As of today, I've gathered a rather large audience on the Paradox Community Discord and took the initiative to host a planned Multiplayer game, my connection is fairly stable and reliant.
10-12 people wasn't a problem prior to patch 1.5 and the introduction of the nakama-style hosting technique.
However, as of now there are a few fundamental problems with this.
1. Idle players get kicked in a lobby. Meaning if 23 people are joining (and that may take up to 2-5 minutes per player), the ones joining first get kicked and logged out of their paradox account within the game, as the last players are joining. Which can be resolved with a bit of real-time communication and coordination.
2. Getting everyone in and starting the game results in roughly 30% getting kicked due to no apparent reason as soon as the first unpause happens, which wouldn't be a problem, if savegame propagation and hotjoining would properly work. The host has to literally announce a hotjoint with the words "hands of your Keyboard, hotjoin incoming". To further add to this point, hotjoins sometimes simply can't load at all, or the notification of a hotjoining player is displayed 2-3x.
Oh also, this results in the idle bug, portrayed in point 1
3. Removing the pre-start lobby when loading a game results in many of the points portrayed in 2
This is just a re-post of my submitted ticket to raise awareness
10-12 people wasn't a problem prior to patch 1.5 and the introduction of the nakama-style hosting technique.
However, as of now there are a few fundamental problems with this.
1. Idle players get kicked in a lobby. Meaning if 23 people are joining (and that may take up to 2-5 minutes per player), the ones joining first get kicked and logged out of their paradox account within the game, as the last players are joining. Which can be resolved with a bit of real-time communication and coordination.
2. Getting everyone in and starting the game results in roughly 30% getting kicked due to no apparent reason as soon as the first unpause happens, which wouldn't be a problem, if savegame propagation and hotjoining would properly work. The host has to literally announce a hotjoint with the words "hands of your Keyboard, hotjoin incoming". To further add to this point, hotjoins sometimes simply can't load at all, or the notification of a hotjoining player is displayed 2-3x.
Oh also, this results in the idle bug, portrayed in point 1
3. Removing the pre-start lobby when loading a game results in many of the points portrayed in 2
This is just a re-post of my submitted ticket to raise awareness
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