Proposal Discussion Will there be USA based servers???

Gotta ask "Will there be any USA based servers" because at this moment, considering the small amount of people playing the game, I get huge lag spikes from the server. Hard to land when one second your facing the opening to the space station and the next crashing into it.:eek:

P.S. Why am I being bounced to Seattle thru Amazon ISP which is your ISP in the US?(cdn.zaonce.net) That is just crazy, as that means we have to bounce to Seattle then to Chicago then over the big pond to the UK. That is the worst possible routing for anyone in the US. Rule of thumb for US based servers is Dallas, Texas.:S
 
I've not experienced any problems here in the midwest. However, we do have the national fiber backbone going right through here.
 
Well, it IS a UK game ... USA does it all the time to others :)

Seriously, severs ARE expensive, and this game was public funded... If they DON'T it won't be a surprise.

Having said that: It's a fair question.
 
Gotta ask "Will there be any USA based servers" because at this moment, considering the small amount of people playing the game, I get huge lag spikes from the server. Hard to land when one second your facing the opening to the space station and the next crashing into it.:eek:
The game uses peer to peer infrastructure, the servers only handle matchmaking between peers (i.e. other players).

You're experiencing lag because you're being matched with people with bad connections. The servers could be in the next room to you and this would still happen.

If you want more USA based "servers", persuade more USA based people to play the game! Or hope their matchmaking algorithms get better at spotting unsuitable peers (I'm sure they're working on it).
 
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your correct in that the USA does it more. That being said everyone knows how crummy the lines going to the UK are hence why even Australia players connect to USA servers not UK when playing games. I will say that if they don't acquire a US based server, the amount of money this game will generate will be 1000 times less(my opinion only). Word will spread quickly about it. Not a threat, there is minimal people playing the game, and if I am experiencing lag spikes, I know others are as well. I can play EVE which is in Iceland better then to ED servers. They just need a bounce server as the world obviously has to be persistent. I am not asking Frontier to gain a server in the US as current, I am asking if there are plans to do so in the near future or post release etc, as I do recognize the costs involved. BTW I am also in the midwest about 5 hours from Dallas as the crow fly:Ds.
 
Did you even read what I wrote?

Also, London and New York have probably the fastest, fattest connections between any two cities on Earth. Thus connections between the UK and the east coast of the USA are excellent.

The reason Aussies connect to the USA instead of the UK is because their cables connect directly to the west coast, so any connection to the UK has to go through the rest of the United States first, or all the way through Asia.

You've no idea what you're talking about.
 
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The game uses peer to peer infrastructure, the servers only handle matchmaking between peers (i.e. other players).

Lol seriously??? Peer to peer has never worked for any known game EVER lol. For the reasons you stated perfectly. You can be in a game with the guy next door, but if he bounces to Chicago and you bounce to Dallas, will be horrible lag. I see major failure coming if they stick with P2P. Your better off having the server just in the UK then P2P. I get 150ms pings to UK so this explains alot. You will see how bad things will get when the game is released, you won't be able to play, rubberbanding will be so bad you will wanna rip your hair out. P2P was never meant for game play and the protocols are all wrong. it's ok for downloading as it doesn't rely so heavily on latency.
 
Lol seriously??? Peer to peer has never worked for any known game EVER lol. For the reasons you stated perfectly. You can be in a game with the guy next door, but if he bounces to Chicago and you bounce to Dallas, will be horrible lag. I see major failure coming if they stick with P2P. Your better off having the server just in the UK then P2P. I get 150ms pings to UK so this explains alot. You will see how bad things will get when the game is released, you won't be able to play, rubberbanding will be so bad you will wanna rip your hair out. P2P was never meant for game play and the protocols are all wrong. it's ok for downloading as it doesn't rely so heavily on latency.

If you're playing with a guy next door, you're connected directly to him... that's why it's called peer to bloody peer.
 
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Peer to peer infrastructure? Isn't it easy to hack?

Honestly, I have no networking knowledge, but this year I gave up two beautiful games because of too many players hacked something on their side.

In simple: can we expect number of players locally adjusting features of their ships? Like cobras more agile than eagle and such things?
 
Again, you've no idea what the hell you're talking about.

If you're playing with a guy next door, you're connected directly to him... that's why it's called peer to bloody peer.

LOL ok think what you want, try reading a book. That is not how networking works, and I don't have the time to explain logistics of how the internet runs. But if you think you and the guy next door connect directly to each other, even if it was a 2 player game without being on the same LAN your delusional. :p
 
Peer to peer infrastructure? Isn't it easy to hack?

Honestly, I have no networking knowledge, but this year I gave up two beautiful games because of too many players hacked something on their side.

In simple: can we expect number of players locally adjusting features of their ships? Like cobras more agile than eagle and such things?

Not just hacks of the game, they can get you IP address and DDoS you or any number of other malicious things. But we know people that play multiplayer games are not vicious or backstabbing right?? They would never do such despicable things like hack into your computer and steal your Identity lol.;)
 
LOL ok think what you want, try reading a book. That is not how networking works, and I don't have the time to explain logistics of how the internet runs. But if you think you and the guy next door connect directly to each other, even if it was a 2 player game without being on the same LAN your delusional. :p
You're being pedantic. You don't need to describe every single node to describe the difference between a peer to peer system and a client server one.

The game uses a peer to peer model, i.e. player A -> player B. It doesn't use a client/server model i.e. player A -> FRONTIER'S SERVERS -> player B.

Do you understand now, or are you going to hide behind a little more pedantry?
 

Jenner

I wish I was English like my hero Tj.
Wow. Never would've thought a USA servers thread would become heated, but... Let's keep it civil, ok? :)
 
Cisco certified here...P2P works just fine for the kind of multiplayer being delivered here.

Problems will arise from A) a crummy ISP that throttles everything but pr0n and AOL.com, B) connected peers having crummy ISP, though this should only affect latency when trying to shoot/interact with a peer and/or C) netcode is buggy.

I've seen P2P connections humming along at 5+MBs up and down across multiple continents (though New Zealand is always a nightmare). I see no reason why it wouldn't work in theory.

When more players get on, and importantly in the OPs case North Americans, there will be more viable peers to connect with. There is bound to be some issues with P2P between US and UK players, but not much.

To improve your multiplayer expereince, I'd reccomend advertising this game on your social networks to get some people in North America interested.
 
Peer to peer infrastructure? Isn't it easy to hack?

Honestly, I have no networking knowledge, but this year I gave up two beautiful games because of too many players hacked something on their side.

In simple: can we expect number of players locally adjusting features of their ships? Like cobras more agile than eagle and such things?

This thought actually came to my mind too... the game 'Mu' had a BAD problem with people making their starting weapon have enough impact to nuke a city, ir armor that could stop said nuke....

I can easily see hacking the local machine so it is unable to be harmed and kills everything. and the Peer-peer system won't see it because there is no overseeing protecting server defending the players (good advertisement for playing Solo)
 
This thought actually came to my mind too... the game 'Mu' had a BAD problem with people making their starting weapon have enough impact to nuke a city, ir armor that could stop said nuke....

I can easily see hacking the local machine so it is unable to be harmed and kills everything. and the Peer-peer system won't see it because there is no overseeing protecting server defending the players (good advertisement for playing Solo)

Could this be resolved by inspecting the client requesting match ups before they are connected to peers? There is that one step with the main server that you have to go through, correct?
 
There was a simple trick how to check if some ship/shield/weapon got hacked. Ship must do quick testing sequence every time just after loading it to game, but before player takes control of it. Tests:

- shooting each gun for few seconds and make a note of gun's type, damage, fire rate, cooling and consumption
- shoot at shield and make a note of shield's type and behaviour
- same with armor
- move the ship in all directions and make a note of ship's and engine's type and behaviour (speed, acceleration...)
- ... other systems

Send testing note to the server and check if all systems are behaving as specified. Let player control it if all ok.

This idea was rejected because it takes 15-20 seconds longer to load. I proposed that player could read short Galactic News during the loading time, but that idea was rejected too.
 
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