# A True Online Player vs. Player Mode Coming Soon?

**URL:** <https://community.gemsofwar.com/t/a-true-online-player-vs-player-mode-coming-soon/13336>\
**Category:** Feature Requests and Game feedback\
**Created:** [October 5, 2016, 2:52am UTC](https://community.gemsofwar.com/t/a-true-online-player-vs-player-mode-coming-soon/13336 "2016-10-05T02:52:00Z")\
**Posts on this page:** 1\
**Showing post:** 12

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**Author:** ![Ashasekayi](https://sea1.discourse-cdn.com/flex019/user_avatar/community.gemsofwar.com/ashasekayi/32/61090_2.png) [@Ashasekayi](https://community.gemsofwar.com/u/Ashasekayi)\
**Post date:** [October 5, 2016, 6:35am UTC](https://community.gemsofwar.com/t/a-true-online-player-vs-player-mode-coming-soon/13336/12 "2016-10-05T06:35:34Z")

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> [@UKresistance](#):
>
> Who said they were looking at real pvp as as possibility?  
> …

> [@Real Time PvP vs AI Controlled PvP](http://community.gemsofwar.com/t/real-time-pvp-vs-ai-controlled-pvp/7197/17):
>
> We actually implemented live PvP in Puzzle Quest, Galactrix, & Puzzle Quest 2… The main design issue (one of turn timing) was an issue in those games too, but we solved it with a short-ish turn-timer (it could be adjusted from 4 sec to 24sec in PQ1 for example). We also stamped out endless looping by putting cooldown timers on individual spells. So the design issues are all addressable, I believe. The main issue with Gems of War is the server infrastructure. Due to the rather flaky nature of…

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