Proposal Discussion Will there be USA based servers???

This idea was rejected because it takes 15-20 seconds longer to load. I proposed that player could read short Galactic News during the loading time, but that idea was rejected too.

My guess is this will be considered, if there isn't a better way already, once everyone starts cying "halp" becuase of the cheaters.
 
My guess is this will be considered, if there isn't a better way already, once everyone starts cying "halp" becuase of the cheaters.

Ah, it wasn't for this game, mate. It was for Freelancer Discovery and I think they rejected it because devs (and/or their friends) hacked "a bit" too. :D
 
I read somewhere here (but not confirmed) that the login and matchmaking servers are using Amazon AWS cloud servers. If that's true, then there are already USA server centers -- two on the West Coast in Northern CA and Oregon, and one on the East Coast in Virginia. Plus several others scattered around the world. The EU server is in Ireland, I think.

No idea if this is accurate, and FD isn't going to be very informative about their network infrastructure, for obvious reasons. Just passing it on.
 
There was a simple trick how to check if some ship/shield/weapon got hacked. Ship must do quick testing sequence every time just after loading it to game, but before player takes control of it. Tests:

- shooting each gun for few seconds and make a note of gun's type, damage, fire rate, cooling and consumption
- shoot at shield and make a note of shield's type and behaviour
- same with armor
- move the ship in all directions and make a note of ship's and engine's type and behaviour (speed, acceleration...)
- ... other systems

Send testing note to the server and check if all systems are behaving as specified. Let player control it if all ok.

This idea was rejected because it takes 15-20 seconds longer to load. I proposed that player could read short Galactic News during the loading time, but that idea was rejected too.

This idea was probably rejected because it relies on trusting information from the client to ensure the client hasn't been modified...

Anyways, can anyone clarify for me what the actual peer to peer model is? Is it like the old halo/call of duty games for consoles where one player in a "room" gets designated the host and essentially becomes the "server" in a traditional client/server architecture? Or is it a no joke node topology, every player connected with every other player?

I'm sure either way the other information that's getting off-loaded to the players is less "important" information like positional, rotation, firing, etc...while anything that's persistent like inventory is kept on Frontier servers. Smart way to go about it, I think Destiny does the same thing but then again Destiny already has clientside hacks for infinite ammo and the ability to kill co-op players.

Having good cheat reporting/detection along with making a ban very expensive time and money wise to potential cheaters will be key.
 
This idea was probably rejected because it relies on trusting information from the client to ensure the client hasn't been modified...

Having good cheat reporting/detection along with making a ban very expensive time and money wise to potential cheaters will be key.

Testing extension was small and was received from server every time and all was well coded on daily bases. It was kinda dongle with a patch. It's breakable, but needs lot of WORK (scary word) and tomorrow hackers would need to do it again.

So called issue was the fact that most of the kids didn't want to wait 15-20 seconds more to load, undock and join the nearby battle. Waiting would spoil people's game, they said. I guess too many aces were using something.

I agree that cheating would be expensive in ED, but it would be just more challenging to more serious hackers. However, detection and proving is 2 way street. Some innocent players would pay the price for sure, only because they are good.
 
Anyways, can anyone clarify for me what the actual peer to peer model is? Is it like the old halo/call of duty games for consoles where one player in a "room" gets designated the host and essentially becomes the "server" in a traditional client/server architecture? Or is it a no joke node topology, every player connected with every other player?
We have no idea, Frontier are keeping schtum on the exact methodology.
 
the p2p system is terrible and its near impossible to get in the same instance as friends. We need a join on button for friends sessions because private session Does not work 99% time
 
The game uses peer to peer infrastructure, the servers only handle matchmaking between peers (i.e. other players).

Lol seriously??? Peer to peer has never worked for any known game EVER lol. For the reasons you stated perfectly. You can be in a game with the guy next door, but if he bounces to Chicago and you bounce to Dallas, will be horrible lag. I see major failure coming if they stick with P2P. Your better off having the server just in the UK then P2P. I get 150ms pings to UK so this explains alot. You will see how bad things will get when the game is released, you won't be able to play, rubberbanding will be so bad you will wanna rip your hair out. P2P was never meant for game play and the protocols are all wrong. it's ok for downloading as it doesn't rely so heavily on latency.

For gaming <100ms is ideal. 150ms is actually not that bad. 300ms+ will degrade your experience somewhat. 500ms+ (half a second) is what I would consider a problem.

Changing the entire networking infrastructure of the game this late in development would be a mistake IMO.
 
your correct in that the USA does it more. That being said everyone knows how crummy the lines going to the UK are hence why even Australia players connect to USA servers not UK when playing games. I will say that if they don't acquire a US based server, the amount of money this game will generate will be 1000 times less(my opinion only). Word will spread quickly about it. Not a threat, there is minimal people playing the game, and if I am experiencing lag spikes, I know others are as well. I can play EVE which is in Iceland better then to ED servers. They just need a bounce server as the world obviously has to be persistent. I am not asking Frontier to gain a server in the US as current, I am asking if there are plans to do so in the near future or post release etc, as I do recognize the costs involved. BTW I am also in the midwest about 5 hours from Dallas as the crow fly:Ds.

Hyperbolic statements reduce the validity of your post. You state that the game in your opinion with generate a thousand time less income by not having a US server. Okay.

EVE servers are actually in London, not Iceland. The company is based in Iceland.

You really should wait until release when the netcode is in it's final stages of optimisation before making a judgement on how playable the game will be.
 
For gaming anything above 100ms is very bad/unplayable.

Having lasers as basic weapon makes it even worse. They hit instantly, shot travel time is 0 ms. How would game compensate for that, if ping is 100 ms or more?

Servers are easier. If two players are dueling, combat actually goes on on server, all vectors are there and they both see only reactions on their actions, compensated by ping as much as possible. How does it work for p2p structure, if every peer is having it's own ping? Where combat is? I guess one event (like hit-or-miss) can't take place on both computers, because one could see a hit, but other could see a miss! Huh...?

To be clear, I'm not for changing EDs architecture (even if that would be possible). I just like to know how things work.
 
To get back to the OP:

Gotta ask "Will there be any USA based servers" because at this moment, considering the small amount of people playing the game, I get huge lag spikes from the server. Hard to land when one second your facing the opening to the space station and the next crashing into it.:eek:

ED is hosted on Amazon Cloud Servers, which as far as I understand it, are based all over the world. So the OP shouldn't have any problems as long as he is connected to the closest server.
 
Did you even read what I wrote?

Also, London and New York have probably the fastest, fattest connections between any two cities on Earth. Thus connections between the UK and the east coast of the USA are excellent.

The reason Aussies connect to the USA instead of the UK is because their cables connect directly to the west coast, so any connection to the UK has to go through the rest of the United States first, or all the way through Asia.

You've no idea what you're talking about.

Sorry for necroing, but since you used the "no idea what you're talking about" thing... With elementary understanding of physics you can learn this:

http://www.wolframalpha.com/input/?i=travel+time+london+to+new+york+at+speed+of+light

Sadly, interwebz don't to it in straight line, and not exactly at the speed of light yet, so the latency is at best around 68ms. Needless to say, this is far from the best connection between any two cities on Earth. You're welcome;)
 
I have no idea but I would bet that there are more US supporters of the game than all other countries added up. Better take a close look at what we they want and were.
 
I have no idea but I would bet that there are more US supporters of the game than all other countries added up. Better take a close look at what we they want and were.

Pretty sure there have been several polls on player locations. Although forum polls are not conclusive the US player base is very much in the minority if my memory serves me correctly. Star Citizen seems to have all the publicity over there.
 
As a fella in the Heartland US, I am certain Americans are the minority. These forums are pretty quiet after 6PM CDT (-5 GMT, until Nov 2). The majority of the YouTube videos and Twitch streams are done by brits. I just don't see any reason why FD should give special credence to US players (or any nationality, for that matter). The online issues aren't from connection problems with the home server...it is your peers and some netcode that needs a few generations.

Heck, even Start Citizen seems to have a weak base here when compared to UK.
 
Less ping is more joy, but there are few things more important for getting big sales in USA, imho:

- faster dock/undock
- more action density
- more awesome pyrotechnics
- fancy ship designs and features instead of "realistic" ones

But, I think Mr. Braben will rather stay loyal to original concept and older customers. So I support him.

Oh, shorter undock procedures would be nice, to be honest.
 
Oh, shorter undock procedures would be nice, to be honest.

Time is credits ay. ;)
Why not just preload the ship into a tube and blow it out under pressure. :D

I don't think there's anything wrong with the current undock times. Why do people want everything done at the speed of light.?
 
Back
Top Bottom