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    Votes: 14 41.2%

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I backed up the game with 200£ over a month ago and I still cant access the alpha forums..Totally unexpected and totally disappointing. And I still havent got a response either regarding my ticket I sent in weeks ago. Why so slow?

On topic anyway: I am getting "Unexpected response from server: BadRequest" when trying to login with launcher.
 
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I backed up the game with 200£ over a month ago and I still cant access the alpha forums..Totally unexpected and totally disappointing. And I still havent got a response either regarding my ticket I sent in weeks ago. Why so slow?

On topic anyway: I am getting "Unexpected response from server: BadRequest" when trying to login with launcher.
Send a PM to Ashley Barley, he'll sort out your forum access.

On topic:
1) uninstall you current launcher (if it is not 0.2.647.0)
2) download and install new launcher
3) enjoy, with bugs this time, some even seem to be harware related
 
funny thing servers

all weekend i had nothing in any mission in multi
wake up this morning and all hell has broken loose npc's everywhere and dam good as well

looks l;ike npc's only do office hours lololol

ID this morning
 
Game failed to communicate with authentication server

Hey, I'm new to elite. Both the series in general and the alpha. Everything I've seen or read on this game is all extremely positive. I'd love to experience this but I can't even get into the game right now.

Everytime I start up the game it goes through all the developer/publisher screens etc and then i get an error message.

"The game failed to communicate with the authentication server. Please check your internet connection and try again in a few minutes."

I've had this error for two days. I've contacted support and let them know. I've tried re-installing, I've unlocked ports on my router, given access through my firewall, ensured it's not blocked by any anti-virus software. Still no luck. Has anyone else had this error? Does anyone know of a fix for this? Or something else that might be causing this issue? Any help would be greatly appreciated.
 
Yeah I'm launching it via the launcher. It's odd because I have no problems logging in on the launcher and using that to download the game. So I can't work out what the connection issue is.
 

Sir.Tj

The Moderator who shall not be Blamed....
Volunteer Moderator
Having problems connecting to the server? post in here.

If you are having a problem in connecting to the server, post in here and we'll see what we can do to help.
 
Server Structure

Hi Peeps,

As my eyes are now bleeding and I have failed to find much info, or it is confusing to my little brain. So perhaps you peeps can help me.

I want to know if this game will be one big server. If everyone playing online will be open to all interactions ( By that I mean shot at ). Classic MMO mode.

Will space be divided into safe zones and hostile zones with a risk reward system intergrated into that. Ie. Hostile zone = better rewards.

Will non-consensual pvp be the norm. This imho will be a game killer for me. Consensual pvp is pretty much pointless.

Thanks in advance

Lion
 
Hi Omglion, and welcome!

You won't be forced into PvP: there is the offline single player mode (your 'own' galaxy) and also a full online single player mode (shared, dynamic galaxy) with lots of AI NPCs to interact with.

There will be a wide spectrum of safe --> unsafe systems, and the further away from core systems there'll probably be less actual human players but also possibly less lawfulness. Combat is only one aspect of the game, there's an entire simulated galaxy to go and explore!

You'll also be able to play in groups you or others set up (as I understand it), and you will be able to put players you never want to encounter on your 'ignore' list. There will also be robust anti-griefing mechanisms.
 
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I want to know if this game will be one big server.

One big server, however:

The server is an object server, ie it knows where everything and everyone is. What is does is provides for client matchup - IE who/what is in the vicinity of each other and then instance that area to the user clients, to a maximum of players per instance (up to 32 forecast). So, in effect the maximum number of peers one can see will be 32.

This is further broken down by user settable filters, that can range from:
- Single player on-line (everyone but yourself is filtered out),
- Hardcore (only other hardcore players are visible)
- Friends (only players that you accept will be visible)
- All (everyone that has not filtered you will be visible)

The above up to the maximum peers.

There is also another mode, that does not connect to the server and therefore is a single player off-line, where players actions and dev inputs will obviously not apply.

Hope this helps.
 
Actually, while the topic came up, I'd like to throw in an extra question (and hope the op won't mind):

As has been stated in a performance discussion thread here on the forum: It would appear, that NPC ships generate a lot of CPU load, while adding little to GPU load, resulting in the CPU becoming the bottleneck in certain scenarios in present alpha builds. (Since I'm only premium beta I can't confirm that myself however.)

So what I'm asking myself are the following questions:

If AI controlled ships add CPU load for player systems while testing online multiplayer, that would suggest that the AI calculations are actually done on the player machine?
However: If that's the case, how do all players in the same instance see the same movement? Even if one were to assume that AI calculations do not have random components there would still be problems like (utterly simplified):
Code:
AI ship calculates course based on movement of player A and player B.
However: Because there is lag, as small as it may be in ideal situations, the present state of player ship B might be different between player A's system and player B's system. So that can't be it.

An alternative scenario would be, that for each instance a single player get's to be designated as the server, but that would not seem feasible, since he would be at a disadvantage because his system would suffer significantly higher load. Also: If he drops out everything would be messed up.
So: IF everything were to be calculated on the server: Why do players experience such significant CPU load? (Well, it IS still alpha ... so there might be that, admittedly.)

One alternative scenario I can think of would be the following, considering FD don't want to run servers that do all calculations for the universe no matter how many players are online. (Remember: Games that have such MMO servers are usually subscription based or ask for microtransactions OR are operated by MUCH larger companies.)

So one alternative scenario I could think of would be the following:

All clients present in a single instance do full calculations as if they were the server, however only one client acts as primary server and all other systems synchronize to that "reference instance" all the time. If the reference player drops out, another player is designated as the "reference player" That way all would be explained. In particular:

- It would explain why players have high CPU load when there are many AI ships are around.
- It would explain why players have observed much higher traffic generated by ED compared to other online games. (can't find the link right now, will edit this post if I do.)
- It would make sense for FD, since it would allow them to offer a "MMOish" experience without latting a server in their house do massive calculations. Basically they just take over the "matchmaking".

Also, as stated before, it would ensure that problems seen in classic "server calculations run on a single players' computer"-scenario do not occur.

And now, since I wrote too much without actually asking my questions:
Did FD ever specify how they do it?
If not: Can alpha players observe "things" that would contradict my 'guessed' concept laid out above?

Ultimately I'm just curious. ^^
 
@Helios From what I understand each area of space is an 'island'.
Each island has an owner.
That owner is the system of record for other player characters on his island.

So for example let's say I fly off to Diso and end up as the owner of the Diso Island
My pc would be calculating and sharing what the npcs are up to around Diso.
I then log off and as part of that log off process I pass responsibility of Diso to you.
You're now calculating and sharing all the information.

This sign off procedure is part of the reason why things go soooooo screwy when people force quit the game. If the person who force quits is the owner of the island, crazy stuff can happen, like space stations disappear or humping capital ships!

If any dev wants to clear up my meanderings, please feel free, but I think it's something like this (though I have no doubt over simplified)

Eid
 

Sir.Tj

The Moderator who shall not be Blamed....
Volunteer Moderator
Hi everyone.

As we had 10 threads here in general discussing ED servers, I've merged them together and renamed the thread to reflect this.

Hopefully any server related questions you have might have been discussed already in this thread. :D
 
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