you are right ... it is sad, that developers do not use the gold standard in a AAA game.Originally Posted by Himsa-RevFX Go to original post
in this case, it really hurts to see it, because 'for honor' is the first brease of fresh air since a long time. most games nowadays are either clones or sequels and gems like 'for honor' (and to an extent 'the division' and 'wildlands') are rare.
propper anti cheat and a strickt banning policy are keys to help a game to reach month two without crapstorms ans mass-quits. i participated in all three test stage, 'the division' had the alpha had far less problems. during the closed beta, cheat engines were already available and in use. in 'the division', it only ruined the darkzone - an open ff-enabled area, without any competitive pvp ambition. in 'for honor', with that strong emphesis on competitive pvp, it could destroy the game.
i agree dedicated servers are a must have!Originally Posted by Admonishment Go to original post
I also have to admit that if Ubisoft is trying hard to fight piracy (which is a good thing) and get better income buy forcing the players to play the campaign online.
They should at least processed with the same effort to fight against cheaters/hackers in order to offer the best online experience and there is nothing better then dedicated server to have a better control of that.
I don't think P2P will kill the games longevity, Chivalry came out in 2012 and I still play (though there it's almost all ghost servers at this point) The biggest problem with P2P as i've witnessed in chivalry is getting beaten to the punch in hand to hand combat despite moving first to stab or slash by someone with a faster connection to the host.
Stuff like that is infuriating so please reconsider with the dedicated servers, I mean does anyone know why exactly they aren't using dedicated servers? why has the discion for P2P been made?
the problem in for honor is roughly the same. while ttk is very high and most of the gameplay is very strategic, the actual fighting is very fast and actions and their counteractions are done in split seconds. the host simply as a time advantage when it comes to split second decisions. this is not a problem, as long as both combatants are checking playing mindgames, while circling each other but when the actual fighting begins, it is there.Originally Posted by JahzShammah Go to original post
when playing on pc, p2p adds several problems. players, who are having more simple systems, might have problems with data processing, rendering AND hosting at the same time. and off course, p2p is far more easy to cheat on.