Multiplayer coop team is so broken... đź’”

I travel with my teammate from Kamadhenu - Cooper Hub to Diso - Baker Hub, five jumps...

1 try : first jump my teammate disconnected by error. I had to go back to Cooper Hub to get it onboard again.

2 try : the same happened in the second jump.

3 try : reached planet together, failed when existing orbit, teammate appeared back at Cooper hub again.

Team tried to use a apex taxi to get to Diso. You can't it's out of reach. Exceeds the apex limit.

Finally we gave up. We had to fly to Diso each on their own ship. One in 5 jumps, the other in 10 jumps.

It pretty stinks at the moment.
 
Yeh it's defintely not working properly at all. We are going to try just using our own ships (fewer opportunities for it to mess up then). If that works OK then we'll just do that.

If it doesn't, we just won't bother until roadmap week 5 patch (which hopefully will fix the issues).
 
Nah, doesn't work. Can't get into the same instance this way, all three of us separate.

I hope they can fix this in the roadmap. If they cannot it's not good.
 
The past two group events that I have hosted (5-15 players) have seen nothing but issues. Instancing is an absolute nightmare at the moment.

Experiences in Horizons have always been challenging. The Odyssey Alpha showed incredible promise with seamless instancing even when players are not teamed up. We still see this around settlements if 2-5 players are meeting up there.

Attempt anything larger, specifically away from an anchor place like a settlement that might help people instance together and you're looking at real issues. Out on the planet surface, jumping together, going into glide together, is all very much broken.

Fingers crossed that is the result of all the Horizon/Odyssey splitting, etc. They've shown it's possible in alpha, so let's go.

I wish FDEV would finally add that magic button "jump to instance" to help move people away from the wrong instances and into the instances of their friends.

Another wish: Force all players in a PG into the same instance. Only when players are failing to connect to an instance, ask them if they want to open another one.

Give us more manual control over the instancing. Help us play with our friends. PLEASE.
 
The past two group events that I have hosted (5-15 players) have seen nothing but issues. Instancing is an absolute nightmare at the moment.

Experiences in Horizons have always been challenging. The Odyssey Alpha showed incredible promise with seamless instancing even when players are not teamed up. We still see this around settlements if 2-5 players are meeting up there.

Attempt anything larger, specifically away from an anchor place like a settlement that might help people instance together and you're looking at real issues. Out on the planet surface, jumping together, going into glide together, is all very much broken.

Fingers crossed that is the result of all the Horizon/Odyssey splitting, etc. They've shown it's possible in alpha, so let's go.

I wish FDEV would finally add that magic button "jump to instance" to help move people away from the wrong instances and into the instances of their friends.

Another wish: Force all players in a PG into the same instance. Only when players are failing to connect to an instance, ask them if they want to open another one.

Give us more manual control over the instancing. Help us play with our friends. PLEASE.
Honestly, at this point? I'll take an instance selection menu that simply lists all instances, view who is in it (only if they're on your team) and go there instantly (with usual timers for log out applying).
 
oh yea multiplayer in elite is a punishing experience .. game does not reward any kind of co-operative play instead is a test to see how long you can take being disconnected and trying to accomplish any task before you want to punch yourself for trying.. it would have been great if the "roadmap" would have made a more detailed mention of this and how they plan to fix it but the "roadmap" like MP in elite leaves a lot to be desired... and before you corpo white knights come in and start defending it with the "oh it's a new DLC" get a clue.. MP has been broken for way too long to even get a pass
 
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Im not gonna change my elite dangerous odyssey review until this mess gets fixed.

1. PERFORMANCE

2. NETWORKING INSTANCING

3. SOME KIND OF COPILOT (BETTER COOP MULTICREW)

4. TEAM AND WING MISSIONS

5. HAVE A DRINK WITH MY TEAMMATES AT THE BAR ALSO USE FURNITURES AND MORE IMMERSION

6. MORE INTERACTION WITH NPC AT SETTLEMENTS AND STATIONS

7. A MUSIC MP4 PLAYER IN GALNET NEWS PLAYER

8. EXPLORATION

9. USER INTERFACE (UI) AND USER EXPERIENCE (UX)

10. THE FISURE HACKING DEVICE BEEING SOLD AT A SHOP COUNTER IN A SPACE STATION? NOT IN A LOST SETTLEMENT OF ANARCHY SYSTEM?????

- This is my ROAD MAP to 2025. -
 
oh yea multiplayer in elite is a punishing experience .. game does not reward any kind of co-operative play instead is a test to see how long you can take being disconnected and trying to accomplish any task before you want to punch yourself for trying.. it would have been great if the "roadmap" would have made a mention of this but the "roadmap" like MP in elite leaves a lot to be desired... and before you corpo white knights come in and start defending it with the "oh it's a new DLC" get a clue.. MP has been broken for way too long to even get a pass
It sort of does mention it though, it's on the 5th planned update as a focus item.
 
When the CM team can't instance together on their live streams, with the head of online, who built the instancing system sat right there, as one of the players, and he doesn't seem to think it's a problem, just explains that being in a team is "the strongest form of getting the game to try and put you on the same server"

Well...

I mean...
 
When the CM team can't instance together on their live streams, with the head of online, who built the instancing system sat right there, as one of the players, and he doesn't seem to think it's a problem, just explains that being in a team is "the strongest form of getting the game to try and put you on the same server"

Well...

I mean...
PR aside, I'm pretty sure they'll have taken pretty sharp note of it by then though. Obviously not going to go "this is ****"" are they?

Hence, I guess... this:

  • Update 5 – Thursday 24th June
    • Many improvements and fixes, including
    • Shared missions
 
PR aside, I'm pretty sure they'll have taken pretty sharp note of it by then though. Obviously not going to go "this is ****"" are they?

Hence, I guess... this:

That's an addition.

They are adding shared missions, they aren't saying they are going to suddenly change the instancing system for shared missions, just going to add shared missions and assume it'll work fine.

The instancing is "good enough" and they "continually improve" it. There's something in the roadmap about instancing but it's just the normal continual improvements. It'll still use strong signals to tell it to "try" and get teams onto the same server. Which always seems odd to me.

Why just try? Why not force them onto the same server? If not everyone in the team can get into the same server after multiple connection attempts to multiple servers, send them an error message so they can at least stop jumping in and out of super cruise.

Why it's literally impossible for people to get onto the same server is mind boggling but evidently a real problem.

They didn't have to say "this is s***, they could have said, "we'll get the detailed net log from this session and figure out what went wrong here, this isn't ideal"
 
That's an addition.

They are adding shared missions, they aren't saying they are going to suddenly change the instancing system for shared missions, just going to add shared missions and assume it'll work fine.

The instancing is "good enough" and they "continually improve" it. There's something in the roadmap about instancing but it's just the normal continual improvements. It'll still use strong signals to tell it to "try" and get teams onto the same server. Which always seems odd to me.

Why just try? Why not force them onto the same server? If not everyone in the team can get into the same server after multiple connection attempts to multiple servers, send them an error message so they can at least stop jumping in and out of super cruise.

Why it's literally impossible for people to get onto the same server is mind boggling but evidently a real problem.

They didn't have to say "this is s***, they could have said, "we'll get the detailed net log from this session and figure out what went wrong here, this isn't ideal"
We don't know that yet.
 
That's an addition.

They are adding shared missions, they aren't saying they are going to suddenly change the instancing system for shared missions, just going to add shared missions and assume it'll work fine.

The instancing is "good enough" and they "continually improve" it. There's something in the roadmap about instancing but it's just the normal continual improvements. It'll still use strong signals to tell it to "try" and get teams onto the same server. Which always seems odd to me.

Why just try? Why not force them onto the same server? If not everyone in the team can get into the same server after multiple connection attempts to multiple servers, send them an error message so they can at least stop jumping in and out of super cruise.

Why it's literally impossible for people to get onto the same server is mind boggling but evidently a real problem.

They didn't have to say "this is s***, they could have said, "we'll get the detailed net log from this session and figure out what went wrong here, this isn't ideal"
Most connection issues people get are actually nothing to do with Fdev - if everyone had an 'Open' NAT type, everyone would be able to instance together.
Basically, you have 3 NAT types - Closed, Stealth and Open.
Closed can only instace with Open.​
Stealth can instance with Stealth or Open*.​
Open can instance with anyone**.​
*'Stealth' instancing with 'Stealth' can give some really odd results (being in the same instance but not being able to see each other).
**It might vary with P2P connections, but with a 'player-host' that is how it works.
If everyone had an Open NAT type, there would rarely be any instancing problems.
You can set your NAT type to open by forwarding ports on your router (unless your ISP is BT, EE or Plusnet), but it won't really have much of an efffect unless everyone you play with does it.
 
When was the last time in Elite's history that multiplayer was NOT broken?

(measure it in at least 2 consecutive play sessions)
 
Most connection issues people get are actually nothing to do with Fdev - if everyone had an 'Open' NAT type, everyone would be able to instance together.
Basically, you have 3 NAT types - Closed, Stealth and Open.
Closed can only instace with Open.​
Stealth can instance with Stealth or Open*.​
Open can instance with anyone**.​
*'Stealth' instancing with 'Stealth' can give some really odd results (being in the same instance but not being able to see each other).
**It might vary with P2P connections, but with a 'player-host' that is how it works.
If everyone had an Open NAT type, there would rarely be any instancing problems.
You can set your NAT type to open by forwarding ports on your router (unless your ISP is BT, EE or Plusnet), but it won't really have much of an efffect unless everyone you play with does it.
He does have a point though (which is why I liked his post, despite not necessarily agreeing with the sentiment of what he was trying to say). If the actual developers run into this issue? All this "it's the user's fault" becomes moot, I say. It becomes very clear that there are issues that they should be addressing. At the very least...

The experts of their networking solution has to be them first, not us, so that they can adequately educate us as to how to make it work as flawlessly as possible (and I'd say that should be where connection issues are rare, rather than common; as it is, they're not common, they're persistent).
 
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