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Multiplayer is completely broken, still

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9 years ago
Nov 26, 2015, 12:32:58 AM
Desync's after about turn 40, CTDs and Fatal Errors after resyncing too many times during the course of a match or just randomly while playing. Has there been any response from amplitude that they are investigating and working on fixes for these issues? All these issues have plagued my groups online game's since day one.
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9 years ago
Dec 3, 2015, 8:24:53 PM
kinda have to disagree with the notion that it is "broken". I play a lot of games that finish between turn 65 and 100 and I have to say as host I resync maybe once every 3 games on average. My advice would simply be "stop resycning"...it's not really necessary.



Fatal errors are down significantly from two expansions ago as well.



I agree that we'd all love to see less OOS and fatal errors but it's hard to take you serious when you say "It's so broken it might as well not exist" given that i'm completing full games with no issues 80% of the time.



I am curious though why people joining in progress games cause out of sync 100% of the time....isn't that what the loading phase is supposed to handle?
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9 years ago
Dec 4, 2015, 10:58:59 AM
looter wrote:
Desync's after about turn 40, CTDs and Fatal Errors after resyncing too many times during the course of a match or just randomly while playing. Has there been any response from amplitude that they are investigating and working on fixes for these issues? It's so broken it might as well not exist, all these issues have been in the game since day one as well which isn't reassuring.




Our answer is the following: please forward the following files for every player in your session so that we may investigate the issue further. smiley: smile



As BigBalls put it, we have alleviated these issues quite a bit since the game's release, and as the causes for these desyncs narrow, it becomes more difficult for us to track them down, hence the need for files from every player involved.
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9 years ago
Dec 5, 2015, 6:21:59 AM
Frogsquadron wrote:
Our answer is the following: please forward the following files for every player in your session so that we may investigate the issue further. smiley: smile



As BigBalls put it, we have alleviated these issues quite a bit since the game's release, and as the causes for these desyncs narrow, it becomes more difficult for us to track them down, hence the need for files from every player involved.




Thank you very much for your reply. I will definitely collect the required files next time we have a game going and get the desyncs and send them your way. It's worth noting that our games usually consist of more than 4 players which could be our specific cause of the issues and why others haven't encountered them since the last few patches. The reason for my harsh language was we have never been able to get a game without CTD or desync past 40 turns, since release.
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9 years ago
Dec 7, 2015, 4:11:44 PM
Without knowing any specifics about the games you're playing, here's two general suggestions...



[LIST=1]
  • Switch the host to the player with the best internet connection. Low pings are often the source of desyncs...



  • Play on smaller maps and reduce "many" settings. Larger maps mean more data to sync between players and more potential for desyncs. I'd avoid "Large" and "Huge" maps completely. Try a A "Normal" map with more than 50% land mass if you want more space.

  • [/LIST]
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    9 years ago
    Dec 8, 2015, 5:06:49 PM
    Propbuddha wrote:




    Switch the host to the player with the best internet connection. Low pings are often the source of desyncs...




    I can vouch for the effectiveness of this method, which has been working wonders since my first forays into Endless Space (I was always the source of the issue smiley: stickouttongue )
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    5 years ago
    Mar 21, 2020, 2:15:57 PM

    It's just me, my brother and my dad playing here. We're all playing inside the same room. Our Internet is usually not that bad, but wheter we're having a very good day or a very bad day we still experience the same problems.


    It mostly never even syncs in the first place, and whole match through we're desynced. If we try to resync it usually does absolutely nothing. And even if it does resync us, it just desyncs again next turn.


    We've fixed the problem of the AI taking over by installing the ELCP, but there are still numerous issues that we cannot solve. For instance, sometimes we look at one of our cities and find all the population have disappeared, as in they no longer provide any benefits to FIDSI and they are not shown on the UI. They reappear a few turns later but they get shoved around and put into other places, and it disrupts our economy.


    Another problem is that sometimes we can't perform certain actions. Want to tell that unit to move around? The game's decided it doesn't want to. Want to buy out a building at a crucial moment? Game doesn't want to. Want to tell the game to put that building/technology in the qeue? The game does not want to do it. This can happen with almost anything, where the buttons and your clicking your mouse just do nothing. Again, this can mess a whole lot of things up.


    The only one that never experiences any problems is the host. Everyone else is left to fend for himself. It's driving me crazy, I tell you! But this kind of thing happens with ALL games made by Amplitude Studios. It just ain't right you're advertising it as a "Multiplayer" game when half the players are telling you it does not work as it should. Yeah people say "just deal with it", but I am sure most of us still experience many problems that you cannot "just deal with".

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