Almost a year later, Multiplayer is still a mess

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We have a mostly-offline game at the moment, with players often not noticing when the matchmaking fails because you can play just as well alone. People asking where everyone else is on the forums... it's not that they're far out, it's that for some the P2P just doesn't work.

THIS IS NOT A DEBATE ABOUT OFFLINE MODE.
This is about the issues of P2P networking and the limitations thereof, as well as my suggestion on how to improve it.



I've warned repeatedly about the problems and challenges of P2P in a multiplayer game like this. I've warned the Nornware guys (Space Beast Terror Fright) but they too said that "they know what they're doing".
Turns out that their main dev almost burned out of the problems of P2P. Why? Because you can't have consistency, availability, and partition tolerance all at once. You can trick a bit with eventual consistency, but the problem remains that P2P inherently brings with it the question of how to define truth. You can't establish facts when two equal-level participants talk to each other. You start giving one or the other authority over things in the game world - but then you get the problem of partitioning, which is when participants drop out and perhaps even back in again. If this sounds complex, that's because it is. I've spent the past 15 years of my life learning about this. It's *really* difficult. But don't get me wrong, I totally understand why Frontier chose P2P for Elite Dangerous, and their argument for that is sound. I do have a suggestion, but first let me state the current issues.

So what problems do we see in Elite right now:

1) Low player numbers per instance.
That's because P2P degrades for everyone when one participant with a bad connection joins. This is terrible for Elite because that's the reason why you often can't see your wingmate. Either he or you just happened to be put into an instance with an already low health, and it won't take both of you. There's no solution for this within P2P. This is the biggest issue with Elite at the moment.

2) Bad performance.
Look around in supercruise. Often times you can see ship trails jump and shudder around. Worse, interdictions get unfair because of the shudders and jerking around. One bad client ruins the entire instance for everyone in it. Dogfights work perfectly fine, but then everything goes to hell if one other player with a bad connection joins. Proper matchmaking can only help to a certain degree here.

3) Inconsistent world state.
Allegedly, Jesus said to Pontius Pilate: "What is truth?"
I am certain that he was a programmer of distributed systems, because that question is fundamental for a working multiplayer game. Elite currently "mostly" works. Mostly. It utterly fails when the situation isn't perfect. A few examples: You can duplicate mining fragments if there's more than one client in the instance. You might see cargo that your wingman can't. You can have visible cargo that you can't scoop up (also only when more than 1 player in that instance). You can see different elements in asteroids than your wingman. A wingman shooting a mining laser which you have placed prospector drone on will find that it will spew fragments indefinitely, even after the asteroid has been depleted.


I think P2P is here to stay for the general universe, and most of these issues can be resolved by server-moderation, just like they did with the landing pad assignments and the refinery. The point of truth is no longer one of the peers but a central server. Using a lightweight backend, for example nodejs with redis as storage, will support tens of thousands of clients per server, and you can scale that out if you're choosing the right way to do the business transactions (idempotent operations, optimistic locking, etc)

But for central areas of the game, we absolutely need client/server. This doesn't mean Frontier should host thousands of game servers - just a couple dozen would suffice. These servers could host client/server sessions for warzones, Sol, Eravate, and other well-frequented systems and places. These client/server sessions could be used for all parts of the game: Supercruise, normal flight, you name it. They could be assigned dynamically and support a large number of players (128, 256, maybe even 500 or more). If a server is full or not available, the game could just fall back to P2P.

This would allow for...


1) Giant warzones that really do feel like there's a war going on

2) Systems that feel alive and buzzing with human traffic

3) Much more interaction and communication between commanders, something Elite more or less completely lacks atm.

Best of all, Frontier could scale the available servers up and down depending on current budget and playerbase. They wouldn't lose the flexibility of P2P, but they'd still have the ability to make community goals and warzones actually a giant thing that everyone wants to participate because it's something you experience anywhere else at that time.


I'm posting this in the hopes that this catches the eye of someone at Frontier. But also for everyone to discuss. I know the game works "most of the time" and I'm not saying that they did a bad job. However, before you disagree saying that we don't "need" any of this, I implore you to think about this. For you nothing would change. You don't have to participate in a big warzone. But people who WANT that sort of thing, would then have the option to. At the moment, they don't.

And I really want Elite to become a little... bigger in it's multiplayer ambition :)


Agreed? Disagreed? Bananas?
 
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Star Citizen will be better no doubt! :p

But seriously: We have a mostly-offline game at the moment,

Stopped reading when I got to the part where you said 'mostly-offline game' in reference to a game that requires an internet connection to play; I assume this level of accuracy and objective assessment is the bar for the rest of the text and therefore not interested.. Thank you for playing. NEXT!
 
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All you can play offline are the tutorials, I wouldn't call that most of the Game ;)

Problem with the limitation is not just P2P, a Warzone with 100 of Players is something that would require a whole lot of Data to go back and fort. Too much for your standart internetconnection.
 
Stopped reading when I got to the part where you said 'mostly-offline game' in reference to a game that requires an internet connection to play; I assume this level of accuracy and objective assessment is the bar for the rest of the text and therefore not interested.. Thank you for playing. NEXT!

If you had shown the courtesy of reading on, my point was not that Elite does or doesn't require a permanent connection.
My point was that for example my nephew wasn't able to join any P2P session due to a router issue and was completely unaware of it - and I've heard other people tell me the similar things.

This is not a debate about offline mode, but about online mode.

Which you would know if you finished reading before replying. But sadly, you didn't.

- - - Updated - - -

Problem with the limitation is not just P2P, a Warzone with 100 of Players is something that would require a whole lot of Data to go back and fort. Too much for your standart internetconnection.

So Planetside 2 doesn't exist? Eve doesn't exist? These games exist, and actually Eve does something very much like my suggestion. Planetside zone player limit is 800 players, and they did run 1000 player zones before. Even Planetside 1, a game that was launched over a decade ago, supports 200v200v200 on a single map. Joint Operations, a 2004 game, supports 256 players on a single server without any special in-map zoning system or the likes.
 
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Works fine for me, was a bit iffy up to a couple of patches ago but seems perfect now.

maybe you have a problem with your network set up.
 
So Planetside 2 doesn't exist? Eve doesn't exist? These games exist, and actually Eve does something very much like my suggestion.
Sure they exist, but ED is not like those Games, is it? ;)

I can be wrong of course, I am no expert, but there is Reason why for example Eve does not work in Real Time like ED - it requires less data to be send.
 
Good post OP +1'd.

Could have put money on the first post being a "stopped reading after..." because people always have to have an opinion, even on something they outright admitted they didn't bother reading.
 
SC is going to use the same system as elite... and sins SC (if you read its goals , its the same as elite but with a smaller universe and no seamless planets)is just a smaller game with a smaller scope but with nicer graphics I dont take anything from RSI seriously.
the only thing I like about SC is the seamless in and out of ships. everything else is less good... I mean landing on planets will be a load screen and towns will be hubs just the same as say X:rebirth , expect rebirth had a small budget
 
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Stopped reading when I got to the part where you said 'mostly-offline game' in reference to a game that requires an internet connection to play; I assume this level of accuracy and objective assessment is the bar for the rest of the text and therefore not interested.. Thank you for playing. NEXT!
This is a horrible response to any post.
( I just started playing EVE again, it works)
 
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The p2p thing would work fine if people wouldn't use bamboo connections. I see so many problems daily regarding p2p networking with desynchs being the most common and annoying of all. Sometimes I see NPCs my mate doesn't see or even the player itself is invisible or the worst: we get matched in different instances (with bot being empty like we are playing solo).

P2p can actually work and saves a lot of money but it has to be done right. And this is until now FD's hardest challenge. Doing this right.

I mean they do awesome things, sounds and graphics for example but why have high end graphics if you have a freaking 2 dimensional explosion animation?? Argh! Pain in my eyes! And pain for my client with desynchs!
 
Good post!
This game has some problems making the multiplayer-experience really frustrating sometimes. I really hope FD finds a way to improve that!
 
1 and 2 you describe is due mostly to the indifferent state of the internet as of today. Varying connection rates and latency. Not much to do about that till everyone playing has a decent connection.

We are still in the infancy of being able to play these games And of the internet.
 
All you can play offline are the tutorials, I wouldn't call that most of the Game ;)

Problem with the limitation is not just P2P, a Warzone with 100 of Players is something that would require a whole lot of Data to go back and fort. Too much for your standart internetconnection.

With respect mate I played Guild Wars 2 for a bit... a hundred players was pretty norm for some of the bosses, maybe more.

Debate has gone on and on about this p2p v server etc.

P2p in my humble opinion has effectively nerfed proper multiplayer, period. I honestly believe the only people who don't see that have never played a proper multiplayer game before......

tis the saddest thing about ED :(
 
1 and 2 you describe is due mostly to the indifferent state of the internet as of today. Varying connection rates and latency. Not much to do about that till everyone playing has a decent connection.

We are still in the infancy of being able to play these games And of the internet.

Honestly you are 100% wrong here, I don't mean to be rude but see my above post. If your only real experience of multiplayer is this I can see how you think that but this is by far the worst mp experience, and it is by design.

Like many on here I have played loads of online games,, loads, and modern internet connections are easily up to it.

People who doubt go and check some other titles out, you will see why all the moaning about p2p and this game in particular takes place as not even the most ardent fanboy could fail to see the difference.
 
Courtesy is not a basic right, esp on them interwebs. When the first line of a story/post/rant starts out with 'So i have this round square...' then its prudent to shore up bets on the level of logical, rational, objective assessment incoming and make a decision to wade in or avoid any more stupid in my life.

Do me the courtesy of thinking before speaking (i can't unhear or unread these things you know...) and I promise to respond in kind. But, you first kid-o =D

You are coming across as a real ass. Just an FYI. The Op makes some very valid and good points throughout the rest of his post. You of coarse are going to nitpick, so as to either avoid the effort of reading said post or you have zero interest in any aspect of the multiplayer. You brought absolutely nothing of use to this thread, aside from an arrogant attitude.


Op, I to would like to see more effort made to flesh out the multiplayer features and efficiency. Its why I bought Elite in the first place. Hopefully those more thoughtful regarding the content of your post read and reflect on improving the multiplayer experience.
 
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