Dukath
7th Aug 02, 9:41 AM
The problem with multiplayer games is that network problems do happen. Sometimes a line gets overcrowded and you get lots of lag for one side.
Sync errors occur due to network problems but also due to bugs. (the ionbeam in dustcloud sync).
So what are the options to solve them?
In the current version of hw, there is no solution, either you stop playing or you continue with a different version of the game.
But i was thinking of adding another solution. Sync errors do not occur that often, but when they do it ruins the game. So why not take snapshots during the game and when a sync error occurs, pauze the game and go back to the latest snapshot. As long as nobody finds a way to enforce a sync error it would be fair on all sides and games would not be lost. the worst you coudl have was a few seconds/minute pauze in the game while all players go back to the snapshot and then you only need to reply the last minutes.
Another option is to try to solve the sync error as soon as it occurs. Again i think the game should be pauzed and then all sides compared. Any difference could be 'averaged'. The backside of this approach is that dead ships will come back alive for some players. But if its done immediately after the sync it shouldn't be much difference yet.
In any case i think it would be better if the sync would be resolved in game so those games won't be 'lost'.
Sync errors occur due to network problems but also due to bugs. (the ionbeam in dustcloud sync).
So what are the options to solve them?
In the current version of hw, there is no solution, either you stop playing or you continue with a different version of the game.
But i was thinking of adding another solution. Sync errors do not occur that often, but when they do it ruins the game. So why not take snapshots during the game and when a sync error occurs, pauze the game and go back to the latest snapshot. As long as nobody finds a way to enforce a sync error it would be fair on all sides and games would not be lost. the worst you coudl have was a few seconds/minute pauze in the game while all players go back to the snapshot and then you only need to reply the last minutes.
Another option is to try to solve the sync error as soon as it occurs. Again i think the game should be pauzed and then all sides compared. Any difference could be 'averaged'. The backside of this approach is that dead ships will come back alive for some players. But if its done immediately after the sync it shouldn't be much difference yet.
In any case i think it would be better if the sync would be resolved in game so those games won't be 'lost'.