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lsrsera
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Asynchronous multiplayer? Thu, 19 May 2011 17:12
Does it have asynchronous multiplayer? Or are the multiplayer games more or less in real-time?
      
eric
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Re:Asynchronous multiplayer? Thu, 19 May 2011 18:23
Given the game's numerous micro-turns (ie I draw 2 cards, Next!) it would more frustrating than anything. So no asynchronous play.
      
EddyJackson
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Re:Asynchronous multiplayer? Fri, 20 May 2011 23:16
Please reconsider this. I realize asynchronous online play can be complex to implement, but you only need to look at games like Carcassonne and Disc Drivin' to see that it would indeed work well for Ticket to Ride. Carcassonne is also an extraordinarily simple game; a turn consists of placing a single card. But asynchronous online play works extremely well. Being able to play multiple games at once makes it anything but frustrating. Frustrating is knowing you'll have to sit down and devote a chunk of time to a single game of TtR, hoping nothing comes in the meantime for you or any of your opponents.

If you haven't played Carcassonne for iOS, I suggest you give it a try for a week. Start up multiple games with multiple people, take turns at your leisure. I think you'll find it encourages you to play the game much more than you would otherwise, and though I'm no marketing-guy, it seems to me that keeping people playing your game is key for increasing the games popularity and selling expansion packs.

I much prefer Ticket to Ride over Carcassonne, and even though Ticket to Ride has an absolutely beautiful implementation (kudos), the fact that it's missing this basic method of online play means it will see far less playtime than Carcassonne. At any one time I've got between 5 to 10 games of Carcassonne going with friends, whereas I'd be shocked if I have the patience to sit down and devote the time (however short a game may be) to play 5 to 10 games of TTR a week.

When I think of how many people were first introduced to and took a chance on Carcassonne on iOS specifically because of being able to "play-by-mail" as it were, it's heartbreaking to think this feature wont't make it into Ticket to Ride.

Though I can understand why you might think it would be frustrating, I implore you to give Carcassonne's implementation of OAP a look because you are sorely mistaken.
      
*player731000
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Re:Asynchronous multiplayer? Fri, 20 May 2011 23:21
EddyJackson wrote on Fri, 20 May 2011 17:16

Please reconsider this. I realize asynchronous online play can be complex to implement, but you only need to look at games like Carcassonne and Disc Drivin' to see that it would indeed work well for Ticket to Ride. Carcassonne is also an extraordinarily simple game; a turn consists of placing a single card. But asynchronous online play works extremely well. Being able to play multiple games at once makes it anything but frustrating. Frustrating is knowing you'll have to sit down and devote a chunk of time to a single game of TtR, hoping nothing comes in the meantime for you or any of your opponents.

If you haven't played Carcassonne for iOS, I suggest you give it a try for a week. Start up multiple games with multiple people, take turns at your leisure. I think you'll find it encourages you to play the game much more than you would otherwise, and though I'm no marketing-guy, it seems to me that keeping people playing your game is key for increasing the games popularity and selling expansion packs.

I much prefer Ticket to Ride over Carcassonne, and even though Ticket to Ride has an absolutely beautiful implementation (kudos), the fact that it's missing this basic method of online play means it will see far less playtime than Carcassonne. At any one time I've got between 5 to 10 games of Carcassonne going with friends, whereas I'd be shocked if I have the patience to sit down and devote the time (however short a game may be) to play 5 to 10 games of TTR a week.

When I think of how many people were first introduced to and took a chance on Carcassonne on iOS specifically because of being able to "play-by-mail" as it were, it's heartbreaking to think this feature wont't make it into Ticket to Ride.

Though I can understand why you might think it would be frustrating, I implore you to give Carcassonne's implementation of OAP a look because you are sorely mistaken.

I absolutely could not have put it better myself, Carcassonne really is the gold standard in terms of iPad games.
      
player731764
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Re:Asynchronous multiplayer? Fri, 20 May 2011 23:55
Agreeing with everything above. TtR would be a lot of fun once you get a few games going, Carcassonne is my most played ipad game because the asynchronous multiplayer is so good. Please add!
      
Dacvak
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Re:Asynchronous multiplayer? Sat, 21 May 2011 00:28
I went through your kooky registration just to voice my opinion about this.

As someone who operates a popular gaming site (iOS included), I would fully endorse TtR if it had asynchronous multiplayer akin to Carcassonne. The pick-up-put-down nature of games like Carc and Words With Friends is why they're so appealing in the first place.

Having such a feature would most certainly inspire more purchases.
      
MtnBiker
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Re:Asynchronous multiplayer? Sat, 21 May 2011 01:40
Yes please add this! I too signed up for an account solely to agree with asynchronuous multiplayer! Please add this or at least reply and tell us you will never add it so I can move on and avoid buying the game.
      
*player732283
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Re:Asynchronous multiplayer? Sat, 21 May 2011 05:00
eric wrote on Thu, 19 May 2011 12:23

Given the game's numerous micro-turns (ie I draw 2 cards, Next!) it would more frustrating than anything. So no asynchronous play.


You are kidding, right? Why is drawing two cards any less of a turn than moving a chess piece, placing a go stone, placing a tile card, flicking your little disc on a race track, etc.?

You really need to rethink this. The majority of my family and friends 1) play TTR board game when we get together and 2) play asynchronous games (carcassonne, words with friends, disc driving, etc. ) almost exclusively. Of our group of 8 with iPads, I am the only one who bought TTR for the iPad. We all emailed back and forth about it and the other 7 would buy if it could do asynchronous play...in a heartbeat. we were all hoping for TTR to come to the iPad, and are all disappointed with this feature being missed.

I can't believe we are an isolated group and the other voices here echo that. People have busy lives, so what if they want to take a week for a game and not they to coordinate 4 people's schedules for real time play...please rethink this!!!!
      
*player731000
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Re:Asynchronous multiplayer? Sat, 21 May 2011 10:28
Just wanted to add to my earlier post, I understand that when playing games with random matched users that people will want things to move along fairly quickly - but if I'm playing a game idly with friends as we do other things we often take our time over turns and flip between apps. We can't do this with TtR.

This is the way me and my friends play: we are all sitting doing work but also enjoying a casual game where sometimes we'll have to leave the game for a few minutes to do something else. None of us mind someone holding up the game for a bit, as we're all friends and this is the way we play the game.

This is also the way multitasking is supposed to work on the iPad, I should be able to flick to another app, eg if I get an email, and then jump straight back without dropping out of the game and being taken over by a bot.

The way Carcassonne handles this is that it allows friends who setup a game to take as long as they want for a turn (with the understanding that I can hassle my friends myself if need be!) but in user matched games it imposes a time limit to play of 90 seconds (but still doesn't drop me from the game if I multitask, only if I don't play in time).

Me and my friends love the TtR board game but have found we can't really play the iPad version due to this shortcoming (and the lack of a chat log, see my thread here: http://www.daysofwonder.com/en/msg/?th=22245&start=0 )


Hope I've helped to explain why I (and perhaps everyone else in this thread) want this style of play.
      
DuncanS
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Re:Asynchronous multiplayer? Sat, 21 May 2011 14:47
I'd also like to add my support for this.

I play with friends all the time while I'm at work, and we all dip in and out of the game. Naturally in online play you need to have a timer or something, but when playing in user created games this shouldn't be a problem. For a perfect example of how this should work, see Carcasonne. This, in my eyes, is perfection.

Also, please allow people to have multiple games, or at the very least be able to switch apps while playing. The iPad is a multi-tasking device but you haven't acknowledged that at all. Carcasonne just gives a push notification when it's your turn, and this works really well.
      
*player733173
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Re:Asynchronous multiplayer? Sat, 21 May 2011 17:08
I also just registered to soley post on this thread. I wholeheartedly agree with both problems addressed here. I (perhaps foolishly) purchased this game assuming that it allowed for me to actually play online with my friends in a reasonable manner. I don't care about playing online with strangers.

My wife and I, along with another couple play Carcassonne on our iPhones/iPads ALL the time. We almost always have a game going. I had hoped that we would be able to add Ticket to Ride to our repertoire of iOS games. However, the lack of asynchronous multipleyer prevents us from doing this. There will never be a point in time where all four of us can find an hour of the day to play the game continuously. Since we both have kids, the only possible chance for this to happen is if we were all together, and then we'd just play an actual board game.

The game is very polished and has a lot of potential. I did enjoy playing the single player for a round or two, but that becomes old quickly. My wife and I attempted to play the game last night against each other (each on our own iPad). About 45mins into the game, I somehow became disconnected from her (we were on the same wifi network) and I was unable to rejoin the game. This is a complete disaster. Not only can I not leave the game and come back, if there happens to be a network hiccup, I get booted and replaced with a bot? This makes the game complete worthless to me.

If I didn't have such high hopes and expectations that it will be improved, I would be seeking a refund from apple.

UPDATE: My wife enjoyed the half game we played last night, so we attempted to play each other again today. We tried two more times, both times (after spending at least 30mins playing each game) one of us was disconntected and replaced with a bot. That's three times now we've tried to play each other in this game and have yet to finish one.

[Updated on: Sat, 21 May 2011 20:21]

      
*player503540
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Re:Asynchronous multiplayer? Sat, 21 May 2011 21:42
I am joining everyone above in the request for asynchronous multiplayer. Please, please add this. My whole circle of friends, co-workers and family constantly play Carcassonne on our iPads and iPhones just due to this feature.

I am hesitant right now to recommend TTR to my co-workers and friends who all own iPads because our typical mode of play would not work. Most of us do not have the time to all play together right at that moment.

And on the note of other benefits - the app has crashed twice on me, and my friend and I did get disconnected by the server this morning. Neither event would have bothered me if asynchronous play would be implemented because a simple relaunch would have continued the game - just as it does in Carcassonne.

Please DOW implement this feature. I'll get you at least 10 new iPad customers in a heartbeat if you do.

      
*andsoitgoes42
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Re:Asynchronous multiplayer? Mon, 23 May 2011 04:35
I agree, there are quite a few people asking for this and if the only reason it isn't being implemented is because it is deemed "frustrating", well it seems that the people wanting it don't feel that to be the case.

You have some loyal people here, ones that love this game and cherish it. I'm now one of them, and I see a lot of people asking for this.

I know that you might not support it and it might not be something you'd be willing to play (by you, I mean Eric and the other geniuses behind creating the game, and I mean that honestly, not in a flippant way), it is something that other people would.

Just my 2 cents Smile
      
epthegeek
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Re:Asynchronous multiplayer? Mon, 23 May 2011 05:11
Just chiming in with more support. To think that people wouldn't like async TTR because there alot of short turns is silly. The only games that get long term play with people I know are the async games. Carcassonne, Disc Drivin, Uniwar, Words with Friends, etc.

People that see the value in async don't care that it's going to take a long time to finish a game. They want the convenience. I am definitely one of those people.
      
TheDukester
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Re:Asynchronous multiplayer? Mon, 23 May 2011 05:50
This game needs asynch like a fish needs a bicycle. In fact, I can't think of a worse candidate for asynch than TtR, a game that is meant to be played in bang-bang fashion. It just makes no sense at all, on any level.

Also, why on earth would DoW want to do anything that cuts into their already hugely successful online multiplayer function? You know, that place where it's possible to play an ENTIRE GAME in 15 minutes? Are you asynch drones really saying you can't spare 15 minutes for a game? Or that you'd rather spend six weeks playing a game that should never, ever go past 45 minutes?

Look, you guys can make up all the blatantly fake sock-puppet accounts you want to, but it won't change the fact that DoW has rightly decided to allocate their resources to different areas. As in, features that actually make an ounce of sense.

      
*player503540
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Re:Asynchronous multiplayer? Mon, 23 May 2011 09:29
TheDukester wrote on Sun, 22 May 2011 20:50

This game needs asynch like a fish needs a bicycle. In fact, I can't think of a worse candidate for asynch than TtR, a game that is meant to be played in bang-bang fashion. It just makes no sense at all, on any level.

Also, why on earth would DoW want to do anything that cuts into their already hugely successful online multiplayer function? You know, that place where it's possible to play an ENTIRE GAME in 15 minutes? Are you asynch drones really saying you can't spare 15 minutes for a game? Or that you'd rather spend six weeks playing a game that should never, ever go past 45 minutes?

Look, you guys can make up all the blatantly fake sock-puppet accounts you want to, but it won't change the fact that DoW has rightly decided to allocate their resources to different areas. As in, features that actually make an ounce of sense.




Outside of you calling me drone, I take objection at your staggering inability to imagine other people's schedules and lives. Yes, my life, as many others, makes it very hard to spare 15 to 30 minutes in one go. I do work, you know. I also have an iPad and PC, and Mac at work and can spare easily 10 seconds every 15 minutes or so. Those 10 seconds I love to interact with my friends and family. One part (outside of mails and instant messaging) of that interaction is playing together. Async games like Carcassonne make this possible. We love to also play Ticket to Ride as a board game on a weekend when it rains in the afternoon, just as I did 30 years ago with my parents, but why only have those rare weekend afternoons when it rains?

That's the basic case, but there is more to our lives out there. Imagine.... you live in California, your family in Europe. 9 hours of time difference. Guess what you need to play Ticket to Ride together? Async. Both my spouse as well as I have this situation, an we have extended friends and family in Europe and we all love Ticket to Ride. We play Carcassonne all the time with them only possible due to the Async. That's across continents, but how many people are out there constantly traveling and being in different time zones in the US, or disconnected for an hour or two while on a plane.

Modern life IS asynchronous and if one launches an online board game one should ideally embrace the possibilities of the medium.

So, come off your high horse or from wherever you are and use your brain to imagine other people's needs instead of being condescending. As for why DOW would do it? How about respecting their customers' wishes and thus gaining new customers? Last I heard they are a business you know?



      
player731764
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Re:Asynchronous multiplayer? Mon, 23 May 2011 09:55
Can't agree with the above comment more. Perfectly articulates my sentiments; then again that just might be my "drone" inspired hive mind.
      
DuncanS
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Re:Asynchronous multiplayer? Mon, 23 May 2011 11:01
TheDukester wrote on Mon, 23 May 2011 04:50

This game needs asynch like a fish needs a bicycle. In fact, I can't think of a worse candidate for asynch than TtR, a game that is meant to be played in bang-bang fashion. It just makes no sense at all, on any level.

Also, why on earth would DoW want to do anything that cuts into their already hugely successful online multiplayer function? You know, that place where it's possible to play an ENTIRE GAME in 15 minutes? Are you asynch drones really saying you can't spare 15 minutes for a game? Or that you'd rather spend six weeks playing a game that should never, ever go past 45 minutes?

Look, you guys can make up all the blatantly fake sock-puppet accounts you want to, but it won't change the fact that DoW has rightly decided to allocate their resources to different areas. As in, features that actually make an ounce of sense.




I think you are confusing our request (certainly my request - I wont speak on others' behalf). I agree that it is important for people who want to play a quick game of TtR online with a random opponent to have the guarantee of a quick game. This could be implemented by having a timer (60-90 seconds?) to allow someone to play their move. We should be allowed multiple games and leave the app (push notification will alert to your turn) but if you time out you get kicked (and lose some Karma).

What I would like to see is a change in the way games created with your friends work, not random games. These are longer, drawn out games between consenting people with equally busy schedules who do not have the time to sit and play for 20-30 minutes straight but still want to enjoy the game with friends and family.

Again, if you haven't played Carcassonne, try it. It exhibits all of the qualities I am referring to while keeping a fast-paced game for random matches.
      
CTYankee
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Re:Asynchronous multiplayer? Mon, 23 May 2011 19:06
eric wrote on Thu, 19 May 2011 12:23

Given the game's numerous micro-turns (ie I draw 2 cards, Next!) it would more frustrating than anything. So no asynchronous play.


No, it would allow the game to be played as people want to play it. I'm stunned this feature is not present in the game, multiplayer 101 in iOS development. One of those 'cost of entry' features any game has to have. Too hard to do? Too frustrating for players? Carcassone and Settlers of Catan seem to be hugely successful despite this 'frustrating' game play.
      
TheDukester
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Re:Asynchronous multiplayer? Mon, 23 May 2011 20:15
JUE1 wrote on Mon, 23 May 2011 00:29

Last I heard they are a business you know?

Yes, and as a business, DoW has already met its customers' demands in this area.

TtR has the most successful live online component of any boardgame in history. Literally millions of games have been hosted in the past few years -- it is, on every level, a raging success. And games are often played TO COMPLETION in 15 minutes.

So, setting aside the fact that TtR played asynchronously makes absolutely no sense from a gameplay standpoint, why would DoW want to devote any resources to a project they've already completed successfully? You want multiplayer? Fine, it's already available. Can't spare 15 minutes? Too bad for you. Don't make your issues into DoW's. They shouldn't have to pour time, resources, and money into an unneeded "feature" that essentially duplicates what's already available.

And, please, asynch fans, for the love of all that is holy: stop acting like you have some sort of right to this feature. You are a vocal minority; that's it. You're not special. Get over yourselves.
      
TheDukester
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Re:Asynchronous multiplayer? Mon, 23 May 2011 20:38
CTYankee wrote on Mon, 23 May 2011 10:06

Carcassone and Settlers of Catan seem to be hugely successful despite this 'frustrating' game play.

Catan does NOT have asynchronous multiplayer.
      
*player733173
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Re:Asynchronous multiplayer? Mon, 23 May 2011 20:58
TheDukester wrote on Mon, 23 May 2011 14:15

And, please, asynch fans, for the love of all that is holy: stop acting like you have some sort of right to this feature. You are a vocal minority; that's it. You're not special. Get over yourselves.


I agree that users have no right to any feature that isn't included (or at least promised) by a developer. We are simply asking/suggesting that it be added, not demanding. However, I am truly having issues with that game that this feature would resolve. I am unable to play against my wife on her iPad. We have attempted to play at least 5 times against each other now, and each time one of us has been booted from the game before completion and replace with a bot. We have yet to complete a game against each other. I bought this game to play against people I know, not strangers. Perhaps I should post about this issue in another thread, but the addition of async multiplayer would not only solve my problem but allow me to play this game in a manner that I would enjoy. As of right now, unless something changes, I doubt I will ever open the app again.
      
eric
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Re:Asynchronous multiplayer? Tue, 24 May 2011 02:09
player733173 wrote on Mon, 23 May 2011 11:58

However, I am truly having issues with that game that this feature would resolve. I am unable to play against my wife on her iPad. We have attempted to play at least 5 times against each other now, and each time one of us has been booted from the game before completion and replace with a bot. We have yet to complete a game against each other. I bought this game to play against people I know, not strangers. Perhaps I should post about this issue in another thread, but the addition of async multiplayer would not only solve my problem but allow me to play this game in a manner that I would enjoy. As of right now, unless something changes, I doubt I will ever open the app again.



Was this issue happening while playing using a Game Center account or a Days of Wonder Online account?


      
CTYankee
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Re:Asynchronous multiplayer? Tue, 24 May 2011 06:14
TheDukester wrote on Mon, 23 May 2011 14:38

CTYankee wrote on Mon, 23 May 2011 10:06

Carcassone and Settlers of Catan seem to be hugely successful despite this 'frustrating' game play.

Catan does NOT have asynchronous multiplayer.



I was actually referring to any kind of iPad multiplayer that does not require more than one device. ie Hotseat/pass and play a la Catan and Carcassone. So my comment is incorrect given the larger context.

That said, no need to take the tone in your messages. Cheer up kid!
      
*player733173
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Re:Asynchronous multiplayer? Tue, 24 May 2011 16:02
eric wrote on Mon, 23 May 2011 20:09

player733173 wrote on Mon, 23 May 2011 11:58

However, I am truly having issues with that game that this feature would resolve. I am unable to play against my wife on her iPad. We have attempted to play at least 5 times against each other now, and each time one of us has been booted from the game before completion and replace with a bot. We have yet to complete a game against each other. I bought this game to play against people I know, not strangers. Perhaps I should post about this issue in another thread, but the addition of async multiplayer would not only solve my problem but allow me to play this game in a manner that I would enjoy. As of right now, unless something changes, I doubt I will ever open the app again.



Was this issue happening while playing using a Game Center account or a Days of Wonder Online account?




We were using DoW accounts on the same wifi connection. We first tried to connect using Game Center but that never worked (only spent maybe 5 mins trying, then fell back to the DoW accounts).
      
Tyrant
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Re:Asynchronous multiplayer? Tue, 24 May 2011 23:57
Do we have a right to this feature? We're the consumers. You need to get off your high horse and stop making assumptions about what 'everyone else' wants, or what you think DoW wants or is going to do.
A vocal minority? Nah, there's a lot more of us than you realize. And why should DoW incorporate asynchronous multiplayer? The answer is Life. Plain and simple.
My friends and I are always looking for games we can play together, when we can't actually get together. Asychronous does this. There's about 6 or 7 of us, and we all have Ipads. I bought Ticket to Ride on my Ipad, as we all love the game, and the first thing I got asked is 'Can we play asynchronously?' As soon as I say no, the other 6 guys had no interest in purchasing the app. Playing against computer opponents, or some random player we don't know (which in my view is the same as an intelligent computer opponent), is something we have no interest in. I could care less about beating/losing to some guy in Arkansas. I want to be able to play my friends. Plain and Simple.
And do you realize how hard it is to get 5 of us all at the same time to be able to sit down and play? You say we should all make 15 minutes to play the game.. Ever hear of this thing called life? If not, perhaps you need to get out more. You're in the middle of a game, and suddenly your wife/girlfriend needs you to do something, or the baby starts crying, or people come to your door, or you get a long distance phone call, or.. or... or.. Get the picture? Life interferes with things such as this.
Do you know what games gets played most with our group? Disc Drivin' and Carcassone. For the sole reason of asynchronous multiplayer. We can make our turns, and then deal with life.
As for a minority, I bet for every person that buys the app, another two won't buy it, for the sole reason of lack of playing with friends. It's just that most people that aren't going to buy the app don't come on here to say so. They just move on and find something else. I know my other 5-6 friends did.
      
epthegeek
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Re:Asynchronous multiplayer? Thu, 26 May 2011 16:03
Despite the vitriolic rantings further up in the thread, I still really do want async.

For the past two days I've been trying to arrange a time with three other friends to get some games of TTR in but we haven't been able to align schedules to get all four of us free at the same time.

If we could play by turns we could have finished games by now. Easily. Despite how many 'micro turns' are involved. THIS is why people want async multiplayer.
      
player740715
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Re:Asynchronous multiplayer? Sun, 29 May 2011 10:57
Sign me up for wanting async play, I have several friends on iOS who play carcasonne who would get this instantly if it had it.

Also it would help deal with the appaling dropouts we are getting right now.
      
iBlinked
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Re:Asynchronous multiplayer? Mon, 16 January 2012 19:40
Put my strong vote in for asynchronous play. In fact, I know a handful of people that would buy it because of this feature; without it the convenience factor and ability to play with distant friends is too low.
      
ghawk17
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Re:Asynchronous multiplayer? Mon, 23 January 2012 15:35
I'd just like to add another request for the addition of asynchronous multiplayer (especially to the iPhone version!) - it would make games with friends very easy to play slowly across a day or two. I love Ticket to Ride, but on my iOS devices, my friends and I like games where we can do one move at a time, asynchronously, even if it is a pretty slow game.
      
hdescavernes
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Re:Asynchronous multiplayer? Thu, 02 February 2012 16:46
Done !

Another example of how DoW listens to the consumers. Kudos
      
*player503540
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Re:Asynchronous multiplayer? Thu, 02 February 2012 18:31
Just saw the update for iPad and iPhone this morning, what a great late Christmas gift. Thanks so very much, DOW.

Quick question, the asynchronous gameplay is limited to GameCenter matches (on iPad), is that correct?

With this feature done, the apps are nearing perfection. If the iPhone now gets in-app downloads of the other maps, and the bots learn how to use train stations in Europe, all is good - well, except that I bought TTR Asia for Christmas and now have to insist on getting co-op play in the app, it's so much fun and has very different gameplay dynamics.

Thanks again DOW!
      
eric
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Re:Asynchronous multiplayer? Thu, 02 February 2012 19:09
Asynchronous games are limited to Game Center, and only to Ticket to Ride Pocket - not Ticket to Ride iPad (though nothing prevents you from loading Ticket to Ride Pocket on your iPad, for when you want to play asynchronous games).
      
*player503540
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Re:Asynchronous multiplayer? Fri, 03 February 2012 03:24
Thanks Eric,

Tried it with the Pocket version and loved it. Of course now the next question, when does it come as a feature for the iPad?

In general, the iPad could badly need an overhaul of the GameCenter online, closer to what you are doing with Multi on the iPhone. Is Online gameplay between iPad and iPhone possible at all currently? We use the combo regularly in local play.

Keep up the great work, though!



      
*player731000
Junior Member
Second Lieutenant

Posts: 4
Registered:
May 2011
Re:Asynchronous multiplayer? Fri, 03 February 2012 18:17
hdescavernes wrote on Thu, 02 February 2012 10:46

Done !

Another example of how DoW listens to the consumers. Kudos

I have to disagree. The thread was started for the iPad version months before the "pocket" one came out.

I must say, I find the strategy of splitting features between the iPhone and iPad versions very infuriating.

I don't object to paying twice (although I'd rather have a universal app, obviously) but to have features that are only available in each one (different boards for iPad, and async multiplayer for the iPhone) is just silly.

I just don't understand the rationale, clearly iPad users want async just as much as iPhone users given when the thread was created.

The suggested solution of running the iPhone version on the iPad to play async multiplayer is just silly. So I'll just buy another version of the app, that isn't designed for the screen size and scales horribly just to get a feature that should be in the version I already have?


I hate entitled users that think they should get all kinds of updates and features for free, but when it's something that's been coded and given to one set of customers and arbitrarily restricted from other customers for no obvious reason that's just poor service in my mind.
      
hdescavernes
Senior Member
Michael Wittmann

User Pages
Posts: 733
Registered:
October 2003
Re:Asynchronous multiplayer? Sat, 04 February 2012 18:41
I understand what you're saying but it's still better than no asynchronous at all I think. I'd rather see the glass half full, who knows maybe DoW will pour the other half someday !
      
*player503540
Junior Member

Posts: 11
Registered:
December 2008
Re:Asynchronous multiplayer? Sun, 05 February 2012 19:24
Being an iOS developer myself I can understand why Pocket was the way to get to asynchronous faster. All of Pocket's online is based on GameCenter, which does provide since 5.0 a complete package of APIs and support functions to implement asynchronous play - including the matchmaking and tracking of moves.

The iPad online started out with the existing DOW online system, including matchmaking, and had GameCenter as a secondary option that to this day is awkwardly jointed at the hip.
I am sure asynchronous will come but if it is based on GameCenter that means Multi might need to be pulled out as its own game mode on iPad as well since DOWs online system does not support asynchronous. The Carcassonne devs have more or less moved the priority and default connection from their own system to GameCenter as well and it took them quite a few revs to make it seamless - if DOW finds a nice solution for us iPad users for the next revision I will be very happy.

The other big feature missing is deliberately choosing bots for online on both iPad and Pocket. Now that it's possible for local play (thanks for that!) it would be really nice to give the option for online matches as well.
      
epthegeek
Junior Member

Posts: 6
Registered:
May 2007
Re:Asynchronous multiplayer? Sun, 05 February 2012 23:16
Hallelujah!! Thanks for the asynchronous play DOW!
      
jakimo
Junior Member

Posts: 3
Registered:
April 2010
Re:Asynchronous multiplayer? **for iPad version** Tue, 07 February 2012 01:01
Every turn-by-turn game should be asynchronous. Every board game really IS asynchronous by nature!

Please let us decide how to play and do incorporate the feature. I have many friends that would enjoy games together over a few days, weeks and even longer - that cannot play otherwise.

We all agree together, please bring it along. Charge extra if you have to, but please do bring it for the iPad version as well.

=)

thanks
      
Spieler1077963
Junior Member

Posts: 2
Registered:
June 2012
Re:Asynchronous multiplayer? Fri, 03 August 2012 22:27
I second the suggestion that TtR iPad should have a hot-seat option.

I bought the game to play it with my kids on our family's iPad. Seeing that it does not support hot-seat, I uninstalled it, as it is completely useless to us that way.

We do not want to play with strangers, and I am not going to buy another piece of hardware just to be able to play a game.

Disappointed does not even begin to describe my feelings about Days of Wonder.
      
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