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Joined: Nov 2016
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Joined: Nov 2016
Would it be possible to allow multiple people to share hosting of the same game?
You can have an option to lock in a second player as a shared host of your game so either player can start the game even if the original host is not able to.

This would keep the same characters in game, just allow a friend to take over as the host if the original host is unable to.

Example:
If a second player assumes hosting of the game, the original host's character would be temporarily controlled by the second player.
The same mechanics as the second player's character is controlled by the original host when the second player is not connected.

Joined: Mar 2003
Location: Canada
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Would you want to play very much without the other person, other than crafting or trading, etc? A separate playthrough would let you play when the other couldn't, without them missing any game content (create a new profile to keep the saves separate, so quick and auto save from one game don't overwrite those from another).

You can manually share saves, or use Dropbox or file syncing software to keep multiple computers up to date with the same playthrough.
Each save is a folder in the '..\Documents\Larian Studios\Divinity Original Sin 2\PlayerProfiles\<ProfileName>\Savegames' folder.

It would technically be possible to have the game transfer saves to client systems, or maybe copy the save process on the client system(s). I can add it to the list of suggestions, anyway.
People might be more comfortable joining another's game if there were a fallback in case the host flaked out or quit without letting someone else have the latest save (I didn't see that reported much for D:OS, but t did happen).

Joined: Nov 2016
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Mainly for crafting, exploring, and being able to continue playing the game if the host has temporary internet issues (for whatever reason). Another good reason would be, as you just mentioned, adding to the security of joining a game online and not losing out if the game's original host stopped playing for any number of reasons.

Joined: Mar 2003
Location: Canada
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The only issue with this is there would be no way to reconcile different saved games. If more than one person continued playing the game after the last co-op session (say one did a bunch of prep work crafting, and the other checked merchants to buy supplies and did a bit of scouting), you would need to pick one to continue from to play co-op again.

Joined: Aug 2014
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Could something be done with the steam cloud services where the saved files are stored on the steam cloud and the latest one is used when the locked coop game is started, and then if the game is running while someone tries to start their solo session, it connects to theirs instead? alternatively storing the shared saves run in solo could act more like a .diff file like a github push, where it stores what was changed this session, and then those would get reconciled on a merge when possible, so if each player just controls their characters, the saves are fine, unless they both took the same item and tried to sell it or something.

Joined: Mar 2003
Location: Canada
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AFAIK the Steam cloud service is just linked to individual accounts, and there is no way to create a group where a save could be shared.
Trying to reconcile 2 different play sessions wouldn't really be feasible. Two people could go through overlapping areas, use different consumables in combat, get slightly different loot, solve the same quests in conflicting ways, etc.


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