Why does it matter if some players make the game easier for themselves?

Trying to reach Elite first is important to me?


  • Total voters
    74
  • Poll closed .
Found what I remembered, the post being by one of our own and then confirmed to be basically correct by Mike - http://forums.frontier.co.uk/showpost.php?p=100538&postcount=326

Yeah, that's what I thought - it sounds like P2P, but with an arbiter.

The data amount is the same but the distribution is different.

True; it seemed to me you were saying it was the same amount of data, but that's clearly not the case. :D

The point is that the limit of 32 isn't really that dependent on the networking model, it's mainly on the bandwidth of the players involved. Under a server/client model, clients only need about half the bandwidth, but the server needs a ton more; if you don't have a player with high bandwidth if your instance, the standard server/client model simply won't do.

That's the interesting part .. suggests a Server/Client model right and not full mesh ?

It's more like a hybrid approach. It's still full mesh - the broadcaster disconnecting doesn't affect other players' connections with each other - but one (or more) will be tasked with distributing information like NPC/cargo position, giving instance states to new players, back-end server updates etc. Then should the broadcaster disconnect for whatever reason, another player will be selected to broadcast this information.

EDIT: Wow, I missed everything.
 
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Distributing game states to the peers increases the opportunities for cheating.

Unless you're planning on having players using dumb terminals (which, among many other things, is expensive to maintain) then you're going to be distributing game states anyway. This isn't something that can reasonably be avoided while keeping a free-to-play model.
 
Distributing game states to the peers increases the opportunities for cheating.

listed here

https://en.wikipedia.org/wiki/Cheating_in_online_games

http://en.wikipedia.org/wiki/Exploit_(online_gaming)

I expect they have some experts on board to implement cheat prevention - it won't be easy.

Really wondering how they will prevent group switching exploits.

also interesting

http://www.cs.kent.edu/~javed/class-IAD06S/papers-2004/03_2.pdf
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Wow, thanks for those links. Lord Lucifer alone knows how much unproductive time some people must have to put such "effort" into breaking a game. If there ever was an unassailable argument for unrestricted player-choice in online grouping, look no further.
 
There are peer to peer models where there is no server connection and there are those where there is a server involved.

I don't have any more technical details than anyone else here but I imagine the FD server will do most of the cheat checking.... After all we aren't talking about a player created multiplayer/server session (with all the risk of logging into a modded/hacked system).

It may even be that if the FD server/server cluster goes down we all lose connection in the same way as a server to client online game.
 
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It may even be that if the FD server/server cluster goes down we all lose connection in the same way as a server to client online game?

It must, in some sense. The FD server's still needed to match players to instances, send universe updates etc. as well as error/cheat detection, so even if the game's designed to keep playing without the server, it'll have the same effect as switching to Solo offline. You'll still be playing with people in your instance, but the universe will stop updating, and players can never join a new instance, so any hyperspace jumps made while the FD server is down will lead to a new, player-created instance in Solo offline.

That's assuming it doesn't just say, "server's offline, so everybody out," which is probably more likely.
 
That's assuming it doesn't just say, "server's offline, so everybody out," which is probably more likely.

If Frontier wants to protect the integrity of the online galaxy this will be needed. Otherwise players would be able to intentionally disconnect from the internet and cheat to their heart's content while offline.

Though there's one way to allow players to keep playing offline and still use their progression online: validation of the offline game session. Not an easy task, and few games currently use something similar, though.
 
We're waiting to see it that's the case for us, too. For about 5 years we had broadband connection that would vanish with the appearance of crackly telephone signals whenever it rained heavily, snow melted, or heavy fog lay on the land and water got in the lines. So basically any time between October and April we could never guarantee being able to access the internet at all. Then of course you have the 3 days post-wetness where you get sub-dialup speed internet until the dynamic exchange realises the line works again.

Every time we reported it as a fault, initially BT would say that as we pay them to use the line for telephony, they aren't obliged to fix problems that knock out broadband. When we got Orange to send someone out eventually, the BT Openreach engineer said he found a fault outside, managed to switch three or four neighbours' telephone lines at the pole by reconnecting wires wrong, and when he got back to his workplace he reported it was a fault with our home equipment and charged us money which took a few months fighting for BT to admit they should never have charged us.

Eventually, both Orange and BT said that they were not contractually obliged to fix the problem because Orange aren't responsible for physical faults with the line and BT aren't responsible for our broadband connection quality. However, both said that if we consolidated our services with either of them, then the one we picked would fix the problem for us. So we consolidated telephone and broadband.

With Plusnet.

We took the opportunity to upgrade to the recently connected fibreoptic broadband, and since then we've not had issues. We're hoping it's because the fault lies in the copper between the box and the exchange (which we now bypass) and not because it's been too dry to get bad.

However if it does get bad again, BT Openreach won't have a leg to stand on. It's their fibreoptic modem we have to use now, and it's all their property from the modem all the way down to the exchange. If it can't sync, it's *definitely* their equipment at fault.
 
As i understand DB we dont need to fly to a pirat/Anarchy system anymore to rank up to Elite rank.

Now i can relax some more and enjoy the scenery and stil archive that rank even if it might take me 100, 1000 or even 10 000 hours of game play and not pew pew all day long.;)
 
I remember the original game as I was grinding away. without much variety between trading and fighting and trading and fighting and trading and fighting I stucked on Deadly or was it Dangerous and thought myself, screw the Elite rank. I retired my pilot and still had a good time after all, exploring space, space battles, buying my shi I wanted and frying trumbles :)

The new game will offer so much more variety that I will switch between times of trading and exploring, cruising space and sightseeing and driving docking stations crazy when I might try speed docking again, basically...playing chicken with my ship and the docking hangar wall :D

I will climb the ranks, but more as a side effect as I am too old for mindless grinding. ;)
 
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