Jesus H Breakdancing Presley.
Another one of these threads?
Come on guys.
Another one of these threads?
Come on guys.
Jesus H Breakdancing Presley.
Another one of these threads?
Come on guys.
It's not what I mean with complexity, you could have a milion of weapons but in Eve online they just are skill based, they don't have simulated ballistic, you don't have to move around with your ship, it's pretty much static point and click combat, no real time complex simulations going on in that game, I played it for a few years and the complexity of combat and systems is 0, also the game world of Eve is static, there are no complex simulated solar systems, stars or anything, Eve Online universe is not a simulated complex system or orbits and celestial bodies' rotation, it doesn't have physic weapons, ships' systems are a hud of a couple of elements etc...
Those elements didn't add any complexity, still a target and click, no effort to hit targets at all, many missions ends with you just targeting and forgetting about it for a whileIf you played Eve as static point and click you were doing it wrong. Using traversal velocity was key to mitigating damage while damaging. Sometimes it was best to joust if your weapon tracking was slower than your opponent but you were faster. And, there was always stasis webbifiers as well as warp inhibitors and all sorts of EM you had to know how to deal with. Complex.
Those elements didn't add any complexity, still a target and click, no effort to hit targets at all, many missions ends with you just targeting and forgetting about it for a while
Fold
Those elements didn't add any complexity, still a target and click, no effort to hit targets at all, many missions ends with you just targeting and forgetting about it for a while
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.
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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.
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.
The client server model is the goto model because it doesn't distribute the consistency aspect - there is one master game world state. Essentially a P2P game is not a distributed system, it is a monolithic system with its components split over a network
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.
world war 2 online (battleground europe) has a 5000 player server, half scale map of europe, fighting on land sea and air all going on at the same time with no instancing or map loading. and thats using unity engine. 100 player war is nothing
So yeah, I wouldn't mind having client-server instead of P2P in certain locations in game. Would be good to add them at current CG-goal systems and other POI mentioned in galnet (cap ship battles maybe as you say), new players spawn systems too and CQC matches. This would let devs add some scripted events without updating our clients first and spoiling secrets.I merely propose Client/Server for warzones, capital ship battles, and hand-picked locations. That way, you can not only put more players into a single warzone, but you could actually make capital ships something that exists only once in the game. Destroy the capital ship and it's gone and has to be rebuilt. No more "oh I'll just jump out and back in and it'll respawn again".
Lets not forget that the Networking is now far far far better than it was on day 1.
Often struggled to see more than 3/4 players in any instance, even at the start locations, now if go anywhere, especially places like CGs, you'll see plenty of people.
Completely agree... The instancing was really bad in the early days, much better now.Lets not forget that the Networking is now far far far better than it was on day 1.
Often struggled to see more than 3/4 players in any instance, even at the start locations, now if go anywhere, especially places like CGs, you'll see plenty of people.
As I understand it that's how the more recent CoD games did it: have a pool of dedicated servers, but just have it P2P-hosted if there aren't any available. It's a smart way of doing it, since it allows for transparently scaling the server capacity up/down based on various factors (performance, player count, budget).What would be REALLY cool of course would be that frontier could just spawn lots and lots of generic server instances which then could just be used as they are available instead of P2P sessions. You could still do dedicated servers for specific locations, but you could also have a pool of extra servers for any location in the universe. Once matchmaking determines that there's no free server instance available, it could always fall back to P2P.
What would be REALLY cool of course would be that frontier could just spawn lots and lots of generic server instances which then could just be used as they are available instead of P2P sessions. You could still do dedicated servers for specific locations, but you could also have a pool of extra servers for any location in the universe. Once matchmaking determines that there's no free server instance available, it could always fall back to P2P.
it's a pity that the multiplayer performance is that bad. instead of improving it, we get an expansion that doesn't seem to address anything about network performance.