Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Yes, I'm probably ignorant on this topic. However, I don't think it's that complicated to add a mechanic so that the host of the world allows you to go to his world if the host is not playing...if doing that is so difficult, well, I'm being ignorant I guess.
In the "ideal" scenario you could, say, ask permission from the hostworld player to download/transfer a copy of the world to you. The problem lies in exactly how to handle updating that information between users.
Do you leave that up to the players? What happens if it's a dedicated server? Since the game communicates to an online database, maybe there are issues they can't resolve when it comes to transferring ownership (which seems to be the case for- basically all worldhost based multiplayer titles).
That's not to shoot down the suggestion, but to try painting some perspective. It is a complicated mechanic to handle on the backend, and typically it's more trouble than it's worth to implement.
The Shared-save system, it's simple really. Basically just your usual game save file, but shared by all the players linked to it. Any time a player loads the save, they become the host for the time being (locking it from being hosted by another linked player), and when they quit, the save is automatically updated for every linked player
credit: Langbardr
1) Official/ Public Dedicated Server - Good ♥♥♥♥♥♥♥ luck.
2) Your own private server - either through Steam or purchasing one.
3) Peer to Peer hosting.
Why would you think this game would be any different?
Assumptions are horrible things. Code is a beast of a thing to change, adding things that work very differently from what was planned at inception is no small task. The amount of restructuring and reworking a change like this would need could very well be incredibly intensive.
It isn't as simple as just creating a new variable to store character data and making a way for that to be accepted in other players worlds.
Wouldn't mind seeing such a feature but I really don't know how feasible it is, or necessary.
Yes yes, other people have done it. Like Lego...but they likely planned for it to be this way from the start when they were being created.
I'd bet a few silver pieces that the Devs already have an idea of how they want to handle this scenario. Could go two ways....
1. They will introduce some lore like element to character transfer, ala ARK
2. They have no intention of having anything like this, they don't have a desire for the option in game.
I will sleep just fine either way.