Physical Multi-Crew is a great idea, if only it was usable...

So, I love the idea of physical multi-crew, it's great fun the few times I've managed to get it working, and it's a great concept.

However, it's just too risky to use. Not because of any actual risk though, because of the infamous "Braben Tunnel."

Right now if someone ends up getting disconnected during an instance change they are teleported back to wherever they last were, regardless of if they log right back in. But this happens easily at least once out of every 10 instance changes it seems and it's so highly inconvenient when it does that we don't even bother using this wonderful feature due to the likelihood of this.

Maybe you're lucky and you picked someone up at a base or station and just jumped to supercruise and they disconnect. Now you have to fly back and pick them up again. Annoying, minor issue. But perhaps you've picked them up and jumped 4 or 5 systems away and then they disconnect. Well now they're 5 or 6 systems back, so you go back pick them up and try again, and then they disconnect again before the destination so you just throw in the towel after having wasted a good 15 or more minutes just trying to fly them somewhere.

Proposed solution: If someone got disconnected while riding in a multi-crew seat, upon relogin have the game check if the player they were riding with is still online and then ask them if they would like to reconnect (basically like already happens with the remote multi-crew)

Then another big issue that crops up with this too is shared missions. I've lost count of the number of times I've had a mission shared with someone, we go, we murder everyone at the base, mission is complete and ready to turn in. So we start heading back to the mission giver to turn it in, and somewhere along the way one of us disconnects... They log back in and we get the team back together but, mission can't be shared anymore because it's in a marked complete state.

Proposed Solution: If someone was in the team when it became "complete" then they should be marked as fine to have it shared again with them even after that point.

So please FDev can you implement some fixes for this (and maybe something to make connections way more stable?) because right now the physical multi-crew, one of the selling points supposedly for Odyssey is broken and effectively unusable because of how disconnects are treated making it simply far too inconvenient to bother.

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P.S. - Also a revive function where a teammate can wait to be revived by a nearby teammate if they die when a teammate is in the same instance rather than being teleported away?
 
Yes, please fix the disconnect issue. This is one of the best features of the game that can't be used because of the disconnects. It totally destroys the mood. As mentioned above, if you can't keep people from disconnecting at least make it easier for them to re-connect.
 
Yes, please fix the disconnect issue. This is one of the best features of the game that can't be used because of the disconnects. It totally destroys the mood. As mentioned above, if you can't keep people from disconnecting at least make it easier for them to re-connect.

Yeah they put it out as one of the big selling points of Odyssey and what-not, but then refuse to make it actually usable. If you want this to be a selling point for Odssey FDev you need to fix issues that make it unusable.

The correct course of action is to fix the disconnects; it’s so frequent here that it must sure be a game code issue.

Yeah, it's partly the nature of Peer-to-peer connection for gaming, however Grand Theft Auto V uses peer-to-peer for their instancing and has nowhere this many issues with disconnects, etcetera.
 
Yeah, it's partly the nature of Peer-to-peer connection for gaming, however Grand Theft Auto V uses peer-to-peer for their instancing and has nowhere this many issues with disconnects, etcetera.
I have never played GTA V to know, my assumption is that the game is all one single instance once connected? I wonder if a lot of the connection issues that are specific to Elite may be to do with the fact that jumping, entering/leaving supercruise, and possibly disembarking etc.. all cause the previous instance to close and and new one to start, and possibly cause the connection to drop and then reconnect between players as well.
 
ussualy most disconects are related to your own internet .
I hear this a lot, when this comes up. I generally disregard it as nonsense. All of my other games, P2P ones included, seem to work just fine on my connection. It's just ED that seems to have issues. If everything else is working just fine except ED, I am going to put my money on it being an ED problem. The networking of this game has actually gotten worse as time goes on. I used to suspect it was various ISP mucking about with P2P traffic. I say used to, because my other P2P games all seem to work fine.
 
I hear this a lot, when this comes up. I generally disregard it as nonsense. All of my other games, P2P ones included, seem to work just fine on my connection. It's just ED that seems to have issues. If everything else is working just fine except ED, I am going to put my money on it being an ED problem. The networking of this game has actually gotten worse as time goes on. I used to suspect it was various ISP mucking about with P2P traffic. I say used to, because my other P2P games all seem to work fine.
Same. Warframe for example also uses p2p networking, and doesn't seem to have much issue having dozens of players at once in Hub zones, and doesn't seem to have any problems with having multiple players at once in missions, even during Railjack missions which are similar to Elite's gameplay mechanics. Plus, if the host disconnects, it migrates the host to another player so that the session can continue.

Fast internet will not save you from the glaring implementation issues with Elite's networking.
 
I hear this a lot, when this comes up. I generally disregard it as nonsense. All of my other games, P2P ones included, seem to work just fine on my connection. It's just ED that seems to have issues. If everything else is working just fine except ED, I am going to put my money on it being an ED problem. The networking of this game has actually gotten worse as time goes on. I used to suspect it was various ISP mucking about with P2P traffic. I say used to, because my other P2P games all seem to work fine.

Yep, and all the E:D players I know have issues with the connection as well. At that point it is clear it's an issue with E:D, not that everyone in the world has bad internet.
 
Yep, and all the E:D players I know have issues with the connection as well. At that point it is clear it's an issue with E:D, not that everyone in the world has bad internet.
Might help a bit.

 
Can confirm, trying to play Odyssey with my son is more than frustrating. We cannot be in a team because of constant disconnects whenever a jump happens. No other game we play has a similar issue.
 
For me, there is a specific problem with frequent disconnects with physical multicrew when jumping.

During the recent Frameshift Live 4, Arther and Bruce tried physical multicrew, and guess what, Bruce got disconnectd. Then started a whole pantomime of them trying to get back together.

If FDev can’t get it to work in their own studios, it seems to me 100% crystal clear this is not something the average player is going to be able to resolve with a port forwarding FAQ.
 
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