If you could make one change to E:D

I said like a turn based game. Guild wars while twitch based to a degree is nothing on the scale of ED.


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.
Not all skills in GW2 are channeled skills. Not all skills in ESO are channeled skills. Combat works fine with multiple players in those settngs. Are you really arguing to support a model which caps multiplayer to 4 or 5 players in an instance? How twitch is ED? Our ships are flying through molasses.
 
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.
That would be great, but I can't see that happening. So 20 ships on each side. All with multicannons. That 40 ships in total and probably 1000's of bullets flying everywhere the server is now trying to track all those ships, all those bullets, and working out where they are going to hit on all those ships and doing it in a fraction of a second. Good luck with finding a server that can do that.
 
Yes I have. GW1+2, LOTRO, Elder Scrolls, Warcraft, Rift. They will work okay as the lag is easy to hide. With ED it won't be.
Which weapon is instantaneous transfer of contact on target? Rails - nope channeled. Plasma nope. Cannons nope. MCs nope. Beams - pretty easy to conceal that damage delay. Pulses and bursts, same thing (plus damage per packet is small). The flight model is not newtonian, we slow without the application of thrust. I'm not seeing the big difference here.
 
Not all skills in GW2 are channeled skills. Not all skills in ESO are channeled skills. Combat works fine with multiple players in those settngs. Are you really arguing to support a model which caps multiplayer to 4 or 5 players in an instance? How twitch is ED? Our ships are flying through molasses.
It not about the skills, it's how often the server updates the result to your computer. Game such as GW and ESO will do it maybe once or twice a second, therefor hiding any lag, in ED it needs to be far faster then that.
 
Which weapon is instantaneous transfer of contact on target? Rails - nope channeled. Plasma nope. Cannons nope. MCs nope. Beams - pretty easy to conceal that damage delay. Pulses and bursts, same thing (plus damage per packet is small). The flight model is not newtonian, we slow without the application of thrust. I'm not seeing the big difference here.
Then you are blinding your self. It is completely different. As I have said, combat is those other MMOs update your computer once or twice a second, in ED it will need to be much faster then that as everything is moving so much faster, or we will need to completely change how combat works and make it extremely bland.

Please see how these other typical MMOs work, as they way they won't work with ED.
 
That would be great, but I can't see that happening. So 20 ships on each side. All with multicannons. That 40 ships in total and probably 1000's of bullets flying everywhere the server is now trying to track all those ships, all those bullets, and working out where they are going to hit on all those ships and doing it in a fraction of a second. Good luck with finding a server that can do that.
It won't be calculated per bullet. It would be (dam base+mod x time on target)- (hardness). Compromises would be required, but the outcome would be worth it in those megaserver instances.
 
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?

It was what i consider the best pvp game i ever played.
And no, i dont think it is possible to implement that in ED.
What i heard from ED's kickstarter phase is that players opted for a free / non-subscription game and this is precisely what they got with the implied architectural limitations.
 
It won't be calculated per bullet. It would be (dam base+mod x time on target)- (hardness). Compromises would be required, but the outcome would be worth it in those megaserver instances.
So what you want is a dumbed down combat system. No thanks. I don't want to compromise the combat system. Might as well play EVEOnline and that game struggles too with time having to be slowed down for the servers to cope.

Not what I want to see personally. I like the fact the game is a more personal type of MMO.
 
That would be great, but I can't see that happening. So 20 ships on each side. All with multicannons. That 40 ships in total and probably 1000's of bullets flying everywhere the server is now trying to track all those ships, all those bullets, and working out where they are going to hit on all those ships and doing it in a fraction of a second. Good luck with finding a server that can do that.

Not trying to be snarky, I swear (I don't know much about the technical side of things) but then explain to me: how do dozens of other games do it?
 
Not trying to be snarky, I swear (I don't know much about the technical side of things) but then explain to me: how do dozens of other games do it?
They can't. There is no server based MMO that can have that amount of stuff going on all in view of one another in vitually real time. People keep talking about GW2, ESO etc, but the combat updates once or twice every second. In ED it will be far faster then that. For it to work there would need to be massive compromises and dumbing down of the combat system. It would probably end up being like EVEOnline. Not something I would like to see myself.

Planet side is now P2P but it works better because there is a lot things in the way of other players so your computer will only calculate what it can see, that is why they can have more people in one gameplay area then in ED. ED there is very little to no scenery cover.
 
So what you want is a dumbed down combat system. No thanks. I don't want to compromise the combat system. Might as well play EVEOnline
So the scope of your epic space combat is not Star Wars, it's shooting pool with one or two others. Is ED really that "clever" a combat system? The vast majority of pvp fights are jousts with metabuilds. There is absolutely technique in positioning, pip management, targeting, etc. but they are duels, they are not epic conflicts with dozens of opponents. I would sacrifice counting individual bullet strikes if it meant we could have 20-30 players in an instance.
 
So the scope of your epic space combat is not Star Wars, it's shooting pool with one or two others. Is ED really that "clever" a combat system?
Much more clever and faster then the typical MMO.

The vast majority of pvp fights are jousts with metabuilds. There is absolutely technique in positioning, pip management, targeting, etc. but they are duels, they are not epic conflicts with dozens of opponents. I would sacrifice counting individual bullet strikes if it meant we could have 20-30 players in an instance.
Not interested in epic conflicts. If I wanted that I would be playing something like EVEOnline, and that game struggles when there are many players in combat too.

It's not as easy as you think.
 
Not interested in epic conflicts.
Clearly you must see that CZs, Res Zones, NBs, CNBs, Scenarios are built around epic space combat visuals and themes. To suggest that isn't a core "feature" of this game is not really a fair representation. You might not be interested in epic space conflicts, but the designers certainly built it to "look" that way, and I would also infer that a large number of players engage with the game in that way. It is also reasonable to infer that if players could have stable instances with more than 4 players, a large number of players would prefer that experience.
 
Probably not possible on consoles due to had drive space required but I'd like to see websites like EDDB in the game. As it is now I have to leave the ps4 and get on the computer to find things.

Not a big deal by any means but it would make the game easier to navigate.
 
Clearly you must see that CZs, Res Zones, NBs, CNBs, Scenarios are built around epic space combat visuals and themes. To suggest that isn't a core "feature" of this game is not really a fair representation.
I wouldn't call them epic myself. As to big space battles sure we get them as part of the game world. Thats the game I bought, and thats the game I want. Sure those scenarios can certainly be improved, but I am not at all interested in mega battles with a load of other commanders.

You might not be interested in epic space conflicts, but the designers certainly built it to "look" that way, and I would also infer that a large number of players engage with the game in that way. It is also reasonable to infer that if players could have stable instances with more than 4 players, a large number of players would prefer that experience.
I am not interested in mega, epic space battles with other players. There is a difference. The better the internet and computers gets the better the P2P will be. I can see in the future, when everyone has stupidly fast internet and Quatum Computers, P2P will be all the rage. At the moment it has it's limitation as does a Client Server system, neither of them are perfect. Some are better then others for certain things. In my view and the game I want to play and bought, a P2P system is perfectly fine and better then a client/server system (Personally I have no issues with over 4 people in an instance, even when combat is going on).
 
I wouldn't call them epic myself. As to big space battles sure we get them as part of the game world. Thats the game I bought, and thats the game I want. Sure those scenarios can certainly be improved, but I am not at all interested in mega battles with a load of other commanders.


I am not interested in mega, epic space battles with other players. There is a difference. The better the internet and computers gets the better the P2P will be. I can see in the future, when everyone has stupidly fast internet and Quatum Computers, P2P will be all the rage. At the moment it has it's limitation as does a Client Server system, neither of them are perfect. Some are better then others for certain things. In my view and the game I want to play and bought, a P2P system is perfectly fine and better then a client/server system (Personally I have no issues with over 4 people in an instance, even when combat is going on).
Are we playing the same game?

This game was clearly advertised on the large space combat model.

I live on west coast US with 480Mgps down, 100Mgps up 21ms lat ave (wireless router), and have zero issues with large player number instances in central server mmos (i7 GTX1070Ti). When I'm chilling with 2-3 local friends in ED I have no issues, pop in someone from the east coast and there is a ton of rubberbanding. 5-8 people from wherever - forget it. I guess we just have different expectations between what was marketed, and what we've observed in other games.
 
I'd like to see a return, as an option, of the Newtonian flight model FE2 and FFE had. Obviously the Stardreamer would have to make a comeback too so this would be single player only unless FD managed somehow to make a hybrid flight model that still uses the present supercruise method to travel great distances. However in multiplayer those who mastered the Newtonian model would be at an advantage over those using the present system so this is why I think single player only, or private groups at most, would be best.
 
Are we playing the same game?

This game was clearly advertised on the large space combat model.

I live on west coast US with 480Mgps down, 100Mgps up 21ms lat ave (wireless router), and have zero issues with large player number instances in central server mmos (i7 GTX1070Ti). When I'm chilling with 2-3 local friends in ED I have no issues, pop in someone from the east coast and there is a ton of rubberbanding. 5-8 people from wherever - forget it. I guess we just have different expectations between what was marketed, and what we've observed in other games.
As I said, with a mega server style game where combat and movement is only updated once or twice a second, then the lag can easily be hidden.

With a game like ED when the combat is much closer to real-time (updates 10-20 times a second), any lag will look far worse. It's the way combat works in those games. Go and play EVEonline if you want that kind of gameplay. And even then, EVEonline has serious struggles when there are huge epic battles and they have to slow everything down for the server to cope.

And if we do end going down the mega server route, there would be servers for different geological locations, probably different BGS for each location, making the game feel even more unpopulated as it is.

I don't think that's the right way to go.
 
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