Honestly, I'd rather have 2D sprites and a game that didn't lag and desynch than what we have at the present. If only someone could make 2D sprites for this game, LOL. The engine might be able to drive them.
Budget put into rendering is not put into netcode. Remember to think with a whole-of-project costings viewpoint.
Aren't these contradicting with each other? Possible solution: Cossacks 3 = Cossacks 1 + 3d - good netcode Let's remove 3d and bring back good netcode: Cossacks 1 +3d - good netcode -3d + good netcode = Cossacks 1
It's a simple proposition. When they were paying someone to add extra content to the game, they should have been paying someone to fix the basic functions of the game. My remark about 2D sprites was a joke to highlight the problem. It seems incongruous to me that we got fancy 3d models but a game with flawed basic functions. The 3d models in fact are scarcely necessary or useful. They add little to the game. When zoomed out for practical play, the 3D models look no different or better than 2D sprites. If all they contribute is to slow the game down when big battles happen then what value do they add?
Something needs to be done now or this game will die. Ideally, the developers would do it. If not them, then maybe a good modder can do something. Current server-client synching is a real mess. In big battles, the client does not see the real battle on his screen. He sees units of both sides mixing and walking past each other and not fighting. Yet, at the end of the battle, the outcome is about right. I can tell that at least. However, how can a player fight a battle when his screen is not showing the real battle? How can that player manually aim a cannon battery at the biggest concentration of enemy troops? How can that player see a flank to charge with cavalry? It's simply not possible. Once the battle starts, he cannot fight the battle at all. He has to take his fingers off the keyboard and mouse and let everything fight automatically. It's the only option at that point. The client player is at a big disadvantage in big battles.
The answer is quite simple, in months of games I have yet to meet a player who does even know what flanking means. The vast majority of this player base knows only the rule of blobbing every single unit and sending them onwards while cannons shoot at everything that moves, wheter ally or foe
Yeah, your about dang right. Truth is, I logged in only five games in multiplayer to observe how that unfolds there, once I did see the real hell of games people tend to play, each lasting 30 min tops (no peacetime), producing infinite cavalry right into the enemy's gates, oh my... I never ever went there again for the exact same thing--people play Cossacks like no strategy is played or something along the Starcraft play style. Slow and steady, building and fortifying your empire economics and doing formations, flanking, guarding key points and everything then concludes into massive fight. I'd play multiplayer only with friends that know how to make fun for themselves instead sitting in the lobby for hours than playing, just what you can expect in C3 lobby; a started game is in the next moment empty game.
Im glad blobbing units is practically impossible in my mod then lmao. If you mass up ANY unit its going to be hard countered.