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Why did they have to disable accelerated time in the single player game? I'm not disputing what you are saying -- the notion that it had a server-side engine fo
by corresation 14y ago
Why did they have to disable accelerated time in the single player game? I'm not disputing what you are saying -- the notion that it had a server-side engine for single player games seemed silly -- but that aspect of the story struck me as very odd.
- sbov 14y agoThe theory is that the client communicates with the server for saves based upon in-game time not wall-clock time. So cheetah speed forces the client to talk to the server more often for this purpose. I made my statement based upon my experiences playing. For one, I played the game for 3 hours disconnected from the servers - I knew my progress wouldn't be saved but I just wanted to play. It seemed to work fine aside from region play and that my progress wasn't saved. Another time I lost my internet connection for 15 minutes. I continued to play. When I got it back, it claimed it re-sync'd my game with the server. As a test I logged out and back in and it all looked the same. Maybe there is some simulation on the server side. But it doesn't seem necessary based upon my experiences playing the game.
- Laremere 14y agoAnother theory other than sbov's theory is that there is calculation done on the server side, but only for cities in a region not currently being played. As long as someone is playing in a region, the other cities are basically on rails, so nothing really changes for the players, but they still will correctly interact with cities currently being played.
- accountoftheday 14y agoI am only speculating here but the server may be verifying a client's simulation to prevent IAP/multiplayer cheating. (Who hasn't played the old SimCity games with infinite cash?)