#multiplayer dedication

1 messages · Page 1 of 1 (latest)

lament sedge
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I have a question in regards to this wonderful idea of multiplayer. As many games like this allow for multiple people to play, these seem to always be a fatal flaw. The host, the person that you started a garden with and grew together with, has to be there to allow you to do the things you so desire to do. Will this still be the case here as well?
I get it, you have your saved game, they have their saved game, and then you can have one to enjoy and share; but if multiplayer is there why not have it where two people can play on the same "save" and build from there?

hollow bane
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Because for a save to be shared you have to synch it between accounts.
And that raise the question - how?
Generally accounts aren't meant to be shared.
Steam cloud will synch it for one account only. So the people would have to agree to share files manually... but then everyone will have to play as the same character if they are playing alone and sharing same file.
If it would save separately the word and the player - maybe... But the whole game would have to be reworked.

#

All that can be got around with dedicated server (like Minecraft, f.e.)
But then - who would pay for hosting and such? Also it will pose it's own problems, I'm sure...

lament sedge
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Totally fair. Just an thought/suggestion if it were viable. Thanks for explaining it.

grizzled iris
lament sedge
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Thank you for providing me with that insight. I totally get it. I was just playing Grounded with my wife and there have been a few times (tons of moments) where I wanted to get on and so something on our "farm" and realized she is the one who has been hosting and I have to wait on her to do what I wanted to do and all that jazz. You know. Thought it'll be fine. It always is. I do appreciate the additional reasoning behind it all.

lavish hollow
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When a multiplayer session ends, all players involved get a save of it.
Let's say player 2 tries to open said save without being host.

would it not be possible to execute a function that swaps host and player 2 stats, effectively turning player 2 into the new host ?

In the end, who will be player 2,3,4 will be defined by steam id and whoever started the session is the host.

I say this because i remember that in other mentioned games, if a player that's not the host doesn't play, there's no real problem. They're kinda in stasis until they load in again.

So in the end tldr of what i think could work is :
Everyone gets a save of the game when a multiplayer session ends.
If a player tries to host that game and was not the host, the game swaps stats to turn this player into host.

hollow bane
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But then - what if player 3 wants to play at the same time as player 4, and while player 2 is playing already? Meanwhile player 1 (the host) is still offline...
The more people is involved - the more complicated logistics become.

cunning blade
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I think the same system like in Grounded could work well. 🙂

lament sedge
grizzled iris