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Sorry if this has been asked before, I tried searching and found nothing...

But have they announced if there will be North American servers?

Im sure its a dumb question.... be gentle lol

Welcome to the forums Kurnis.

You raise a good question. The game will use p2p as well as a traditional client server architecture but Frontier do have offices in Canada.. I'm suspecting thats close by enough N.America to be of use.
 
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I wonder where I got the idea that they were using a similar set-up from... It was one of those things I was completely convinced I was right about, until told it was wrong and I went to double-check.

Thanks for double-checking ... I had a quick look but couldn't really find anything about SC's network architecture (it doesn't help that they lost a lot of info when they migrated to the current forums).

Anyway, P2P should reduce the need for region-based servers ... I wonder if it also will mean that ED can support bigger instances.
 
It would seem odd to me if ED would use P2P. That means one client will have to be the host, and if this client for some reason would be lagging. Well guess what, the remaining 31 clients also will. To me that is just a huge turn off! It makes no sense at all making this game Peer 2 Peer.

It is far more likely the game will use client/server with some kind of automated process getting you online depending on what kind of game type you select, where you are located, and if you have any friends online etc. In other words it's instance based, depending on a huge amount of factors.
 
Sorry Tola, this information was confirmed in the early days of the Kickstarter. It's going to be a hybrid system with a server for the Galaxy and P2P for multiplayer stuff.

And I think its going to work very well, with hardly any lag!
 
Sorry Tola, this information was confirmed in the early days of the Kickstarter. It's going to be a hybrid system with a server for the Galaxy and P2P for multiplayer stuff.

And I think its going to work very well, with hardly any lag!

Can you link to where it was confirmed? Hybrid can mean so much and doesn't really say a lot. The only thing I remember was the developers mentioning an instance based system, which can in no way be P2P (it really wouldn't make sense). If you have a central server updating the players on the fate of the galaxy, then it's already a client/server system but instanced.

Peer-to-peer on wiki.
 
Can you link to where it was confirmed?
Yes, on the main FAQ.

Here are the relevant bits:

How will single player work? Will I need to connect to a server to play?
The galaxy for Elite: Dangerous is a shared universe maintained by a central server. All of the meta data for the galaxy is shared between players. This includes the galaxy itself as well as transient information like economies. The aim here is that a player's actions will influence the development of the galaxy, without necessarily having to play multiplayer.


The other important aspect for us is that we can seed the galaxy with events, often these events will be triggered by player actions. With a living breathing galaxy players can discover new and interesting things long after they have started playing.


Update! The above is the intended single player experience. However it will be possible to have a single player game without connecting to the galaxy server. You won't get the features of the evolving galaxy (although we will investigate minimising those differences) and you probably won't be able to sync between server and non-server (again we'll investigate).

How does multiplayer work?
You simply play the game, and depending on your configuration (your choice) some of the other ships you meet as you travel around are real players as opposed to computer-controlled ships. It may be a friend you have agreed to rendezvous with here, or it may be another real player you have encountered by chance. All players will be part of a “Pilot’s Federation” – that is how they are distinguished from non-players – so you will be able to tell who is a player and who is a non-player easily.

You will be able to save your position in certain key places (probably just in space stations, but possibly while in hyperspace too, if we feel it is needed). A save-and-quit option will be freely available at those points, as will the subsequent reload, but there will be a game cost for a reload following player death. Your ship will still be intact in the condition it was when the save occurred, but there will be a game currency charge (referred to as an insurance policy) for this. This is to prevent the obvious exploit of friends cooperating and killing each other to get each other’s cargo. If you can’t pay, then it will accumulate as an in-game debt, and the police may chase you!

There are no multiplayer lobbies, and the game will be played across many servers, augmented by peer-to-peer traffic for fast responses. Session creation and destruction happens during the long-range hyperspace countdown and hyperspace effect (which is a few seconds only), so is transparent to the player.

We have the concept of “groups”. They can be private groups just of your friends or open groups (that form part of the game) based on the play styles people prefer, and the rules in each can be different. Players will begin in the group “All” but can change groups at will, though it will be possible to be banned from groups due to antisocial behaviour, and you will only meet others in that group.
 
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Yes, on the main FAQ.

Here are the relevant bits:

Yet you completely disregards the many "server" words mentioned again and again. That is not truely peer-to-peer. I think you just misunderstand the meaning here. It is instanced based client/server, but not in a traditional manner. Hybrid as you said yourself.
 
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Yet you completely disregards the many "server" words mentioned again and again. That is not truely peer-to-peer. I think you just misunderstand the meaning here. It is instanced based client/server, but not in a traditional manner. Hybrid as you said yourself.

P2P will provide all twitch based action, while server will create and destroy instances and update client information accordingly.
 

Jenner

I wish I was English like my hero Tj.
Hopefully the Euro/North American interaction is sufficiently speedy given the P2P nature of the beast.
 
Hopefully the Euro/North American interaction is sufficiently speedy given the P2P nature of the beast.

It should be very fast in general and will depend on your internet service provider, and different DNS center and finally submarine cables under the Atlantic. Perhaps people living in remote areas, of their DSLAM, have small problems of download and upload ? (but not for people using fiber optics), but I do not think it will be very disabling.
 
Question: In your opinion, the IP addresses of the players, will be stored on the central server of Frontier, in the context of P2P ? It seems logical, whether it is the server that manages the P2P
 
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Hmmm ... AI pilots will be part of the twitch-based action too, I wonder how they will be done.

I can guess that for each p2p session there will be one "server" - one player with best connection, elected to manage NPCs and send information about them to others. But I don't know for real, so it might be completely different :)
 
Question: In your opinion, the IP addresses of the players, will be stored on the central server of Frontier, in the context of P2P ? It seems logical, whether it is the server that manages the P2P

Server will have connection with each of clients, of course it will store IP addresses :)
 
I can guess that for each p2p session there will be one "server" - one player with best connection, elected to manage NPCs and send information about them to others. But I don't know for real, so it might be completely different :)

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:

the game will be played across many servers, augmented by peer-to-peer traffic for fast responses

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?
 
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?

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.
 
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