Poll

How's MP in version 0.927 or later?

I've Played Multiplayer In 0.927+ And There Are No Bugs That Aren't In Singleplayer
2 (6.3%)
I've Played Multiplayer In 0.927+ And There Are Only Minor Multiplayer-Only Bugs
1 (3.1%)
I've Played Multiplayer In 0.927+ and There Are Some Significant Multiplayer-Only Bugs But It's Playable
1 (3.1%)
I've Tried To Play Multiplayer In 0.927+ But It's Really Broken
0 (0%)
I've Not Played Multiplayer Since 0.927 Came Out
7 (21.9%)
I've Not Played Multiplayer At All
21 (65.6%)

Total Members Voted: 32

Author Topic: (Dev Really Wants Info) State Of Multiplayer for 1.0  (Read 8083 times)

Offline keith.lamothe

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(Dev Really Wants Info) State Of Multiplayer for 1.0
« on: April 14, 2012, 11:48:23 AM »
Ok, so how's AVWW's Multiplayer feeling? :)

When I play it, it's fine, but that's what I thought in the past too and we got a bit of a wakeup call when I figured that meant it was ok ;)

So please vote (even if you never ever play MP, just pick "I've Not Played Multiplayer At All", that helps me put the statistics in context), and if you have any specific feedback please post here.  And if you know of any MP bugs, please post below and link the mantis record (or describe it if there is none).

Many thanks :)
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Offline x4000

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Re: (Dev Really Wants Info) State Of Multiplayer for 1.0
« Reply #1 on: April 14, 2012, 12:02:18 PM »
And I'll add my thanks as well, in advance. :)
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Offline Hyfrydle

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Re: (Dev Really Wants Info) State Of Multiplayer for 1.0
« Reply #2 on: April 14, 2012, 01:38:10 PM »
If anyone wants to join me to test I'm on Tolls server now. We need more people so we can make sure the poll is accurate.

Offline Wanderer

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Re: (Dev Really Wants Info) State Of Multiplayer for 1.0
« Reply #3 on: April 14, 2012, 04:33:12 PM »
The only multi-player world I found was in its 6th continent (Moara).  I'm still getting used to the game and saw all these neat and beautiful toys that... welll... I have no idea how to use and wasn't sure if building spells, etc., would use a communal fund or whatnot and screw up the regular players there.

Um, if anyone is starting up a 1st Continent MP game and is willing to help the noob, I'd be in.  First I need lunch though.

I assume there's a way to setup profiles and the like so I can list myself as Wanderer when entering games / chat log as well, but I can't seem to find one.
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Offline Toll

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Re: (Dev Really Wants Info) State Of Multiplayer for 1.0
« Reply #4 on: April 14, 2012, 04:44:40 PM »
Going by memory, so I might be off, but Settings -> Network should have your multiplayer name in it.

Offline tigersfan

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Re: (Dev Really Wants Info) State Of Multiplayer for 1.0
« Reply #5 on: April 14, 2012, 04:52:59 PM »
The only multi-player world I found was in its 6th continent (Moara).  I'm still getting used to the game and saw all these neat and beautiful toys that... welll... I have no idea how to use and wasn't sure if building spells, etc., would use a communal fund or whatnot and screw up the regular players there.

Um, if anyone is starting up a 1st Continent MP game and is willing to help the noob, I'd be in.  First I need lunch though.

I assume there's a way to setup profiles and the like so I can list myself as Wanderer when entering games / chat log as well, but I can't seem to find one.

If you making spells is messing up others, then that's a bug and that's exactly the kind of stuff we'd like to know.

By and large, we tried pretty hard to make the game as similar as we could between Single Player and Multi Player.

Outside of not knowing what a specific spell does, playing on the 6th continent should be pretty much the same. And for the spells you don't know what they do, it might be fun to craft them and have some fun with them. :)

Offline Wanderer

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Re: (Dev Really Wants Info) State Of Multiplayer for 1.0
« Reply #6 on: April 14, 2012, 05:02:05 PM »
Going by memory, so I might be off, but Settings -> Network should have your multiplayer name in it.

ah hah, that did it, thanks Toll.

Tiger: Yeah, but noone else was in there so I'm not sure if it'd have the desired testing anyway. ;)
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Offline keith.lamothe

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Re: (Dev Really Wants Info) State Of Multiplayer for 1.0
« Reply #7 on: April 14, 2012, 05:12:48 PM »
If you craft a spell it just uses your player-specific "use" of those crafting resources, and no one else sees a change in the stockpile.  If you use a guardian power that counts for everyone, though.

I suppose those could stand to be clearer in-game, but that's how it's supposed to work :)
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Offline Hyfrydle

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Re: (Dev Really Wants Info) State Of Multiplayer for 1.0
« Reply #8 on: April 14, 2012, 05:26:38 PM »
Something that may sway these results is that the only server that's up and running most of the time is Tolls and this server is on continent 6 so it has existed through alot of updates. If this affects the game or not I don't know but a true test would be a brand new world on the current version and a good number of people actively playing together.

I keep jumping in and out of MP and the most people ever on is two so testing the actual MP interaction and gameplay is very difficult. Although after playing an extensive amount of SP today MP doesn't feel as polished or smooth and some odd things seem to happen. I'm not sure if some of the issues I experience are due to lag as my connection isn't the best.

I don't mean to be negative as I really want the MP side of the game to feel as good as SP but I don't think it's quite there yet. I am happy to do all I can to test and feel with some kind of organisation some real MP data can be gathered.

Offline x4000

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Re: (Dev Really Wants Info) State Of Multiplayer for 1.0
« Reply #9 on: April 14, 2012, 05:32:21 PM »
Bear in mind that if you've got a latent connection, you're never going to get as smooth an experience as in solo, simply by definition.  That's just not possible without faster-than-light networking or something, and not something we can fix.  But in general we want it to be as smooth as possible, and under good lag conditions it should be extremely close to solo is the idea.
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Offline Wanderer

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Re: (Dev Really Wants Info) State Of Multiplayer for 1.0
« Reply #10 on: April 14, 2012, 08:26:28 PM »
I've fired up a new public server called Wandering Nomads.  It's advertising on the internet, and I believe I've removed all the firewall blocks.  Can someone test to see if they can access please?

Also, if there's interest, I'll fire up my TS3 server for this as well.  Is there a way to put a 'welcome' message on your server?  Would make it easier to announce where the TS3 server is and the connection requirements.
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Offline x4000

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Re: (Dev Really Wants Info) State Of Multiplayer for 1.0
« Reply #11 on: April 14, 2012, 08:38:01 PM »
I can confirm I see it on the listing, although I did not connect because I'm running a beta build of 0.928 and cannot just yet.
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Offline Wanderer

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Re: (Dev Really Wants Info) State Of Multiplayer for 1.0
« Reply #12 on: April 14, 2012, 08:43:14 PM »
Confirmed that it can be connected to (Thanks, Oralordos).  Is there supposed to be a limit on the # of text messages you can send / second?  I send a text, then hit T to put in a second comment quickly and it won't fire.  Wait 10-15 seconds, and it's good to go.

Also, my GODS.  Is EVERY dead villager supposed to spawn a ghost?  I've got a room that's just chock full of eerie goodness.  The only time I saw one in SP was when I had a 10/10 upgraded character die on me.
« Last Edit: April 14, 2012, 08:46:22 PM by Wanderer »
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Offline Oralordos

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Re: (Dev Really Wants Info) State Of Multiplayer for 1.0
« Reply #13 on: April 14, 2012, 08:59:03 PM »
(Thanks, Oralordos)
You're welcome. :)
Is there supposed to be a limit on the # of text messages you can send / second?  I send a text, then hit T to put in a second comment quickly and it won't fire.  Wait 10-15 seconds, and it's good to go.
I saw that was in the mantis tracker marked resolved. It will be fixed next version.
Also, my GODS.  Is EVERY dead villager supposed to spawn a ghost?  I've got a room that's just chock full of eerie goodness.  The only time I saw one in SP was when I had a 10/10 upgraded character die on me.
Yes they are. I think you just need to give up on that room man. 10 or so ghosts on Skilled difficulty are difficult to fight in those enclosed passages.

I have a suggestion for anti-griefing. You need to put in permissions to change difficulty settings. You have them for glyph-transferring and such, but not for actually changing the difficulty around.

Offline keith.lamothe

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Re: (Dev Really Wants Info) State Of Multiplayer for 1.0
« Reply #14 on: April 14, 2012, 08:59:35 PM »
Is there supposed to be a limit on the # of text messages you can send / second?  I send a text, then hit T to put in a second comment quickly and it won't fire.  Wait 10-15 seconds, and it's good to go.
That's a bug that's already been fixed for 0.928 :)
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