Actually as I said
since this is a Big Issue with alot of work involved (yes I know what I am talking about)
I would still ask to make a walkaround for this
by at least having the Server decide a Victor upon losses and award the Influence so its not a total waste to pvp
as for the matter itself
Out of Sync most basic reason is lag
If Processing of Unit Damage and Movement is done by several Mashines it can go different ways depending on the ping
One guy is Giving an Order to his Units on his own Mashine while the other Mashine still is informed about the Unit going without orders
now Mashine one has been retreating Units for about 2 seconds
and Mashine two has been fighting with those Units for about 2 seconds
Health and Position of the Unit will be different on Both Mashines now
causing a Syncronization fault
Strategy Games on Lan usually give Priority to the Server in that case
means the Server Player will give the status to the other Mashines and will override the Data
Online based Strategy Games however cant work by this
as there is no Player as Server
so usually its done by processing only graphical data on the Client and leave all Gameplay Procession to the Server
However in this Game the Client seems to be Processing the complete Gameplay himself
So to stop Syncronization Errors there are two possible ways
1. Allow the Mashines to Override each others Data
which would bring up the question which Mashine will be prioritized
2. Let all Data run over the Server to have the Server create a syncronization lag for both Mashines causing both Mashines to receive the Processing Data with a syncronized delay and those be able to process the data without syncronization errors
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In the Shadow of the Black Cross. We Fullfill our Duty in your Name.
And Look forward to the Day we Return to your side Silvanos.
Watching over our Comrades as they Fullfill their Duty in your Name.
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