You're going to have to cite sources for that claim mate, because as far as I am concerned it was always going to be an online game, backed up by P2P links - the whole "offline" drama that unfolded when the ****storm kicked off by the backers was only pacified by FDEV claiming they would try to sort something out, but the whole underlying model was online/P2P to cut costs ... There was no subscription model, claimed right from the outset, and a P2P model (backed by server arbiters) was the only solution.FD's decision to always online was a last minute decision, My impression was they thought that stellar forge could be on the client but in the end its server side forcing the always on line with the advantage they can tweak server side without pushing a new client. I imagine that also reduces the download sizes of updates. P2P was not, at that point they had no idea how successful ED would be so they went for the cheapest option. I remember early on them having problems with stations (docking) and having to actually have some server authentication.
Edit: the only reason they had issues right at the start was that the netcode was shockingly bad ..
That was my understanding too, and yes, while FDEVs team were talented, they can't code around stupid. (aka end users doing dumb things with hardware)I believe ED's p2p connection was long planned and key to their route to release, but I seem to remember they talked of unforeseen issues arising when they went live with alpha, something to do with the quadrillion different routers everyone has.
Last edited: