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But the "waiting for player decision" is definitely a mechanical issue that everyone would have.
Aside from the sync issues, the game seems fantastic. But the sync issues are so prevalent in multiplayer right now that the game can't reasonably be called ready for multiplayer gameplay yet. At least, that has been our experience.
So the MP is similar to AoW3? You have to wait while your friends are fighting battles and can't fight your own in the meantime or build something?
So you are pretty much forced to take every single fight (and there are many to take) up until the point where you run with 2 stacks and enable yourself not to lose units in autoresolve. It is very tedious and you need to bring a lot of patience. At this stage I couln't bare playing with even more people, 3 is already way too much actually.
Most games are unfineshed messes when they come out but atleast there functional unfineshed messes.
The amount of crashes, dysencs and ounresponive controls makes it look like they didnt even beta test it.
I would say check back in a few weeks. The devs are trying to fix it. Otherwise sp is great so far.
On a sidenote, if someone wants workaurounds. For me it works quite well if you do at least 1 of the 2 following options.
1) play it like a pbem. If there is allways only 1 Player in the Session, they can play fine, no desyncs etc. If you want, you can play multiple maps parallel. There is a really nice feature, to hop from one mp game to another.
2) disable observing battles. Most desyncs seem to happen in battles, if only the fighting Player enters it, it works fine so far.
I know the devs did mp while testing, but going live is allways different. Though, no idea what the issue is, maybe to many players, to weak of a server.
IA players can take minutes to move...
And of course, crash.