Population would expand if we werent stuck in small instancing maps, increasing player per instance

Ok then. Geez, all this because Mr Braben wouldnt give offline with the note "you guys are never going to get a story or whatever" and now everyone has to be logged. Servers and bandwidth is so cheap now days too.

the game is designed the way it is.
and i don't think it was because of some silly idea, drunk in a pub.

remember, this is no monthly subscription game... and never was planned as one.
given the fact that the players payed once and maybe never get some goodies from the shop, servers and bandwidth are not cheap.
FD is not an entertaining wellfare company.
 
What does it matter? In bf4 everyone has to dl/ul tons of the same info about everything and everyone and the server side can't make client side faster or better. In elite there is next to nothing to share but your position in space, your ship and the content of your cargo IF you get scanned.
.

Hi,
the problem at a p2p model is the traffic ite generates. Lets say a player has to upload 1kb/s data to any other player to stay synchrone. With 32 player u have to uploade already 32 kb/s ... and to download 32 kb/s. Another problem is the already mentioned geographical problem while seom player may get your data in only 10ms other could need to wait 50ms then everybody has to wait 50 ms(makes it harder to stay synchrone).

In battlefield u got a server client model there u have to upload in any case only the same amount of data to always the same geographical location, no matter how many player are connected to the server. It may happen that u have to download more if more are connected but that depends on their inplementation. that makes it much easier to stay synchrone.

I hope i explained it understandable and even more hope i explained it right ^^ if not feel free to correct me
rgds superaffenarsch =)
 
Hi,
the problem at a p2p model is the traffic ite generates. Lets say a player has to upload 1kb/s data to any other player to stay synchrone. With 32 player u have to uploade already 32 kb/s ... and to download 32 kb/s. Another problem is the already mentioned geographical problem while seom player may get your data in only 10ms other could need to wait 50ms then everybody has to wait 50 ms(makes it harder to stay synchrone).

In battlefield u got a server client model there u have to upload in any case only the same amount of data to always the same geographical location, no matter how many player are connected to the server. It may happen that u have to download more if more are connected but that depends on their inplementation. that makes it much easier to stay synchrone.

I hope i explained it understandable and even more hope i explained it right ^^ if not feel free to correct me
rgds superaffenarsch =)

für jemanden mit so einem becknackten namen hat du das gut auf die kette bekommen ;)
(you got it quite right besides your questionable name)
 
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