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Two things i never ever would use in one line :P
A sloth is much faster than a snail, yet a sloth is not fast.
Then don't run a server if you can't meet the requirements.
THAT is EXACTLY the Problem -> I DO NOT run a Server!
If a SERVER would generate such MASSIVE Upload Traffic, i would understand that, but also just while in Early Access and 5+ Players are Online at the same Time, no less!
We use a Dedicated Server and my "CLIENT" (also every other Client!) Generates such MASSIVLY Upload Traffic...
This is "theoretically" not a Problem (for me), BUT it's just "THEORETICALLY" not a Problem (actually it is a BIG Problem!)
If my friend on the other side is playing on the Server and he enters a Zone first, the Game becomes UNPLAYABLE (for ALL Clients) until his Client Crashes!
Why?
Because the Game "try" (unsuccessfully) to generate THAT MASSIVE Upload Traffic but... his connection can not handle that -> Crash!
Well...
Exactly because for THAT we use a Dedicated Server (with good Connection and good Performance) and not play on LAN!
But what happens instead?!
Most of the time he just gets kicked (Client Crashes) by "Asynchronicity" of the Server and/or other Clients!
Means what?
Just people with Upload above 10 Mbit are allowed to play the game "good", everyone else "f*ck you", right?! ^^
No, that just means a simple thing:
Poorly Optimized Network Code almost at the lowest end of poor!
(Never saw such Upload in any Multiplayer i ever Played, not even for LAN Games)
Minecraft (uses Java, one of the biggest Garbage Collectors ever known), 7 Days to Die (also uses Unity) and also not Conan Exiles (which is also poorly optimized Network Code!) and every other Terrain Changing Game (mentioned just because you guys say that this is the problem?!) i have ever Played
But...
None of them generates that much Client Side Upload Traffic and ALL of them can use Dedicated Servers!
Just 50% of the Traffic would also be TOO MUCH for a Client that plays on a Dedicated Server!
It is EA. Come back in 6 months.
No dude -> 10 GB of PURE UPLOAD Traffic in <30 Hours with just ONE Player not 4.. ONE! ;)
I just said that the Game was totally unstable and laggy while we tried with 4+ Players, but that time i did not know why, but NOW i do!
mhm, another "This ia Early Access" bla s*it...
But the Net Code never was that "obviously" poor like this, not even from the first Alpha or not even at any other Software i know!
That is the most casual answer for all Problems right? ^^
That is the reality of early acces games. You have also to take in consideration that the game uses Steam servers that are known to behave poorly thanks to the fact they always take the person with the lowest bandwith as the target.
If you are semi serious about playing this game with friends I would strongly encourage the use of a dedicated server, it is pretty cheap and way more reliable.
But the subject was this game consuming 1gb of data a day right? Unless you have a very strict data caps I don't see any problem. 30GB a month is nothing and that is assuming you play every day.
So stop playing from 4 or 5G connections with very limited data caps, problem solved right?
And your example of WoW and any other older game is silly, it was optimized for DIALUP connections back in my day which maxed out at 1MB per 5 minutes...
Multiplayer crafting procedurally generated terraforming games have to share ALL player data for that world with each player constantly. If you do not have a stable internet connection you're going to have a bad time and the more terraforming you do, the more bandwidth you're going to waste.
The amount of bandwidth this game consumes is negligible but can be optimized further down the line when all of the mechanics have been solidified.
But, it doesn't matter as this isn't a constructive thread and only a complaint thread.
I have a dedicated server.
When I login as the only player, stand still and do nothing my client still sends 120kb every single second forever.
Maybe I am underestimating how much data a game like this must send, but I really feel like they implemented a brute force solution.
I would bet on this being optimized at some point during Early Access period. Perfectly acceptable to me since I experience no network desync/problems (since last 2 patches anyway, before that I got desynced all the time).