How about un-fekking multiplayer??

Playing on Lan or online sucks royal dermapter-ass no thanks to clunky, half-asses network coding.

Can’t play with friends or family across a network unless I feel like getting random lockups.

And in event viewer, this is all I see:

“The program grim dawn.exe version 0.3.0.0 stopped interacting with Windows and was closed.”

Seriously – I know that you guys made the game as a primarily single player game, but hell, if you’re gonna put ANY kind of multiplayer element into it…

…DO IT FEKING RIGHT, or not at all.

I have done countless trades and a handful of multiplayer sessions with friends through multiplayer and have had no issues from the game’s end.

Can’t speak for everybody but multiplayer is doing fine for me, sorry to hear that you’re having issues :undecided:.

We play Grim Dawn multiplayer for three years here and have at worst 1 crash per 2 hours of game. So this is far from being perfect, but definitely doesn’t prevent us from playing the game.

You may want to scan your system from various bloatware and malware, update the drivers, check the hard drive and RAM hardware, defragment, scan for dead clusters, make a full fresh reinstall of the game etc.

Oh, and you may also want to report this in the right section. “Do it right” is also an idea that you could try applying to yourself.

I live in the US and ran a coop session Friday with a friend in France. He disconnected once; otherwise it was a pleasant run.

I personally have trouble hosting a game of 4 players seems like my Internet doesn’t want to collaborate at that level.

Hosting a 2 or 3 players game doesn’t seem to be causing issue (2 never I have had game session of 10 hours without any crash 3 super rarely that I don’t even consider it an issue).

Never forgot YOU are hosting the game not any kind of server so if your internet is lacking you will be limited mine is stable but not the fastest around (in Quebec the price are super high so…) so I know I must limit the amount of information that is moving around within a game thus limiting it to 2/3 players and not going to the max of 4.

I’ve done an all day game cross country and the most we got was appearing as levitating hands, and I’m running an oooooold ass system here. :\ 'm thinking it’s on your side, not the game. :eek:

Well, the multiplayer in this game could be improved, that`s right.

Starting the game

updating steam :rolleyes:

Join Multiplayer

Internet

Ultimate difficulty

30 Games / 43 Players in total

6 games open, three of them with a ping up to 383

We all know GD is fun and we are able to play it with our friends, thats pretty important. But it has, lets say potential to improve the multiplayer aspect. These numbers dont lie :slight_smile:

What these numbers tell you is that people do not care much about MP, not that it is so bad that those who want to use it cannot…

Oh, I know a number of people who would like to have something like a “Closed Battlenet” simply because all of the cheaters that enter games. Whenever I play multiplayer people join my games telling me how much the multi sucks not only because of this. So yes, it is an issue.

What I dont understand and dont respect is when people enter my game to tell me “there are better games, why do you play this mp?” But this is another topic.
I never made this experience in any other game before. Wierd, really wierd.

ok, closed servers vs what we have I can see, that is a different discussion though. I was thinking the implementation we have causing problems for them so they play SP

As to it being an issue, most people do not care for closed servers, so you still would not see people flocking to it. I very much doubt Crate would ever get their money back if they built closed servers.

It depends of course. Sacred. diablo has and had such, it was a good feature even though people were using also hacks there. People definitely love it. How many people would still play d2 or d3 and how popular would it be without this? Of course hard to say for us, Im not into that and I dont know how much such a service would cost. Do you?

I love first of all
But yes the multiplayer could get some more love. This is the reason im playing tho with my friends.
Titan quest anniversary fixed a lot of multiplayer lock up it had.Read the notes if you got the game on steam.
Found my old save and tried with my friends and the difference was night and day almost

Also maybe something could happen for better cpu improvement?Looks like only one core gets the most stress

All the parts of the game in its current version has room for improvement:

  1. Simplify the combat system to 5-6 damage/resistance types at most,
  2. Make the damage conversion feature a very seldom or specific or optional feature to some items
  3. Make equal use of the damage types and the resistances among the monsters (ie more or less the same number of enemies along the game sensible to a given attack type, resistant to a given type and doing a given of damage type)
  4. Make equal potential among the masteries available to the players to do and enhance a given type of damage and to resist to a given type of damage
  5. Sort out the abilities to have them clearly dedicated to a specific use (fix once and for all if cadence for instance is supposed to be a melee skill or a ranged attack skill)
  6. Make more or less equal number of items available for each build along the game, with a greater number of items for the most common builds (like 2h phys melee for instance)

Once you have first sorted out that mess, you can then indeed start working on the more technical aspects like the multiplayer. With all of this fixed and multiplayer chat rooms, possible marketplace, friends/clans rooms, restricted servers, global rankings, PvP tournaments etc and some advertising, you can then expect the game fanbase to grow x10 within the next 6-10 months.

Your average movie/anime popular streaming website costs at least $800-$1000 a month.
Depending on how much network resources a single multiplayer instance (1 client) uses (optimization) and the expected peak number of multiplayer instances at a given time (popularity), you can have server setup and maintenance costs ranging from $10K/month to millions.
Or you can try saving money on the multiplayer platform of your game and have your fanbase sick and tired of the lags and timeouts and lose it.

Why is this a problem?

Let’s just ignore monthly costs, the costs of developing a closed server are about the same as the costs of developing GD itself according to a Crate estimate some time ago.

So unless you double the user base, it already is a losing proposition. I doubt you would even get enough users to recoup the cost…

Let’s be serious, Grimdawn_Betatest. Every single one of your suggestions isn’t “sorting out the mess”, it’s about reducing the complexity of the game. It’s not that the game is a mess, it’s that you can’t wrap your head around the complexity of the game. Many people are able to do that, though. That’s not a problem with the game. That’s a problem with you.

Not gonna happen and i hope it never happens.

  1. Sort out the abilities to have them clearly dedicated to a specific use (fix once and for all if cadence for instance is supposed to be a melee skill or a ranged attack skill)

Since when is this an issue? There’s no need to sort out nothing, the skill descriptions do a fine job as it is. Also, the way this is worded it makes sound you want each skill to have a single use, which means removing a lot of build variety.

Good. I have an idea then: let’s add 10 new damage types and resistances to the game:

Slicing, concussion, psychic, dream, toxic, suicidal, shrapnel, sound, void, pressure

How about that? Maybe that’s your thing to enjoy whole screens of stats to manage an ARPG character.

Why are we having that discussion then?

Why is there is even a forum then?

You guys realize that with that “compare-nothing-learn-nothing-change-nothing” attitude you are the worst enemy of this game, don’t you?

You have an online game that has never managed to reach at least a 500 games online peak at any time (please correct me if I am wrong) after so many years after the release and you still so desperately stick to the very end to the same fearful cult-like preconceived ideas of what is good and what is wrong for that game?

Because the classes are supposed to have identities. But I understand that that kind of discussion is very likely to be hopeless here so I won’t even try to discuss that kind of point any further.

I’m hoping that the expansion patch (with the supposedly upgraded engine) will have improved net-code!

I used to be able to host and play multiplayer games just fine for hours in a row, but since a patch around summer last year every time I host a game the memory usage fills up to 3.6GB quite fast.
I could visit like four regions and then the memory is nearing its limit. While my coop friends client that has been in all areas I’ve been in and played the same amount time only uses roughly 1.8GB-2GB.

Other than that, apart from occasional de-syncs (my friend thinks I’m standing still in DC, but I’ve already moved away into another area) I can’t say I really have any complaints about the multiplayer in Grim Dawn.

I’ll repeat what others have said: This is not an “online game.” This is a single player game with some limited multiplayer capabilities. There is no persistent world. There is no dedicated server. Arguing about that on THIS game is like being critical of a tricycle because it doesn’t go as fast as an offroad three-wheeler.