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Check The Behemoth Discord server if you want to hang out with someone and play easily.
I don't know comrade, maybe you got "lucky" but I'm pretty sure it won't last long.
It perfectly works, however, if you add the person you are trying to play with in your friend list.
1- You are kissed by luck EVERY single time.
2- You have a god-like connection, and EVERY player you encountered did aswell (basically the first one).
Behemoth's word about it is:
"All online connections for Castle Crashers are peer-to-peer, which means if you're having connectivity issues it's more than likely due to the internet of one of the players on your team."
It says Castle Crashers but it's the same thing if I'm not wrong.
By the way, in my opinion, using peer to peer for handling ONLINE MATCHMAKING is kind of a broken (or not very "performing" if you prefer) system.
Because the possibilities that ALL the players in the party having a very clear and low ping connection at the same time, and with no problem, are ridiculously low.
Other than this, I have no idea how to explain it to you.
Having the second (third or fourth) player in your friend list, will just easily make you find the match. Since, like Behemoth says, it can't automatically search online for a match properly. Having the person you want to play with in the Friend List will lower by ALOT the space where the game has to search for a player. That might explain why it takes less tries. But still, the game's stability is low anyway because of lag.
The problem is not that "You can't play multiplayer without lag" either; is that the peer to peer system is a bad way to handle online matchmaking, because, again:
- It can't find a host with ease
- Will very likely not handle the game because all players must have the same (or extremely similar) ping
A SERVER system (what basically EVERYONE wants for these games) would fix these two problems in no time.
Since the game can instantly find the designed servers, and the stability of the game would not rely on the host or the players collectively, but just on the server's latency.
To make and example:
Imagine playing Team Fortress 2, and from now on the game's online matchmaking only works via peer to peer.
What does that mean?
Well it means that ONE single player has to hold an entire game of 24+ (max of 32) players all by himself, AND it will cause latency problems to everyone in the server if not everyone has the same connection power (this last thing might be false if there is a "latency divisor" or something like that, I don't remember how it is called, but still, the first one will be there anyway).
For the last time, if you had no problem back then, and even now, good for you. I could not care less.
But you should have understood by now that this system is objectively broken compared to the others.
Not because "It's hard to play" but because it's an inconsistent way to make an online matchmaking.
Also, most of their games are mostly designed for coop, not for online multiplayer, so they might think is unnecessary.
I wonder if they will reconsider this choice once Alien Hominid Invasion releases, because that game seems more like an online multiplayer game instead of couch game.
Only time would tell...
If I add the friend in steam, can I play online with him? Play for example the story online with me friend who has the game, is it still possible or just offline?