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5 years ago
Aug 29, 2019, 4:38:01 PM

Hello,


as some of you may know I have been here since forever, I bought every Amplitude game since the start and have supported it because I love the games.

However Endless Space 2 was a bit of an awakening and the MP problems that have been present since ES1 and killed off the MP community are still there.


Is there any actual plan to address this for Humankind? I would love to see Humankind succeed, I want this game and I would love for it to be MP stable so that it can be played with friends.

I do not play the games in Singleplayer.

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5 years ago
Aug 29, 2019, 5:53:02 PM

That hugely depends on what engine they use and if they change netcode. I know no other game series, that has "desyncs" in multiplayer. FPSs use quake netcode for decades and operate in real time, and biggest issues there are lags that are well negated with compensation mechanisms and interpolation. Meanwhile a turn-based game can't resync itself :S

Updated 5 years ago.
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5 years ago
Aug 29, 2019, 6:50:46 PM

4x and grand strat games have desyncs in mp, very frequently, amplitude isn't unique in that regard. Doesn't make the issue less bad, but it's not something they alone struggle with.

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5 years ago
Aug 29, 2019, 6:59:50 PM

Nobody struggles as badly as they do, though. The next contender would have been Civ, but they got their act together and fixed their desync issues almost completely.

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5 years ago
Aug 30, 2019, 2:43:32 AM

I'm looking forward to Humankind, but if there isn't stable multiplayer that will be a huge negative for me. Possibly a complete dealbreaker to be honest. Over half my 4X game playtime is done in online multiplayer because stomping the AI gets old after a while. 


Take a look at the recently released AoW Planetfall's multiplayer system for a great example of simple, stable 4X multiplayer. And when the rare desync does happen it's easy to rejoin/rehost the game. And being able to switch between live simultaneous turns and cloud-based asynchronous turns is amazing.

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