Are Fdev seriously out of touch calling P2P "SEAMLESS"

Honestly, this quote is the biggest concern of mine looking ahead at Odyssey. As it stands, Elite Dangerous is a laggy mess as far as networking is concerned. Where players congregate, the game becomes unstable. I am currently in Shinrarta and even interdiction is unplayable. I cannot get my head around Frontier calling P2P a seamless experience. The game is horrific due to this. I truly hope to see Odyssey works, because if shooting on foot suffers the same instancing/lag/rubber banding as the main game, then by goodness the experience will be one to forget!

Rants'r'us is here...
 
Honestly, this quote is the biggest concern of mine looking ahead at Odyssey. As it stands, Elite Dangerous is a laggy mess as far as networking is concerned. Where players congregate, the game becomes unstable. I am currently in Shinrarta and even interdiction is unplayable. I cannot get my head around Frontier calling P2P a seamless experience. The game is horrific due to this. I truly hope to see Odyssey works, because if shooting on foot suffers the same instancing/lag/rubber banding as the main game, then by goodness the experience will be one to forget!

Rants'r'us is here...
Where is this quote please?
 
unless you play solo.

Not even then.
I had the opportunity to play ED, solo ofc, on a 3g mobile connection in an area with moments of quite bad signal.
I could not even mine properly - fragments were not being processed in the refinery, limpets were acting funny and so on - i had to call it quits.
.
 
Where is this quote please?
Hidden deep in a Dev post...
What are the plans for networking in Odyssey? Will it be p2p or will it be server based for FPS gameplay?
The underlying network structure is the same as the rest of ED i.e. p2p so that the experience is seamless for players

I get the impression that, by context, the implication is not that p2p is 'seamless', rather that it hasn't been changed for Odyssey exclusively...
 
Not even then.
I had the opportunity to play ED, solo ofc, on a 3g mobile connection in an area with moments of quite bad signal.
I could not even mine properly - fragments were not being processed in the refinery, limpets were acting funny and so on - i had to call it quits.
.
When mining and processing fragments, I'm not sure the game is actively communicating with the servers in solo? Just intermittent connections?

afaik?
 
Where is this quote please?


In their Q & A, post.

Edit, I replied before realising everybody else linked the quote. Lol.
 
When mining and processing fragments, I'm not sure the game is actively communicating with the servers in solo? Just intermittent connections?

afaik?
I thought so too. I've had times when the game's dumped me out due to a lack of connection and I've checked only to discover my connection has indeed dropped. It was only when entering / leaving supercruise (or hyperspace) that I realised, and the odds that it dropped just then are pretty slim.
 

Deleted member 38366

D
Well, OP discovered the difference between Advertising and Reality

ELITE is clearly full of seams. In essence, the "seamless Universe" ended up being the polar Opposite.
The underlying Solo Game Design wouldn't even allow for much more Players in an Instance, as even Stations couldn't handle the traffic with so little Pads (let alone Megaships or god forbid Outposts).

I once suggested moving from a pure P2P Architecture augmented by Servers to a highly selective Client/Server Architecture heavily augmented by P2P.
In short - support Systems or Events with heavy traffic (Hotspots) with Client/Server and increased/more stable Instances - while all normal random/low-traffic encounters remain P2P, where it is generally sufficient.
That'd hide the P2P limitations alot while requiring only a fairly low amount of effort in terms of Server support, as the vast bulk of Instancing would still remain dirt cheap P2P.
 
I'm not a network expert, but could someone explain how a connection involving three computers and two network paths (player <--> server <--> player) is going to be an improvement over a connection involving two computers and one network path (player <--> player) ?
 
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