Patch Notes Update Elite: Dangerous Beta 1.06 Now Available

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The simple answer is yes - peep to peer is the technology we are using for local player encounters. There's still an amount of balancing and bug fixing to be done, but there's no reason this can't be achieved. The universe is server based and transactions are server moderated.

Michael

Alright then. I hope it turns out well and give you all my hopes and wishes to get this working right, you can do it :cool:
All I want is chilling out in teamspeak and play elite at the same time ;)
 

Philip Coutts

Volunteer Moderator
When I go into ship repairs or outfitting my Viper no longer gets taken into the station. It just sits on the surface. Is this meant to happen or is it a bug? Also having the old forced to dock backwards bug and lots of jitters entering and leaving hyperspace and supercruise.
 
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Viajero

Volunteer Moderator
The simple answer is yes - peep to peer is the technology we are using for local player encounters. There's still an amount of balancing and bug fixing to be done, but there's no reason this can't be achieved. The universe is server based and transactions are server moderated.

Michael

Thanks Michael,

What about

- Concerns on player upload bandwidth requirements?
- Some ISP alleged limitations on p2p traffic?
- Cheating openings as p2p is not server controlled?
 
Anyone have any idea why my 1.6 update is downloading at about 0/04mb per second? At this rate I will have only have finished updating by the time 1.8 comes out.
 
Still want to believe that some fixing and optimizing would do the trick. What I do not understand is why the netcode is still able to freeze the client (recently not for me but I read a lot about other people still suffering from these client freezes). This one should be addressed as soon as possible IMHO.

Maybe I'm wrong but that's how I see this: you, the client, are joining or exiting an island (reaching/leaving a station for example), so you send the info to the server which process the request. You're put on hold while the server do its job. If the island is congested, the server may have a hard time compute all the simultaneous requests that could bring the freeze effect on the client side.

Hence the fact that freezes occur more in Eranin, Dahan, Freeport and major points of interest, and there's barely no interruption in remote systems, as if you were playing solo.
 
Still want to believe that some fixing and optimizing would do the trick. What I do not understand is why the netcode is still able to freeze the client (recently not for me but I read a lot about other people still suffering from these client freezes). This one should be addressed as soon as possible IMHO.

Well...we don't actually know for sure if it is the "netcode" that is freezing the game do we? It could just as easily be something else. Freezes and crashes could look like it is the same thing while in reality it happens for a number of different reasons.

But why do it "only" happen when online then?

Well, because it could be some other code, physics for example, that when interacting with the "netcode" creates some interesting results that results in a crash/freeze. Each part in it self might be fine, but when they interact in a certain way something misfires...

As long as they keep on adding major new features to the game there will always be new bugs introduced. Old onces might have been dealt with, but new code might create new ones that to us users gives a similar symptom (AKA crash/freeze).

We saw something like this even now in 1.05...some people couldn't go online and therefore instantly blamed the "netcode"/servers. In reality it was due to them having a Cobra and due to changes in that model a bug snuck in which crashed the game as soon the tried to go online.

Edit: I assumed with this post you referred to a hard freeze...as in the game locking up completely.
 
Yes, the state in where we only can shut down the client via taskmanager.

I agree, we have no proof about the netcode being responsible for those freezes though I would call it a strong suspicion. I'm by far no expert but I would expect the netcode working in some sort of encapsulated area so if anything goes wrong the client would throw an exception. The way it works now must be a nightmare to fix. Even crash reports are impossible with a frozen client.

Yes...extra important to ticket these with as much detail as possible then. However, it does seem like this is a known bug when reading the list on the support page...
 
Anyone have any idea why my 1.6 update is downloading at about 0/04mb per second? At this rate I will have only have finished updating by the time 1.8 comes out.

Most likely your ISP is imposing heavy throttling on anything hosted on Amazon's Cloud Computing servers.
 
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