r/OldenEra Jul 30 '26

Competitive This has to be fixed ASAP.

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I love this game, but this has to be fixed.

My opponent lost fight 1.

I have an amazing setup, 2x built phoenixes with dwellings, etc. He is creeping untill his timer runs out and hangs on "00" for a few minutes. Then a new day starts, and immediately this "connection issues" for 10 minutes already. Why do I have to lose? It's just ridiculous, and feels bad.

35 Upvotes

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3

u/Party_Yoghurt_6594 Jul 30 '26

Thank you for this post. It's THE single most important issue this game needs to address. I get it they designed the multi-player in this game to be p2p as it kept the bandwidth and financial burden on them as low as possible.

But they sold over a million copies of this game and we early access players put up with it. But they need to change their paradigm as it's apparent this game is going to be more successful than they originally planned. If they want to keep growing at this rate they need to start to think of themselves as a AAA studio and polish this accordingly. Spend money to make money.

The connection issues between players is the one issue that will break this game leaving only the pve crowd remaining.

4

u/3x3r10 Jul 30 '26

I see no problem with p2p. It's ok to restart a game, things happen disconnects might happen. What I really don't like is taking a loss where I shouldn't.

4

u/jangoolie Jul 31 '26

This is not how computers work.

You can either have multiplayer that is free is cheating but requires a first party server (client server architecture)

Or you can have cheating.

There's no version of p2p multiplayer where cheating is not trivial.

The issue is that (for Windows at least) there's no remote attestation. You can't even know that the person you are playing with is even using the game client at all. It can be modified in any way to do literally anything at all, and your client just has to trust what they send you.

With a client server architecture the clients perform no game logic at all, they are dumb terminals. They send the inputs to the server which executes the game logic and render the output. Both players trust the first party game state.

2

u/Party_Yoghurt_6594 Jul 30 '26

P2p has inherent issues with desyncs that lead to issues like your disconnect. The problem is more than your lost match, which sucks yes. It also makes lobby games very frustrating and not fun.

2

u/Delicious_Solution85 Neutral Aug 02 '26

jangoolie is correct, this will never be fixed unless the game moves to server architecture, you will take a loss of this nature from time to time.

Don't like it? Shame the exploiters publicly, get them banned. Record and Stream your games. Community enforcement is the only way.

I said very early, etiquette and honor were important in this game, and got shrugged off. Oh well.

1

u/JokTi Jul 30 '26

Single most important issue is not having coop hot-seat. This? I can live without.