desync

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  • Masthead adds exploration rewards to Earthrise, hints at player-crafted vehicles

    by 
    Jef Reahard
    Jef Reahard
    03.14.2011

    It's patch time for Earthrise, and the sci-fi sandbox from indie developer Masthead Studios is looking to put the hurt on a few of its early-release gremlins. The patch notes for version 17045 indicate that players should notice a substantial reduction in lag and an overall increase in server and client performance. The patch has also added keybinding functionality to the world of Enterra as well as animation tweaks for strafing and walking. Exploration rewards have also arrived in Earthrise, and players "will now be able to salvage materials and use them for either crafting or personal advantage." The dev team isn't stopping there, though, and producer Atanas Atanasov drops a couple of tasty hints regarding upcoming updates. "We are actively taking player feedback and requests into consideration for future releases, and have extensive developments planned for completion in the next few months, including the addition of territorial conquests and player crafted vehicles," he said via press release. %Gallery-48760%

  • EVE Online gets rework of 'Destiny' simulation engine

    by 
    James Egan
    James Egan
    09.12.2009

    EVE Online is notable among the MMO titles on the market for having a game with a single shard setting. Whether you're an industrialist mass producing exhumers or fighting in fleet battles for a large 0.0 PvP alliance, you're active in the same setting rather than shards. Keeping as many as 50,000 concurrent users active in one vast galaxy has been a challenge for CCP Games, and of course there have been numerous growing pains along the way. Namely, something called "desync". Desync has been a catch-all term to describe the various things that can go wrong during gameplay, but in short it's been something that has plagued a number of EVE's subscribers. In the words of EVE Software Engineer CCP GingerDude, desync is "the situation where the server and client disagree on the position of an object in space at a given time." Although it's been an issue for years, the problem has just recently been solved, according to CCP GingerDude's dev blog "Facing Destiny".