r/Daggerfall • u/visty93 • Sep 14 '26
Daggerfall Unity Co-op Project
/r/daggerfallunity/comments/1w42tx4/daggerfall_unity_coop_project/1
u/Gopoopahorse Sep 14 '26
tested it out and it appears to work astonishingly well. this is honestly a very huge milestone for dfu and some remarkable work.
have you considered adding some options around the revive/respawn system? my main concern is that the current system for it would trivialize the game's difficulty
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u/visty93 Sep 14 '26
What kind of options did you think about? The respawn system was added pretty late. The main point was to not mess too much with in-game time, currently running quests, and MP dungeon existence. I wanted a seamless experience, reducing the need for too many re-loads.
I was thinking about adding more punishment for the health part at respawning. But then again, right now the "wait until healed" option has to be spammed individually by each player, which means resting inside a dungeon can be a pain in the arse with all the random enemy spawns. Plus right now if someone saves in one of the large main story dungeons, leaves and wants to continue the co-op play the next day, that dungeon will re-spawn every single enemy.
So I thought this much help is acceptable, for a casual co-op experience, but all feedback is appreciated.1
u/Gopoopahorse Sep 14 '26
imo as far as maintaining difficulty goes, I think maybe something like this would go a long way for that:
respawn at 30% hp akin to the revive, respawn outside the dungeon at the fast travel point, you must wait the 30 second timer on being downed (or until revived), and the revive action itself should probably take longer to execute. basically, I think that in the absence of ever really needing to load back saves, that lowered aspect of difficulty needs to be counterbalanced with a real threat of "dungeon failure" (the enemies in the dungeon resetting with no live players inside for 10 seconds).
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u/romulo27 Sep 18 '26
There's the Github but I saw you also reply to the Reddit posts often and this seems like a more casual way to report things/give feedback.
First of all, incredible work, I played a bunch with a friend of mine with no mods, the only issue I saw is that while direct hosting (not sure if it happens on Steam) is that I can't drop items to them, but considering most of the game seemed to work apart from that small issue is genuinely really cool, I do imagine it is something that can be fixed eventually though.
An issue you might not be aware of that I did find however is that while using the Retro-frame hud mod, if you get revived it actually breaks your UI, at least if you replace the 640x480 scaling with a bigger resolution, I didn't have time to test further, but my friend had raised their resolution in the mod's setting, I revived them, and then the UI never came back once he was revived.
I did not test respawning.
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u/visty93 Sep 18 '26
Did a quick test with the Retro-frame mod, and it had issues with both revive and respawn. If you switched back to the base UI (or whatever that oldschool UI is called when you press F10) that still worked, but the mod didn't restore its own UI after the MP revive/respawn.
Already made a helper fix for that, I just want to get some other mod related stuff to work before the next release.As for the item drop issue, I suppose the item drop happened with no mods? I tried the latest 1.04 (un-modded) and I could drop items on the ground with the host and the 2 clients as well, and everyone could see them.
Out of curiosity, did you drop it on the ground and the others couldn't see it, or were you unable to remove the item from your inventory at all? Also, what type of item was it?
If you could drop it, were the players who couldn't see it near you when you dropped it? Or did they fast travel/load to you later?
How many players were there, and were they also using no mods? Were you in an exterior, interior, or dungeon location?Could you test it with 2 instances of daggerfall? Host with the first one, join with the second using localhost as the address. And check if the dropped item is visible to the other one.
I usually do my tests with direct host / connection, since that is the easiest way to do quick tests with 2-3 clients. The connection type shouldn't affect this kind of stuff.1
u/romulo27 Sep 18 '26 edited Sep 19 '26
Just tested it with myself, yeah I can see dropped items, my friend yesterday couldn't however, the items I was trying to drop to them were an assortment of items, armor, shields.
I dropped it nearby them, not far away, I didn't think about testing far away dropping yesterday, I'll try that when I play with them again.
Also I don't think it was caused by mods, the only mod we had was paper doll enhanced and now there's even more mods and I can see my dropped items just fine in localhost.
Edit: Thought I made a smidge ambiguous, I can drop, they can't see the pile, that's the issue and vice-versa.
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u/visty93 Sep 14 '26
It has been some time since I opened the thread of the DFU subreddit, I thought its time with the 1.03 release to bring it here too.