|
|
|
|
|
by Emjayen
1249 days ago
|
|
Are these players interacting in any way? If they aren't then it could be more tolerable, but one player being more than several seconds behind others is going to lead to a rather undesirable experience, especially in the middle of a battle (and having most of their commands dropped due to being invalid equally so) |
|
There just aren't many modern multiplayer games where slow players can negatively impact the experience of others, and that's because the industry has learned how terrible the experience is.
And that's for players playing in good faith on bad connections - abuse by inducing latency was a big thing in the past. Think a player that runs out the clock when they're a move away from being checkmated.
Basically the only time you'd ever want to operate the system to pause if a player fell behind is during a tournament, where fairness is more important than player experience and they know that going in. And even that, IMO, is questionable.