Slow internet makes for impossible PVP

Go for it, because I assure you that Liqua's statement is correct. Many routers and other various bits of internet infrastructure do not respond to ICMP for security reasons. And seeing a row of stars in your traceroute output doesn't mean much in this day and age.

LOL !! My electronic engineering background began before the internet was developed and my networking background grew with it.
Believe what you like, the proof is to those that try it and experience a much smoother faster loading game as is clearly evident by the reps i've received
I'm out.
 
You say this as if its everyone's own fault if their ISP throttles all or certain types of traffic. In some regions, you have no choice, either there is only one provide who delivers to your area, or all of them will throttle you down. It's a sad state of affairs but I think the customers are the ones least guilty of this misery.

I dunno where you think I'm inferring it's the persons own fault their ISP has bad practices. I say this as someone who was stuck with bell canada dsl for over 10 years so I know how "unfun" it is the be stuck with a really slow dsl or not have any at all since you're stuck with a company that basically has a monopoly in a huge area.

Really chill out!

Only thing I was inferring is the p2p netcode they have (FD the people that made ED) is inferior to how most mmos operate using servers based on several geological location since with p2p netcode there's too many things out of the users control that can go wrong and while this can also happen on a server based system it is much less likely to happen.

I am not trying to debate which is best really or whos fault it is but OP said, "Obviously a slow Internet is going to cause problems, I currently have between 7 - 9Mbps which is fine for just about every game I play except ED" so I told him the main reason he is having problems..... which is this game uses p2p netcode just like vindictus rather than a server based system like most mmos out there.

It is a sad state of affairs when people read things that are not there.
 
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Well, i would vote for power plant health being shown maybe. I think its too much of a change to remove completely. What is the point of being able to target subsystems if they don't get damaged? Or you mean the blowing up part? Maybe it could just disable you for a few minutes? You will likely get blown up anyways depending on the mood of your opponent.

I just meant the part where you automatically die when the power plant reaches 0%.
 
LOL !! My electronic engineering background began before the internet was developed and my networking background grew with it.
Believe what you like, the proof is to those that try it and experience a much smoother faster loading game as is clearly evident by the reps i've received
I'm out.

Wait, a faster loading game? Do you not understand the thread? This is about multiplayer/PVP, and tracerts to the matchmaking server are nothing to do with that...
 
They really need to add hybrid servers, where the server just checks p2p connection for such things as latency and consitancy but otherwise lets the p2p handle it.
 
They really need to add hybrid servers, where the server just checks p2p connection for such things as latency and consitancy but otherwise lets the p2p handle it.

I think that's exactly what the match making server does. We can override it to a degree (with our selection of friends/wings).
 
Plus there're players out there who will choke their upload speeds so that you don't get an accurate picture of where they are.
You're upload and download can be fine; so for them it is easy to see and hit you but you will be at a disadvantage due to their often intentional 'antics'.
Most p2p games suffer this kind of abuse and there is little you can do about it except be somewhere else..
For these situations the client should be generating telemetry for the matchmaking server. Say there are 10 peers in an island and 9 of the 10 report that the 10th isn't reliably getting its packets through, the matchmaking server can then match that client with others with poor upload (effectively removing them from instances with people who have reliable connections). I don't know whether that sort of heuristic is implemented, but it was something the devs talked about.
 
LOL !! My electronic engineering background began before the internet was developed and my networking background grew with it.
Believe what you like, the proof is to those that try it and experience a much smoother faster loading game as is clearly evident by the reps i've received
I'm out.

Which is a shame, because your post is incorrect and will lead others to do the wrong thing in an attempt to make their connection better. For the benefit of others reading this thread:

  • the values shown by traceroute are not cumulative. In the first example shown by trader38 the ping to the server is about 41ms. In the second example shown by trader38 the ping to the server is about 41ms. They are basically the same
  • the above values are round trip times i.e. the time taken to go to the server and come back again
  • the lines with stars mean that the piece of equipment at that point in the route did not respond to the fact that the particular packet you sent it had expired at that point. This is a common feature of much internet infrastructure and in itself means absolutely nothing
  • due to the peer-to-peer architecture the time taken to reach the main Elite: Dangerous servers is of little to no consequence when in PvP
 
LOL !! My electronic engineering background began before the internet was developed and my networking background grew with it.
Believe what you like, the proof is to those that try it and experience a much smoother faster loading game as is clearly evident by the reps i've received
I'm out.

Sorry, you're totally incorrect. I'm an IT professional with 27 years experience, and had email by 1991 or 1992 when the Internet was VERY young, and have worked through Netware, NetBEUI (my god, how do you spell that again?) and TCP/IP extensively. I manage about £25,000 of Cisco networking kit, and am backbone to the Internet via a 4GB/s connection one hop away via 100MB/s up/down fibre. Infrastructure and troubleshooting network issues were my life from the mid 90s until about 8 years ago. Now I have other people who know all that frame junk I've forgotten :)

My organisation blocks ALL ICMP, so I can't tracert anything! I can play in Open quite happily and chat to other CMDRs though:


C:\Users\obsfucated>tracert -w 250 -d www.google.co.uk

Tracing route to www.google.co.uk [216.58.210.67]
over a maximum of 30 hops:

1 1 ms 1 ms 1 ms obsfucated
2 * * * Request timed out.
3 * * * Request timed out.
4 * * * Request timed out.
5 * * * Request timed out.
6 * * * Request timed out.
7 * * * Request timed out.
8 * * * Request timed out.
9 * * * Request timed out.
10 * * * Request timed out.
11 * * * Request timed out.
12 * * * Request timed out.
13 * * * Request timed out.
14 * * * Request timed out.
15 * * * Request timed out.
16 * * * Request timed out.
17 * * * Request timed out.
18 * * * Request timed out.
19 * * * Request timed out.
20 * * * Request timed out.
21 * * * Request timed out.
22 * * * Request timed out.
23 * * * Request timed out.
24 * * * Request timed out.
25 * * * Request timed out.
26 * * * Request timed out.
27 * * * Request timed out.
28 * * * Request timed out.
29 * * * Request timed out.
30 * * * Request timed out.

Trace complete.
 
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