Multiplayer Feedback 0.0.2.0

Labeled below I've seen still in part in 0.0.2.0 confirmed still not working as labeled below...

This is what I've found so far...  (Support ticket sent Sunday, March 30, 2014 at 9:03 AM CDT)

(Support ticket sent Sunday, March 30, 2014 at 12:02 PM CDT)

(Support ticket sent Sunday, March 30, 2014 at 3:17 PM CDT)

(Support ticket sent Sunday, March 30, 2014 at 10:42 PM CDT)

Unfortunately to this point I've had crash in multiplayer games at least once during every game, so submitted as requested.

Multiplayer = unreliable at the moment...

  1. Hard to get players to commit.
  2. Once I finally found someone to play, the game crashed to desktop after several turns.  (will be submitting the auto saves, but forgot to copy the debug.err before relaunching the game)  (confirmed 0.0.2.0)
  3. All additional attempts failed to launch game, kept loosing the connection on my end, no more crash to desktops.  (will post debug.err after I leave game)  (confirmed 0.0.2.0)
  4. Attempt to resume lost game on most recent save kept kicking player out of lobby, not allowing him/her to resume their player.  (forgot to save that auto save game for post)
  5. Seems sometimes even though game did not crash completely does not allow one to load old games correctly, without restart.  (new ticket created as this was an edit)  (confirmed 0.0.2.0)
  6. Locked on starting new turn in one game with no error message.  (good thing was able to launch the saved game from this.)
  7. Locked on AI turn, no response.
  8. Issue where it wouldn't let Human player click ready, kept placing as AI and leaving human player as pending.
  9. Planet Wisp had no colony building and was class 5 with Altaria as class 12.  (Picture's will be posted below later)
  10. Colony ships refuse to colonize planets for no apparent reason, one may launch a second and have it colonize it just fine, reproduced multiple times.
  11. Budget has no factor in games, this should be fixed to see how playable it is with game mechanics in place. (confirmed 0.0.2.0)

Multiplayer - Suggestions

  1. In game chat  (maybe this exists internally currently but the 6 other players [Wiz, Darca, Parrot, Chibiabos, choco, and Overlord] did not know of any in game way).  I know Steam has it's chat which you can pull up in game but, in order to talk with people that aren't friends just playing for fun it's hard to talk to other people.  Creating just a general chat box would be nice that just rolls down from the top of screen or something.  Attempted the "t" option in another game Parrot suggestion but, as he said appears to do nothing.  (confirmed 0.0.2.0 not working)
  2. Chat in player lobby, disable auto enter w/ no text (can be annoying if one accidently presses enter several times *myself included*)
  3. Be able to see games in progress or, total number of games in progress, of course sorted by games waiting for players.
  4. Some type of timer to keep players moving 30 sec/ 2 min ect.
  5. Allow player to be able to ask to join existing game from lobby while game in progress by jumping into one of the AI players.
  6. Have the tech tree scale to size of map in game, smaller means faster, larger means slower ect...
  7. Auto spawn anomolies, that way you have something to look for while your going through the research tree.
  8. If AI player is assumed by a human player name should change from "Drengin" to "Human Name".
  9. Should allow you to choose level of AI to resume former human players when switching back to AI after start of game.  (does this if you save and go back to launch but not while changing it at first.)
  10. *By ParagonRenegade* Planetary Invasion needs to be more expensive to research, and be after one other tech. Right now rushing PI is an instant victory (Seconded by parrottmath)

Multiplayer - Positive Feedback

  1. Loading of saved multiplayer games.  Even though the most current game couldn't be continued with out kicking the other player out, it did allow us to resume from the previous auto save only loosing a few turns.
  2. Allows players to claim AI players from a saved game in the lobby.  (confirmed working on Sunday March 30, 2014 via choco)
  3. Gameplay is *fun* when in game, *not fun*, when trying to get game to run (not fun part is expected as Alpha.
  4. Allows host to switch previous human players to (back to AI) to continue games where players are lost.  (sorry choco waited a bit for you to rejoin)
  5. Love the ability to switch from monitor to monitor having one in game and the other on here or doing other things.  (wish game would actually use two or more monitors though :)  )

 Edited 12 time's

10,797 views 10 replies +1 Loading…
Reply #1 Top

Yeah I wasn't able to get in at all. No error message just a total crash. Game went to loading screen after Seilore launched then the program closed out. I've uploaded the debug.err. Hopefully this helps Stardock.

Reply #2 Top

I'd assume the ingame chat by pressing 't'

It brought up a chat bar that wouldn't go away (I would like it to)

I typed in a few things and Seilore couldn't see what I wrote there. The steam chat worked, but was very difficult.

I do enjoy the multiplayer and I can see the gameflow being slow for this type of game. But pacing is a difficulty for multiplayer (not asking for balance, just a little more speed) I can envision ship battles as being an important side to play with in this type of game, thus a quick way to produce ships may be a boon for multiplayer, provide more ship-ship battles.

I don't know what options you will have for future multiplayer games, but may I suggest when setting up games that we have options that move research well into its later tiers (a quick start so to speak)

A random option where you start with 3 stars and 5 planets would make for a quicker medium / large sized game. That way people still can explore, but have a good base of planets to start building ships and other things with. If that is not possible, maybe settings to decide how many starting ships with which to start the game. Allowing a slider to change the number of colony ships / scouts / survey ships, in the games set-up. (Those would also be good single player ideas when forming a game)

I was surprised how interesting and fun multiplayer is with this game. I REALLY like the fact that I could manage my planets as the other player took their turn. I would set up the initial things then end my turn immediately, and proceed to update, quick-build and set up my planet management during their turn. Gave me something to do while they were considering and doing their turn.

Reply #3 Top

feel free to add additional comments here of multiplayer experience

 

Reply #4 Top

Planetary Invasion needs to be more expensive to research, and be after one other tech. Right now rushing PI is an instant victory 

Reply #5 Top

Quoting ParagonRenegade, reply 4

Planetary Invasion needs to be more expensive to research, and be after one other tech. Right now rushing PI is an instant victory 
End of ParagonRenegade's quote

Not necessarily. I upgrade a weapon first and defend my planet... your transports don't stand a chance ;)

edit: but I do agree there needs to be some balancing aspect here.

Reply #6 Top

Altarian System mix-up mentioned above and pictures...

Below showing Wisp as a class 5 planet (instead of the normal 6) and not having a colony structure.

Wisp Class 5 no colonyThe next image is me showing the Altarian System with Altaria being a class 12 planet instead of a class 11

Altarian System incorrect

Reply #7 Top

updated confirmed errors I saw in 0.0.2.0 on the top list.

Reply #8 Top

Pressing "t" a bit and then trying go open the in game steam menu caused a CTD.

Reply #9 Top

I suggest adding hotseat.

Reply #10 Top

Password protect setups for PBEM please.