in the same way that elite does.. no game does. elite doesn't have procedurally generated systems operating independently from each other, with some basic rules sets to govern markets and spawn rates. elite maintains a full database of all systems, all factions, all markets, all stations.. etc etc.. in the entire galaxy.. with all the associated data.. and it is an ever changing, interconnected, galaxy, that is altered by the prodding and poking of the player base, and given direction, as needed, by frontier.


why would they want to divert their attention and resources into creating a single player, offline version of the game, which wouldn't actually be this game, especially when we already have a solo mode, which is a fully functional single player game? what you think of as 'everything is on our hard drives' is basically just game resources and textures.. what they do, how they do it, and when they do it, is all information that is server side.. the only playable content we have on disc, are the tutorials, it would be interesting to see how much room that takes up for something that is very limited in scale.

> because they could make even more money.

> No it's not because it's still the same exact universe as everyone else, being affected by everyone else. The only thing different is the instancing.

> The reason the BGS is so complicated (and resource intensive) is because it's supposed to be a galactic simulation that has to account for thousands of online players altering it. In a single player version, the BGS only has to react to the one player. It doesn't need to calculate the ramifications across the galaxy until the player interacts with a specific location.
 
We need the single player offline game we had originally been promised, that's for sure. Right now, nothing else will see me play Elite Dangerous again.

What are you even on the forum for then, just to spread negativity? These spurious, opinionated posts have been appearing since early beta. You were told over a year ago that there was going to be no offline singleplayer game decoupled from the background sim. Which part of this do people fail to understand?
 
Last edited:
I see loads of players carping about how single player is bad an all that but do they actually KNOW that single player mode was pulled two weeks BEFORE LAUNCH? And that it was a BIG draw for a LOT of players? (Most of whom have now left, to my knowledge). Not a dead horse, its one that FD wants to hide under the bed to pretend its not there :)

- - - - - Additional Content Posted / Auto Merge - - - - -

What are you even on the forum for then, just to spread negativity? These spurious, opinionated posts have been appearing since early beta. You were told over a year ago that there was going to be no offline singleplayer game decoupled from the background sim. Which part of this do people fail to understand?

"spurious, opinionated posts" (like all the fanboism that prevails here you mean?)............I really did laugh at that one :)
 

Ian Phillips

Volunteer Moderator
Hi cupcake :)

not really sure what you are talking about... the game has always had single player mode (Solo)
 
Last edited:
> because they could make even more money.

> No it's not because it's still the same exact universe as everyone else, being affected by everyone else. The only thing different is the instancing.

> The reason the BGS is so complicated (and resource intensive) is because it's supposed to be a galactic simulation that has to account for thousands of online players altering it. In a single player version, the BGS only has to react to the one player. It doesn't need to calculate the ramifications across the galaxy until the player interacts with a specific location.

maybe you should change the title of your thread to -

frontier has done an amazing job on the look and scale of the game, with possibly the best flight model i have experienced to date, however.. the time has come for you to split your resources and create for me, a version of the game, that while looking exactly the same, with exactly the the same flight model, is in reality, only a facsimile of the real game, with a bgs designed to fool someone, who really doesn't care about it. you know, a game i can pause, where my interactions have little consequence, and i get to just fly around care free and uninterrupted.

you are asking them to make a very dumbed down version of their own game.. a game they are terribly proud to have made.. and are still developing.. you really are quite crazy dude.
 
Last edited:

Goose4291

Banned
Hi cupcake :)

not really sure what you are talking about... the game has always had single player mode (Solo)

It's not much use to you when you're in the middle of the Atlantic or out in a place where there is no internet access though.

I remember launching my copy of one of the Assassins Creed's across the room because it needed always online DRM, so I couldn't play it whilst I was on a 3 month deployment that needed an internet connection for a single player game.
 
maybe you should change the title of your thread to -

frontier has done an amazing job on the look and scale of the game, with possibly the best flight model i have experienced to date, however.. the time has come for you to split your resources and create for me, a version of the game, that while looking exactly the same, with exactly the the same flight model, is in reality, only a facsimile of the real game, with a bgs designed to fool someone, who really doesn't care about it. you know, a game i can pause, where my interactions have little consequence, and i get to just fly around care free and uninterrupted.

you are asking them to make a very dumbed down version of their own game.. a game they are terribly proud to have made.. and are still developing.. you really are quite crazy dude.

Well it's not my thread.

I appreciate that people play Elite for multiple reasons, the BGS being one of them. Personally, I don't care about the BGS at all. I play for the, in your words,

look and scale of the game, with possibly the best flight model i have experienced to date

For me, the BGS doesn't even come to mind.

I respect that it is your opinion that I want a game that

you know, a game i can pause, where my interactions have little consequence, and i get to just fly around care free and uninterrupted.

a very dumbed down version of their own game

,though I don't share that opinion. Well, besides pause, pause is a must in my book :)

And I'm not crazy, my mother had me tested :D
 
Surely this kind of thread is just needless trolling at this point? We've had Wings, Powerplay, player factions, and soon Multicrew. All things that are/will be integral to the game, and all things that a single-player offline game is not capable of replicating for obvious reasons. Threads like this can't be worth keeping open - they'll just end up being pits of bile and venom.
 
Back
Top Bottom