Realizing the Elite Dangerous is an MMO (whether you like it or not)

That may be, but in end the point remains. MMOs have dedicated servers. ED does not have dedicated servers. Therefore ED is not an MMO. /endthread

Yes it does, just for persistent interactions in the main - press ctrl-b and watch the counters when certain things happen or you perform certain actions with no other players around.
 
Er, no? Anyone who says that a game can't be a MMO because it uses Peer-to-Peer networking technology clearly doesn't have a clue what they're talking about. Either about massively multiplayer games as a genre-type, or networking technology and techniques.
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But, as I said earlier - who cares? Let Elite be Elite, let WoW be WoW and Eve be Eve. They're all supposed to be different.

In other words: "stop posting on the forums and trying to improve things by pointing out flaws or making suggestions"
 
different characters locked to the game mode they are created for is how game modes should be. Pretending like there is no benefit for a player to switch at will between the modes is delusional on the part of FD. You can retain the same intended behavior of the different modes by having an Open character and two non-open characters for the two non-open game modes (though the two characters there can be used in either mode since group mode can decide which character they let in a group). Absolutely no interaction between characters of open and non-open modes despite interacting with the same background simulation. This would allow much more honest open game play.

As far as suggesting how to improve the game by providing examples in other games. The reason why such examples face negative feedback is because it works under the assumption usually that the game being used as an example is thought of as a good game. Not an assumption that can be made. Instead your suggestion ought to be able to stand on it's own, without having to mention a game that it is in at all. If it omits the game, and still gets kicked in the face by everyone, then maybe it's a bad suggestion or you can't explain it well. The minute you resort to "Well, so and so game does it this way" you lose. Nobody cares what so and so game does and why it works there, we want to know why you think xyz will work here.
 
This is not a qualifier for whether or not a game is an MMO.

/restartthread.

Yes it actually is. MMOs are never P2P. You can argue until you're blue in the face but this game is not an MMO. At most it's some kind of hybrid. But it just doesn't qualify as a proper MMO by industry standards. Period.
 
Yes it actually is. MMOs are never P2P. You can argue until you're blue in the face but this game is not an MMO. At most it's some kind of hybrid. But it just doesn't qualify as a proper MMO by industry standards. Period.

define the proper mmo...without going to standard type of them :D
 
define the proper mmo...without going to standard type of them :D

A game capable of handling large groups of players in the same area in a persistent world that uses dedicated servers (a persistent world without dedicated servers doesn't work), and is multiplayer only (no single player option).
 
A game capable of handling large groups of players in the same area in a persistent world that uses dedicated servers (a persistent world without dedicated servers doesn't work), and is multiplayer only (no single player option).
then is good that they have many instances on the same world that can hadle 32 ppl..not to mention the friend/groups ....so is a mmo is hes way just different from the others we knew so far;)
 
Er, no? Anyone who says that a game can't be a MMO because it uses Peer-to-Peer networking technology clearly doesn't have a clue what they're talking about. Either about massively multiplayer games as a genre-type, or networking technology and techniques.
Let's differentiate, the core argument is not the networking tech. It's the simulation computing on the clients. The communication tech is just symptom & sugar on top.
Simulation by clients has some inherent consequences, the end-user net links limiting the instance's participant numbers below "massive" is just the start.
 
I don't think there's any need to rush new content because some people rushed through what was there. ED is not a game with any "end-goal" as such, and in other MMO's, all the catering to the handful of "top-dog dictators" only frustrates the players who prefer to take the game at its intended pace. Yes, these little dictators do have a way too big influence on games, with their demands regarding how the game should be played, how things should be balanced. They are the major minority segment a developer is wise to ignore.

LOL dude your... trying not to get banned.. My game play is relative to my free time and desire to play this or any game I choose. There is no right or wrong way to play a sand box, if people run out of content to play that's the developers fault. Clearly people will pay for more content of a game that they enjoy, it's just coming too slow. If they want to be successful they need to keep us spending money for new content, unfortunately they can't get the core game finished to sell anymore content.. The only thing that's dictating is cold hard cash and FD is gonna go hungry at the pace their developing..
 
A game capable of handling large groups of players in the same area in a persistent world that uses dedicated servers (a persistent world without dedicated servers doesn't work), and is multiplayer only (no single player option).

With respect, your definition is baloney and self serving. What you've done is applied implementations you've seen elsewhere and said "this is what a MMO is" and then using your own opinion as fact.

Let's differentiate, the core argument is not the networking tech. It's the simulation computing on the clients. The communication tech is just symptom & sugar on top.
Simulation by clients has some inherent consequences, the end-user net links limiting the instance's participant numbers below "massive" is just the start.

To a point, we actually agree. There is nothing than can be accomplished by a client/server model that can't be done via peer to peer. The only difficulty is in how the required persistence is passed back to the game world at large plus (as you say) the practical limitation of instance sizes. ED doesn't handle it as well as I'd like - but there is scope to improve it within the existing model.
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Having a large instance population isn't necessarily a good thing by the way.
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Phrasing the same discussion a different way; why do you think FD made that particular design decision?
 
It seems I'm doomed to try to hijack my own thread away from the "yes it is!"/"no it isn't" derailing :)

Come on guys - can't you see that you will not be able to change each other's minds and let it be? You are using non-overlapping arguments, and there will be no agreement and no winners!

So, back on topic again:

I'm all for stations having the feel of the faction controlling it. Through textures, banners, announcements in station (Can you imag the dribble about "the glorious emperor" propaganda blearing through the speakers?) and the comms when security scans you. Anarchies being a mess, and pirate bases need to be introduced. Could even be a fancy pirate lord station type of station.

This a very good idea I think. I assume the reason why there is so little difference is the amount of work required to get this done. However, I think it would've helped tremendously. Right now, it's impossible to tell stations apart from the inside. Anarchy stations that look worn down and chaotic would be fantastic.

Missions for Pythons and Anacondas (perhaps incl wings):
you get 2 vipers and 2 eagles to join you on a hunt for a couple of kitted out Asps or another Conda with it's own escort or any collection.
You get a mission to harras a station which means luring out and destroying security ships and avoiding station fire. (Or tone down station fire)
Trading with Escorts. You're carrying a lot of rich cargo hundreds of lightyears away, again with escort. The catch is, the word is out and there will be trouble ahead.
Once wings are in play, these could well be what FD has in mind.

I hope so. To me the first small step would simply be to have missions where you're supposed to take on a group. This would make creating missions for Pythons and Anacondas easy. The "take out pirate group" type of mission with an Anaconda guarded by three Cobras for example. That should be easy to implement and make it easy to adjust the difficulty to also include the bigger ships.

I wasn't saying there wasn't anything wrong with trading tools per se, but more that using them makes the experience less organic. If you've enjoyed it then that's all good and I totally get the zen thing, especially with the right selection of tunes. For me I've done a bit of most things in the game, from protecting traders in Lave to exploring nebulas, finding trade routes, doing the community goals, blowing up capital ships etc... I've probably put an average 4-6hrs a day in since launch (taking into account days I played a lot and days I didn't play at all) and only just got the Asp the other week (before my latest exploring adventure.) I like the faction side of things as well and tend to see beyond the numbers and get into the Alliance side of things which adds to my experience (not something for everyone I know.)

It sounds like you've done a lot more than just trading, especially with your combat rank, perhaps turning the Anaconda into an exploration vessel may assuage the craving for new content for a bit (I do recommend taking on a Federation Capital Ship as well, I have no idea how to take them down myself, only the Imperial ones.)
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Funny you should mention that - I'm currently adding fuel scoop and scanner to Barbarella (my Anaconda) in preparation for doing exactly that :)
Turns out the Anaconda is actually a pretty nice explorer - solid jump range, and with a fuel scoop the normally prohibitive price of fuel becomes less of a problem.
 
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