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    Votes: 22 64.7%
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    Votes: 14 41.2%

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The game is totally unplayable here too :/

Don't know if it has something to do with the fact that here in Finland the client might have to connect with players overseas.

I'm just afraid that they might not be able to get P2P working for everyone, and some of us will have to play single player because of that.

As I said in an earlier post, I'm playing from Brazil, and I had very few problems in a good few hours of 'playing'. Mind you, I did not try to interact directly with any other human player (using TeamSpeak, or the like), so maybe 'lag' would have been more noticeable if I did.

That's not a great sample size, admittedly (one person), but it does seem to point to something other than 'being overseas' (or distant from servers).
 

Yaffle

Volunteer Moderator
As I said in an earlier post, I'm playing from Brazil, and I had very few problems in a good few hours of 'playing'. Mind you, I did not try to interact directly with any other human player (using TeamSpeak, or the like), so maybe 'lag' would have been more noticeable if I did.

That's not a great sample size, admittedly (one person), but it does seem to point to something other than 'being overseas' (or distant from servers).

Out of interest, what hours do you play? I was up early UK time today (0500) and it was solid as anything, no issues at all. As the day has worn on it's been harder to get past the loading sidewinder, drop out of FSD etc etc.
 
Out of interest, what hours do you play? I was up early UK time today (0500) and it was solid as anything, no issues at all. As the day has worn on it's been harder to get past the loading sidewinder, drop out of FSD etc etc.

Yesterday, I played from about 18:00 to 03:00, which is 22:00 to 07:00 UK time. Not peak by any means, but I bet there were lots of new Beta players still on.

Differences in experiences at different hours is good info. for FD, though, for sure.

EDIT: Just did a quick Chango to Beagle, and back, trading run. 30 seconds to join multi-player, between 10 and 20 seconds to drop out of supercruise each time. Had the disappearing station bug once (just supercruised away a little way, then supercruised back = sorted). It's about 18:00 on a Saturday in UK now.
 
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I'm hoping to see everything scaled up and the majority of bugs being fixed and all the tweaks made that have been found in alpha before beta begins in full swing.
 
They won't drop P2P, and they will improve things along the way :) Better accept this and report network bugs as best as you can. Each bug with detailed description and networkLog.txt and precise written down times can help a lot, because they can see lot of machmaking stuff on the server.

Problems can be reported https://support.orerve.net/http/user/loginform and Launcher -> Technical Support

Also I will add this quote from FD Howard regarding network improvements

Hi Pecisk,

It is a challenging problem, we're both trying to fix underlying network protocol issues, and also look at workarounds. The protocol is intended to handle lost packets, but subtle bugs can sometimes creep in due to packets lost or arrived out of order, or if two machines both send each other conflicting requests, which overlap in flight.

One machine with a lossy connection or slower ping times can affect everyone in the p2p session, it gets worse with the size of the group, and is especially difficult for a new player joining the session.

One of the plans I'm working on is for all the machines to evaluate a 'quality of service' metric for all their connections (based on loss rates, ping times, overdue message queue size, etc) and report this to the server, which can then combine them into a session 'health'. We would then use this to avoid adding new players into a dysfunctional session.

The main changes from Alpha3 to Alpha4 were:
* Optimisations: reducing total network traffic load
* Flow control: don't send too much to another machine that can't keep up
* Load balancing: a busy machine will hand-off authority over NPC ships to less heavily loaded machines
* Improved prioritisation of messages

Howard
 
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Compared to alpha 2 (when the networking was first unleashed to far fewer players), this is significantly better. It really has come on leaps and bounds. I'm completely confident now that FD are on the case and will be able to fix the remaining issues long before release.

But as Pecisk says - any issues, ticket them with as much info as you can. The more info they receive on network problems, the better chance they'll be able to pinpoint & fix them. :)
 
I'm just worried that there is only so much you can do with p2p technology, and that maybe FD has too much to chew?

I know that Shroud of the Avatar was going to be P2P, but it was dropped early on in the development and they are now on dedicated servers.
 
Is the server down?

I have tried over the last few hours, I just get the spinning ship of doom!
I only seem to connect to the 54 server which just stays on the S.S.O.D

Anyone else getting this? Any tips about changing server?

Thanks,

Ross
 
Entering Single Player and returning to the main menu might change the server as well as exiting and re-launching the game.
 
P2P isn't a technology - it's an architecture. A way of doing things.

Like all architectures, it can always be improved upon & optimised, and whatever other games have done or implemented is irrelevant really as FD have coded this up themselves from scratch. Most games use an off-the-shelf engine and are therefore pretty limited. For E: D, the engine is built in-house.

You'd be surprised the difference that simple fact can make. :)
 
Had it once, killed session and restarted went in fine. It seems like its hunting for an instance. I did have one that went in after about a minute but normally its around 30 seconds. Over a minute and I kill it.
 
You can't argue that you are going to make something that does not scale, scale.

So many times I have to explain, this is a problem of numbers. FD at the moment needs to sell as much copies of the game as they can and since I doubt the masses will be buying it for its single player value (cause single-player is so 1960s) the multiplayer needs to function.

You can therefor cap possible sales figures by the amount of internet connections capable of handling the ridiculous bandwidth requirements, mad ISP induced latency issues and security measures (or lack there of) for ED to be able to function properly.

ED's required setup means one player per internet connection and then nothing else on that connection. That means one copy per your average house that has internet, as supposed to one house with 3 players inside (because that wont scale). And then noone else on that internet connection will be able to do anything. Your internet will behave as if all 5 your housemates are torrenting at the same time.

Pure ludicrous...
 
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P2P isn't a technology - it's an architecture. A way of doing things.

Like all architectures, it can always be improved upon & optimised, and whatever other games have done or implemented is irrelevant really as FD have coded this up themselves from scratch. Most games use an off-the-shelf engine and are therefore pretty limited. For E: D, the engine is built in-house.

You'd be surprised the difference that simple fact can make. :)

It can't compensate for slow, high ping or lossy connections and it can't provide interpolation or buffering like a dedicated server can.

There's only so much work the team can do, a certain percentage of the lag probability is totally out of their hands and down to client connections.

Maybe redundancy checks so if a player has a poor connection his client automatically prioritises traffic required by other users while the player is in a bubble and reduces things like static object pinging in order to reduce the players impact on everyone else might be a good idea.
 
I wish they went with some other MP structure ... Even though I never have problem with any games. And I often make host when playing with my friends because I am one of not many who has public IP .... I really can't play elite.

And I think that it isn't problem on my side ... i tried it all, I can even login when there is no one around. But I just can't connect to anyone else.

So I really wish they drop P2P for something else.
 
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