Client now has a full tech tree, but no resources or captured sectors, so they can't use anything.Client joins, and they play together, researching everything.Or should they only get a thorium reactor that they can't even use, and for which they don't have the right materials? It'll just end up floating in the tech tree with no connecting nodes. What should happen in this situation? Should the client get all the host's research immediately, despite the fact that they weren't there for most of it? That seems very wrong, and looks like an exploit to me. The campaigns for each player are completely separate unlocking research when the host does wouldn't make any sense. When playing a co-op with a host and client, when the client leaves the host game there are no unlocks that makes its way into their campaign data. I have searched the closed and open issues to make sure that this problem has not already been reported.I have updated to the latest release ( ) to make sure my issue has not been fixed.Place an X (no spaces) between the brackets to confirm that you have read the line below. Steps to reproduce: Play with Host and Client ![]() I understand limiting resource sharing that existed in 5.0 where joining and launching from someone's game / server ended up netting you resources, but this feels like overkill. Playing with friends is mostly about shared progression, which is completely capped now. This kills any benefit to multiplayer if you have to do everything twice (once on host, and then swapping to client). Issue: When playing a co-op with a host and client, when the client leaves the host game there are no unlocks that makes its way into their campaign data.
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