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.
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.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.
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.
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.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.
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.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.
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.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.
Rise above it man, and pay attention to the 3 or 4 posters who have been discussing civilly.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.
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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![]()
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.
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...
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.
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.
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.
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.
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.
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.
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![]()
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?
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.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.
I do believe in giving the benefit of the doubt.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![]()
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.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.
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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?
DDF has disclaimer about what's being implemented or not....as "no guarantees" clause. So there's no basis for such expectations.
If I were a betting man, I would bet they used similar techniques. Maybe even copy pasta.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.
If I were a betting man, I would bet they used similar techniques. Maybe even copy pasta.