Salt
Tarc Novar Feb 2, 2018 @ 7:48am
Dedicated Server option
To the awesome team at Lavaboots Studios, I would like to know if it is possible to run a dedicated server for Salt. If that is not available, will it ever be an option? I have a spare computer (or three) that I can use for hosting. It makes for more fun playing as my main computer (as powerful as it is) doesn't have to host the world while playing in it.

Thanks!
Originally posted by Pilgrim:
Hey! Sadly it is not possible to run a dedicated server in Salt, and due to the amount of work that it would take to implement, it is likely that it will not be added in the future. Below is pasted a more detailed explanation that I gave in another thread.


"Steam provides an API to send UDP packets directly to other Steam players. On top of this, we built our own custom networking system. We use, in general, a server-client architecture. The player that starts a group is defined as the server (I generally refer to them as the host) while other players are clients.

The host is in charge of keeping all of the clients sync'd up with the latest information, but is not always responsible for controlling everything in the game. Generally the first player to spawn the contents of an island is then assigned responsibility for all networked objects (pirates, deer, challenge chests, etc.) on that island throughout the time in which it is occupied by any player. The owner of that island then relays updated information to the host, which then distributes updates to all other clients. The reason this system is in place because players can split up and have a large number of islands spawned at once, which would put great strain on the host. Having the clients help removes some of this strain on the host.

Implementing multiplayer was a large task for a small team, which none of us had any experience with before. Because of this, some of our design decisions were made explicitly to make the implementation process simpler and faster. Making the inviting player the host was one of these decisions. It also fit with our target use case, which was a small group of friends playing the game together cooperatively.

Our target max players for design purposes was 4, but we did not cap the number of players. The upper limits of how many players can join would be defined by the computers and connection quality used (especially the host's). I personally have not tested it with more than 6."
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Pilgrim  [developer] Feb 2, 2018 @ 9:05am 
Hey! Sadly it is not possible to run a dedicated server in Salt, and due to the amount of work that it would take to implement, it is likely that it will not be added in the future. Below is pasted a more detailed explanation that I gave in another thread.


"Steam provides an API to send UDP packets directly to other Steam players. On top of this, we built our own custom networking system. We use, in general, a server-client architecture. The player that starts a group is defined as the server (I generally refer to them as the host) while other players are clients.

The host is in charge of keeping all of the clients sync'd up with the latest information, but is not always responsible for controlling everything in the game. Generally the first player to spawn the contents of an island is then assigned responsibility for all networked objects (pirates, deer, challenge chests, etc.) on that island throughout the time in which it is occupied by any player. The owner of that island then relays updated information to the host, which then distributes updates to all other clients. The reason this system is in place because players can split up and have a large number of islands spawned at once, which would put great strain on the host. Having the clients help removes some of this strain on the host.

Implementing multiplayer was a large task for a small team, which none of us had any experience with before. Because of this, some of our design decisions were made explicitly to make the implementation process simpler and faster. Making the inviting player the host was one of these decisions. It also fit with our target use case, which was a small group of friends playing the game together cooperatively.

Our target max players for design purposes was 4, but we did not cap the number of players. The upper limits of how many players can join would be defined by the computers and connection quality used (especially the host's). I personally have not tested it with more than 6."
Tarc Novar Feb 2, 2018 @ 9:38am 
Originally posted by Pilgrim:
Hey! Sadly it is not possible to run a dedicated server in Salt, and due to the amount of work that it would take to implement, it is likely that it will not be added in the future. Below is pasted a more detailed explanation that I gave in another thread.


"Steam provides an API to send UDP packets directly to other Steam players. On top of this, we built our own custom networking system. We use, in general, a server-client architecture. The player that starts a group is defined as the server (I generally refer to them as the host) while other players are clients.

The host is in charge of keeping all of the clients sync'd up with the latest information, but is not always responsible for controlling everything in the game. Generally the first player to spawn the contents of an island is then assigned responsibility for all networked objects (pirates, deer, challenge chests, etc.) on that island throughout the time in which it is occupied by any player. The owner of that island then relays updated information to the host, which then distributes updates to all other clients. The reason this system is in place because players can split up and have a large number of islands spawned at once, which would put great strain on the host. Having the clients help removes some of this strain on the host.

Implementing multiplayer was a large task for a small team, which none of us had any experience with before. Because of this, some of our design decisions were made explicitly to make the implementation process simpler and faster. Making the inviting player the host was one of these decisions. It also fit with our target use case, which was a small group of friends playing the game together cooperatively.

Our target max players for design purposes was 4, but we did not cap the number of players. The upper limits of how many players can join would be defined by the computers and connection quality used (especially the host's). I personally have not tested it with more than 6."

Thank you for your prompt response, I do appreciate it very much. :steamhappy:
Toooni Feb 8, 2018 @ 3:39am 
The game looks very interessting, but seriously needs dedicated servers.
I will buy it as soon as there are dedicated servers available :)
Tarc Novar Feb 8, 2018 @ 5:03am 
Originally posted by Pilgrim:
Hey! Sadly it is not possible to run a dedicated server in Salt, and due to the amount of work that it would take to implement, it is likely that it will not be added in the future. Below is pasted a more detailed explanation that I gave in another thread.


"Steam provides an API to send UDP packets directly to other Steam players. On top of this, we built our own custom networking system. We use, in general, a server-client architecture. The player that starts a group is defined as the server (I generally refer to them as the host) while other players are clients.

The host is in charge of keeping all of the clients sync'd up with the latest information, but is not always responsible for controlling everything in the game. Generally the first player to spawn the contents of an island is then assigned responsibility for all networked objects (pirates, deer, challenge chests, etc.) on that island throughout the time in which it is occupied by any player. The owner of that island then relays updated information to the host, which then distributes updates to all other clients. The reason this system is in place because players can split up and have a large number of islands spawned at once, which would put great strain on the host. Having the clients help removes some of this strain on the host.

Implementing multiplayer was a large task for a small team, which none of us had any experience with before. Because of this, some of our design decisions were made explicitly to make the implementation process simpler and faster. Making the inviting player the host was one of these decisions. It also fit with our target use case, which was a small group of friends playing the game together cooperatively.

Our target max players for design purposes was 4, but we did not cap the number of players. The upper limits of how many players can join would be defined by the computers and connection quality used (especially the host's). I personally have not tested it with more than 6."


Originally posted by Toooni:
The game looks very interessting, but seriously needs dedicated servers.
I will buy it as soon as there are dedicated servers available :)

  1. Read the above post.
  2. Too much work for a small team.
  3. Not happening.
Last edited by Tarc Novar; Feb 8, 2018 @ 5:03am
Doublee (EE) Mar 8, 2018 @ 12:48pm 
Add dedicated servers which will be much easier hosting. Also, it helps sales ;)
The Donald Mar 8, 2018 @ 7:36pm 
Originally posted by Doublee (EE):
Add dedicated servers which will be much easier hosting. Also, it helps sales ;)

  1. Read the above post.
  2. Too much work for a small team.
  3. Not happening.
Tarc Novar Mar 8, 2018 @ 9:06pm 
Originally posted by The Donald:
Originally posted by Doublee (EE):
Add dedicated servers which will be much easier hosting. Also, it helps sales ;)

  1. Read the above post.
  2. Too much work for a small team.
  3. Not happening.

I'm Lemon Cheesecake and this is my favorite post on the interwebs.
Toooni Mar 9, 2018 @ 3:34am 
Originally posted by Lemon Cheesecake:
Originally posted by Pilgrim:
Hey! Sadly it is not possible to run a dedicated server in Salt, and due to the amount of work that it would take to implement, it is likely that it will not be added in the future. Below is pasted a more detailed explanation that I gave in another thread.


"Steam provides an API to send UDP packets directly to other Steam players. On top of this, we built our own custom networking system. We use, in general, a server-client architecture. The player that starts a group is defined as the server (I generally refer to them as the host) while other players are clients.

The host is in charge of keeping all of the clients sync'd up with the latest information, but is not always responsible for controlling everything in the game. Generally the first player to spawn the contents of an island is then assigned responsibility for all networked objects (pirates, deer, challenge chests, etc.) on that island throughout the time in which it is occupied by any player. The owner of that island then relays updated information to the host, which then distributes updates to all other clients. The reason this system is in place because players can split up and have a large number of islands spawned at once, which would put great strain on the host. Having the clients help removes some of this strain on the host.

Implementing multiplayer was a large task for a small team, which none of us had any experience with before. Because of this, some of our design decisions were made explicitly to make the implementation process simpler and faster. Making the inviting player the host was one of these decisions. It also fit with our target use case, which was a small group of friends playing the game together cooperatively.

Our target max players for design purposes was 4, but we did not cap the number of players. The upper limits of how many players can join would be defined by the computers and connection quality used (especially the host's). I personally have not tested it with more than 6."


Originally posted by Toooni:
The game looks very interessting, but seriously needs dedicated servers.
I will buy it as soon as there are dedicated servers available :)

  1. Read the above post.
  2. Too much work for a small team.
  3. Not happening.

Possibility 1: Do the work and sell the game
Possibility 2: Don't do the work and do not sell the game

Game communities (which is the bigger part of players) wanna their own servers.


I just gave the developers some tipps to sell it more. 90k owners of the game isn't much.


Have a look here maybe to understand that there is some work required to get this game popular:

https://steamdb.info/app/327860/graphs/

Tarc Novar Mar 9, 2018 @ 6:15am 
Originally posted by Toooni:
Originally posted by Lemon Cheesecake:




  1. Read the above post.
  2. Too much work for a small team.
  3. Not happening.

Possibility 1: Do the work and sell the game
Possibility 2: Don't do the work and do not sell the game

Game communities (which is the bigger part of players) wanna their own servers.


I just gave the developers some tipps to sell it more. 90k owners of the game isn't much.


Have a look here maybe to understand that there is some work required to get this game popular:

https://steamdb.info/app/327860/graphs/

And yet, you still have no understanding of what it takes to make a game and the effort involved. Your usage of game statistics is irrelevant, since the point I made still stands.

Once more, for those (including yours) limited minds which are having trouble comprehending, no amount of tipps you give Lava Boots Studios is going to change their decision. This isn't your game, it's theirs.

Possibility 1: Do the work and sell the game
Possibility 2: Don't do the work and do not sell the game

I'm sorry, what? What kind of childish point are you trying to make? This is based in your little fantasy that if they don't make a dedicated server option then they shouldn't sell the game. Dude, life doesn't work according to you. Please, just stop now.



I've unsubscribed from this thread so I will no longer get notifications when anyone posts. It's time for me to ignore this thread. Good luck with your petty crusade.
Last edited by Tarc Novar; Mar 9, 2018 @ 6:18am
Doublee (EE) Mar 9, 2018 @ 12:51pm 
He has a valid point. They did focus on the MP aspects of the game and should have took the time to add dedicated servers. From a money perspective, dedicated servers increases your sales (fact). You dont have to know gaming to understand business.

If you are making a sandbox game and want to add MP you really should look at the other titles out there and push for that direction. Dedicated Servers allows everyone to customize new servers and more people buy the game.

Not trying to knock the game just wish they would have spent the time doing it right to help it grow.
G0dsGulag69 Aug 18, 2018 @ 6:58am 
Originally posted by Doublee (EE):
He has a valid point. They did focus on the MP aspects of the game and should have took the time to add dedicated servers. From a money perspective, dedicated servers increases your sales (fact). You dont have to know gaming to understand business.

If you are making a sandbox game and want to add MP you really should look at the other titles out there and push for that direction. Dedicated Servers allows everyone to customize new servers and more people buy the game.

Not trying to knock the game just wish they would have spent the time doing it right to help it grow.
Here's and idea, how about you make the servers and see why they haven't done it yet
Lucien Lachance Aug 19, 2018 @ 1:26pm 
A mod team made The Elder Scrolls: Morrowind Online w/ Dedicated Servers and they're currently working on Oblivion (like no ♥♥♥♥ this mod works amazingly). Anything is possible but the time and dedication it takes for a mod team to do that takes many several years of hardwork and perfection.
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Date Posted: Feb 2, 2018 @ 7:48am
Posts: 12