A simple riddle I cannot figure out/question to the devs

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I have a simple question for the developers, it would be great if any of them could give me an adequate answer. To be clear, I am currently seeking a refund for Elite: Dangerous.

It has been already said that the connection required for Elite: Dangerous is small, in fact it was stated that it was possible to connect to the server with a USB dongle on a train, the amount of bandwidth required is clearly minimal.

If this true, and I have no reason to doubt this claim, why is it that offline mode is cancelled? If the amount of data is so small why can it not be emulated in a .exe file, similar to games like ArmA? I can run the ArmA II/III client and the server file on my PC, with lots of AI with patrols, paths etc, so I doubt that a server file similar to that of ArmA would be impossible, or even improbable.

I can run DayZ with the server running on my PC, I can save the game and come back later and I can pause, these are all the things we wanted in offline mode, I imagine something similar could be done with Elite: Dangerous.

Once again, the answer eludes me. If the amount of data is so small, what's the problem or trouble incorporating it into either the client, or as a separate server file? I dunno, maybe I'm just being stupid, but I'd love an answer that makes sense.
 
They answered this several times... however..
The game needs to access trade data from the server and the other dynamic details, without them the game doesn't progress... so to make it in sync with all players the offline because unrealistic in design. So simply, it's gotta check in, which means online. Originally they thought they could just create a 'as you can' update but that wasn't useful and caused problem... So easier to drop what they can't get to work and focus on what they need to else where.
 
They answered this several times... however..
The game needs to access trade data from the server and the other dynamic details, without them the game doesn't progress... so to make it in sync with all players the offline because unrealistic in design. So simply, it's gotta check in, which means online. Originally they thought they could just create a 'as you can' update but that wasn't useful and caused problem... So easier to drop what they can't get to work and focus on what they need to else where.

But trade data could but incorporated into the client, there is no reason for it not to be for an offline experience. Its quite simple, if you are offline, the client would not seek the server for trade information because the trade information would be in the client, and even then the data would not have to be static, it could still be dynamic, and when you are online it connects to the server and uses the trade information from there, so the question still stands.
 
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