How come?
To me, a multi-player game means at some point or another I'm going to have to work with other players to achieve something; ie: WoW; you need to work with other players to get the leet phat loots.

But with Elite, I can "blaze my own trail" from start to server shut down without ever having to work with another player. From my point of view, Elite is a single player game with multi-player elements implemented to enhance the overall experience.
Ah yes, but see this is you preferring a particular style of play, and not the only available one. Elite isn't a single player game, even in solo. It has a persistent universe. Regardless of which one you play, you affect the galaxy to all players. I blazed my own trail in open as soon as I purchased. I flew straight to alioth and grinded for the permit, all along the way befriending the Alliance.
That was the moment... I jumped into Alioth and realized the emptiness and lack of depth. There were no perks for the alliance. There was no one in alliance space to interact with, and after realizing this I went back towards noobspace. I stopped into Winters home system of Rhea for a few months and grinded around there, until I deemed participating in PP "too complicated" as I was a member of a "Winters Newsletter email" "REDDIT participate (ewww)" and still not getting the interaction that I considered required in order to be a part of
ANY PP group. I decided to come back to noobspace as it would be the most likely place for interaction of interested and still "immersed" gamers. Kremainn is my home now, I help anyone who docks in Wohler Terminal, and protect noobs from high level ganking. I blazed my own trail, wanted more interaction with players, and tried pp. Less than satisfied I now reside in Kremainn (noobspace) as at least there is real players.
If I was implementing a global player messaging system for ED, I'd do it (and make it scale) like this:
- Usenet style messaging rather than IM
- Messages' headers contain an origin system and a timestamp
- Messages can be sent 'to all' (bounty notices) or to named CMDRs
- Players pay for messaging by propagation range. Say a "local call" that propagates 50LY is effectively free (100Cr for 160 chars?) Above that radius, broadcast cost increases with the cube of the propagation radius.
- For an additional fee(1000Cr per 100LY), a player can arrange for a message to be transported to a system and broadcast in a limited sphere around given system - useful for messaging your ingame friends when you know where they are
- Broadcast comms cost increases according to load on the system. This prevents rich commanders from DOSing the comm system with galaxywide broadcasts - as the load goes up, the rich commanders become poor commanders faster.
- Messages don't propagate instantly, I'd say 1 minute per 5 LY from origin, further scaled population density in a sector.
- Upon docking or approaching a Nav beacon, the server downloads all recent messages that have 'reached' that system to the player's client.
- Historical messages can be browsed at stations, but this incurs a fee - useful for tracking bounties though
- Sending messages from Nav beacons is much more expensive than at stations
Yes, player groups will use instant, free external comms instead, but they lose out on the immersion of receiving messages in-game.
I used to design and implement instant messaging systems and write usenet and mail clients, the thought of writing a fantasy space comms system makes me giddy.
This is the most amazing thing I've read, and Fdev should hire you. I'm all for a 15 or 20 dollar "social" expansion.
ED is not a true MMO in the sense that WOW, GW2, and Eve are - As I understand it, the underlying architecture is predominantly Peer to Peer with Players grouped in maximum group sizes of 32 players using a relatively simple matching service hosted by FD.
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Taking GW and GW2 as examples, they have map instance chat (as does ED) but not cross-instance Universe/World chat, there is guild chat but that is not the same thing (
and guilds have been ruled out for FD - not the same as player PP factions). Where they differ from ED is that each map instance (or just town instance in the case of GW1) can have hundreds of players.
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In ED (as with the likes of GW/GW2), you can direct communicate with other players regardless of what instance they are in.
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My point being, I have yet to encounter a game with a true cross-instance Universe/World wide public chat system.
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Things I can see perhaps being implemented:-
- A list of available on-line players (player control of visibility would be required to allow for privacy controls)
- A form of ad-hoc peer to peer group text comms (c/f Skype/MSN)
- Perhaps integration with third party text chat services
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What I don't see ever being done:-
- Universe wide chat (c/f an IRC Public Chat Room for all logged-in players) hosted by FD
- FD hosted equivalent of an IRC server with either player or FD configured chat groups/rooms
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Why I do not see either of the latter two things being done? Server provisions and projected bandwidth costs to FD is likely to be prohibitive on such a scale.
If this was an added cost, and an optional expansion do you think it would gain traction in the community? Also, I'd like to reference War Thunder. It has what seems like an integrated IRC style chat system, and p2p instances. Its free2play and I recommend you check this game out for an example of community encompassing chat.
from what i can remember they asked us how they could add it whit out letting it become obnoxious and then we said that we didn't want it at all.
and reviews matter greatly, why do you think people are hyping up that other kickstarter space game and not us?
and your last sentence "well, boo to them. More space for me." i don't even...that makes you sound like you care **** about this game, so why are you even in this thread?
I think the issue is the difference between the sim crowd, or the 84'ers. These features are a value add to gamers as a whole. This is why they "didn't want it at all," and why this topic is so controversial. I agree with what you say about the hype, and personally think ED is in trouble if it doesn't hold the attention of gamers. Now from what i've seen in noobspace there are tons of new players. I'm commenting on the way the game isolates you, and doesn't hold a new players attention for long enough to learn the game.
Some will say, oh well thanks for the money... But you want to retain these players as consumers to your ever growning "10 year plan" project.
Indeed - with the data requirements of an up-to-32-player instance - not the comms requirements imposed by an unspecified number of players from separate instances.
Using the previous (albeit extreme) example of 50,000 players in chat at 100 characters per minute per player, the instance host would need to disseminate an additional 0.667Mbps *per player* - I know that my connection could not handle (up to) 21Mbps outbound - just for chat, in addition to the requirements of handling the game instance....
Why would that chat be outbound? Does IRC not work in a way that the server just pushes inbound with incomming chat, and outbound only for you? There is even a built in prevention from spamming, and the bots themselves banhammer people from the server if they continue. Is this your only worry? Am i understanding the network traffic wrong? I'm genuinely interested, as I have ran multiple connections to multiple irc servers while playing many games over the year and have never had IRC affect my bandwidth and connection in a game, regardless of the server architecture.
Can you elaborate?
I don't see how running a seperate server with an IRC style chat in the starport would affect bandwidth. There has to be more community related, ingame tools to help players find and play with eachother. chat is the easiest way to accomplish that as we can take matters into our own hands.
Here is an example of a game released in 2001 with built in email and an irc client. When Tribes 2 was released the common connection was considered a 56k modem.
https://en.wikipedia.org/wiki/Tribes_2
Tribes 2 had irc servers running side by side with the master server, which listed all the dedicated servers and populated the client's list. Not to mention an e-mail system. These features were done when internet speed was... slow. I'm sure alot of ED players even remember Tribes and Tribes 2 hitting store shelves.
And for those of you just looking for the juicy bit:
Tribes 2 was designed to encourage team play by facilitating the creation and administration of
clans, and originally provided clan and player profiles, email, chat, league tables, tournaments, and message board functionality in the client. Support for these was dropped over time as the game declined in popularity, and changes in the support policies of the various intellectual property owners.
Without going into the detail of the demise of dynamix and the curse of the tribes IP, (i will personally tickle HiReZ Developers, thanks for listening to tribe's playerbase..have fun cash cowing off smite while ruining my favorite IP and abandoning
WHY DID U EVEN BUY IT!!?) These features are the grandaddy of support for a community, I encourage ALL of Fdev do some research into this further as it is fascinating and
WELL before its time. Anyone familiar with the VGS system of voice commands will back me up on how awesome it was to play tribes without voice coms.
Imagine you're queued into a channel local to the station you've requested docking. After landing, clicking starport services would initate joining of the local station chat which explains in a whisper to you that you can join chats within XX Lys. A quick queury would populate the list with available public channels within range of the technology based at the outpost you're docked at.
This could be system to system, not galaxy wide. Much like the FSD jumps, the signals would jump beacon to beacon at the distance per jump and maximum distance every jump. These systems can be ignored or utilized by players just like every aspect of ED as other community voices has spoken of maintaining.
MAYBE - you could give a premium social status monthly charge to those who maintain large player groups. they would be able to have a private, as well as public channel and domain and power in these channels. All players regardless of this premium status can particpate however non social premium members can only be so powerful in the public channels and never own public or private channels outright.
This incentivizes player groups to maintain and police public channels themselves. These channels would then be moderated by who starts them, and if a channel gets popular it further incentivizes them to moderate it, as it will either be exciting that so many players are visiting, or a enemy faction causing a ruckus. The community
WILL self police themselves if the proper tools are given to them.
This can go into further depth by having sub channels in a system of every minor faction, as well as any PP in the system. Anyone who is working to help this faction can find each other in this chat and coordinate to create a wing or run missions for X station. This is very fast and approachable to players, it incentivizes playing in wings by finding a more select area of players to filter to what you might be doing, and in every sense it adds to gameplay, and teamwork when it comes to missions and the BGS.