It´s time to forget about online?

At the moment, in the way that im seen things. i would erase all conectivity between players and focus on all the other features.
online features are broken from root since peer to peer conectivity desition, just keep the features that are "working" like wings.

just give us atmosferic planetary landing, cities, nature and strange worlds to explore. strange singularities on empty space.
Give us better trade mechanics, a real bounty hunting mechatics off seek and destroy across the bubble.

just forget all the buggy and crappy conectivity scrap and give us all the good things.

sorry my english

 
FD's networking design and implementation is actually really quite impressive.

Of course, that doesn't fix poor consumer equipment, thieving ISP's, horribly configured home networks or the horrors of wifi.

Eh, it really does suck beyond basic encounters.
 
Eh, it really does suck beyond basic encounters.

In what way? It's about as stable as you are probably going to get without moving away from real-time instance merging or vetting island owners. Even then it'd still be subject to the normal internet glitches and lulzbunnies maliciously breaking instances.
 
FD's networking design and implementation is actually really quite impressive.

Really? What is it? Genuinely interested to know exactly what their implementation is. I believe they use AWS but I don't know exactly how they've implemented it. Which implementation have they gone with and how is it structured?
 

Jenner

I wish I was English like my hero Tj.
Honestly, the game is several years old now - It's not reasonable to expect such a drastic change to core functionality.

Also, the networking isn't all that bad considering, and it's improved substantially since the beginning.
 
FD's networking design and implementation is actually really quite impressive.

Of course, that doesn't fix poor consumer equipment, thieving ISP's, horribly configured home networks or the horrors of wifi.

Or the fact that many players have absolutely no problems with connectivity with any other game they have.....but still have problems with FD.
 
FD's networking design and implementation is actually really quite impressive.

Of course, that doesn't fix poor consumer equipment, thieving ISP's, horribly configured home networks or the horrors of wifi.

I've never understood this defense of Elite's networking. This is like saying they designed a Bugatti and it's our fault we're trying to drive it on the streets we have to use on a daily basis instead of staying on the test track. Elite Dangerous was built from the ground up as a multiplayer internet experience and has to run on the same poor consumer equipment, with the same thieving ISPs, and the same horribly configured home networks as every other internet game out there.

If Elite needs some special network requirements to play properly, it should say so in the system requirements instead of "Network Broadband Internet Connection," shouldn't it? Otherwise it should have been made robust enough to deal with all of the standard problems of software that runs over the internet.
 
Honestly, the game is several years old now - It's not reasonable to expect such a drastic change to core functionality.

Also, the networking isn't all that bad considering, and it's improved substantially since the beginning.

I would describe the reliability of the network functionality in ED as "ps poor".

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Ok, I'm not interested enough to watch a 51 minute video lol.
 
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Back end of the game relies on networking and connectivity, game would not work without it irrelevant thread OP..... takes just as much working to make it single player as fixing things.

The people that moan should either not moan or play private pve groups or solo play - If being ganked!

Frontier should introduce proper crime and punishment rep system - As above.

With regards to connections, lag and instancing has rarely/barely ever been a problem and to be honest given the huge game world (400 mil systems) and all the data I can understand a few problems no ones ever made a game this big. I paid for life time to play online so I'd be furious if Elite went single player only... which it won't
 
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Or the fact that many players have absolutely no problems with connectivity with any other game they have.....but still have problems with FD.

Except, if "many players" have problems with ED connectivity and "many others" don't, that kinda excludes it being a problem with ED code. Now, you MAY have an argument that they designed it to require a better net link than those "other games" you mentioned but that's as valid a decision as to make use of the features of the latest graphics chipsets. Maybe those other games were designed with a networking architecture that was deliberately making allowances for potato networking. ED sure isn't designed that way.
 
No idea how it all works (Thanks for the youtube link Asp Explorer) All I know is my high speed Virgin Media fibre optic connection in London has delays in SC dropouts, glide entry, occasional wing connection issues.

My Mena telecom connection in Bahrain (10MB) Wireless connection is pretty much instant with SC/Glide dropouts and rock solid with Elite in general.. Doesn't make any sense to me.

Is Virgin Media generally bad for gaming in the UK?
 
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Online features are baked right into the core of ED. We're way beyond the point where it becoming a true offline game is possible. And while I was one of the people who dropped the KS with the abandonment of the offline mode, I'd hate to see things like exploration meetups and what the Fuel Rats do be removed from the game.

On the other hand, it would benefit from a significant reduction in the dev time spent on direct multiplayer elements. Imagine if the man hours spent on gimmicks like multicrew and CQC or the wild goose chase which is MMO balance had been spent on enhancing existing mechanics. Or even working towards new mechanics that actually matter, such as atmospheric landings and spacelegs.
 
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