Thanks T.J.
For myself, assuming that the system is one big instance rather than zoned, I'd rather have 32 players + 200-300 NPCs than 64 players + 0 NPCs. Remember how empty space was in FFE? That's the most important thing to avoid IMO.
To me it would be even more strange to have a limit of 32 in a full scaled star system, which is
huge. That's why I assume the systems will be zoned at least.
Concerning a whole system there would not be a big difference between 32, 64 or 200, in all cases it would be basically empty (of souls anyway). The only thing that could help the feeling of empty space for me then would be a system-wide scanner range (plus a scanner mode that shows humans only and no NPCs) and powerful in-system FTL.
buy lots of goods and over time the prices rise for everyone; help build the space station and it's built quicker for everyone; etc.
That's as close to MMO as you're going to get.
It's won't be like EVE with hundreds of players in the same region of space; it won't be like Dark Age of Camelot with hundreds of players all rushing to the same place in PvP land; it will be more like WoW with all the players meeting each other in the stations (especially when the walk about addon is produced) and when you go off playing you're in 32man instances (think the 25/40 man instances in WoW)
Thanks for once more providing a clear description of a game I would not play. (Not because I would need hundreds in one place but because I want a limit beyond 32 in 2014 without instancing.)
All the elements that you would need to make a brilliant single player game, but with a multiplayer twist to it. I want to meet other players, but I'm not sure I like the idea of large guilds 'organising' space.
You can most easily avoid noticing guilds by not setting your mutiplayer slider to "All" but only bubbling yourself together with like-minded players.
What you're asking for would ruin the game for me.
Why? Simply don't touch "All".
Exactly what I was thinking. And to be fair WoW is the most popular so Blizzard are obviously doing something right with that model
Sure, the most popular games are the best games, the most popular food is the best food, the most popular music is the best music etc. (-;
They can't get more densely populated either way.
47 means a more densely populated zone than 32, that being the result with your very own proposal for expensiveness of NPCs.
Glad we're on the same page. That's more-or-less instancing.
No. Dividing a system into zones is something completely different to having the same system in parallel universes.
Because the limit wasn't 32 in Jumpgate, and probably won't be a hard 32 in Elite Dangerous. As already stated, Jumpgate didn't enforce a limit, instead subjecting its users to lag whenever too many people are in the same sector.
I never experienced any lag in Jumpgate, but I never noticed an awful lot of people in the same place there. The one user here who reported lag in Jumpgate said:
Each instance (sector) of Jumpgate would choke and lag if you got more than 32 players in it, due to the net code.
Honestly, the vast majority of Elite: Dangerous won't be instanced anyway and will be exactly what Bungarus wants.
The vast majority of places won't reach 32 players with billions of systems, but people
must meet in systems of increased interest or be put to starting systems not to far from each other if you ever want to see another player.