Let's talk about Multiplayer Gameplay TFP

Ripflex

Refugee
Over 13 years in development and the Multiplayer gameplay is still shoddy. I don't mean jumping on with 1 or 2 friends, but the Server network trying to operate in an unstable manner for over a decade. Really need to clean it up and provide a more stable server performance - running a 7dtd Server is expensive to have it restart every 4 hours or have the whole server just lock. Yes i know it's meant for a small group play but the stability still iffy with 8 players or 4.
 
Multiplayer was quite stable prior to A14, likely due to minimal code logic operations, though it never reached an ideal state. Starting from A17, server performance and multiplayer functionality became increasingly subpar. I believe this stems from adding too much functional code and FTP's neglect of server development. Proper server development would have prevented this. Of course, numerous online issues have been fixed over time, leaving only unresolved ones. When we bring up these remaining problems, it can sometimes come across as nitpicking. But isn't that another form of affirmation? The only remaining issue is the inability to support more concurrent players.
 
I understand the game was coded with just Rudimentary multiplayer for a couple of friends jump on, I get that and that's fine. But I was hoping TFP would expand that to better server code and more players for running Dedicated Servers mainly because of how much they cost, and the cost not worth it at all for 4 - 8 players, and the stability is poor.

I hope TFP could take another pass coding a more robust multiplayer for all console / PC even cross play ?
 
I understand the game was coded with just Rudimentary multiplayer for a couple of friends jump on, I get that and that's fine. But I was hoping TFP would expand that to better server code and more players for running Dedicated Servers mainly because of how much they cost, and the cost not worth it at all for 4 - 8 players, and the stability is poor.

I hope TFP could take another pass coding a more robust multiplayer for all console / PC even cross play ?
They won't do anything. What's there to talk about? they have implemented multithreading in single-player mode, but they cannot or simply do not want to in multiplayer, because they will lose money because of this, although they could open the same servers themselves. It seems that you don't want to - rewrite everything related to # and harmony logic around, but you can't come to the point that each of them is distracted and playing with friends who download borka. Or make an optimization of the assembly itself. I have only 30 people per second, the speed jumps from 11 to 20, but I have about 40 buffs and more than 500 variations on each game.
 
It won't lose money, but they've forgotten about veteran players bringing in newcomers and the players' sense of pride. Honestly, personally, I prefer playing on a healthy server because I need to show off what I build, and I need interaction to keep from feeling lonely. TFP assumes single-player gamers are the majority. They think this way so they don't have to bother with the server side. But for long-term success, multiplayer is the way forward. Take GTA, for example. I can play the single-player version for a hundred hours—that's my limit. But I've poured thousands of hours into GTA Online. Multiplayer keeps me motivated.
 
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