Desynch loop on Arumba game
Posted: Sat Dec 24, 2016 6:48 pm
I appreciated this is heavily mod'ed, but it is one of the more popular (and watched) multi-player games, so I'm sending you the desynch report on the off chance it is worth investigating anyway.
Great game, but if you're going to keep the ability to have mods, and keep the ability to do online multiplayer, I think it would be a good idea to handled this sort of failure more elegantly, before putting factorio into full release. Because it is a pipe dream to suppose all mods will be 100% bug free, and having one disconnect then cause you to never be able to connect to that game until an admin reboots the server seems a poor work-around. An option for someone hosting the server, that automatically zaps a player's info back to default, on that player desynching, perhaps?
Great game, but if you're going to keep the ability to have mods, and keep the ability to do online multiplayer, I think it would be a good idea to handled this sort of failure more elegantly, before putting factorio into full release. Because it is a pipe dream to suppose all mods will be 100% bug free, and having one disconnect then cause you to never be able to connect to that game until an admin reboots the server seems a poor work-around. An option for someone hosting the server, that automatically zaps a player's info back to default, on that player desynching, perhaps?