View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0024291 | AI War 2 | Gameplay Idea | Dec 31, 2020 1:37 am | Dec 31, 2020 2:34 pm | |
Reporter | Hecsa | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 2.711 Deep Memories | ||||
Fixed in Version | 2.712 Civilian Pause | ||||
Summary | 0024291: Pausing in Multiplayer | ||||
Description | In multiplayer, because both players are able to pause simultaneously, they can cancel each other out. This can be especially awkward when in a tough situation. I have two ideas for how this issue can be resolved. 1. Separate the pause button into two different buttons, a pause and an unpause button. This would mean that when both players go to pause, it can only pause and not unpause. 2. Have a 1-2 second server wide timer for pauses (although, in my opinion this would be less preferable solution). | ||||
Tags | No tags attached. | ||||
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+1, catching that short moment when zenith trader peeks into your home planet before disappearing back where he came from is impossible on client. |
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Can you elaborate on why it's impossible on the client? Is it because of input lag, or because several people are pausing at once? It does take a bit longer for the client's commands to get executed, depending on how far behind their sim is in particular. I could see some sort of "Pausing..." message get thrown up center screen and block input for a bit, potentially. I am wondering if maybe the client is sometimes double-pausing themselves, thinking the first didn't take, based on Arides comment. |
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Thanks! * Under the hood, the game has always had a "toggle pause" command that basically says "whatever the state of pause is when I execute, invert it." ** This was problematic in multiplayer, as several people might hit pause at the same time, or might repeatedly hit pause if there's a lag situation, and this would cause lots of confusing inversions. ** Now what happens is that if it's unpaused locally, it sends a pause command. If it's paused, it sends an unpause command. This way, even if 16 people hit pause all at once, it will be 16 pause commands, 15 of which are redundant. It won't be 16 state flip-flops with a result of unpaused since it was an even number. ** Hopefully this solves all of the pausing woes in multiplayer, but if not then please let us know and we can consider some more harsh methods that might subtly irritate people if we're not careful (things like "can't change pause state for a short time after it was just changed, etc"). The latter can always be a tuneable option if that's where we have to take it. |
Date Modified | Username | Field | Change |
---|---|---|---|
Dec 31, 2020 1:37 am | Hecsa | New Issue | |
Dec 31, 2020 4:34 am | Arides | Note Added: 0060201 | |
Dec 31, 2020 2:26 pm | Chris_McElligottPark | Note Added: 0060204 | |
Dec 31, 2020 2:34 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Dec 31, 2020 2:34 pm | Chris_McElligottPark | Status | new => resolved |
Dec 31, 2020 2:34 pm | Chris_McElligottPark | Resolution | open => fixed |
Dec 31, 2020 2:34 pm | Chris_McElligottPark | Fixed in Version | => 2.712 Civilian Pause |
Dec 31, 2020 2:34 pm | Chris_McElligottPark | Note Added: 0060205 |