What a joke. Everyone should now understand that the game engine can't even come close to handling this type of 'event'

What a joke. Everyone should now understand that the game engine can't even come close to handling this type of 'event'

Will all future 'events' be equally limited by the shortcomings of the game engine?
 
Undoubtedly. It was especially naive to throw Multi crew in the mix. When the number one cause of crashes and freezes happen during FSD jumps. Which was basically the entire event for most people.
 
The limitation, is that when hundreds or eventually thousands of people want to join in and be involved, it is simply not possible.
 
The engine's fine, very good in fact. They just chose to go with instanced p2p networking to avoid having to use a subscription model. Unfortunately it does mean that large ingame events will never work very well.

It seems that Frontier's vision of what the game actually is has somewhat shifted since the early design decisions were made. Maybe they would have done things differently in hindsight. Of course, if their vision back then was closer to the direction it's gradually heading now, the game may never have been funded in the first place.
 
It all turned out a bit disasterously didn't it? Everything was alright for me until later on in the evening when I think people overloaded the match making server. My crew mates were dropping constantly while I was in in supercruise at that point, and the person whose stream we were following was also getting disconnected, and lost his multi-crew connection rather often throughout the evening.

I think it's plainly obvious that peer to peer networking is an atrocious way to execute a multiplayer game.
 
I had no problem with it. IIRC i was in a system hundreds of light years away at the time doing a mission to gain influence for a local faction. Didnt even make the local papers in my system.
 
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My wing had some instancing problems. We were left in an empty system while other CMDRs were chatting about targets in the same system. We reset our instances and while I saw some others in the new instance, I didn't see my wingmate. Not a lot of other problems for such a large event, though.

All in all, it was fun to take part and the discord voice chat was hilarious. Utter chaos. Well worth the time.

I'm looking forward to the book. It'll be the first of Drew's books that I buy and I'll have the added knowledge that I was there and was a part of the unfolding story. Pretty cool stuff imo.
 
Elite's P2P stability rests on the player's network configuration to a great extent (router, firewall and in-game network options). I didn't have any issues because I did my homework time ago. You can find how to set up your system properly if you investigate a little.

The problem is that FD is not willing to share clearly and openly how to configure your network for Elite to work seamlessly. And I understand why. Most people would just freak out if they read they need to customize their router settings, if they read about concepts like ports, UDP and firewall exceptions. And many of them would simply screw it so badly they would end up losing their internet connection altogether, blaming FD for their config guidelines, of course. FD would be dealing with hundreds of CS tickets for that reason alone.

Every single MP game would benefit from such guidelines, but I don't know a single developer that provides open and clear steps on how to tweak your system. They simply don't trust the majority of their players would be willing / able to follow mildly complex instructions like that.
 
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Elite's P2P stability rests on the player's network configuration to a great extent (router, firewall and in-game network options). I didn't have any issues because I did my homework time ago. You can find how to set up your system properly if you investigate a little.

The problem is that FD is not willing to share clearly and openly how to configure your network for Elite to work seamlessly. And I understand why. Most people would just freak out if they read they need to customize their router settings, if they read about concepts like ports, UDP and firewall exceptions. And many of them would simply screw it so badly they would end up losing their internet connection altogether, blaming FD for their config guidelines, of course. FD would be dealing with hundreds of CS tickets for that reason alone.

Every single MP game would benefit from such guidelines, but I don't know a single developer that provides open and clear steps on how to tweak your system. They simply don't trust the majority of their players would be willing / able to follow mildly complex instructions like that.

True but this isn't the nineties. PC's are consumer products and games mass commercial items. If a company releases a commercial product and builds it on the expectation that consumers are going to have to become techies then problems are on them.

It's just not a reasonable expectation that consumers have to get into router guts to make Frontiers implementation work properly.

It's too late to change now but taking the easy P2P approach irreparably baked in serious and effectively insoluble problems into the basic design.

I play a lot Of MMO games including ESO, which has heavy instancing and STO which has lots of spaceships in Open and instanced modes.

In no other game do I have to (especially since 2.3) cross my fingers when logging in or entering an instanced activity like so many are having to do in Elite.

Frontier have chosen their implementation, they need to get their network coding act together.
 
True but this isn't the nineties. PC's are consumer products and games mass commercial items. If a company releases a commercial product and builds it on the expectation that consumers are going to have to become techies then problems are on them..
P2P is a solid enough basis, 'server based' doesn't solve the same issues, instead take a similar event on hypothetical SC server, it will just hard limit amount of player and shard the rest off.
Add that servers have a running cost, you cannot simply ask frontier to Absorb that.

Add that P2P is actually more complicated then Server solution, so calling it 'easy' is a bit of a stretch.
I'm regulary in 10+ people instances, no problem, instead of blaming frontier maybe if you have issues, you should try to get it fixed on your end? The only thing P2P requires is a properly setup internet. If yours is not properly setup you'll not only experience issues in Elite but other games as well.

Can they improve? certainly, is it steadily improving, yes, it is significantly more stable then what it used to be, so maybe, just maybe, you should peek at your connection if you are experiencing issues?
 
I'm regulary in 10+ people instances, no problem, instead of blaming frontier maybe if you have issues, you should try to get it fixed on your end? The only thing P2P requires is a properly setup internet. If yours is not properly setup you'll not only experience issues in Elite but other games as well.

If you want to encounter random commanders P2P works very well. Where P2P in Elite starts to fall down is when you start wanting to organise events and get into an instance with a specific set of commanders. That's often challenging and everyone who's participated in a player group knows the joys of "anchoring" people into instances etc where an hour or two has to be spent before the event can take place getting everyone into the right instance to play. Virtually all player groups complain about this.
 
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Once the server rebooted after the first huge influx of people it was ok for me, I did a number of jumps in and out of systems with more CMDR's than I have ever seen in one place. 46 Eridani was off the hook. I wish I had brought more than 27ly range with me though..
 
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The engine's fine, very good in fact. They just chose to go with instanced p2p networking to avoid having to use a subscription model. Unfortunately it does mean that large ingame events will never work very well.

It seems that Frontier's vision of what the game actually is has somewhat shifted since the early design decisions were made. Maybe they would have done things differently in hindsight. Of course, if their vision back then was closer to the direction it's gradually heading now, the game may never have been funded in the first place.

You ever heard of Free to play MMO's? They're kinda popular these days...

Hint they don't use the "poor man's multi player sollution" and provide a much better multi-player experience.
 
I'm regulary in 10+ people instances, no problem, instead of blaming frontier maybe if you have issues, you should try to get it fixed on your end? The only thing P2P requires is a properly setup internet. If yours is not properly setup you'll not only experience issues in Elite but other games as well.

Oh dear. You are the internet equivalent of a nobleman saying "I don't see anything wrong" while sitting in a castle, waited on hand and foot. The peasants toil away with their 300+ms ping because things like distance and time exist.

There's a reason servers are better than P2P: Not everyone lives in the USA or UK! Simple, really! Other countries can have much higher ping times, such as Australia - where we are often outright denied connection to an instance because of FD's system. Even outright P2P without FD's silly matchbreaking server would be an improvement at this stage.
 
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