I am very close to just throwing in the towel and deciding to give up on the CIV III MP option as a viable option for play. I have on ocassion been successful in getting games up and running, but the games that have worked have for the most part been far less enjoyable than the single player version. I think that the MP product needs a lot more features in order to be really usable and to allow a strong community to develop around the game.
Some of the things I can think of:
- balanced starting positions option.
- recording of statistics by screen name (i.e. wins, losses, civs played, incomplete games, score, number of leaders produced, cities built, number of cities conquered/lost, kings taken/lost, civs eliminated, average power/score/culture, etc.) that are visible on a website.
- proper recording of scores (e.g. domination victory when everyone else quits should not be worth 17,000 points- maybe your ending score + a few additional points for the victory.
- automatic organizing of games including people of reasonably close skill levels, forced patching to play MP.
- stability (there's no reason why a turn-based game should not run absolutely smoothly with only 8 players on broadband).
- save games on a central server (to avoid edits or cheats)
- ability to see who's in the lobby, store buddy lists, etc. without having to use Gamespy.
Has anyone out there been successful in getting a game started with more than 4 people (even with the 1.14 patch)?
There seems to be very few people in the community that are willing to play MP games, and actually have reasonably good pings. When proceeding to the game lobby, half of the players usually don' t end up making it.
The requirement to ask people to leave when their connection is not up to speed really makes it a lot more effort than its worth. Crashing is still an issue, although less than previously.
Players who join a game, if they are lucky enough not to be disconnected, quit the game as soon as things aren't going their way. Instead of allowing an AI to take them over, the entire civ gets destroyed. Persuading people to continue investing time in a game when they are less developed or less powerful in the beginning is too difficult - it's human nature not to want to invest more time in a losing situation.
When a game actually works, usually its only 2 or 3 players. With so few players, it's not really Civilization, it just becomes a glorified wargame, as someone mentioned on another thread.
Some of the things I can think of:
- balanced starting positions option.
- recording of statistics by screen name (i.e. wins, losses, civs played, incomplete games, score, number of leaders produced, cities built, number of cities conquered/lost, kings taken/lost, civs eliminated, average power/score/culture, etc.) that are visible on a website.
- proper recording of scores (e.g. domination victory when everyone else quits should not be worth 17,000 points- maybe your ending score + a few additional points for the victory.
- automatic organizing of games including people of reasonably close skill levels, forced patching to play MP.
- stability (there's no reason why a turn-based game should not run absolutely smoothly with only 8 players on broadband).
- save games on a central server (to avoid edits or cheats)
- ability to see who's in the lobby, store buddy lists, etc. without having to use Gamespy.
Has anyone out there been successful in getting a game started with more than 4 people (even with the 1.14 patch)?
There seems to be very few people in the community that are willing to play MP games, and actually have reasonably good pings. When proceeding to the game lobby, half of the players usually don' t end up making it.
The requirement to ask people to leave when their connection is not up to speed really makes it a lot more effort than its worth. Crashing is still an issue, although less than previously.
Players who join a game, if they are lucky enough not to be disconnected, quit the game as soon as things aren't going their way. Instead of allowing an AI to take them over, the entire civ gets destroyed. Persuading people to continue investing time in a game when they are less developed or less powerful in the beginning is too difficult - it's human nature not to want to invest more time in a losing situation.
When a game actually works, usually its only 2 or 3 players. With so few players, it's not really Civilization, it just becomes a glorified wargame, as someone mentioned on another thread.
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