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Thread: Stop ALL PATCH WORK and fix disconnect game deletion!!

  1. #11
    0 Not allowed!
    Quote Originally Posted by Sylesta View Post
    The game you create is based on your host which means if you get d/c'd yes your game is gonna be lost. If they were to make a save option you would have to see much longer wave counts on all maps. Survival is 1 thing but its sruvival you can get there again like in all other maps.
    Well first, since the gamestate is saved on the host there is no reason for the host to lose anything. As many have suggested, a pause feature would freeze the gamestate on the host while it waits for a reconnect to whatever steam server sits between them and TE, as opposed to dumping the gamestate and returning to the main menu as is used currently.

    Also I'm curious about your second issue. How does a feature of this nature mandate an increase in wave count? You say it's because it's "Survival". First the waves are finite, allowing full repairs between, basically allowing each wave to start as a fresh attempt though more difficult. Forcing players to replay through waves that have become trivial and unrewarding is simply bad game design. Think of it as akin to having to play through every level on the campaign to get to glitterhelm each time. Then add the possibility that all the work done to get past the trivial part, the only reward being that a point of possible progression is reached, can vanish with a slight hiccup at any point in network communications.

    If anyone is going to bring up that such a feature could be exploitable, I can only say that those who are going to exploit are going to find a way regardless and please don't rob the legitimate playerbase of a feature that would improve the game experience.

  2. #12
    0 Not allowed!
    .. I agree that this is an issue that needs to be resolved, but a save feture is not the answer. Its survival you got to survive for as long as possible, the whole premise of the entire game. and we wouldnt need a save feature if, like some of the previous posters said, it "paused" or saved the game on the back end end for a few minutes while we try to reconnect so that way we dont lose our progress for no fault of our own. it could dump the game after say like 2 minutes of no network activity.. just some thoughts.. not THAT hard to do

    ..BTW... being disconnected 5 kills away from completing wave 14 NM MM HC Magus to try and get a good pet... SUUUUCKS

  3. #13
    0 Not allowed!
    I cant even play the game anymore because it crashes every time i run it and i barely even got to play it, so many threads about this also.
    Hey Trendy , it's really nice how you have more time to work on DLC instead of fixing bugs , how about you take the time and listen to the community instead of just pulling out wallets?

  4. #14
    0 Not allowed!
    I almost never have the problems mentioned above. I rarely ever get disconnected from steam and I've only had Trendy go down for patches.

    A local save game feature would be nice but I would much rather them work on getting the game back to working order rather than work on this. I also have no illusions of having power over Trendy's actions by making a demand on the forums. I do not believe my $30 spent on a game gives me that right.

  5. #15
    0 Not allowed!
    im not suggesting I have any power, I trust in what tready does, which is why i spent money on their DLC, most of the time I can play fine, just it happens more freaquently then other games, so just throwing in some suggestions, it wont kill me if they never fix it, just would be nice ;-)

  6. #16
    0 Not allowed!
    Well just want to say i play on the ranked server and i just dont go for treadmill pet anymore takes to long and sucks most the time i try not to complain alot about things but yea the leaning on steam network as much as trendy does for there authorizing is the real problem. Steam is most unstable network ive used. So it is and isnt trendy's fault

  7. #17
    0 Not allowed!
    eey again,

    I don't think some of the people quite understood the "save" future, it is just to make sure that if you haven't died and lose connection that you can continue from that point. it's not a save future that will allow you to go back to the point at which you were still alive.

    Yours truly,

    Domistroy

  8. #18
    0 Not allowed!
    When you log back in it should ask "would you like to continue your last game?" if the game did not finish properly(ie: win or crystal dying). At the point it will try to connect to the host, or the host will remake the game. It should start during the build phase of whatever wave you are on and have no timer giving others ample time to reconnect.

    This is a simple save that can be done at the start of each build phase. It will save all tower and ground loot info, plus host info. If host cannot reconnect then it is lost. If I hosted a game and someone else rejoined before me and became the new host it may cause issues.

  9. #19
    0 Not allowed!
    Quote Originally Posted by MrStump View Post
    So why not pause the active game while it retries for a few minutes?
    Agreed

  10. #20
    0 Not allowed!
    There aren't many online action multiplayer games where a game state is frozen and saved for multiple players across a network. I've seen RTS games like that, but I don't know of any action games. Doesn't mean they don't exist, someone could point some out here. It's not trivial to pause a game state like that and bring everything back, while maintaining sync across all clients. What do you do if one of the clients isn't present on restart? And I assume they can't allow multiple saves, and that once a save is restored is can't be restored again. If not you could just save when one mob is left on wave 14, and then keep restoring to rake in the pets. Where would the save be stored? In the cloud or local? If local, what happens when you go to play on a different machine (I do this). Your character is now out of sync with the save.

    All of these issues do have answers. My point is that the solution you want is not easy. I think its hard enough and in such low demand that the devs would probably not take the time to work on a major overhaul to the network code.

    Allowing longer time for connections to be reestablished before dropping the game sounds pretty reasonable though. That's changing a single number (or a few numbers) in the code. They could add some sort of user based input into dropping games like they do on RTS games when one of the clients is laggy. (i.e. vote to kick the laggy person or vote to continue game, etc.)

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