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报告翻译问题
Multiplayer dev is a whole different beast. I have spent countless hours researching all types of multiplayer from peer-to-peer to client/host and coded both for a variety of services including steam and AWS. In every book, article, or forum I have read; the experts suggest to code the multiplayer in from the very beginning. Obviously the multiplayer is in a functional state, but it is worrisome to hear that dedicated servers would need such a substantial rewrite of the netcode that it is considered a "far distant future" endeavor. At the same time though it is unreasonable to ask for a concrete date for dedicated servers.
Uhh....
Uhh... so I don't know how to tell you this... but one, the game is multiplayer, able to support up to 64 players at any given time. And two dedicated servers may happen... but it's something that's really far down the list of what needs to be done. As it is, the simple requirement is, you just need to both have the game and be on at the same time. Since that's what would happen anyway with a 'dedicated server'.
I mean even WoW ditched large player raids because getting a dedicated group to get on at the same time is rough as hell. Pretty much just going to echo what has already been said here, but this game is something my friends and I would absolutely buy and play, but we all have VERY different schedules that just barely overlap. Dedicated servers means we can all get on and help out when we can get out and when we can play together that's great. It's literally what makes games like Ark or FarmSim work. I would never play a game like that where one person is the "host" and all our progress is tied to that person's save and only playing when they are able to get on. It's the reason Satisfactory multiplayer is so minimal despite it being stupid fun.
I do understand why you have it as you do.
SnowRunner is extremely successful and only supports friends joining the host player's existing world/sandbox/savegame. You've done it that way.
BUT.... I would assert that what you've created falls into the Minecraft category where you can have a dedicated server which supports 0..n players.
in 2021 Gamers expect to be able to join a world without the host player having an idle computer screen, just standing there AFK.
So it's not really a question of adding multiplayer support ( you have :D ) it's a question of being able to have your game company host a headless server (on AWS etc) OR make the server binary available like Minecraft is.
The install should be available as a container available from dockerhub.
Ideally the container supports x86 & ARM.
That way people can run it on an x86 windows or linux box or on an ARM-based NAS device like a Synology Disk Station which can run docker.
- eg my Synology NAS hosts my Minecraft server. Friends jump on whenever they want - solo or as a group.
I agree that in EA that bug fixes and necessary functionality, like cursor snapping to objects make gameplay better, is the highest priority.
Yeah, Like I've been telling people is, the team would LOVE to see it on a dedicated server system... but at the same time it's not something we can do right now. I think Keume, the head dev, would like to (and I'm guessing based on what I've seen) first hammer down and get the game far more finished and polished before going to the dedicated servers routes.
I am a 3D artist. I'm not a coder.
So i guess this "The successor to this game is called "RAILROADS Online!" It was built from ground up in the Unreal Engine 4 to be suited specifically for multiplayer. The multiplayer feature was the no. 1 wish of the community" was just an empty statement.
If it was the nr1 wish it should have been one of the biggest priorities from the very start.
The way it looks now it still is something the community really really wants.
You're telling me the dev team really really wants it.
There is no shame in shifting priorities you know, it is an option.
One of the biggest complaints in the entire gaming world is devs not listening to their playerbase.
Yes i know i'm a dev myself and we tend to be a stubborn bunch and go our own way but in the end listening to the customer/player is better for the wallet at the end of the day and thus for the game/product itself.
Enjoy it for what it is and watch it grow.
I think part of the problem, is people really don't seem to realize just how few of us there are. At last count, there is all of one person who works on the code itself, four that actively work to produce models, each with their own specialty like structures, rolling stock, locomotives, and so on, one person that figures the equations for code, a researcher, someone to produce the music, and one or two that just help out with player interaction on the discord.
The team is tiny. Emphasis on tiny. However, there is one final thing that people don't either know, understand, or realize.
Other than the one person who does code, the one whose name the game is released under... the rest of the team are volunteers. As in not paid. We do this work because we enjoy it, and because it's something for us to do as a hobby which can be presented to players and shared. Every member of the team has an actual 'day' job, and works on this as best they can in what little free time they have. So, while yes, multiplayer is something players wanted most of all with the last game, and while it was provided in a form that at least gives players the option; we recognize that sure, there's a desire for something dedicated. However, with a team so small as it is, we also recognize that we're not some AAA company able to toss out some fully functional game in a matter of weeks.
It takes time.
To put things into perspective: Minecraft was released into early alpha in 2009. It wasn't until 2010 that multiplayer was released, and even then it wasn't really until 2011 that a stable version of the server infrastructure existed. While prior to that you could do multiplayer servers, it was buggy as anything.
The point here being, it takes time. A lot of time in some cases. You're going to need to bear with things. It's not something that will happen over night, nor is it something that's suddenly going to change in a few days time. It may be a few weeks, it may not. As it is, there are other, far more pressing issues to be addressed.
Don't compare yourself to minecraft since minecraft had other issues which are not the case with your game. Minecraft did things that were not done before, you game doesn't do anything that hasn't been done before.
Now i am a developer and i do understand what is needed to get from where the game is to a dedicated server. It should take one single developer not more than 2 days if it does the game is in a bad state to begin with
I know it's easy to get away with remakrs like that since most people don't understanbd development, i do and i call ♥♥♥♥♥♥♥♥.
There's no point when you came out of the gate upset the developer of this game compared it to the hallowed ground of Minecraft. The nerve!
Wish I knew more about development and coding because I would totally volunteer and help you guys out. I, like you have a real job that pays the bills and supports my family (Electrical Power Systems Engineer), but then I volunteer for a scenic railroad on the side in both their diesel and steam operations, and at times restoration activities. Part of what got me so interested in trains was games like RR Tycoon, so when I stumbled upon this a couple weeks ago I was sold instantly. I absolutely love the concept and while I hope that dedicated servers become a thing at some point, I also love playing it as a stand alone. It's almost like having a model railroad merged with my volunteer job of running trains. If there is anything I could do to help, let me know, I would love to see this game grow and prosper.