Has team play ever been tested? I now have a fourth seat. It's already impossible to play as three without running into bugs or design errors.

Winged up two days ago for on foot missions.

When having the possibility to team up I expect that game mechanics offer team missions. But usually that's not the case. Since 2015.

At least it was fun to see each other in the hub. However all three were together in front of the terminal, we haven't seen the same missions. Luckily at least two were offered team missions on same destination, so at least the team lead got the missions shared from them.

One team mate was in my ship. When dropping from orbital cruise into glide he saw my ship he was sitting in in front of him:
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And of course he was disconnected once the glide was over, and we meet finally via Apex to the same planetary station.

After finishing the mission (which was fun!) we three entered my ship and left the planet. Entering supercruise lead to blue tunnel for two of them. That never changed for them till I've reached the station and landed there. But I always saw them sitting in their chairs. They had to go to main menu and reconnect, so they could enter the hub.

That's really a quite normal experience for playing as a team. I hightly doubt the testers really test the game mechanics playing together. I even doubt there is a real testing of the new functions before implementation and release which is required in any reasonable Service Transition Process (including Service Validation and Testing).

So that's my question:
Has team play ever been tested? I now have a fourth seat. It's already impossible to play with three together without running into bugs or hair-raising design errors. You need an enormous amount of patience to enjoy the game as a team.
 
I acknowledge your desperate hunt for increasing your message counter. But I know the thread, I have enabled the ports in my router and ingame (which never should be a requirement for a game or cannot be done if you haven't got the rights), and that hasn't changed anything.

The team has to test and implement a solution which works for normal people and not just for IT experts. And obviously the team doesn't test playing together, they would have same experience like gamers everywhere. When I see community managers showing in a stream obvious lack of knowledge of basic game mechanics it makes me cringe.
 
got basicly the same experience as op, but with only one other crewmember. When entering supercruise, my crewmate never sees the end of the supercruise tunnel...

and we are both running ipv6, other p2p software has no problems what so ever, with the same connection. I'm sorry but your network implementation is just not stable enough. Could be debuged with some wireshark and memory analyser, but that would be seen as cheating. So, we have to wait.

Don't forget after wing release in 2017(?) it took them more than a year to implement wing missions. So prepare yourself for some waitng till this mmo will get "proper" multiplayer support.
 
So that's my question:
Has team play ever been tested? I now have a fourth seat. It's already impossible to play with three together without running into bugs or hair-raising design errors. You need an enormous amount of patience to enjoy the game as a team.

You are asking the wrong question and to the wrong persons

You should ask your mates what the game is saying when they check network setting in the main menu, before starting the game.
IF you dont see open nat or upnp, that means trouble

Port forward is the universal panacea for all kinds of connection issues when doing multiplayer in p2p games while using nat routers.
And it's a really minimal effort to either make sure you are using port forward or at least upnp - and by you i mean the plural you for your entire team

and we are both running ipv6

That would help only if you use the full ipv6 implementation - that is you have public ipv6 address assigned on your pc and your router does routing instead of nat.
IF not, you are no different than anyone else that is using ipv4 and nat
 
That would help only if you use the full ipv6 implementation - that is you have public ipv6 address assigned on your pc and your router does routing instead of nat.
IF not, you are no different than anyone else that is using ipv4 and nat

Yep, we both have full ipv6 stack up and running. As i mentioned earlier other p2p solutions, like even browser based webrtc apps/games are working like a charm. Me and my made are both on different internet providers thought, but we never have any latency issues between us (like not more than 8ms ping). Btw, not one packet lost in some self written software to test connectivity.

Im patiently(sometimes...) waiting till they find a solution.
 
Nothing says it can’t work so you having it work doesn’t mean it’s working for many or most. Traveling in ships with other people has been problematic since alpha so let’s not pretend this isn’t known.
 
Yep, we both have full ipv6 stack up and running.
IPv6 won't help you if your and/or their ISP doesn't support IPv6. not every ISP using CGNAT does.

For ED to work properly, unfortunately, a dedicated (also called public) IPv4 address and properly forwarded ports are mandatory. Would be nice of FDev to provision more TURN servers, though. Can't offload the responsibility solely to the player, right?
 
They need to fix Teams and Multi crew.

our group continues to grow (real life friends joining).. funny part is often 3 of us cant even get in the same team properly.
And 4 is a non starter 1 will always drop.
now with 4 multi crew i wonder if they even tested 4 Teammates?

I should add i think TEAMS should be up to 10 players - Multi crew 3-4 this is fine really people can just get on other ships if they need too. having multi crew cap and team cap the same is f.u.b.a.r

3rd ADD- asking for things from FD seems to be futile really. its like asking your new co-worker to pick stuff off the floor and they pick it up and put it on your desk instead.
I usually fire these types of people who can't understand the world.
 
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They need to fix Teams and Multi crew.

our group continues to grow (real life friends joining).. funny part is often 3 of us cant even get in the same team properly.
And 4 is a non starter 1 will always drop.
now with 4 multi crew i wonder if they even tested 4 Teammates?

I should add i think TEAMS should be up to 10 players - Multi crew 3-4 this is fine really people can just get on other ships if they need too. having multi crew cap and team cap the same is f.u.b.a.r

3rd ADD- asking for things from FD seems to be futile really. its like asking your new co-worker to pick stuff off the floor and they pick it up and put it on your desk instead.
I usually fire these types of people who can't understand the world.
Peer to peer has been problematic for large groups since its inception. It gives me flash backs to the Kali days. It is simply a function of math. Even assuming 99.9% packets are delivered every single tick of a 10 player peer to peer has a ~9% chance of problems.

In peer to peer there are N(N-1) connections. In Client-Server there are 2N connections. As long as N > 4 Client-Server is better from a connection standpoint alone.

Realistically at N>2 Client-Server becomes better because there is a single authoritative source to resolve disputes. So when a connection problem does happen the server simply slaps the desynced client and says "Nope this is the correct game state" where as in Peer to Peer it just progressively desyncs.



This is why most games that do not have their own dedicated servers use peer hosting, where one person runs a server in the background.

Right now the only times peer to peer is used is typically for 1v1 fighting games and Elite: Dangerous
 
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peer hosting
ED uses dynamic peer hosting. Which is why instancing can collapse on its own or fails to work properly if the only directly reachable peer highwakes or otherwise leaves the instance. Host migration is not possible if not every peer has IPv6 or at least one peer has a dedicated/public IPv4 address.
 
Every Odyssey on-foot mission is a team mission. You take a mission, you select it in the left panel, you share it with your team. Since update 2 or 3 I believe.
While true, if you missed the patch notes you will not be aware of this. It also doesn't help that they don't use the same icon as they do for ship missions.
 
Yep, we both have full ipv6 stack up and running

That does not necessarily mean you use routable ipv6 addresses on your pc's and your router does routing instead of nat

The problem with p2p is not ipv4 or ipv6, it's the NAT, more specifically the restricted NAT types that are usually the most common
 
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