# Real Time PvP vs AI Controlled PvP

**URL:** <https://community.gemsofwar.com/t/real-time-pvp-vs-ai-controlled-pvp/7197>\
**Category:** Off Topic\
**Created:** [May 22, 2016, 7:22pm UTC](https://community.gemsofwar.com/t/real-time-pvp-vs-ai-controlled-pvp/7197 "2016-05-22T19:22:17Z")\
**Posts on this page:** 1\
**Showing post:** 17

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**Author:** ![Sirrian](https://sea1.discourse-cdn.com/flex019/user_avatar/community.gemsofwar.com/sirrian/32/35758_2.png) [@Sirrian](https://community.gemsofwar.com/u/Sirrian)\
**Post date:** [May 23, 2016, 1:32am UTC](https://community.gemsofwar.com/t/real-time-pvp-vs-ai-controlled-pvp/7197/17 "2016-05-23T01:32:38Z")

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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 many mobile connections & the need to stop blatant hacking, we’d need to move a lot of the game-state simulation from the clients to the server. That’s quite a hefty task, not just in the amount of server coding required, but in the amount of rewriting of the client-server interaction.

All that being said, we’d LOVE to do it one day - it would certainly provide a challenge - but we won’t be in a place to start this in the next 6 months, I don’t believe.

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