ED is a great game, and I dont want ED to become EVE, I played that for over 6 years and its, its own monster in in its own right, but ED with a proper CP and open world universe would have been nice.
It will always be for me at least a "it could have been so much more" but as others have said we have what we have its getting better, but I came to the conclusion a long time ago that ED for me will be a solo player experiance. I want the hubs to feel like hubs, not as bad as Jita, but seeing 100's of ships coming and going and knowing they were all people was a thing to see, or any hub in any proper mmo where you know you see more than 20 people in one place.
1000 commanders in a single instance is often mentioned with EVE in mind (because it works there, more or less). People tend to forget that the flight model in ED is a totally different ballpark than EVE. It's a pity we couldn't have a quick test, just for fun, with 1000 original ED ships on the EVE workstation. THAT would be a slideshow, I promise you...
People often label P2P as a simple budget decision from FDev. I'm still confident that there's more to it, mainly technical reasons. If anyone could point me to a game with a similar flight model than ED that has 1000 ships in one instance, only then I would start to believe it. Until this day will come I call it all 'wet dreams'...
I played this, though many years ago, on Linux. I liked this game, but since the server (classic client server structure) was in the USA (I guess it still is?) and I'm a European player, so I was on an oversea connection to them which made any encounter with real players an absolutely horrible experience to me. ED is so much better for me in this regard... Pretty much the same (again, I guess) if US players have to connect to a European server. The people from Vendetta obviously don't have the resources to build up multiple national servers, an absolute requirement for a world wide MMO that is twitched based and needs low latency.
Take this with a pint of salt though as I'm talking from the past. Things might have changed in the meantime...
Hello guys. I recently started playing this game. I have 40 hours. But iam pretty experienced in open universe games.
I think this game is great. But i just found something that takes the impressiveness. Iam not saying i wont be playing the game, iam saying that this game could be much more than it is now. I hoped there was an open universe rather than sub servers ( p2p ) that limit the players so much. Another player told me. ''And I think most of us who do play open feel your pain....we would like to be able to have more people reliably in an instance, heck I'd like wings with multicrew....plenty of times I've been winged and had a friend on but they couldn't get to us in time!
Anyway I think such things would make open more popular for some, though possible less popular for others. Either way though I think even those who play private would also like bigger instances with more friends and better networking etc''.
Imagine ED being an open space stace game. No limitations. Like eve. How do you think this would work?. Could they make it happen?. I heard its impossible but i still hope. I would gladly hear your opinions on this topic as its a popular one. With this change hundrents of doors for this game would open. I would pay for it. Many would. Fly safe cmdr's
Hello guys. I recently started playing this game. I have 40 hours. But iam pretty experienced in open universe games.
I think this game is great. But i just found something that takes the impressiveness. Iam not saying i wont be playing the game, iam saying that this game could be much more than it is now. I hoped there was an open universe rather than sub servers ( p2p ) that limit the players so much. Another player told me. ''And I think most of us who do play open feel your pain....we would like to be able to have more people reliably in an instance, heck I'd like wings with multicrew....plenty of times I've been winged and had a friend on but they couldn't get to us in time!
Anyway I think such things would make open more popular for some, though possible less popular for others. Either way though I think even those who play private would also like bigger instances with more friends and better networking etc''.
Imagine ED being an open space stace game. No limitations. Like eve. How do you think this would work?. Could they make it happen?. I heard its impossible but i still hope. I would gladly hear your opinions on this topic as its a popular one. With this change hundrents of doors for this game would open. I would pay for it. Many would. Fly safe cmdr's
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Do you have any idea about what level of resource commitment is required to put together megaservers such as those in Guild Wars 2, ESO, etc. that can handle populations of 100/instance with pretty minor latency issues? …
The thing to bare in mind, is that it's taken years in most cases for these large environments to stabilize and become reliable enough to house hundreds of people at once. I think Frontier was just really naive, and has had their focus stolen by 'drama of the moment' issues that have plagued the game of late. Particularly a lot of moralising, which has to be chewing valuable time, on pretty valueless witch-hunts.
I think elite would be incredible, with hundreds of commanders in an instance; but look at how stations are built, as an example; a dozen or so pads. That's it; engineers? Less than a dozen pads. It was never designed for huge numbers because the environment we are in isn't designed for it.
The game assumes 'pockets' of commanders, groups of a dozen or so, in any given instance. Infrastructure, indeed matches this. I mean how many mechanics rely on mega-ships now, that can have as little as a single large pad? I think this is less whether the game can actually tolerate that, or whether that's actually the developers intent.
I don't believe, honestly, it is. Frontier clearly never intended large numbers of people in one place. This is mirrored in stations, outposts, planetary bases, megaships, engineers. Then look at stuff like private groups; again, designed for a couple dozen or so (with zero deligation of rights, no permissions model, etc). None of this, essentially, is designed for massive player counts. Scale? Sure. Concurrency? Not even once.
Folks, ultimately, crave an experience the developer never intended, hasn't designed, and doesn't seem motivated to achieve. Disappointing? Surely. But I just don't think they see this as important. And certainly not enough to focus on it.
It took something like two years for the fragmentation of packets to be addressed and actually resolved, because it took that long before someone actually looked at it (and was apparently as surprised as the player base).
So the approach frontier take to 'squadrons' is going to be, to my mind, actually fairly interesting. Because that is going to raise the fundamental issue with the 'pocket' model they have elected; because it's likely to presume this will be a form of wing-of-wings. And we anyone who's tried to get a bunch of wings into one instance, can probably explain the futility as it stands.
Ostensibly; for a large-player-concurrency model to work, the instances and infrastructure almost needs to be re-written; and that's probably a bridge too far. My guess is Frontier assumed people would rally around factions and powers and form little groups; which they have, of course, but that that would be enough.
The reality is; the game was sold on this notion that it's a connected universe, with thousands of commanders active, with vibrant hubs and lots of commanders doing lots of things. Yet, you can fly around the occupied bubble and it's an utter desert, from a hollow square perspective. Squadrons may upend the apple cart here.
Who knows. Either way, I've stopped sweating it. Frontier are, ostensibly, simply not motivated to do anything about the concurrency aspect.
.It was essentially built from ground up with P2P in mind, and changing to a server based model would be prohibitively expensive and difficult at this point.
Switching something from P2P to fixed servers can be done as 30 minutes hackjob.
The important question really is: would a switch to a client-server infrastructure improve the players experience to a degree that it significally affects customer retention. Which boils down to: would the switch make FD more money than the servers would cost them? And apparently FD doesn't think so.
Switching something from P2P to fixed servers can be done as 30 minutes hackjob. Keep in mind, some P2P Projects at some time analyzed their network traffic and found out that it actually looked not like P2P but like a client-server infrastructure. And there was nothing wrong with their implementation, but it actually was the result of high quality coding. The software just "saw" that some nodes had much higher performance and better network connection, which turned them into central nodes. Thus the analysis of the network made them look like they were actual servers.
Has ESO solved the network problems?
I remember when I played ESO there where horrible lag problems with "zerg trains" being able to induce so extreme lag that everybody else basically had the game paused. On top of that those who know how could create that lag without getting affected (gaming the net code).
In short at the start of ESO the PvP zone was primarily a lag fest - and that with a non-twitch-combat system.
The PvE world was a fake open world - their "mega-server" was a system that created the illusion of a "mega-server" while only allowing a "few" players into the same instance.
(And then the endless discussions about US players playing on EU PvP server and EU players on US server for "night-capturing").