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Suggestion for completely different implementation of multiplayer

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10 years ago
Apr 25, 2015, 10:37:03 PM
I just bought this game during last weekend's Steam sale and I absolutely love it. I've already put in over 90 hours since then, but sadly I don't think I will ever play multiplayer the way that its currently implemented. You simply never know when people will quit and it's a pain to sit there waiting for others to make their moves. Also very unlikely that in public multiplayer that people wouldn't disconnect and ruin long games.



Here's what I envision and has been implemented in some online Chess and Go sites.



Saved game states are hosted on server side. Each player can make their moves at their own leisure. When Player1 initiate an attack on another human Player2, this data is uploaded to the server side. Player2 gets a notification pop up and makes his attack plan. Then Player1 gets a notification... and it goes back and force between them until the battle is over. Meanwhile, Players 3, 4, 5, and 6 do not even have to be online at all, nor do they receive any notifications, since the battle is only between Players 1 and 2. And then when all the players finally end all of their turn, they all get a notification saying that they can make their next move. I don't know how diplomacy/trading works in multiplayer, but I guess it's as simple as making it so that you can only make one offer per turn and the other player can simply choose to accept or reject. And you have have a notification for that too.



This way, you can be in a dozen multiplayer games at a time that can continue for months and all the players can play at their own leisure. This is the strong point of turn based games. This is why I can play single player while I'm eating or working, but not for any other type of games. If this gets implemented, then I think the number of people playing multiplayer would skyrocket.
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10 years ago
May 1, 2015, 2:21:34 PM
vennu wrote:
I just bought this game during last weekend's Steam sale and I absolutely love it. I've already put in over 90 hours since then, but sadly I don't think I will ever play multiplayer the way that its currently implemented. You simply never know when people will quit and it's a pain to sit there waiting for others to make their moves. Also very unlikely that in public multiplayer that people wouldn't disconnect and ruin long games.



Here's what I envision and has been implemented in some online Chess and Go sites.



Saved game states are hosted on server side. Each player can make their moves at their own leisure. When Player1 initiate an attack on another human Player2, this data is uploaded to the server side. Player2 gets a notification pop up and makes his attack plan. Then Player1 gets a notification... and it goes back and force between them until the battle is over. Meanwhile, Players 3, 4, 5, and 6 do not even have to be online at all, nor do they receive any notifications, since the battle is only between Players 1 and 2. And then when all the players finally end all of their turn, they all get a notification saying that they can make their next move. I don't know how diplomacy/trading works in multiplayer, but I guess it's as simple as making it so that you can only make one offer per turn and the other player can simply choose to accept or reject. And you have have a notification for that too.



This way, you can be in a dozen multiplayer games at a time that can continue for months and all the players can play at their own leisure. This is the strong point of turn based games. This is why I can play single player while I'm eating or working, but not for any other type of games. If this gets implemented, then I think the number of people playing multiplayer would skyrocket.




The main problem is that at one move a day a normal game takes almost a year to finish.
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10 years ago
Jun 28, 2015, 10:36:38 AM
Like Civ 5 GMR... do not forget GMR was made because of instability of civ 5 in multiplayers game. Endless Legend seems to be more stable right now
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