Frontier cant deliver.

Even if you only need a modest bitrate connection, it certainly is not robust against lag. Something most ISPs don't even acknowledge or provide information for.
 
I know at least one player who had to stay out of Mobius and Open because their internet connection was not up to the job. It would be interesting to know what level of internet connection FD are basing that claim on.

A connection Mb/player bandwidth assessment would be even better.

It is hard to do that because one is speed ISP claims and what's actual *upload*/*download* speeds and *latency* is completely different matter and impact gameplay quite heavily.

Ideally for FPS games, and games like this it is either optic, or high end DSL with good upstream provider. Anything bellow is just don't have enough real time traffic between peers. It is also most guaranteed not to have dedicated upload and minimum speed limits.

People going about how bad peer to peer is and how excellent server/client is really have no idea how complex everything is. For FD long term goals peer to peer just ensures survival of the game. It is just that simple. And it allows lot of neat tricks you would have to do for server/client anyway. So...yeah.

Get better connections, optic is best, but ask for dedicated speed/upload/etc. when getting connection.

And if you are in US, I am so sorry.
 
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Even if you only need a modest bitrate connection, it certainly is not robust against lag. Something most ISPs don't even acknowledge or provide information for.
Lag is unavoidable and heavily variable on the internet, even 2D-only player controlled movement games can have problems. It is mitigatable to a degree, but can never be completely avoided.
 
It is hard to do that because one is speed ISP claims and what's actual *upload*/*download* speeds and *latency* is completely different matter and impact gameplay quite heavily.

Ideally for FPS games, and games like this it is either optic, or high end DSL with good upstream provider. Anything bellow is just don't have enough real time traffic between peers. It is also most guaranteed not to have dedicated upload and minimum speed limits.

Another really good point- and because of the elimination of Net Neutrality here in the US (Thanks to a certain partisan group...) we may yet see even worsening conditions from ISP's here for gaming as well.
 
Another really good point- and because of the elimination of Net Neutrality here in the US (Thanks to a certain partisan group...) we may yet see even worsening conditions from ISP's here for gaming as well.

I think it has been other way around - Internet is complete shambles in USA, and it won't get better because of NN clause removal.

Telecommunication companies especially established monopolies are worst business out there, period. No wonder Google, Amazon, et. do their own fiber networking.
 
It is hard to do that because one is speed ISP claims and what's actual *upload*/*download* speeds and *latency* is completely different matter and impact gameplay quite heavily.

Ideally for FPS games, and games like this it is either optic, or high end DSL with good upstream provider. Anything bellow is just don't have enough real time traffic between peers. It is also most guaranteed not to have dedicated upload and minimum speed limits.
Actually, the point was that FD should declare a minimum bandwidth requirement for the 50 player stability claim. Whether an ISP can fulfil that requirement reliably is another matter.

I can fully believe 64 players are reliably sustainable on a 1Gb LAN (along with medium-low quality voice comms), but that is somewhat greater than your average internet connection. I am however probably being overly conservative in my off-the-cuff bandwidth assessment.
 
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Can't really be bothered to quote all the well-thoughtout responses to my post because, well, there wasn't any. Seriously, I like a good discussion, but to counter my post with typically aggressive responses.. It would be nice to actually just have a discussion for a change.

Anyway.

I don't really care what some PR person from Frontier tells us. Their job is to pass on information, without confirming anything that might be deemed as confirmation of negative aspects of the game. You don't need to be a Frontier developer to know there are clearly issues and limitations with the game engine.

Comparing ED to Planet Coaster is completely pointless. Given they are both entirely different games, and one having no multiplayer at all (therefore no instancing), it's absolutely irrelvant if one can do legs and the other can't. Legs, as a phrase used in the ED game at least, is the ability to LEAVE THE COCKPIT. Walk in stations, planet surfaces, in space itself. (Personally I could care less about this
feature, I don't think it's needed.)

Legs, AKA FP, is obviously POSSIBLE, as it's just a change in camera angle - indeed, we already play in FP. But adding FP with the requried, interactive game assets WITHIN THE CURRENT GAME INSTANCES is highly unlikely. For example. Guardian ruins. Clearly, making an avatar walk around the ruins in FP is easy. But why? Things would need to a be a LOT more interactive, otherwise it's just another pointless feature noone really wants. Interactive 'things' increases the dataload for that instance. If multiple people are in that instance - as Star Citizen clearly shows - the data load becomes unmanagable, and slows things down to a crawl. It's slow enough as it is with multiple ships in an instance.

Oh and the claim instances can handle 50 ships? Sure, technically ED probably can... but I seem to recall, on many, many occasions, so many PLAYER ships in one instance was virtually unplayable. That's not much use now is it.

And one other thing - I simply mentioned Eve Valkyrie because it was the only example I could think of at the time. I hate Eve, my post history clarifies that... The point, is CQC is not the same scope as Valkyrie, (although Valkyrie isn't exactly what I am thinking of either) - but the game is specifically designed to handle large numbers of objects in one instance - ED clearly is not.

Oh, one last thing? I don't need to cite sources for my opinions. That's a ludicrous argument to try and make...
 
Lag is unavoidable and heavily variable on the internet, even 2D-only player controlled movement games can have problems. It is mitigatable to a degree, but can never be completely avoided.
Agreed, which is why FD need to develop protocols which robustly handle high lag times. As it stands, I hear loading times can be very excessive. I'm also not convinced we have as good as we can get when it comes to lag mitigation, which must be planned for in a P2P environment.

Actually, the point was that FD should declare a minimum bandwidth requirement for the 50 player stability claim. Whether an ISP can fulfil that requirement reliably is another matter.

I can fully believe 64 players are reliably sustainable on a 1Gb LAN (along with medium-low quality voice comms), but that is somewhat greater than your average internet connection. I am however probably being overly conservative in my off-the-cuff bandwidth assessment.
Bandwidth requirements are often not the biggest impact IMO, but I haven't had anything less than 10/2 Mbps for many years now, so you may have that point.

If the P2P networking/instancing/matchmaking can be made to work well without huge loading times, I'm all for it. Not holding my breath.
 
Can't really be bothered to quote all the well-thoughtout responses to my post because, well, there wasn't any. Seriously, I like a good discussion, but to counter my post with typically aggressive responses.. It would be nice to actually just have a discussion for a change.

...
Rise above it man, and pay attention to the 3 or 4 posters who have been discussing civilly.
 
Atmospheric flight model is certainly doable, because the current flight model is already so oversimplified, you can't do anything really fancy. Tweak some numbers, maybe based on pressure and temperature and BAM! your golden :)

Oh I will quote here, because I didn't see your responses :)

IT's not the flight model that's the issue - it's the actual physics of the planets themselves. I mean, adding atmosphere to what we already have is trivial. No, PROPER atmospheric planets would be adding vegetation, climates, weather... that sort of thing. I don't believe that's possible with the current set up - maybe, if they rewrite a LOT of the planetary generation code, it might be.

Will they? I don't believe so, no. Why? Because.. they don't 'need' to.

(I just saw your response, and I aplologise - as I say, I never saw it - Rep duly given :)
 
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It is totally up to the devs to consider particular aspects of the DDFs relevant or not. The DDFs are what I would call a "brain storming" area and should not be used as a bible to dictate future progression of development. At the time, the ideas may have seemed to be relevant but every idea should be weighed up wrt cost/benefit balance. Personally, I think conversation elements add ZERO value in themselves regardless of what may or may not have been discussed in abstract design discussions.

This is the direct link to the topic we two are discussing right away,
a FINAL DECISION from FD AND THE COMMUNITY.
https://forums.frontier.co.uk/showthread.php?t=6371
If you read the original pledge on the kickstarter you see the price tag of 300 pounds
awarding you to be a member of the "deisgn decision forum".
As there are desgin decisions discussed and stuff got finalized,
the customer expects them to be integrated as discussed in the
Design DECISION Forum, righto?

DDF in a nutshell

Fanboys will probably come to tell you that it was never planned for release (completely ignoring the fact that DDF things that were really not planned for the release had it clearly stated next to a proposal)

EDIT: Scrap that... they came here to tell you its already in game instead...lol.. guess they still can surprise me.... radial menu.... have you by any chance ever played FE2 and FFE people???

Also the good old argument that its better not to implement stuff that was planned by the developers to be a part of a coherent game and which people wanted in the game and which worked well in former games because it has a chance of becoming boring to some... lets instead imagine the lacking content and believe in the next glorious update that will surely bring stuff much better than the DDF proposals just as we have seen in the recent years...

Why not instead ask a suitable place with competences if what
was advertised in KS was binding by law?
I'm sure then alarm bells will ring.
Short search on the web:
KICKSTARTER LIABILITIES

The legal implications of reward-based crowdfunding are more serious than one might think. For example, failure to deliver contracted goods and services can result in not only private civil suits but in government actions as well.

 
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Actually, the point was that FD should declare a minimum bandwidth requirement for the 50 player stability claim. Whether an ISP can fulfil that requirement reliably is another matter.

I can fully believe 64 players are reliably sustainable on a 1Gb LAN (along with medium-low quality voice comms), but that is somewhat greater than your average internet connection. I am however probably being overly conservative in my off-the-cuff bandwidth assessment.

64 players does not need a 1 Gb lan, at all, telemetry data doesn't take up that much space even with a lot of players, its low amount but highly time sensitive data, 'basically' say x, y, z coordinates, orientation, facing, weapon status, shield status, that sort of thing. And probably more but even say if that was raw text, we'd be looking at no more then what 10kb? (guess obviously, but 10kb can contain a lot of data) of data per second maybe per connection, I think you can actually get the numbers on bandwidth usage from elite itself,
So even with say 10kb per player per second, even at 100 players, we'd only be talking about 1000 kb/s, so 1mb/s of sustained data transmission.
Game data really doesn't take up much actual bandwidth, declaring a minimum in a game where the amount of players found is variable, really would make little sense though I suppose they could just write 10kb/s per player?

The problem though is that many ISP's do not measure reliability as part of what they provide, so sure they provide you say 10mbps, but the latency is unstable, so timing is thrown off, player 5 info might arrive significantly out of sync with another players info, causing stuttering and syncing issues.
 
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FD have made it pretty clear space legs are feasible but until they have legitimate game play reasons for introducing it they seem to be abstaining from releasing such content. X-Rebirth is an example where space legs was released without content of any substance and it got panned by critics (for the wrong reasons IMO). FD appear to be wanting to avoid that specific situation.

With all due respect, anyone could say anything is feasible. Until I see concrete proof that it isn't just possible, but absolutely happening, I stand by my idea that while you could stick a FP Camera on a player, there is, and will never bem any point to do so.

As for atmospheric planets with a variety of landscapes, I believe you are wrong there too. I am led to believe that Planet Coaster uses the same engine as ED and that is pretty good where variety is concerned. The main issue may be balancing detail with viewing distance. Details can be phased in and out on the fly. The other aspect with this area is differences in flight model and how to handle population centres. Planet coaster shows that FD do have the ability to code for handling mass crowds and have them follow behaviour patterns (commonly referred to as Urban Populous Simulation). Anyone expecting too much from open plan populated areas will probably be sorely disappointed though as even the top end graphics cards like the 1080 Ti will almost certainly struggle a bit - from my own experience with Planet Coaster.

Again, PC is a great looking game.. but only in a single 'instance' with limited data requirements - compared to ED I mean. I don't think for one second UPS would be used in ED, I mean, the idea of cities bustling with people would be superb, but realistically that isn't ever going to happen... No we're just going to get Mars, basically.

WRT large space battles, if you mean involving lots of players then I think it is a reasonably fair assessment but that is more for reasons of general internet bandwidth variability at the client end in this kind of context. Microsoft Freelancer player servers probably serve as a bench mark for instance size limits in this context. However, involving NPCs is another matter all together. I think anyone thinking of it ever mirroring EvE in terms of PvP battle scale are going to be sorely disappointed. Anything more than 16-32 players and we will probably be pushing the limits of what is recommended with common internet bandwidth restrictions with a game like ED.
As for PvP battle modules, they have tried that with CQC and it is not exactly that popular for various reasons. I know at least some like it but if you are not into proper balanced PvP (or PvP at all) then it is pretty much a dead duck.

Oh yes, we don't want EVE with it's time dialation system :eek: No, space battles between 16 players would be more than enough IMO. The point is even that is pushing things, because of the horrendous netcode being used (I was unaware it was separate to the Cobra engine), and unless this is somehow rectified... well, like I said, it's never gonig to be a thing.[/quote]

The main limits as I see it are more to do with the limits of current hardware and time to implement relevant gameplay properly than anything else. Even with the airless planets as it currently stands, some berate ED for lack of gameplay in this area. Is the ED engine capable of what people want on the current hardware - may be, but probably only if the player's rig is pushing the top end of current hardware specifications.

Unfortunately, we also have to consider console players - which, with the risk of causing more ire towards me - would absolutely hold back any possibility of expanding the game much more than it already is - the PS4 version for whatever reason, was difficult to get working to a standard people were happy with - and is why we're not seeing PSVR.

( I seem to have missed a page of responses...)
 
Oh I will quote here, because I didn't see your responses :)

IT's not the flight model that's the issue - it's the actual physics of the planets themselves. I mean, adding atmosphere to what we already have is trivial. No, PROPER atmospheric planets would be adding vegetation, climates, weather... that sort of thing. I don't believe that's possible with the current set up - maybe, if they rewrite a LOT of the planetary generation code, it might be.

Will they? I don't believe so, no. Why? Because.. they don't 'need' to.

(I just saw your response, and I aplologise - as I say, I never saw it - Rep duly given :)

I think this is a bit mixup of communication. Atmospheric planets also mean atmospheric planets without life, gas giants, etc. This is where FD will go first.

This is the direct link to the topic we two are discussing right away,
a FINAL DECISION from FD AND THE COMMUNITY.
https://forums.frontier.co.uk/showthread.php?t=6371
If you read the original pledge on the kickstarter you see the price tag of 300 pounds
awarding you to be a member of the "deisgn decision forum".
As there are desgin decisions discussed and stuff got finalized,
the customer expects them to be integrated as discussed in the
Design DECISION Forum, righto?

DDF has disclaimer about what's being implemented or not....as "no guarantees" clause. So there's no basis for such expectations.
 
With all due respect, anyone could say anything is feasible. Until I see concrete proof that it isn't just possible, but absolutely happening, I stand by my idea that while you could stick a FP Camera on a player, there is, and will never bem any point to do so.
Well the 'point' would be to add more gameplay options? yes?, but if you break down all gameplay first person, in most any game yes, they all can be put into boxes with 'go get x' 'kill y of x' and so forth, but that doesn't mean the gameplay cannot be engaging, and frankly it is easier to make engaging gameplay on ground with terrain, in structures what have you, because unlike space, it isn't simply big and empty. So plenty of reasons.
Again, PC is a great looking game.. but only in a single 'instance' with limited data requirements - compared to ED I mean. I don't think for one second UPS would be used in ED, I mean, the idea of cities bustling with people would be superb, but realistically that isn't ever going to happen... No we're just going to get Mars, basically.

Dunno, if the dataset is fixed, as in say the crowd moves in a preset but big pattern around the place, then sending that pattern to a client and telling them where people are in that pattern, should allow for accurate representation amongst all players as long as they can take the performance requirements of doing so?

But yes added onto the existing requirements it might need to be an option or such for performance reasons or simply a 'crowd density' like many open world games have? since, crowd would be at least most part of it, cosmetic?
 
Oh I will quote here, because I didn't see your responses :)

IT's not the flight model that's the issue - it's the actual physics of the planets themselves. I mean, adding atmosphere to what we already have is trivial. No, PROPER atmospheric planets would be adding vegetation, climates, weather... that sort of thing. I don't believe that's possible with the current set up - maybe, if they rewrite a LOT of the planetary generation code, it might be.

Will they? I don't believe so, no. Why? Because.. they don't 'need' to.

(I just saw your response, and I aplologise - as I say, I never saw it - Rep duly given :)
I do believe in giving the benefit of the doubt. ;)

That goes to Frontier as well, but it is frustrating when they are doing such a see-saw job with balance and story.

With all due respect, anyone could say anything is feasible. Until I see concrete proof that it isn't just possible, but absolutely happening, I stand by my idea that while you could stick a FP Camera on a player, there is, and will never bem any point to do so.


Again, PC is a great looking game.. but only in a single 'instance' with limited data requirements - compared to ED I mean. I don't think for one second UPS would be used in ED, I mean, the idea of cities bustling with people would be superb, but realistically that isn't ever going to happen... No we're just going to get Mars, basically.
...
Here's the thing, Frontier's other games is an excellent indicator of things Frontier can and may do with Elite. You can tell though, that's not what they are focused on, it's gameplay balance, and so far they haven't done very well at it.
 
Well the 'point' would be to add more gameplay options? yes?, but if you break down all gameplay first person, in most any game yes, they all can be put into boxes with 'go get x' 'kill y of x' and so forth, but that doesn't mean the gameplay cannot be engaging, and frankly it is easier to make engaging gameplay on ground with terrain, in structures what have you, because unlike space, it isn't simply big and empty. So plenty of reasons.


Dunno, if the dataset is fixed, as in say the crowd moves in a preset but big pattern around the place, then sending that pattern to a client and telling them where people are in that pattern, should allow for accurate representation amongst all players as long as they can take the performance requirements of doing so?

But yes added onto the existing requirements it might need to be an option or such for performance reasons or simply a 'crowd density' like many open world games have? since, crowd would be at least most part of it, cosmetic?

I think we can have a look at how the thargons work and how crowd mechanics can work in a similar way, all online with multiple commanders.
 
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