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
Dedicated servers won't happen anytime soon, especially considering they stopped development on Awesomenauts indefinitely to focus on their new IP
Also like potterman28wxcv said, it's a huge investment to change all of the code to go from peer-to-peer to server-client, and there's not really a reason they'd ever do it.
For sure a 1vs1 game, often played in a LAN setup, where millisecond lag can be a big problem, can be better peer to peer. Awesomenauts as a 6 person game where (at least in the past) shoddy host migration was a hassle is not exactly the best showcase of P2P, nor is it when the smaller playerbase means you get matched with distant people with higher latency. The only noticeable upside for something like Awesomenauts is we can play it long after the devs would have shut down traditional dedicated servers, as long as they keep up their main indexing server so players can find each other. Thanks for the info though, I'll be picking it up again for a bit since I have fond memories of the game.
Is their new IP that Swords & Soldiers game or do they have something else in the works? I haven't followed Ronimo in a long while.
Even with 80 ms ping on another server it was horrible.
People tend to praise server-client architecture as heaven but I can't imagine what it would be like with the reduced playerbase we have in awesomenauts. In a scenario where everyone is at 80 ping from the nearest server, Instead of getting shot where in our screen it shouldn't hit, we'd all be phasing through walls and platforms, constantly impairing our movement which is a very important aspect of awesomenauts.
Having 50-100 ms latency on a server client architecture might be fine on games like League of Legends / DOTA / HoTS - there's barely any physics in these games, it's mostly clicking, dashing and aiming. I think games like awesomenauts work better on Peer to Peer. The issues you see aren't related to the architecture, but to the disparity of the playerbase. If the only remaining players left to be matched with are 200 ms ping from each other, having a dedicated server won't magically help the physical ping time ; it might actually make things worse.
I mean, I can play on wifi in Awesomenauts and it works great! Can't say the same of Quake Champions.
They have something else in the works. I believe there's been a private testing group going on too. Officially, nothing is revealed yet, other than the fact that they're working on a new IP.
PS : hello Sir Emo Tarquin Death Chapington :) It's been a long time since i saw your username anywhere
o/
Good one.