people getting kicked out of the game in MP

I've played 6 custom games online now and of those only one finished without AI substitutes. I'm sure it is not my connection because 1 or 2 drop at the same time and I'm still in the game with the majority real players until late game when it's impossible to tell because only 1-2 other people are left. I can't say everyone was kicked, some could have just left but sometimes there are 2 dropped at exactly the same time and in 2 games someone already got kicked right at the start before the map even finished loading.

 

The patch + server upgrades made it much easier to start games but I still can't finish games against human opponents and it's frustrating to win against AIs every game no matter how fun the match was before people start dropping :'(

 

Could this be an EU/non-US player issue (ie. we still need some kind of connection to stardock servers) or is it 100% a P2P networking issue? I guess you're working on it with the next patch? There really should be more leeway if someone times out, ATM it looks like if someone times out/has packetloss for a few seconds, he's out.

6,894 views 6 replies
Reply #1 Top

I have the same problem, I posted it in my topic and am not suprised that topic ended up on the third page within a short time.  If the devs do not reply or post something about it, all you can do is hope for the best.

Reply #2 Top

We're looking at it. Basically what it boils down to the in-game disconnect response is too aggressive.  We're going to be increasing that.

Here's where it affects things:

1. At the start of the game, there's a bit of data that has to be sent between players. Well, if the people aren't really well connected to each other (let's say lots of hops) it will cause players to "leave the game" at the start.

The solution for that will be on our end to do pantheon matches that are biased based on geographic location a bit.  The solution on GPG's end will likely have more tolerance at the very start of a game.

2. During the game if someone lags out for a bit, bam.  Solution there is the increased tolerance.

 

 

Reply #3 Top

Quoting Frogboy, reply 2
We're looking at it. Basically what it boils down to the in-game disconnect response is too aggressive.  We're going to be increasing that.

Here's where it affects things:

1. At the start of the game, there's a bit of data that has to be sent between players. Well, if the people aren't really well connected to each other (let's say lots of hops) it will cause players to "leave the game" at the start.

The solution for that will be on our end to do pantheon matches that are biased based on geographic location a bit.  The solution on GPG's end will likely have more tolerance at the very start of a game.

2. During the game if someone lags out for a bit, bam.  Solution there is the increased tolerance.

 

 

 

Good stuff...

Reply #4 Top

It might be nice to use DoW2's system.  Don't automatically kick laggy players.  Give an option to the rest of the players whether or not to keep them or kick them.  And it doesn't happen the first time either.  Every player gets a 15s total grace period that gets deducted each time they lag the game, and only when it reaches 0 does the kick window show up.

Reply #5 Top

This is getting absurd.

 

Stardock, please fix this issue.

 

If it does not take 30 minutes to find or join a game aside from failed connections, the game will do what the TC's post says.

Reply #6 Top

Yay, just played a 40 minute game on 2v2 and with a little lag spike or whatever it was..I got booted.  We had good odds and even so, my partner stuck with an AI against a healer and unclean. 

 

Fix the problem.  3 games tonight, every one of them.