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So I guess P2P is going to be used to "augment" the network and help to reduce the load on the server for certain types of data?

Those certain types of data includes all dynamic twitch part of players. But I guess there will some other stuff going on :)

Anyway, I hope they will publish some summary of used technique, I am kinda intrigued about this.
 
Not an expert on this, but I think it's because NPCs are pretty predictable. Given the same set of data, they'll behave in exactly the same way every time, so you don't need to synchronise them nearly as often as players, which means sending much less data. NPC behaviour will be processed per user, possibly with the occasional check to make sure that everyone's PC has come to the same answer.

Someone can correct me on that if I'm wrong though.

Seems logical...would love a clear explanation from FD though. *wink wink nudge nudge* ;)

Anyway, I hope they will publish some summary of used technique, I am kinda intrigued about this.

+1 :)
 
Surely where there are separate instance for players, the NPC's will have to be separated too?

In my instance, just outside Lave station, I am fighting Bob McEnpeassy. In your instance, just outside Lave station, Bob either remains unmolested and continues on his merry way or (probably better) Bob is not at Lave station at all.

If Bob is not a specific NPC (just one of the great unwashed rabble) it will not matter either way.

But, I can see a problem if Bob is a specific person (Head of Phone Sanitisation at Lave Station) affecting the galaxy sim. If I kill him in my instance, he will need to be dead in the galaxy as a whole.

Interesting. I wonder what FD are planning to do?
 
Surely where there are separate instance for players, the NPC's will have to be separated too?

In my instance, just outside Lave station, I am fighting Bob McEnpeassy. In your instance, just outside Lave station, Bob either remains unmolested and continues on his merry way or (probably better) Bob is not at Lave station at all.

If Bob is not a specific NPC (just one of the great unwashed rabble) it will not matter either way.

But, I can see a problem if Bob is a specific person (Head of Phone Sanitisation at Lave Station) affecting the galaxy sim. If I kill him in my instance, he will need to be dead in the galaxy as a whole.

Interesting. I wonder what FD are planning to do?

Sure, but I meant the (hundreds of) NPCs that surround players who are connected to the same instance.
 
Sure, but I meant the (hundreds of) NPCs that surround players who are connected to the same instance.
Just reread your post. I am answering a question you haven't asked, aren't I. Sorry. I do that.

And in answer to your next question, "Why do I do that?" it's because I only have £2 on me and can't afford the bus fare.

Damn! I've done it again!
 
Just reread your post. I am answering a question you haven't asked, aren't I. Sorry. I do that.

And in answer to your next question, "Why do I do that?" it's because I only have £2 on me and can't afford the bus fare.

Damn! I've done it again!

Once an instance is closed, the NPCs essentially disappear. Does that answer your question?
 
Actually, I have been trying to figure out the whole NPC business for i while, but failed. First of all. Why can there be "hundreds of NPCs" (according to the KS FAQ), but only 32 players? Everybody should know where the NPCs are right? Otherwise what happens if you decide to gang up with another player and attack one, will only you see the NPC? But if everybody sees the NPCs then what's the difference compared to other players? Isn't the same bandwidth required?

Also, what happens in your scenario above if the player in control over the instance "leaves" the area? If he jumps away is one thing since then the system has time to move over the control to someone else, but what happens if the players connection suddenly dies for some reason. Will the instance just suddenly disappear?

I guess the key is in the following quote:



So I guess P2P is going to be used to "augment" the network and help to reduce the load on the server for certain types of data?

I assumed that the 32 players per instance included any NPC's. After all, if 16non-NPC players are in an instance with 16 NPC's, how are each of you supposed to see the same interaction between everyone, whether NPC or not?

I don't know that any non-NPC has "control" of an instance, you're just one of (a possible) 32. So, if your connection dies, surely the instance continues without you, assuming that non-NPC's remain alive in that instance.
 
Just reread your post. I am answering a question you haven't asked, aren't I. Sorry. I do that.

And in answer to your next question, "Why do I do that?" it's because I only have £2 on me and can't afford the bus fare.

Damn! I've done it again!

It's on 28th October.
 
I assumed that the 32 players per instance included any NPC's. After all, if 16non-NPC players are in an instance with 16 NPC's, how are each of you supposed to see the same interaction between everyone, whether NPC or not?

Well, according to the KS FAQ NPC's are not included in this number:

How many ships can I encounter at the same time?

For AI controlled ships this is likely to be in the hundreds, for player controlled ships this will be a smaller number, exactly how many isn't determined yet, but we're aiming for more than 32.

So, 32 players and hundreds of NPCs. Which is why I asked the question above.
 
Well, according to the KS FAQ NPC's are not included in this number:

Then ISTM that the NPCs can't use P2P bandwidth, and that Slawkenbergius is probably right in saying that since the NPCs behave predictably, they can be modeled on each player's system independently while still staying in sync, as long as everybody is getting timely updates.
 
Well, according to the KS FAQ NPC's are not included in this number:



So, 32 players and hundreds of NPCs. Which is why I asked the question above.

Ah, I see... In that case I add my name to that question. I don't understand, if instancing manages non-NPC interaction, how 100's of NPC's can be present too.

After all, if 2 players are attacking an NPC, its reaction has to be visible to the attackers. This could be duplicated for the remaining 30 players, so surely the increased network traffic would potentially cause lag in gameplay. Or maybe that's why the 32 player limit? Arrgh! Who knows. :rolleyes:
 
Actually, I have been trying to figure out the whole NPC business for i while, but failed. First of all. Why can there be "hundreds of NPCs" (according to the KS FAQ), but only 32 players? Everybody should know where the NPCs are right? Otherwise what happens if you decide to gang up with another player and attack one, will only you see the NPC? But if everybody sees the NPCs then what's the difference compared to other players? Isn't the same bandwidth required?

NPC's are just pieces of code. They've been written by FD, so their actions are predictable and deterministic - even if they use random numbers (if the seeds have been synchronised). They're basically just another part of the environment. There's just less to synchronise than in case of human players whose actions you simply can't predict.
 
NPC's are just pieces of code. They've been written by FD, so their actions are predictable and deterministic - even if they use random numbers (if the seeds have been synchronised). They're basically just another part of the environment. There's just less to synchronise than in case of human players whose actions you simply can't predict.

Yes, Slawkenbergius pointed that out above! :) Makes sense. I always knew I was thinking about it the wrong way all along. One of those things that suddenly become obvious when someone points it out. ;)
 
Server will have connection with each of clients, of course it will store IP addresses :)

Excuse me, I expressed myself badly. I meant to say, of course if we are connected to the server, our IP address will necessarily be stored on the central server at Frontier (the server that manages the galaxy). But is that this server will also manage the P2P ? or IP addresses will be copied to another server that is specifically dedicated to the management of P2P ?

:eek:
 
OK now that invisible alien gnomes in underpants who are conspiracy theorist carry the information by hand really, really fast on some road called P2P and deliver the info to everyone's computer has been determined. Can we return to the original OP question? :rolleyes: Since my posterior resides in Indiana in the USA, a server this side of the ocean would be indeed a pleasant situation that would benefit my game play sufficiently.:D TL;DR Hi I hope we get a server in N. America, grin. ;)
 
Excuse me, I expressed myself badly. I meant to say, of course if we are connected to the server, our IP address will necessarily be stored on the central server at Frontier (the server that manages the galaxy). But is that this server will also manage the P2P ? or IP addresses will be copied to another server that is specifically dedicated to the management of P2P ?

:eek:

Details are in implementation, but in very broad theoretically terms it is like this:
1. Metaserver tracks all players and create dynamic P2P sessions
2. Metaserver sends information to clients involved in P2P session information about session, and let kick it off at P2P level;
3. When someone leaves session it is modified by metaserver and new session is created, etc.;


See it like this - all twitch traffic goes directly between clients using P2P, all meta information and information about session status goes trough C/S.
 
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