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Ein Übersetzungsproblem melden
like if your friend is already online, you join him instead of loading. and if he isnt, then you load and if he comes around then he join you instead of loading.
for the location its in "%UserProfile%\AppData\LocalLow\Sand Sailor Studio\Aska\data" theres gonna be a savegame_something folder in there, thats the folder youd want to sync between all players.
so
in this forlder "%UserProfile%\AppData\LocalLow\Sand Sailor Studio\Aska\data"
you have folder with Your saved WORLD named "savegame_blabla_dateofsave" which is Your own data.
open multi and share that SAVE/SEED with your friend.
Let him enter and save game, so HE will create his own folder "savegame_blabla_dateofsave" with YOUR SEED, after that you need to share files from YOUR folder WITHOUT file named "player" (thats your TOON), he will need to replace all these files, just files which are inside, NOT folder.
<---SO THIS IS BASIC--->
YOU NEED TO
Enter and save game inside EACH seed name, to create "player" file that will be coopereating with only EACH seed.
"player" file will be created to individual "SEED NAME" (generated map, world whatever you call it) inside YOUR OWN folder containing saved game aka "SERVER"
CREATE MULTI -> YOUR FRIEND NEED ENTER AND SAVE
After that that your friend created "player" file in his own "savegame_blabla_dateofsave" inside shared "SEED NAME" (generated map, world whatever you call it )
THEN
Share FILES from that folder(WITHOUT file named "player" <- this is you),
and YOU need to replace these files IN THIS saved folder "%UserProfile%\AppData\LocalLow\Sand Sailor Studio\Aska\data\savegame_blabla_DATEofSAVE" each time you want to CONTINUE SAVED game.
AFTER THAT
Copy your "player" file from that save, and LOAD this save in multi game.
HAVE FUN :D
Gottseidank ist dieser Müll weg, dies war ein furchtbares System. Aber leider haben Sie zu lange gebraucht um es zu entfernen da Sie es auf biegen und brechen den Spielern auf`s Auge drücken wollten, so nach dem Motto das Spiel soll so gespielt werden wie wir es haben wollen, ging nach hinten los wenn man mit 2500-3000 Spielern zufrieden ist. Aber nun zum eigentlichen Thema wir als zukünftige Spieler von ASKA haben eigentlich nur zu verstehen gegeben das es genug Spiele gibt die es schon gelernt haben das ein Dedicated Server Wichtig ist und das ich den parallel erstellen muss so wie bei zb. ARK , Conan Exiles, Valheim, PalWorld etc. Ich werde kein Multiplayer game ohne Dedicated Server mehr kaufen.
Thank God this rubbish is gone, it was a terrible system. But unfortunately it took them too long to remove it because they wanted to force it on the players at all costs, along the lines of the game should be played the way we want it to be played, which backfired if you are happy with 2500-3000 players. But now to the actual topic, we as future ASKA players have actually only made it clear that there are enough games that have already learned that a dedicated server is important and that I have to create one in parallel, like with ARK, Conan Exiles, Valheim, PalWorld, etc. I will not buy any more multiplayer games without a dedicated server.
It's an interesting idea with some advantages and disadvantages. It's "cheap" for the developers since it only requires some cloud storage without computing capability.
Players on the other hand require a relay to connect to each other or everybody who takes the host role needs to setup port forwardings and share his IP to other players (or use dyndns).
I personally don't want to rely on anything "external", neither any cloud storage nor steam (or any other relay) for being able to connect to the "server". If at all i want to be able to configure where to put the savegame, so i can use e.g. my own NAS for sharing the save files. Which basically takes away almost all the advantages of this system approach.
Anyway, i don't get why this approach of sharing a save is mentioned like 5 times on each page here.
The developer "The Sad Snail" explained in his second answer to this thread, where the devs see the problem with servers and this is not at all a technical issue. It's a gameplay mechanic and balancing issue.
7 pages in this thread with 90% of comments absolutely missing the actual issue....
Also for me it looks like the devs already realized that dedicated servers are highly demanded and therefore put it high on their priority list already.
Maybe a Dev should clearly comment if they are still commit to their statement "dedicated
servers after EA" or if they already changed their plans to increase priority of dedicated servers and players may expect dedicated server being available "soon".
From the dev's answer I get from it that if I am on a server that has people from multiple timezones playing I may log off at 9pm my time. Others however are still playing so the server is still going, world is still alive. They would have to work out some way to keep the AI from not reacting on both the player's side and the Enemy AI side. Then you have to think about Anti Cheat software. Even if PVP is never allowed there are still cheaters and griefers in PVE. People that would see it fun to lead AI enemy to a base and watch it fall. Destroying hours of gameplay for someone that has RESPONSIBILITY in the real world. This is a true fact because people do this same thing in games like Ark on PVE only servers.
Guys give the team some time to get further down the road. Betting since the demand for Servers is high they will be experimenting with things in the background. If the time, money, abilities are there to make it happen bet it will happen. Remember they answer to a publisher. Publisher is the guy with the money holding a contract with the devs. We all know about the Wildcard/Snails Games with Ark issues right?
Not just AI things, but simply just time. If you leave the server during ingame-summer and time keeps running because there is another player still online, the session might reach winter while you are still offline and your people freeze and/or starve to death.
The game is meant to be played coop. That's something on top of pve. PVE still allows players acting independently of each other, coop means players have to play together.
Having a dedicated server doesn't mean the server has to be public. It just means that the server runs on dedicated hardware. Simply make your server private by allowing only certain players to join by a whitelist, put a password on the server or simply don't tell anybody the address of your server. With that griefing is solved.
Gameplay is a choice independet of having a dedicated server or not. ASKA is not like ARK. Mechanics don't scale for huge player numbers, maybe even the maps are to small, it's not meant for several people playing on the same server but each doing their own thing and it's even less meant to be PVP.
Anyway, the ingame hosting that already exists causes exactly the same issues. The only thing is, only the player that is the host can "abuse" all that.
Furthermore from a devs perspective: Implementing ingame host and with this eventually not clearly separating the server stuff from client stuff often leads to much more work when trying to separate it later. Almost all games i know that started with singleplayer only or just ingame host for multiplayer had huge problems when trying to separate server and client later.
If devs separate server and client from scratch it can also be run singleplayer (basically then just playing on a server on localhost with just one player), allows ingame host the same way and providing a real dedicated server then is just a question of form.
Also most people don´t want a public server.
They want a server to play with more than just 3 friends or don´t want to be having to wait for the one guy that hosts the game.