Q&A Livestream with Dav Stott - 17/01/17 7PM GMT - QUESTIONS THREAD

Still uses instances (think they're aiming for 64 players per instance, their current solution allows 24). They plan a shared background sim, not a shared instance for the whole population.

Also, dedicated servers are expensive, hence why many MMOs require a subscription fee. Star Citizen is planning to fund the ongoing game once it launches by selling in-game cash for real money.

Also people really don't understand that it isn't all about saving money. As Dav pointed out, peer to peer IS fastest way to deliver data between players. This allows for high ship/object speeds in game. If you do server/client, speeds of updates WILL be forced to be lower. Also it still don't remove latency issues. Launch TF2 for example and still see latency ridden players going slowly. It still ruins immersion and gameplay. Having health check based peer to peer instancing is way forward.

Of course, bugs and nagging corner cases must be solved too. In that regard 2.2.03 should really improve things.

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Can I find stream summary somewhere? :p

Someone will make it eventually. VOD will be available a bit later.
 
Am i missing something, its being created in another game?

I just think if we went away from p2p and used dedicated servers its possible and some of the current networking issues would be a non issue.

This is a good read if you read it all.

It uses temporary instances for battles for instance, but everyone is on the same persistent universe and not sectioned off like the implementation we have here.
Now maybe my understanding is wrong or limited but the system seems a better approach?

Maybe for a very limited play area that Star Citizen uses. And we don't know how the networking will work in the a game yet as it isn't released.

And there is no game out there that has a whole galaxy as a live simulation at the moment. As I said you would need a supercomputer just to do the galaxy.
 
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Maybe for a very limited play area that Star Citizen uses. And we don't know how the networking will work in the a game yet as it isn't released.

And there is no game out there that has a whole galaxy as a live simulation at the moment. As I said you would need a supercomputer just to do the galaxy.

I think the world size of Elite Dangerous is nothing special from technical point of view. Yes, this is sound amazing in advertisement but in reality it is quite simple proc-gen. In my opinion there is no difference in networking between Elite with 400 billions of starts and Elite with 1000 stars...
 
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I think the world size of Elite Dangerous is nothing special from technical point of view. Yes, this is sound amazing in advertisement but in reality it is quite simple proc-gen. In my opinion there is no difference in networking between Elite with 400 billions of starts and Elite with 1000 stars...

Possibly. I don't know the real ins and outs of it.
 
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Has anyone decoded the Hamster code yet?!

See this thread for pics of the Hamster Code
https://forums.frontier.co.uk/showt...9-The-Canonn?p=5025834&viewfull=1#post5025834

MEeHX2E.jpg
 
Am i missing something, its being created in another game?

I just think if we went away from p2p and used dedicated servers its possible and some of the current networking issues would be a non issue.

This is a good read if you read it all.

It uses temporary instances for battles for instance, but everyone is on the same persistent universe and not sectioned off like the implementation we have here.
Now maybe my understanding is wrong or limited but the system seems a better approach?

If CR says it, then it must be true.
 
I've just started watching the stream.. Dav comes across really well, as ever Ed is an excellent host. Way better stream that the last dev Q&A. ;)
 
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Yeah. Just popped in to say - watching the Stream, Dav is great. Very informative, charismatic, and without the 'no commenting' that mars some of the other streams.
It is slightly worrying that a lot of things we keep saying "this should be in the game" are actually already in the game and have been for a while, yet no one notices the effect - e.g. system security effects on commodity trading. Also surprised that the transition pauses are more to do with being actual loading screens, rather than instancing/matchmaking delays.

Thumbs up here. And as much "Tea. Earl Grey. Hot" as he wants. :)

*Edit* Bit miffed - flew through Thoth and wondered why so many commanders were there earlier. :D
 
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It is slightly worrying that a lot of things we keep saying "this should be in the game" are actually already in the game and have been for a while, yet no one notices the effect - e.g. system security effects on commodity trading.

There is little difference in security from a player pov.. i.e an Anarchy is no less dangerous to one with hi security..
 
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Also surprised that the transition pauses are more to do with being actual loading screens, rather than instancing/matchmaking delays.

Yeah, but maybe make improvements to the loading screen to make the station becoming bigger like in Hyperspace? I don't remember the page in this thread, but someone said "what about pre-loading" the instance if you are focusing on it and becoming closer enough? (maybe when you are near the blue bar when arriving)

Whatever, that was a nice Q&A.
 
Yeah, but maybe make improvements to the loading screen to make the station becoming bigger like in Hyperspace? I don't remember the page in this thread, but someone said "what about pre-loading" the instance if you are focusing on it and becoming closer enough? (maybe when you are near the blue bar when arriving)

Whatever, that was a nice Q&A.

What was great about that answer is that if it's mostly a loading screen then it's a more or less fixable problem - there's not a lot a dev can do about a less than great network connection, but local resource management is a lot more controllable. It means for example that installing ED on an SSD should help, and FDev can try various precaching and background caching tricks to reduce the amount of time spent waiting for SC drops.
 
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Seriously though.. Dav strikes me as being really impressive. Not that it means anything to anyone but I don't tend to give such credit easily.. Thanks for the effort that went into this, its very informative.
 
There is little difference in security from a player pov.. i.e an Anarchy is no less dangerous to one with hi security..

Yeah. But is this because the actual effect is small (I suspect this - e.g. they are being cautious till trading can get another balance pass), or that the communication of the effect to the player is poor (e.g. just having a galactic average, rather than a more specific average for the economy type on the commodities screen), or a combo of both?
 
Thanks Dav and Ed for an excellent stream, thoroughly informative and entertaining. As an ex-sysadmin, data centre and database guy, I love hearing about the background simulation and server tech; Dav really delivered on the answers here. Clearly a lot of preparation had gone into it, and he revealed a huge amount of new information.

I'll echo what others have said in that Dav comes over really well and is clearly very enthusiastic about what he does. His contribution to the charity Christmas livestream was one of the highlights, too.

Thanks again guys. More, please.
 
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Yeah. But is this because the actual effect is small (I suspect this - e.g. they are being cautious till trading can get another balance pass), or that the communication of the effect to the player is poor (e.g. just having a galactic average, rather than a more specific average for the economy type on the commodities screen), or a combo of both?

Well thinking back to the days of playing the original I could make a reasonable living from trading in safe areas but with a better armed ship I quickly became a big drug runner and battled my way through Feudal and Anarchy space to become super rich.

ED has none of this, its why I believe there is much of the conflict over what players do in Open. Why should I trade in Open? Well there isn't much of a reason at all because since ED was released its been a gravy train, and when FD upped the difficulty the masses moaned up a storm.

Make Elite great again by making trading profits in hi security small, and increasing the incentive to go to dangerous places greater, but adding jeopardy for those dodgy runs.. All of this is a QED situ and can't have been lost upon the intelligent minds at FD.. Yet all they do is cater to the munchkins..

You are not a trader, nor and explorer.. You are meant to be an Elite pilot.. The expoits though, they've completely undermined everything..

Nothing is a challenge to me in this game, not making a fortune nor other players, bar a few..

The present PvP playstyle is, imo, is largely because the game is no challenge. Catering to the lowest denominator has made the expreience a trite treadmil.. Fixing that is a challenge to those responsible for design.. Strikes me its more about unit sales and making the muchkins happy than making a better game.
 
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