Matchmaking or bust!

Seriously now, I know the topic is done to death, But i'm reminiscing concern at how on earth Frontier is ever going to make the "wings" update ever work when seeing a player in the game is a hit and miss probability wave.

Did FD create a quantum computer? o_O?

I understand that you can in fact see a LOT of CMDR's in Supercruise, but when it comes down to the instances like say for example the High intensity combat zones, It's nigh impossible to meet a friend when you WANT to organize a meetup, Yet when you don't want to meet or accidentally pass by ofcource the game puts you together, it's this intermittent, unreliable system that is a problem.

How far can you go with "Increase chance to see other CMDR's" I always see in almost every update? (Literally)

Here's my drift on how the networking works.

So Player X goes drops out of supercruise anywhere, The client then creates the players own "Node" where all other players entering this "node" then connect to Player X's "node" like a client-server, Some may call this Peer to Peer. I'd call this dynamic-localized client server. Why? because of the prioritization that goes on in the background.

At the moment it seems as if Prioritization is absolutely borked, Depending on Ping, Bandwidth and speed players are simply invisible, Even when you friend them and are communicating perfectly with each other (both text and voice comms) it seems that to be able to see each other and coordinate emergent gameplay is just impossible at the moment.

It would be nice to be more educated on this subject of matchmaking. As I understand, to save costs, there is no Client-server setup like other fast paced games where Each Client connects to the server which then has the ability to control, prioritize and allocate EVERYTHING, to make sure that your multiplayer experience is Tip Top Shape.


Thanks for reading,

Enlighten me.
 
I think if there was some FD publihsed information (facts, not 'it should work like this' comments) about how matchmaking works it would be possible to test it between a few players. Wings is going to need reliable matchmaking, improving the chances of getting into the right instance makes it sound like you now have 2 rolls of a D6 to throw a 3 and get matched rather than the old unreliable method of only having one roll :D

I can see that the matchmaking code cant be simple, there are quite a few variables to juggle, on top of a networking code base that is playing peer2peer roulette with the qualty of every players connection, but it should be possible to test the basic rule set(s) with a few players and show them to work reliably. There are things that could help too such as putting a ping meter on the friends list/group list menu options, that way if Fred is reliably NOT getting matched you can see what the ping is.

This stuff has to work for Wings, and it should work now. I'd be up to help test a bit if I am around and it woudl help.
 
I think if there was some FD publihsed information (facts, not 'it should work like this' comments) about how matchmaking works it would be possible to test it between a few players. Wings is going to need reliable matchmaking, improving the chances of getting into the right instance makes it sound like you now have 2 rolls of a D6 to throw a 3 and get matched rather than the old unreliable method of only having one roll :D

I can see that the matchmaking code cant be simple, there are quite a few variables to juggle, on top of a networking code base that is playing peer2peer roulette with the qualty of every players connection, but it should be possible to test the basic rule set(s) with a few players and show them to work reliably. There are things that could help too such as putting a ping meter on the friends list/group list menu options, that way if Fred is reliably NOT getting matched you can see what the ping is.

This stuff has to work for Wings, and it should work now. I'd be up to help test a bit if I am around and it woudl help.

With the current matchmaking methods I just don't see wings working reliably at all.

What if they just got rid of this darn priority P2P? Since when does a torrent looking for peers do that? Just because Peer 1 has a slow connection doesn't mean everyone elses connection will suck, Just the peer 1's connection will, Usually all of us playing an online MMO would have decent internet by now (at least to a minimum standard)

(thank you for the only person on this forum to have noticed my post now going at 12 hours)
 
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