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Multiplayer ever coming to consoles?

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Comments

  • MatrickMatrick Member Posts: 3
    edited October 18
    a

    Post edited by Matrick on
  • YodaGamingYodaGaming Member Posts: 1
    Hey I’ve been really enjoying the game on console but when are we getting multiplayer? You’re releasing an old game for top dollar without the feature it had on PC years ago. Online co-op was the only reason my friends and I bought the game, the least we could get is an answer as to whether or not you plan to add multiplayer to the console version so I can let the rest of my friends know if they should even bother. Playing dnd alone gets old pretty fast

    Roudinesco
  • RoudinescoRoudinesco Member Posts: 4
    YodaGaming wrote: »
    Hey I’ve been really enjoying the game on console but when are we getting multiplayer? You’re releasing an old game for top dollar without the feature it had on PC years ago. Online co-op was the only reason my friends and I bought the game, the least we could get is an answer as to whether or not you plan to add multiplayer to the console version so I can let the rest of my friends know if they should even bother. Playing dnd alone gets old pretty fast

    Same here

  • therealtoritherealtori Member Posts: 1
    I'm really disappointed with the lack of multiplayer. That's a hard no for me. I'll find my couch co-op fix elsewhere (Divinity looks good...) :) Also, while you haven't advertised the multiplayer "officially" there is enough old news out there that there is clearly some confusion (especially as of today when I was researching the title). I was about to instabuy BG but thankfully saw the "Single Player" tag on Xbox and did some due diligence before I laid out the money. I'll vote with my wallet. :)

    Planescape Torment is another issue, it was always SP and I intend to enjoy that wholeheartedly.

  • AstoraAstora Member Posts: 3
    edited October 25
    It's not the first game that released first on PC, then on consoles with less features and sometimes more expensive. You know why? Because people keep buying them.

    When I saw this game had no co-op on Xbox, I didn't buy it and I will never buy it unless they add coop. It's simple: with less features it should be cheaper.

    This is absurdly expensive here in Brazil. You have no idea.

    I'm disappointed with beamdog. Been following their twitter account for months and they never said this wouldn't have co-op.

    This is an RPG, which makes it great to play with friends. Baldurs gate, back in the day when it released, was awesome in co-op. And divinity original sin proved once more rpgs are great with friends.

    GaelicVigilNorman_the_BiterRaduziel
  • AstoraAstora Member Posts: 3
    And let's talk about pricing here in Brazil. If I go now to steam, I can buy the infinity collection for 202 reais (about 50 dollars). But if I buy the same games on Xbox I have to buy two packages (Bg bundle and icewind/planescape bundle) and that would cost me 370 reais. And with no co-op at all

    Norman_the_Biter
  • RaduzielRaduziel Member Posts: 4,716
    edited October 26
    Astora wrote: »
    And let's talk about pricing here in Brazil. If I go now to steam, I can buy the infinity collection for 202 reais (about 50 dollars). But if I buy the same games on Xbox I have to buy two packages (Bg bundle and icewind/planescape bundle) and that would cost me 370 reais. And with no co-op at all

    Just to put in perspective: Brazil's minimum wage is R$ 998/month (fellow Brazilian here).

    StummvonBordwehr
  • GaelicVigilGaelicVigil Member Posts: 111
    edited November 1
    How hard would it be to build in couch co-op by mapping a second controller to a party group, even if the secondary player had to stay on the same screen as the leader-controlling player?

  • UncleSporkyUncleSporky Member Posts: 68
    How hard would it be to build in couch co-op by mapping a second controller to a party group, even if the secondary player had to stay on the same screen as the leader-controlling player?

    That would be much harder than implementing the already existing frameworks for multiplayer. That's a lot of custom code, probably new UI elements and tons of logistics to figure out (what menu does player 2 use for their abilities? Can both players pause and toggle through all the characters?).

    StummvonBordwehr
  • ShankstaBytesShankstaBytes Member Posts: 6
    Should at least be able to make it so I can play online. I understand a co-op option would be a lot of work, but not online multi-player.

  • GaelicVigilGaelicVigil Member Posts: 111
    edited November 3
    How hard would it be to build in couch co-op by mapping a second controller to a party group, even if the secondary player had to stay on the same screen as the leader-controlling player?

    That would be much harder than implementing the already existing frameworks for multiplayer. That's a lot of custom code, probably new UI elements and tons of logistics to figure out (what menu does player 2 use for their abilities? Can both players pause and toggle through all the characters?).

    All I'm asking for is controller 2 to have the same functionality as controller 1, and the ability to assign character groups to it.

    Inventory, menus, save screen, pausing, etc for controller 2 would all work identically to controller 1. I can't imagine this would that difficult. No custom code would be necessary.

  • UncleSporkyUncleSporky Member Posts: 68
    How hard would it be to build in couch co-op by mapping a second controller to a party group, even if the secondary player had to stay on the same screen as the leader-controlling player?

    That would be much harder than implementing the already existing frameworks for multiplayer. That's a lot of custom code, probably new UI elements and tons of logistics to figure out (what menu does player 2 use for their abilities? Can both players pause and toggle through all the characters?).

    All I'm asking for is controller 2 to have the same functionality as controller 1, and the ability to assign character groups to it.

    Inventory, menus, save screen, pausing, etc for controller 2 would all work identically to controller 1. I can't imagine this would that difficult. No custom code would be necessary.

    It wouldn't take any effort at all to just mirror all inputs to another controller, though could be a bit confusing and would be seen as a lackluster co-op implementation. Two players could fight for control over the entire game, sure. ("Wait don't pause the game, I just paused it! Now it's unpaused and we're dying!!" "Stop moving the cursor, I'm trying to move it over here!")

    I don't understand what you mean about mapping a party group to it, though. Like...when player one moves the left joystick, three party members move around, but when player two moves their left joystick, the currently selected group changes and the camera zooms over to them and their three party members move around? What happens when both players are trying to move at once? What if one player brings up their menu to cast a spell and then the other player presses the button to bring up their menu too, does it take control from player one? Sounds like a confusing nightmare unless coded as actual co-op with two cursors on screen and two sets of UI controls.

    StummvonBordwehr
  • GaelicVigilGaelicVigil Member Posts: 111
    edited November 4
    How hard would it be to build in couch co-op by mapping a second controller to a party group, even if the secondary player had to stay on the same screen as the leader-controlling player?

    That would be much harder than implementing the already existing frameworks for multiplayer. That's a lot of custom code, probably new UI elements and tons of logistics to figure out (what menu does player 2 use for their abilities? Can both players pause and toggle through all the characters?).

    All I'm asking for is controller 2 to have the same functionality as controller 1, and the ability to assign character groups to it.

    Inventory, menus, save screen, pausing, etc for controller 2 would all work identically to controller 1. I can't imagine this would that difficult. No custom code would be necessary.

    It wouldn't take any effort at all to just mirror all inputs to another controller, though could be a bit confusing and would be seen as a lackluster co-op implementation. Two players could fight for control over the entire game, sure. ("Wait don't pause the game, I just paused it! Now it's unpaused and we're dying!!" "Stop moving the cursor, I'm trying to move it over here!")

    I don't understand what you mean about mapping a party group to it, though. Like...when player one moves the left joystick, three party members move around, but when player two moves their left joystick, the currently selected group changes and the camera zooms over to them and their three party members move around? What happens when both players are trying to move at once? What if one player brings up their menu to cast a spell and then the other player presses the button to bring up their menu too, does it take control from player one? Sounds like a confusing nightmare unless coded as actual co-op with two cursors on screen and two sets of UI controls.

    No, the camera would always follow the leader. Player 2 would have to keep his group in the same screen as player 1. Obviously, you'd want to keep the camera zoomed out enough for both players to remain visible.

    If player 1 brought up the inventory, or the journal, or the spell book, player 2 could kindly wait until player 1 was finished. You know, that old fashioned thing called "patience".

    Console coop RPGs have worked like this for years. Sacred 2, Marvel Heroes, Lego Star Wars, etc.

  • UncleSporkyUncleSporky Member Posts: 68
    edited November 4
    All of that requires custom code, extensive playtesting and bugfixes, and is also a bit more beyond the scope of what Baldur's Gate on console was ever intended to be. It's not something that's easy and quick to release.

    If they were to do something like that they'd probably want to do it right with individual UI/control for each player, maybe even horizontal/vertical splitscreen, and design a new dungeon intended to be played in co-op that way, and sell it for $10. They would need to be able to sell it for some amount in order to fund the extra development time.

    StummvonBordwehr
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