I know I know, it's one of the words you do not like. Netcode or servers are really disgusting words to use as tehy are connected with effort and experience requirenments. As we all know and you have stated, Frontier, your netcode is a really basic and simple one and not one of high quality. This is okay considering the lack of multiplayer games you have successfully published.
Your strengths clearly lie somewhere else such as sound or visual design. And yet, this is still no excuse for the not working netcode we have since 2.3. And on top of that, incredibly high pings.
Just had 3 fights in a row with a disgusting and unacceptable ping with 4 digits. Aka 1000ms+.
This is a whole second of delay for a real time simulation game. The results are ghost rams, crashed instances, multiple instances, ghost rockets, rubberbanding, desynchs, DCs and all the bad events you could imagine.
Wings have a terrible lifespan now of 1 minute? And then they break even though noone left the wing. Sometimes when I hit ships (NPCs or CMDRs with other players in one instance) I visually see the impact and after a couple of seconds it recognizes the hit. It is extremely annoying especially in RES or CZs where you have a burst weapon like plasmas or railguns or frags with what you want to secure the kill with. Or just avoid ramming someone or something. You literally PASS that ship and after that you wonder why your shields are down and your hull took 10% damage. Even though you just passed that ship 2 seconds ago and it clearly shows up on your scanners BEHIND your ship, it still hits you because someone in the instance has bamboo connection wires and slows down the whole instance.
Read a damn book. Such as "Netcode for beginners in multiplayer games". I am sure there is plenty of lecture that describes in detail on how to properly implement a netcode. One way would obviously be a server network that takes some of the workload so bamboo players can catch up (sorry Rinzler, move to the other side of the damn globe
).
Quite often friendly PvP matches get abandoned due to too high latency.
So how to solve it?
1. Display ping to other peers in the instance via a shortcut like ctrl+p
2. Add a setting in the options menu that sets a maximum ping and packet loss limit so the MM servers doesn't instance us with such players that cause a whole instance to stutter
3. Keep instances laoded for a minute even though no player is in it. Especially in highly populated systems like CGs or HQs this could be useful to allow for smooth transitions and get rid of the perma-supercruise tunne lof doom.
4. Allow for permanent loaded instances where players are located for a really long time (24 hours a day) for example at stations.
5. Under consideration of 2. do not allow for multiple instances if the player settings allow that or if the workload is low as of only 3 players in an instance.
Bonus: Provide a host that takes over control of 'ghost CMDR ships' in case someone 'unintentionally' DCs for atleast 3 minutes.
I can play with the other side of the world in China with a 300ms ping, which is terrible for a shooter but somewhat acceptable for Elite. It really is a stupid thing to do to restart the whole damn game so I can play with my friends. Even winging and friending up doesn't work, the result is a stupid wing signal 500 meters away.
Netocode 0/10. Wouldn't recommend.
/somewhat of a rant
Your strengths clearly lie somewhere else such as sound or visual design. And yet, this is still no excuse for the not working netcode we have since 2.3. And on top of that, incredibly high pings.
Just had 3 fights in a row with a disgusting and unacceptable ping with 4 digits. Aka 1000ms+.
This is a whole second of delay for a real time simulation game. The results are ghost rams, crashed instances, multiple instances, ghost rockets, rubberbanding, desynchs, DCs and all the bad events you could imagine.
Wings have a terrible lifespan now of 1 minute? And then they break even though noone left the wing. Sometimes when I hit ships (NPCs or CMDRs with other players in one instance) I visually see the impact and after a couple of seconds it recognizes the hit. It is extremely annoying especially in RES or CZs where you have a burst weapon like plasmas or railguns or frags with what you want to secure the kill with. Or just avoid ramming someone or something. You literally PASS that ship and after that you wonder why your shields are down and your hull took 10% damage. Even though you just passed that ship 2 seconds ago and it clearly shows up on your scanners BEHIND your ship, it still hits you because someone in the instance has bamboo connection wires and slows down the whole instance.
Read a damn book. Such as "Netcode for beginners in multiplayer games". I am sure there is plenty of lecture that describes in detail on how to properly implement a netcode. One way would obviously be a server network that takes some of the workload so bamboo players can catch up (sorry Rinzler, move to the other side of the damn globe
Quite often friendly PvP matches get abandoned due to too high latency.
So how to solve it?
1. Display ping to other peers in the instance via a shortcut like ctrl+p
2. Add a setting in the options menu that sets a maximum ping and packet loss limit so the MM servers doesn't instance us with such players that cause a whole instance to stutter
3. Keep instances laoded for a minute even though no player is in it. Especially in highly populated systems like CGs or HQs this could be useful to allow for smooth transitions and get rid of the perma-supercruise tunne lof doom.
4. Allow for permanent loaded instances where players are located for a really long time (24 hours a day) for example at stations.
5. Under consideration of 2. do not allow for multiple instances if the player settings allow that or if the workload is low as of only 3 players in an instance.
Bonus: Provide a host that takes over control of 'ghost CMDR ships' in case someone 'unintentionally' DCs for atleast 3 minutes.
I can play with the other side of the world in China with a 300ms ping, which is terrible for a shooter but somewhat acceptable for Elite. It really is a stupid thing to do to restart the whole damn game so I can play with my friends. Even winging and friending up doesn't work, the result is a stupid wing signal 500 meters away.
Netocode 0/10. Wouldn't recommend.
/somewhat of a rant