Not receiving commodity rewards.

Well, I've now hit 3 different versions of this issue. (And "yes" to all the basic stuff. I have enough space in my ship's inventory. / I'm sure I selected the commodity reward. / I'm sure I don't have any filters on.)

1.) After selecting a commodity reward, it takes f-o-r-e-v-e-r to appear in the ship inventory. It might happen immediately...it may take a couple of minutes...or it may take 20+ minutes. Seems to happen randomly. Doesn't seem to matter what the commodity is.

2.) After purchasing a commodity, it will disappear from inventory until I land at the station where I originally purchased it again. (In other words, I need to turn around, go back to the location where I bought it, and land on a pad.) At that point, the commodities will magically appear in my inventory again.

3.) I will not receive a mission reward at all. This just happened now, prompting this report. I just completed a mission, was supposed to receive 19 commodities as a reward...and it never appeared. I left the ship sitting on the pad while I went shopping (over 1 hour), and it was still not there when I returned. I logged off and on, and it's still not there.

Seems like there's an issue communicating between the server and the client.
 
Originally posted at 3:23pm. It's now 7:50pm. So it's been over 4 hours. The 19 units I was supposed to receive just magically appeared in my inventory when I landed on a station about 200ly away from where I was doing that mission. I've done around 5 other missions in that time using this ship, 2 of which required me to haul cargo. They just appeared now when I went to leave the station I was on. I bought some limpets, and viola, they just poofed into existence in my ship's inventory.

I'm glad I eventually got it -- don't need them anymore, but I can at least sell them off -- but it's still an issue. There's enough of a grind without having to wait hours for mission rewards to proc.
 
log out log in for assets to refresh/appear or missing mission objectives to spawn that is just a quirk of a peer to peer type server.............
and try to complete outstanding missions b4 weekly thursday morning maintenance to avoid potential missing rewards
being a vet i would have thought you noggined that unless of course the servers have actually got a spanner in the works@tm and are overdue a thurs morn server 7am gmt fart🤷‍♂️
 
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Ehhh...

...Elite is not peer-to-peer...

...It was Wednesday afternoon as of the writing, with England being only 5 hours ahead of my location, not 12. (It's only 7am Thurs. there as of now)...

...Plus, I've been experiencing the bug for the last few days. So, I'm not sure where you're getting "Thursday maintenance" outta this...

...and having a screen in front of you with literal timestamps autocorrected for your region, I would have thought you could do some noggining of your own...

But, thanks for playing.
 
I specifically reference logging out and logging in. Here, allow me to quote myself from my OP:
3.) I will not receive a mission reward at all. This just happened now, prompting this report. I just completed a mission, was supposed to receive 19 commodities as a reward...and it never appeared. I left the ship sitting on the pad while I went shopping (over 1 hour), and it was still not there when I returned. I logged off and on, and it's still not there.
I am very well aware of trying to solve problems by re-instancing areas or forming fresh connections to the server.

Secondly:
No. Elite is not peer-to-peer. The central servers control the game world and its state, universally. This is what you log into to play solo or open world.

Only when you are in a specific instance where another player is present are your data packages connected to that other player (or players) as peer-to-peer for the specific purpose of syncing your actions with the other players' actions on that server instance. But the game itself, AI, etc. will still be synced with the central servers. If that doesn't happen -- you'll be disconnected, just like any other time you lose connection to the central servers.

Peer-to-peer means that one computer shares data packages directly with another computer. Elite runs on a central server for all aspects that will permanently alter your account and game status. The elements that I'm identifying have absolutely nothing to do, at all, with a peer-to-peer protocol that manages your sync to another player. You're misunderstanding the part of the video you're trying to reference and how Elite works as a whole.

My issue is between my client and its communication with the central servers.
 
even in solo you are conected via a aws peer to peer network of aws relays its still peer to peer methinks
telegram for mongo http://ec2-reachability.amazonaws.com/ (ticks slow to populate or stop signs are bad)
what part of the video does it mention a more expensive centralised server the likes of which planetside 2 runs on?
weak link.jpg
 
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even in solo you are conected via a aws peer to peer network of aws relays its still peer to peer methinks
telegram for mongo http://ec2-reachability.amazonaws.com/
I think you are wrong about that. Elite is both client/server and peer to peer. Peer to peer is used between clients when instanced together, while client/server is for logins, transactions, mission boards, etc. The above problem must be a bug, similar to many other things not updating correctly when they should.
 
the misson boards etc are are done via a short burst transaction no different from when say confiming a shopping order transaction and you get the circle widgit working for a few seconds else its peer to peer all the way so yea for brief seconds you are in fact going direct to server when you get a widget or upon an instance change it connects briefly again only for a few seconds to update your position/.assets etc
out of hours of play your direct connection to the central server is probably only a few mins at most if that even.
and sometimes those short busts don't get passed through the relays in which case the board may not update properly or an asset may become lost if not picked up during the next burst to the central server worse case scenario you can get slung back to a different system upon relog when the last successful burst transmission to the central server got through and an endless hyperspace jump or a very long one(ten seconds +) is also indicative of not talking too or not burst updating the "central server" properly as is a long time wireframe spinning ship or avatar upon loggin which should take around ten seconds if all is well........ (connection ip hand shaking)
 
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Looks like it's a variant of the 'invisible cargo' bug you can get with FC purchases - things appear if you look at the market screen just the same as with that bug. Quite handy if you need to sneak the cargo somewhere else without pirates being able to steal it ;)
 
Probably also related to having to relog to get engineer invites. Some information isn't properly transferred from the server or updated in the client.
 
More is needed than just 'dedicated central server'

Yes planet side allows for big instances with hundreds of players in one world/map. There is a limit on how many players are being rendered by the client however.
 
true enough but i think if elite where ran via a dedicated always connected central server and instances were limited to say a solid 16 players per instance it might just liven the place up a tad........
as even in open it seems a little void of goings on even in the likes of sin dez
a 16 player station pub crawl might be fun too... and cz's would be the mutts nuts
still aint ever gona happen so ho hum!
if i want a smaller more lively dedicated central server game starship troopers extermination is where i head currently which is 16 per instance co op
the shouts of im doing my part etc just crack me up! it is like playing in the original movie of which i am a great fan of
 
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The peer-to-peer in the game is a protocol used by the severs to decrease the server load in multiplayer interactions.

It has no bearing whatsoever on the issue I've been seeing. Peer-to-peer does not have anything to do with a single player's interaction with the mission board. That's between the server and the client. I know this to be true because I was playing alone.

The game is not peer-to-peer. It simply utilizes peer-to-peer protocols (individualized systems that contribute organization and governance to a larger whole) to handle multiplayer interactions. If you still won't believe me, go ahead and try to play the game with your friends while not being connected to Frontier's servers. Guess what? You can't. The game won't even launch. Because you need to be connected to the server. It's a server-based game. It's not peer-to-peer. (Compare the game's functionality with For Honor, State of Decay 2, or Valheim. Those are peer-to-peer games.)

Looks like it's a variant of the 'invisible cargo' bug you can get with FC purchases - things appear if you look at the market screen just the same as with that bug. Quite handy if you need to sneak the cargo somewhere else without pirates being able to steal it ;)
Interesting, but I'm not sure that's what's happening here. Frankly, at first, I thought it might just be general wonkiness after the last update, but it's persisting. It doesn't happen all the time, but when it does, it's noticeable. I'm about to hop on for some hours tonight, so we'll see if it crops up again.

Probably also related to having to relog to get engineer invites. Some information isn't properly transferred from the server or updated in the client.
Nope. Relogging did nothing when I tried. Those 19 units simply didn't ever appear in my cargo until I had moved on and was over 200ly away from the system where I had taken the mission. They appeared literally out of nowhere with no message, audio cue, or warning. It was like they had always been there, even though I had filled up the cargo hold numerous times in between.

It's really, really weird. Plus, I can't find anything online about other people seeing a similar issue. If it continues, I'll try a complete reinstallation. Could just be files on my end, perhaps.
 
in an old school peer to peer telephone conference call i remain connected always(unless i hang up of course) i dont however talk to the telephone operator all the time i only chat with the operator if i want to switch to conference room 2 imo this game isnt much different from that if you think it is so be it 🤷‍♂️
the video(section3) shows a p2p diagram, he then goes on to say we need to talk about some basic network services so when the game client is talking to our servers(tel operator)
latency isn't so much of an issue because it is a server request( tel operator) and we have designed it so that whilst it would be nice to get it over and DONE with in 50 milli seconds its only really a problem if it starts to take seconds rather than dozens of seconds but the PEER TO PEER(conference room 1) connections they handle all the traffic of
which ship is pointing in which direction and who has just fired a lazer at who so latency is very important there(me talking to jim in conference room 1) ( lbottom left diagram1 forum post 7 )
so like i said the time actually talking to the EDserver(tel operator) over 8 hours is probably less than a few minutes if that.........
else its PEER TO PEER (conference room 1 chat) all the way in solo (conference room 2 ) if i am in there by my lonesome with no one to chat with i spend very little time talking to the EDserver( tel operator) so i may go back to conference room 1 at which point conference room 2 is then closed by the tel operator(ED server)
but you have your delusional no peer to peer interpretation of events and i have mine based in facts and video evidence🤔
so "swirly thing alert!" (tel operator) ED server millisec burst transaction widget forum post 9)
is the "telegram for mongo" how much stuff you haz and which conference room your in (P2P instance)of course there is the watchdog( / ;) ) script running which updates the edserver via brief periodic telegram too but that is another milli sec communication packet
 
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Looks like it's a variant of the 'invisible cargo' bug you can get with FC purchases - things appear if you look at the market screen just the same as with that bug. Quite handy if you need to sneak the cargo somewhere else without pirates being able to steal it ;)
People have been asking for shielded smuggling cargo racks for years. 😄
 
So, no one else is seeing this? It didn't happen last night, but I only wound up with one mission that I decided to take the commodity reward for. It worked as it was supposed to.
 
I see it (as I said) - and (as I said) it is resolved by just looking at the market. Raise it in the issue tracker if you care, though (as I said) it will probably be fixed when they fix the issue with the FC markets (which has been more widely complained about).
 
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