P2P servers. Open universe.

You know, if Frontier didn't treat commanders as special flowers, but everyone was a solid square/ solid triangle, how much different would it feel? Solo/ Open would ostensibly feel much the same. We would feel like we are part of a greater whole, not a special flower that's hollow. You could still see who was a CMDR, or not. And you could still elect whichever mode worked for you. But we'd not be the glaring exception. Just part of the rule.

Instead, we have a game that scales out massively, but it doesn't scale within massively. It's been labelled an MMO, but Elite really isn't. It's more just endless copies of small game servers running in parallel.

The bones are there for some great possibilities; but again, I just don't believe the developer is motivated to have that 'mega-server' style environment. Just pockets of flowers doing their thing, mostly oblivious to each other (unless one religiously offends the other, then holy god; they make the templar knights look like mother teresa by comparison).

I do really wish we were all solid squares. It's pretty much my biggest pet wish that'll never happen. It would change the feel so much being able to hide among the NPCs or having to hunt through them to find CMDRs.
 
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FDEV knew that this sort of game is relativly niche so, sensible IMO, they cast their net wide.
This means they have a spectrum (it's a space ship game so lets be honest that has a double meaning) of players.
This means those on the ends, full on MMO types and single player only game types are not getting what they want.
The question for FDEV is how significant are those numbers compared to players like myself who arn't interested in MMO politics, guilds etc but do like the option of flying around with a few mates at times or interacting with some random strangers when the mood takes.
For someone like myself they got it pretty much spot on.
 
I can get behind this.


FDEV knew that this sort of game is relativly niche so, sensible IMO, they cast their net wide.
This means they have a spectrum (it's a space ship game so lets be honest that has a double meaning) of players.
This means those on the ends, full on MMO types and single player only game types are not getting what they want.
The question for FDEV is how significant are those numbers compared to players like myself who arn't interested in MMO politics, guilds etc but do like the option of flying around with a few mates at times or interacting with some random strangers when the mood takes.
For someone like myself they got it pretty much spot on.
 
ok, i welcome you to enter the same instance as i am with a third player,
and then tell me that due to peer2peer you are less impacted by latency.

I can reliably tell you that, the only one that should be affected is the lagging player and interactions with said lagging player, course yes, if you are the lagging player then yes, you'll have issues.
 
Forgive my ignorance on coding a transition from p2p to CS. Given the myriad of potential instances within ED, i can understand how CS could be cost prohibitive.

Would it be possible to have pocket CS instances? For example, a dedicated CS for CGs. When instancing into a CG system, a dedicated server capable of hosting large number of players would be available only for that system. Would this diminish the prohibitive costs for establishing a game-wide CS set up? Would this hybrid architecture be too tough to build?

It might be possible, but also add costs as CGs are very popular.

One suggestion that was made would be to allow those who want a C/S architecture pay for it. But i just don't see enough people being willing to pay for it to make it worthwhile for FD. For all the noise made over people wanting C/S, the % of the playerbase who care enough to pay is probably less than a % of a %.
 
I can reliably tell you that, the only one that should be affected is the lagging player and interactions with said lagging player, course yes, if you are the lagging player then yes, you'll have issues.

well, thats what "should" be,
but thats what happens in a CS enviroment, not in a p2p.

if i had bookmarked it, i could link a stream snippet from a streamer that i met in a combat zone.
after he mentioned his sudden wonky controls and certain laggy game on stream - i apologised to him and left the zone -> and with that, his game was back to normal.
note: been 3 or 4 player in the same instance there.
 
It might be possible, but also add costs as CGs are very popular.

One suggestion that was made would be to allow those who want a C/S architecture pay for it. But i just don't see enough people being willing to pay for it to make it worthwhile for FD. For all the noise made over people wanting C/S, the % of the playerbase who care enough to pay is probably less than a % of a %.

Hell, I'd totally get behind FD making available C/S modes as subscription-based services. I'd sure as hell pay for an Open PvE-only mode. Yes, please.

They could make choices available- and people can pay for what they wish. I'd be really interested to see which gains more subscriptions. :)

  • Open PvP
  • Open PvE

Continued suggestion of PG's as PvE-only or Co-Op mode in comparison to Open by the PvP Agenda is an absolute fallacy.

PG's is NOT a reasonable implementation of PvE mode in comparison to Open, there's player limit (which Mobius has reached many times) as well as no active way to control Friendly Fire in PG's.

Give the players what they want- (as long as they're willing to pay for it) and you'll see a lot less whinge threads being created as a result. Win/win for everyone.

Those who don't wish to pay for a subscription based service can simply play the game as it's currently implemented. You get what you pay for.
 
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No I wouldn't pay for a sub. There's no way those not paying for the sub wouldn't get shafted in some way.

They would have to offer up on some other features they cut before they could even begin to entertain offering subs like providing a true offline version of the game.
 
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I'm playing in Open recently and since it's an iron man project I try to avoid crowded areas. I often can see NPCs flying 'fragmented' patterns in SC, similar to laggy human players even if there's no sign of any human.

I wonder what's the reason for that. Am I perhaps generally set to 'open' to act as P2P server for 'potential' human players? Never seen this effect in Solo.

do you keep track of your bandwidth usage? human player may be in the same supercruise instance, but not yet visible to you
alternatively, you can open windows' resource monitor and check how many connections are there. you can kinda "see" how many player are in your vincinity, since peer2peer means youre client has to open a connection to each of them.

the most obvious indicator for other player around, is the presence of powerplay or system authority vessels with different language names - if the other player has a different client language set as you.
 
Just did a little test that seems to prove anything wrong what I've just said LOL

ping times are actually quite good! (I have a different ISP since then):

tracert majikthise.guildsoftware.com

Routenverfolgung zu majikthise.guildsoftware.com [204.15.102.5]
über maximal 30 Hops:

1 <1 ms <1 ms <1 ms fritz.box [192.168.178.1]
2 23 ms 22 ms 38 ms srbdus14.qsc.de [213.148.133.6]
3 23 ms 22 ms 22 ms crmdus11-et-7-10.qsc.de [87.234.12.37]
4 23 ms 23 ms 23 ms dialup-212.162.17.169.frankfurt1.mik.net [212.162.17.169]
5 * * * Zeitüberschreitung der Anforderung.
6 27 ms 26 ms 26 ms Cogent-level3-200G.Frankfurt1.Level3.net [4.68.111.178]
7 27 ms 27 ms 26 ms be2845.ccr41.fra03.atlas.cogentco.com [154.54.56.189]
8 29 ms 29 ms 29 ms be2813.ccr41.ams03.atlas.cogentco.com [130.117.0.121]
9 41 ms 40 ms 41 ms be2182.ccr21.lpl01.atlas.cogentco.com [154.54.77.246]
10 116 ms 116 ms 116 ms be3042.ccr21.ymq01.atlas.cogentco.com [154.54.44.162]
11 117 ms 117 ms 116 ms be3259.ccr31.yyz02.atlas.cogentco.com [154.54.41.205]
12 123 ms 123 ms 124 ms be2993.ccr21.cle04.atlas.cogentco.com [154.54.31.225]
13 127 ms 127 ms 126 ms be2717.ccr41.ord01.atlas.cogentco.com [154.54.6.221]
14 129 ms 129 ms 129 ms te0-0-1-0.rcr21.mke02.atlas.cogentco.com [154.54.3.58]
15 129 ms 128 ms 129 ms 38.122.82.58
16 129 ms 129 ms 129 ms xe-0-0-3-0.cr1.noc.ip.redanvil.net [204.15.100.165]
17 130 ms 129 ms 129 ms majikthise.guildsoftware.com [204.15.102.5]

The problem appears on node #5 (timeout)

Nevertheless, ping times are really good:

ping majikthise.guildsoftware.com

Ping wird ausgeführt für majikthise.guildsoftware.com [204.15.102.5] mit 32 Bytes Daten:
Antwort von 204.15.102.5: Bytes=32 Zeit=130ms TTL=54
Antwort von 204.15.102.5: Bytes=32 Zeit=129ms TTL=54
Antwort von 204.15.102.5: Bytes=32 Zeit=129ms TTL=54
Antwort von 204.15.102.5: Bytes=32 Zeit=128ms TTL=54

Ping-Statistik für 204.15.102.5:
Pakete: Gesendet = 4, Empfangen = 4, Verloren = 0
(0% Verlust),
Ca. Zeitangaben in Millisek.:
Minimum = 128ms, Maximum = 130ms, Mittelwert = 129ms

Not that I understand how that is even possible at all with that time out on hop #5
But then I'm no network expert. Maybe someone else can explain this...


#5 is not a problem, you're just jumping onto a big backbone there, and it doesn't deal with your traceroute, this is not unusual. The next hop is an Level3 pipe, which is a big inet backbone. Nothing to worry about, looks completely normal.

But, here's the thing: 128 to the US is not terrible. In a Client/Server scenario, if you play with another player in Germany, this would double. Your latency to the server + their latency to the server = 256 ms, a quarter of a second.

Whereas in P2P, you're connecting directly, which means your latency to each other would be 10-20 ms.
 
No I wouldn't pay for a sub. There's no way those not paying for the sub wouldn't get shafted in some way.

They would have to offer up on some other features they cut before they could even begin to entertain offering subs like providing a true offline version of the game.

Don't want "premium" features? Then it's simple- don't pay for them. You don't "lose" anything more than you currently have already.

Buy the game "as is", and play it "as is". Nothing stopping you from playing Solo "online-connected" as currently implemented. ;)

Bemoaning the KS offline mode isn't going to accomplish anything this many years past release. I too, really wanted "offline mode", but I'm thinking realistically here.

You can either accept that, or don't- but the point is money talks. I'm quite sure many others would be willing to pay for a TRUE implementation of either PvP/PvE modes. :)

A continued revenue stream really would be the best course of action in furthering development of this game.
 
#5 is not a problem, you're just jumping onto a big backbone there, and it doesn't deal with your traceroute, this is not unusual. The next hop is an Level3 pipe, which is a big inet backbone. Nothing to worry about, looks completely normal.

But, here's the thing: 128 to the US is not terrible. In a Client/Server scenario, if you play with another player in Germany, this would double. Your latency to the server + their latency to the server = 256 ms, a quarter of a second.

Whereas in P2P, you're connecting directly, which means your latency to each other would be 10-20 ms.

please add an american player into the same instance in both scenarios.
 
Don't want "premium" features? Then it's simple- don't pay for them. You don't "lose" anything more than you currently have already.

Buy the game "as is", and play it "as is". Nothing stopping you from playing Solo "online-connected" as currently implemented. ;)

Bemoaning the KS offline mode isn't going to accomplish anything this many years past release. I too, really wanted "offline mode", but I'm thinking realistically here.

You can either accept that, or don't- but the point is money talks. I'm quite sure many others would be willing to pay for a TRUE implementation of either PvP/PvE modes. :)

A continued revenue stream really would be the best course of action in furthering development of this game.

Nope.

I bought or backed the game on the idea there would be only expansion and no subs ever that gave special treatment to subbers. Not interested at all in them having subs then deciding we gonna dev for the sub player base and fudge the non subs cause you know "reason".

I too want proper open pve and open pvp servers but it should be provided to everyone, cause player groups are not cutting it and we all know it, without us having to fork over more cash.
 
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I'm playing in Open recently and since it's an iron man project I try to avoid crowded areas. I often can see NPCs flying 'fragmented' patterns in SC, similar to laggy human players even if there's no sign of any human.

I wonder what's the reason for that. Am I perhaps generally set to 'open' to act as P2P server for 'potential' human players? Never seen this effect in Solo.

If you're talking about what I think you're talking about, that happens when you are moving at vastly different speeds than other ships in SC, so like when you fly by a planet really fast while other ships are caught in the gravity well, or vice versa.
 
I'm playing in Open recently and since it's an iron man project I try to avoid crowded areas. I often can see NPCs flying 'fragmented' patterns in SC, similar to laggy human players even if there's no sign of any human.

I wonder what's the reason for that. Am I perhaps generally set to 'open' to act as P2P server for 'potential' human players? Never seen this effect in Solo.

I guess the NPCs are hosted by another player, just because you can't see him it doesn't mean you aren't in his instance. Happens quite a lot to me and this (+ longer transition times) is the reason I no longer play Open.
 
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