If you could make one change to E:D

Wrong. It would change everything.

In the current P2P system, if you bring 64 players into one instance, each of the 64 needs to have one P2P connection to each of the other 63, that's 4032 to manage and keep synced. In a client to server model you would have one connection from the server to each client. That's 64 connections total, which the server has to keep in sync. That is 1/63th of what each client currently has to shoulder in the current model.
I have played many a MMO. 64 players in one place is a nightmare and most MMOs are turn based or something similar. You add in twitch based like ED and all the tracking that is needed for a game like ED and a server client system would be utter rubbish.
 
I have played many a MMO. 64 players in one place is a nightmare and most MMOs are turn based or something similar. You add in twitch based like ED and all the tracking that is needed for a game like ED and a server client system would be utter rubbish.
Turn based MMOs ? I know not one.
Have you ever played Guild Wars 2 ? At boss battles you have easily more than 64 players. Black Desert Online ? Hundreds in one spot during events. Heck, in the sea boss battle you even have dozens of player ships, each manned with up to 8 people. Yep, at that points it starts to desync, but overall client/server works very very well.
 
lets not argue whats possible or not, an pls dont attack each other. this threads been goin smoothly for the majority of posts here. what can and cannot be possible or what wld make sense can take place in a different thread! thx
pls keep it wishfull and clean
its rare to have 15 sites an still only a few disagreements that we push down each others throats!
 
1. Skill modes.
2. When starting game can choose between "novice", "intermediate" or "hard".
3. The game is too easy in many respects. Tasks that were challenging and interesting as a new player later become mundane and unfulfilling as an experienced player.

It wouldn't be hard for experienced players to think of tasks they have encountered which could be made much more immersive and interesting just by making them more complex or harder as familiarity with the game increases.
 
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Let's not bring up PVP capabilities of other games... I remember playing DAoC between 2003-2010 and having 300-400 people in a pvp relic raid (attackers and defenders and zerg surfers) from all 3 realms or having 200 people in a ToA pve raid.
But that was a game running on a payed subscription and not as a free service as ED.
 
Let's not bring up PVP capabilities of other games... I remember playing DAoC between 2003-2010 and having 300-400 people in a pvp relic raid (attackers and defenders and zerg surfers) from all 3 realms or having 200 people in a ToA pve raid.
But that was a game running on a payed subscription and not as a free service as ED.
I've brought up GW2 and BDO, because those two are buy2play like ED and have microtransaction shops, which are admittedly more agressive than the ED one though, especially on BDO.
 
Perhaps that's true (but what I meant with "edit it and make it coherent" was precisely cut away contradictory ideas).

However, I was simply responding to the objection "it's easy to say 'do it differently', it is more difficult to actually propose alternatives". While I agree, I think that over the years we have proposed quite a lot.

Most generally, I agree with the sentiment "this is Frontier's game and they make it as they want". But I don't agree with the corollary: "...and there's no better way to develop it".

Fair enough, but once you are at the stage of editing it and making it coherent, you are effectively just deciding what you want to do anyway. I mean, there have been so many suggestions made over the years you could make just about any sort of game from them, as long as it was set in space (and perhaps even space isn't requierd considering the scale of ideas that have been put forward!).

I also agree with your statement about this is Frontiers game, etc. There may be better ways to develop it, but we are not FD nor DB, FD are FD and DB is DB, and they will do what they will do, regardless of threads like this.
 
I also agree with your statement about this is Frontiers game, etc. There may be better ways to develop it, but we are not FD nor DB, FD are FD and DB is DB, and they will do what they will do, regardless of threads like this.

You know, I am honestly conflicted here. I do think that design by commission is a bad idea for a videogame, and that there needs to be a strong executive voice, someone with a defined vision. On the other, I think that many examples could be taken from the history of Elite where a larger attention given to the community's ideas might have made the game objectively better. There must be some kind of balance between the two, but I'm not sure that Elite/Frontier quite nailed that.

And, as an aside: I really wonder how much DB has a direct influence on Elite's development nowadays. We haven't even seen him in a livestream since...I don't know, over a year I'd say. This is another communication failure TBH: back in the kickstarter/beta days, DB was the figurehead, the near-legendary game designer infecting us all with his enthusiasm and plans for the future of the game. Now? He can be occasionally seen on Twitter, commenting on some recent space news or complaining about public transportation in Cambridge -- and that's about it. I'm sure he's busy with other things -- CEO kind of things -- but as I said, I think it's a communication/PR mistake to completely disappear from your own game. No wonder people start whispering that Elite is without a direction.
 
I have played many a MMO. 64 players in one place is a nightmare and most MMOs are turn based or something similar. You add in twitch based like ED and all the tracking that is needed for a game like ED and a server client system would be utter rubbish.
Yeah this is not valid. Last night I was in an instance with 30 players (ESO), and have been in instances with 50+ players in GW2. What you are saying is not supported by the evidence. Your experience in mmos is probably more limited by your own hardware and personal pipe than the central server.
 
Clearly you have not played real mmos.

Well, yeah. I mean it's not even just an MMO kind of thing, we're talking about what contemporary multiplayer network systems can achieve. Ever played Battlefield 5 with 64 (sixtyfour) players shooting and running around at the same time across a massive map? Of course people would be "in the same place" -- how else is a battle supposed to take place?
 
Let's not bring up PVP capabilities of other games... I remember playing DAoC between 2003-2010 and having 300-400 people in a pvp relic raid (attackers and defenders and zerg surfers) from all 3 realms or having 200 people in a ToA pve raid.
But that was a game running on a payed subscription and not as a free service as ED.
You're not suggesting those experiences were bad experiences though, right? You're saying that making such an offering available would be expensive for the developer. Suppose it wasn't applied to 400 billion instances, but say 4 per week. Shin, CGs, and a rotating engineer site. Would that be cost prohibitive? Would that be a positive for the game?
 
You're not suggesting those experiences were bad experiences though, right? You're saying that making such an offering available would be expensive for the developer. Suppose it wasn't applied to 400 billion instances, but say 4 per week. Shin, CGs, and a rotating engineer site. Would that be cost prohibitive? Would that be a positive for the game?

Imagine a CG where a fleet of 20 ships from faction A try to break through a blockade of 20 ships from faction B, while defending the convoy of 10 cargo ships trying to deliver the necessary goods. Now, that'd be a CG I would take part to.
 
You know, I am honestly conflicted here. I do think that design by commission is a bad idea for a videogame, and that there needs to be a strong executive voice, someone with a defined vision. On the other, I think that many examples could be taken from the history of Elite where a larger attention given to the community's ideas might have made the game objectively better. There must be some kind of balance between the two, but I'm not sure that Elite/Frontier quite nailed that.

And, as an aside: I really wonder how much DB has a direct influence on Elite's development nowadays. We haven't even seen him in a livestream since...I don't know, over a year I'd say. This is another communication failure TBH: back in the kickstarter/beta days, DB was the figurehead, the near-legendary game designer infecting us all with his enthusiasm and plans for the future of the game. Now? He can be occasionally seen on Twitter, commenting on some recent space news or complaining about public transportation in Cambridge -- and that's about it. I'm sure he's busy with other things -- CEO kind of things -- but as I said, I think it's a communication/PR mistake to completely disappear from your own game. No wonder people start whispering that Elite is without a direction.

DB does say whenever asked (or when a CM is asked about him) that he is still very closely involved in the development of the game.

Ultimately, he is the CEO, so the buck stops with him, regardless of how involved he is or not.
 
Turn based MMOs ? I know not one.
I said like a turn based game. Guild wars while twitch based to a degree is nothing on the scale of ED.

Have you ever played Guild Wars 2 ? At boss battles you have easily more than 64 players. Black Desert Online ? Hundreds in one spot during events. Heck, in the sea boss battle you even have dozens of player ships, each manned with up to 8 people. Yep, at that points it starts to desync, but overall client/server works very very well.
I have played Guild Wars 1 and 2. But they are not twich based like ED is. There is lag in Guildwars but because the way the combat is designed it is not noticable. WIth ED it will not work.

Adding another point of contact increases lag, there is no getting around it. That is why we have PP with a limit of players in one place. It works better.

If it goes central server, then I can see the game being dumbed down, the combat being reduced in complexity significantly, hit locations would probably disapear etc, guildwars uses area of effect in all its combat, which is easy. ED does not do that, it tracks every single bullet and where it lands. It is far more complex then what GW2 does.

Nope, a server client system would not be better unless you want a game like EVE online. Personally I don't want that.
 
I've brought up GW2 and BDO, because those two are buy2play like ED and have microtransaction shops, which are admittedly more agressive than the ED one though, especially on BDO.
You can play the core game of GW2 for free. Expansions cost, as do cosmetic microtransactions. It is possible to purchase gear by buying in game currency, and then using that currency to purchase player sold items in the auction house. It is easily posible to get stat equivalent gear without the microtransactions though. The expensive purchased items are cosmetic prestige items.

I haven't played BDO so I can't speak to that game.

I think with paints and kits and bobbles a small number of central server instances could be supported.
 
Imagine a CG where a fleet of 20 ships from faction A try to break through a blockade of 20 ships from faction B, while defending the convoy of 10 cargo ships trying to deliver the necessary goods. Now, that'd be a CG I would take part to.
Hell yeah. FDE has already proven they can have combat sitting on top of in game space assets with scenarios, the gnosis, and CZs with cap ships. If those could be designated "magaserver of the week" spots, I think it would be a huge attractor for the game.
 
Yeah this is not valid. Last night I was in an instance with 30 players (ESO), and have been in instances with 50+ players in GW2. What you are saying is not supported by the evidence. Your experience in mmos is probably more limited by your own hardware and personal pipe than the central server.
Those games work nothing like how ED does. Sure these days it is a lot easier to have those amounts players in a game such as ESO and GW2, but that doesn't mean there isn't lag. You will get lag, but because of the type of game it is, you will not notice. Combat gets updated every half a second, when in ED it will be 0.1 of a second (or something like that as I don't know the exact amounts)

A game like ED with lag is poor and adding another point of communitation will add lag.
 
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