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Reverie World Studios Forums - View Single Post - Impossible to PvP appeal to the Devs
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Old 10-09-2011, 10:53 PM
Joseph Visscher's Avatar
Joseph Visscher Joseph Visscher is offline
Reverie World Studios - Lead Level Designer, Senior Gameplay Programmer, 3D Animator, 3D-2D Artist.
Join Date: May 2007
Location: Canada B.C.
Posts: 1,279
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Originally Posted by Sunleader View Post
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
All of your examples are sadly false. The game works in beats of 0.25 seconds, which is 250ms or within 250 Ping, every command you make it sent to the other player(s) as well as all of their commands inwhich each player simulates the game then by locally per beat, the next beat will not begin until all packets are received for that beat. Out of sync happens if unit health damage etc etc many different things are not the same atwhich time an out of sync dump log is written detailing that player's stats of everything ingame running, which we can compare the two logs of each players to find where it went out of sync.

The main enemy right now behind out of sync is extremely rare coding errors, which are being fixed asap, but logs of these are welcome. There should be reward if it goes out of sync but it should also close the game fully afterwards as this will reduce the number of out of syncs as these errors will no longer influence the game.

If both players fully exit the game and go back in then start a pvp match the odds of the game going out of sync will be greatly reduced.

Either way, it will be fixed in time and I am very sorry we did not have the time to fix it before release, But please remember Bugs aren't the problem, figuring out how to fix them is.
Joseph B. Visscher - JBV3737

Bugs aren't the problem, figuring out how to fix them is.

Last edited by Joseph Visscher : 10-09-2011 at 11:05 PM.