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Viable to multibox action combat games? Specifically upcoming game Dauntless.
TLDR. No experience with multiboxing interested to do so for an upcoming action combat game, Dauntless. It's like monster Hunter for PC with influences from dark souls, Bayonetta, and Devil May Cry. Always online emphasis on co-op multiplayer with dedicated servers. Will be using a gamepad.
I'll be using one computer and running three other copies of the game. I want to use my dual shock 4 (PS4) but may have to use my xbox360 controler. I heard a rumour that they will allow multiboxing but nothing concrete either way as of yet. Dauntless is currently in tech alpha and will be in closed Betta with a buy in option in late August. If I decide to multibox it will be during open Betta which should happen in the fall.
I will need every character to remain in a strict formation with a way to reset any that leaves formation quickly. Every action including movement and orientation needs to be in sync in a way so iframes ( frames of invisibility during dodge roll animation) and hurt boxes on the weapons will be active at the appropriate times for each character and every attack is always going the same direction. The margin for error will be very small.
Is this possible? What troubles can I expect? Software recommendations? Any other info I need to provide after it's available?
All the following is public information released by the devs.
Game will be running on the Unreal engine.
The current stated specs.
Minimum Spec:
Card: 660Ti (DX11)
CPU: i5 SandyBridge
RAM: 4GB
OS: Windows 7 DX11 Support
Target Performance: 720p, Low Settings
Recommended Spec:
Card: GTX 970 (DX11)
CPU: i7 Haswell
RAM: 8GB
OS: Windows 10
Target Performance: 1080p, High Settings
My rig
i7 770k
Gtx 1070
16 GB RAM
Windows 10
Thank you.
Last edited by DiscJypsyFish : 06-30-2017 at 05:08 AM
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Member
While I'm not the best authority on the matter, I would have to say that the answer is most likely "No".
1-1 broadcasting is at it's best inaccurate, which is why we rely on mechanics such as Follow to move around in most RPGs. Mirai demonstrates the issue here. You'll probably end up with characters out of sync very fast, with no way of 100% syncing them again outside of any teleport/instace portal mechanics the game might have available.
The controller adds another hick up to this as well. While I'm fairly confident the buttons themselves could be made to work, the thumbsticks are another thing. I'm not aware of any multiboxing software supporting the way they work for turning and movement. I.E. having multiple "speeds" from the same input. It's similar to mouse movements, sure, but I'm not sure functionality exists to tie the 2 together.
Last edited by Wubsie : 07-01-2017 at 01:40 PM
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