How to Fix Instancing

So last night I was hunting bounties in a RES when another CMDR shows up. We hunt in the same instance for about 1/2 hour. Then, out of ammo, weak, and having just made my last kill, he opened fire on me, destroying me. Now with instancing, I have no way to: 1) rearm and go back after him; 2) call my friends and have them work him over; 3) contact this CMDR using any in-game method; nor 4) even have any guarantee that I will ever see this CMDR again, even if he's in the same place at the same time as me. Playing in Open is like playing a game with drive-by shooters.

But instancing causes still more problems. Even though I play in busy systems, I frequently go through much time where I don't see any other CMDRs, and when I do, it's frequently only 2 or 3; and when I'm in a Wing, I frequently see no one at all. This tells me that Instancing is working to keep people apart, and not just working to keep the maximum number of players from being breeched. So the solution is to change the instancing rules so that every effort is made to concentrate at least a minimum number of people in each instance. If 32 players are the most that instancing will allow, then there should be a minimum target number of 16, at least, which the code will try to fill. People, then, should only see themselves in an instance with less than 16 players if doing so would prevent them from spawning at all; such as when they are trying to load into a space station when their landing bay is occupied by someone else.

In most places where instancing occurs, there are less than 32 players, including NPCs, which would be using that particular location at that particular time. So why keep people apart when they need to be together to make this a social game?
 
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You misunderstand the destruction approach in ED. You are transported back to your last station at speeded up time, thus if you went looking for said Cmdr he would have long since moved on.
 
The matchmaker needs to take into account connection quality, I suspect a lot of people's connections can't handle more than a few players at once because of the P2P nature of the game. I think the system adds a little more weight to putting people together if they're friends and/or in a wing so in these cases they'll get matched when they otherwise probably wouldn't due to their connection latency and jitter. This seems to back up your (and others) experience of seeing less other players when in a wing.

No doubt this is a problem for some, but given the intent of the game to be primarily coop PVE it seems to fit just fine with the design objectives.
 
I suspect the whole matchmaking algorithm is so complex, making everybody happy is nigh impossible. If the in-game penalties for murder were not trivial, drive-by griefing would be much less of a problem anyway.
 
FDEV should rent out instance servers - I would certainly pay for a dedicated server for me, my friends and my enemies.
 
Same here, but I DO have a very good connection.

I think I have a good connection. I have 22 Mbps download and 2 Mbps upload speed. I have short ping times to my ISP using SpeedTest.net. If connection is the issue then it would be good to have a way to test your connection for ED; and it would be good to know the mechanics as to how instancing works, like what it depends on, and when it's likely to match up a lot of people or a few people.
 
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