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Not to trash couch-play - it's nice to have both options.
No, this would only create tons of threads about the bad network experience, the game would get trashed, something no dev ever wants.
Also, you could always do the remote thing someone mentioned in this very thread, i forgot the name of it. So you kinda have the option, of course, only with people that are willing to join this remote thing
No, it is not.
https://steamcommunity.com/app/293780/discussions/0/34095051768030848/?ctp=36#c1488866180606501918
YES, with a caveat:
If the gameplay stays the same (instant actions without activation delays) then YES, it would be impossible to achieve a satisfying multiplayer implementation of this game for pings > 15ms
Consider this thread: https://steamcommunity.com/app/293780/discussions/0/133261907144538564/?ctp=12#c1488866180609501053
If you argue against that conclusion you will have to show us how we can solve the mentioned example without adding delays:
- Game is Crawl
- Client-to-Client Ping is 100ms
- Player 1 slashes Player 2
- At the same world-time, Player 2 combat-rolls
- Player one needs 100ms to see the roll, the hit will therefore show as registered, blood will show up and the hit sound will play
- Player two needs 100ms to see the attack, he will be in his invincibility frame as he sees Player 1 slashing it
What now? Does Player 2 receive a hit? Does the blood Player 1 witnesses suddenly vanish? What will the health Bars show? Will the game do rollbacks? Will impact feedbacks always be delayed? This is UNSOLVEABLE without adding delays like Battlerite does which would change the gameplay of Crawl. I would be fine with that.
Please adress the very problem i described, you don't even need programming skills, just a grasp on how delayed information results in different visuals (consider using paragraphs, these blobs are hard to read).
Dark Souls uses looong wind-up times, Crawl is instant. Also, dark Souls still has some serious problems when is comes to netcode, and i never had a fight where the lag wasn't noticeable.
Overwatch is a Shooter, it suffers from the same problems as any other shooter (getting hit behind walls and what have you).
When you are flanking with Tracer you have to deliberately anticipate your opponent turning around because if you try to react to his visuals you are too late, he is already shooting you on his client (client side hit detection greets you).
Or what about roadhog's hook? A delayed ability with clear indication and consequences, and still it causes all sorts of ♥♥♥♥♥♥♥♥ calls. In Crawl almost every action is as clear and visible as that hook
The first person view hides most of these problems very well, you dont have clear bullet trails, you cannot see accurately where people are aiming at and melee distances aren't obvious, but this is CRAWL. A Top-down game, with a very clear representation of a game state. Like platformers (remember that towerfall article?).
The best you can hope for is something like Brawlhalla, but imagine CRAWL with induced input delays and rollbacks... Have you ever played Tekken online?
https://www.reddit.com/r/Brawlhalla/comments/3lf75x/what_netcode_is_does_brawlhalla_use/
https://steamcommunity.com/app/291550/discussions/0/617319460923516233/?l=portuguese
It would be better they create an entire new game with completely different combat mechanics: CRAWL-Online
Show me a single online top down PVP game with instant actions that yields consistent online experience.
- Online
- PVP (Coop is not PVP)
- top down (First Person is not Top Down)
- instant actions (skill activations <100ms)
Good Luck.
I know is super old and ancient by now, but Diablo2 online pvp worked perfectly. There were alot of hardcore permadeath leagues going on. And yes a death with a barb at 5000 hp could have happened in a split second.
Hell even fans managed to bring nuclear throne towards online, even though the dev denyed it for so long.
Heck even DS got online mode, DST works formidable as a coop experience and it is indeed top down. Yes the pvp in DST is crap, but that is only because the fight mechanic was designed towards raids and PvE boss contents. Basically the avatars are not balanced towards pvp only wolfgang and wigfrid are good at it.
You just had to play DST forge mode. That worked super smooth and there was no lag or latencys. And the Grand boarrior could have killed you in a split second with his crazy jumps and charge attacks. Precise control and 0 lag were vital for the Forge minimode.
You all nerds in this thread talk about too much fantasy. Anything is possible nowadays in the age of the internet with correct capital and manpower. But it's understandable that indie devs got limited time / knowledge / willpower to take huge obstacles. Crawl is still a cute game especially on nintendo switch though.
For crawl steam was always the wrong platform. Steam is a failing platform for couch coop.
That is the sad but simple truth.
TL;DR:
All you naysayers talk ull.sh.it. Anybody knows this and no need to post redundant "IMPUSSIBUL i is dev fanboy" posts. You guys are just blinded by ignorance and inexperience.
It is perfectly viable to bring Crawl towards online, but nobody can be arsed or wants to do it.
This game is too niché so neither the dev nor hardcore fans did even attempt to do online mode.
Why? Because this game got no steam workshop mod support and the playerbase is like non existant. Yes i like crawl as a gem game, but it's more a "tech demo and innovative art" than a full blown multimillion dollar idea.
It's a special interest game with very narrow audience Even narrow minded and inexperienced fans. Huehuew dat meme.
(beware of ♥♥♥♥♥♥ music in videos)
01:20
https://youtu.be/tMjcToqb_8I?t=80
Diablo 2... well, if you guys call this "worked perfectly" i start to understand you. Look at this crap, nothing reads, nothing is consistent no viable builds without teleport, it is not pvp, it is pvl (player vs Latency), it is pure cancer:
00:58
https://youtu.be/2q0gqFv98kc?t=58
02:17
https://youtu.be/vQptYomFexU?t=137
7:58
https://youtu.be/RcfDuPTybsI?t=478
So please stop refering to other games if you have no good example, solve the problem described here or leave:
https://steamcommunity.com/app/293780/discussions/0/34095051768030848/?ctp=37#c1694917906667896505
If you succeed in coming up with something, you will understand that this something entails delays or rollbacks of some sort which would change the game itself. If you dont even try and post another rant about how some completely different game solved latency i can only recourse to insults, since that is the only thing you might actually read and react to.