Demigod![]()
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Publisher: Stardock Genre(s): Strategy Home Page: http://www.demigodthegame.com/
Early Technical WoesWhile the gameplay itself is pretty solid, something went horribly wrong with the QA of the multiplayer. This is baffling considering the game is all about multiplayer. The laundry list is so long that it's time for a little list...
To Stardock's credit, many of these early issues are already sorted out or are in the progress of being sorted out, but the first week has been a rough ride. The official story explaining most of the issues is that that the vast majority (or even all?) of their beta players were from North America, with good connections, high end systems and (I guess) very loose firewalls. Not really a representative sample of the rest of the world. During the first days our playtesting I was completely unable to start any multiplayer game - most likely due to the company firewall being one of those super paranoid ones. After the first patch I could actually start pairing up with people, but only about 10-15% of my attempts to form a game actually succeeded, either due to timing issues or due to running into a game where some other player was also behind a paranoid firewall. According to Stardock, so far they have added a bit to the code that puts North American players into matches populated by other North American players, but for us Europeans, it looks like we can randomly end up paired with someone from Australia or the Far East - resulting usually in a failure to start the match. 10-15% success rate in actually starting up a game is not what you want to see after paying good money for a game. The obvious fix to correct NAT traversal issues and firewall problems is to have a server where all players connect to, instead of a peer-to-peer style networking where every player is simultaneously connected to every other player. Since that would require a massive set of servers to run the game and a complete rewrite of the network code, Stardock is reportedly attempting to do the next best thing by setting up UDP reflector proxies - effectively people will be able to play by talking to a very simple server that acts as a reflector between two players who otherwise can't talk to each other due to NATs and firewalls. As for the general timing issues, I'm told that a fix was just published as this review was being finished up and, based on the initial third party reports, it has helped a lot with the success rate of starting a game. Assuming the patches keep on coming, I'd expect the game to be fully playable soon - even now once you actually do get a multiplayer game going the gameplay is enjoyable and everything usually works fine. I've seen a couple of opponents disconnecting, but it is impossible to say if the player dropped out on purpose or not. Still, these early problems are hard to swallow for a game that is almost exclusively played online. The gameplay may be good, but if you can't get a multiplayer game to start, it offers little comfort.
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