How to disable the "you must restart to play mulltiplayer" annoyance

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underlordgc

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For some reason, a recent change made it so, if you accidentally click single player, you have to restart the game to play multiplayer despite not actually playing singleplayer. I'd understand if I actually played a game and the checksum changed(which doesn't actually happen in eu4) but I didn't. Can we please have an option to change this somehow? Obfuscate it from newer players but at least give vets the option to disable it.
 
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clockworkBabbag

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Checksum not changing doesn't mean the gamestate hasn't changed, for whatever reason (what the deal is with that is an entirely different issue that can't be addressed without actually knowing how the game is coded and why it acts that way). The gamestate being different is what causes OOS errors, so, um... you don't want to disable this as long as the underlying issue causing OOS has not been fixed.
 
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underlordgc

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The gamestate being different is what causes OOS errors, so, um... you don't want to disable this as long as the underlying issue causing OOS has not been fixed.
I'm aware, but you get crashes regardless of it anyways. Sometimes, however, taking the risk that your game is going to go OOS in 30 minutes is better than forcing seven people to restart because someone's internet went out.

Also, again, clicking singleplayer by accident and having to restart the game is, legitimately, the dumbest thing ever.
 
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DreadLindwyrm

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It's a deliberately introduced feature. I'd doubt they're going to go back on it, especially since it's meant to help with MP stability - and coincidentally to stop some forms of game manipulation.
 
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Searry

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I just wish for a working net code and of course for hotjoin to actually work. It's not as bad as Civ V which is atrocious, but it has always had some big problems. I hope they devote a lot of time for it in Stellaris.
 
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tngen toppa

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well its paradox's way of fixing MP instability and it totally not works,oos is not only still prominent in MP,its even way worse than it ever was(maybe not as bad as when the game just released).

ofc i know its because the current version is still some unrefined buggy crap version,but still,why go on vacation for over a month when they just released a DLC one week prior and experience has shown that shit goes down the drain after EVERY DLC....
 
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DreadLindwyrm

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I've not seen any problems myself, but I'm not necessarily representative of the whole user base. Then again, I'm not playing the (very much) beta patch, which as can be expected from a beta has problems and bugs.


Can I ask if you've reported the problems you've been having in the bug forum, with saves attached so that the devs can look at the problem and try to solve them?
 

clockworkBabbag

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I'm aware, but you get crashes regardless of it anyways. Sometimes, however, taking the risk that your game is going to go OOS in 30 minutes is better than forcing seven people to restart because someone's internet went out.

Also, again, clicking singleplayer by accident and having to restart the game is, legitimately, the dumbest thing ever.

And if OOS was a one-time thing, you might have a point. However, seeing as how once OOS happens, you're looking at a risk of restarting every 30 minutes, if not more frequently, it becomes a lot less clear that it's a preferable situation. Especially seeing as how everyone restarting takes exactly the same amount of time as one person restarting.

What you should be complaining about is the underlying issue causing the OOS errors when the game isn't fully restarted. Again, this isn't something I should really comment on without having any knowledge of how the game is actually coded, but as an outside observer with a decent amount of programming experience I really don't see any exceptionally good reason why the full gamestate can't be reset to one state that is consistent between clients on a return to the main menu without requiring a full restart.

But asking for ways to peel off the band-aid fix when the underlying issue is still an open wound doesn't seem like any kind of productive way forward.
 
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ThePatriotOfDreumel

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They could make pausing/unpausing only available to the host, since that is one of the reasons why OOSs happens. And some random guy immediatly unpausing the game while everyone is still hiring advisors, etc.
 

Hrayert

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This made my day.

"Multiplayer is unstable, can you please advise me how I make it even more unstable.

I can give you some pointers.

1. Buy a ssd disk. Reduce loading times. Could not play this game without it. Because my brain needs about 4-5 restarts before it can home in on the multiplayer button instead of the single player.
2. Only play with decent internet, perferably from the same country.

Number 2 is really important. Its no fun playing at speed 1 because someone is just left behind, and they wont drop as often. I would say in my multiplayer experience the amount of desyncs and crashes are about 1-2 per 4 hours of gaming. So with a conventional mechanical disc you are looking at tops 2 minute to start the game. 2-4 minutes every 4 hour. Think that's pretty manageable.

What im generally impressed with multiplayer though is how unbelivable slow the save game transfers are.

Have a mp that is in the early 1600. Save file is 34mb. Host is on 100/100 and im on 100/100. Theoretical time for download? About 3 seconds. Yeah, you are lucky if you have the save in under a minute. This have to be some kind of bug. Cant be possible to transfer data that slow.
 
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Also, again, clicking singleplayer by accident and having to restart the game is, legitimately, the dumbest thing ever.

No, the worst thing ever is disabling all Mods every time a patch is released. No other Paradox game does that (AND THEY'D BETTER NOT OR SO HELP ME), and it really doesn't make any sense. Sometimes, it seems like they are trying to tick people off in EU4.
 
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Hrayert

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No, the worst thing ever is disabling all Mods every time a patch is released. No other Paradox game does that (AND THEY'D BETTER NOT OR SO HELP ME), and it really doesn't make any sense. Sometimes, it seems like they are trying to tick people off in EU4.

Well. Most mods you only have to open the .mod file and edit
supported_version="1.11" to whatever version you are on.

Either it will work and you are one happy camper. Or it just wont and you'll have to wait for the mod maker to update it.
 
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clockworkBabbag

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No, the worst thing ever is disabling all Mods every time a patch is released. No other Paradox game does that (AND THEY'D BETTER NOT OR SO HELP ME), and it really doesn't make any sense. Sometimes, it seems like they are trying to tick people off in EU4.

Nope, there couldn't possibly be any kind of reasonable explanation for Paradox not wanting people to load up mods thinking they're going to be compatible with the current patch only to find out that they don't work.

Not at all.

Obviously this was done solely for the purpose of being mildly inconvenient for you.
 
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Nope, there couldn't possibly be any kind of reasonable explanation for Paradox not wanting people to load up mods thinking they're going to be compatible with the current patch only to find out that they don't work.

Not at all.

That shouldn't be Paradox's decision to make, even though they have the authority to do so. If you load up an invalid/incompatible Mod, the game will crash and you can load it again. There's no need to ham-handedly force all Mods that don't have a certain string in the Descriptor to not load. Many Mods are abandoned and will never be updated for the game. You'd be very surprised as to just how many Mods are claimed to be "incompatible", but aren't.

It's BS. Mods that harm the game can be turned off if they do.
 
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MP is fubared ATM. Paradox even said in the bug forum that there is an OOS problem.

Their QA team is probably only one guy or something, after they denied any existance of a problem they FINALLY tested multiplayer in a live environment with people not in the same office, once they did that they finally were able to reproduce what everyone already knew.

Alright, we've been working around trying to find the OoS and we've managed to get the game to go out of sync with people outside of the office.

How can you QA multiplayer without constantly checking it under live circumstances? LAN multiplayer with everyone sitting in the same office applies to approximately 0.1% of all MP games (thats a wild guess :p), why is this the main procedure to test MP stability?
 
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MP is fubared ATM. Paradox even said in the bug forum that there is an OOS problem.

Their QA team is probably only one guy or something, after they denied any existance of a problem they FINALLY tested multiplayer in a live environment with people not in the same office, once they did that they finally were able to reproduce what everyone already knew.



How can you QA multiplayer without constantly checking it under live circumstances? LAN multiplayer with everyone sitting in the same office applies to approximately 0.1% of all MP games (thats a wild guess :p), why is this the main procedure to test MP stability?

Can you even imagine how much freaking work it is for QA-testers on this game? Bam new patch and someone added 1300 flavour events. Those probably need some kind of checking to see if they are fine. BAM changes to the map = certain missions is not triggering etc. The list goes on. This have to be one of the toughest titles to be a QA-tester for. And it certainly is not just one guy. I mean, DDRjake is in the qa-department? He's got to count as atleast 1.2
 
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We have been testing the game with in-office people joining from outside the office.
However when we have tried this we have encountered no problems, it was only after we took in several people from outside that we began encountering problems.
With that said, I will definitely make sure that we are more thorough in our Multiplayer testing with people outside of the office for the next DLC.
I can also tell you that we are still working on fixing the OoS issues with CS.
 
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We have been testing the game with in-office people joining from outside the office.
However when we have tried this we have encountered no problems, it was only after we took in several people from outside that we began encountering problems.
With that said, I will definitely make sure that we are more thorough in our Multiplayer testing with people outside of the office for the next DLC.
I can also tell you that we are still working on fixing the OoS issues with CS.

Thanks for the info, you seem to at least take OOS complaints for serious matter, which is comforting.

However, I want to also stress that OOS problems were present before CS, especially when taking into account cross plattform (Linux, Mac, Windows combinations) public games with over 10 people from around the world. I hope that now that you guys are finally testing in a live environment you can also test for these problems. Because quite frankly, all these problems persist now for years in the public multiplayer scene.
 
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Thanks for the info, you seem to at least take OOS complaints for serious matter, which is comforting.

However, I want to also stress that OOS problems were present before CS, especially when taking into account cross plattform (Linux, Mac, Windows combinations) public games with over 10 people from around the world. I hope that now that you guys are finally testing in a live environment you can also test for these problems. Because quite frankly, all these problems persist now for years in the public multiplayer scene.

Yeah, constant OOS is nothing new. Hopefully we will see a real fix to it soon.