1. #1
    eric.pope's Avatar Community Developer
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    Q&A on For Honor's Online System

    How does For Honor’s matchmaking system work? What do all of those indications that players can see while matchmaking mean?

    The objective of a good matchmaking is too find the right balance between waiting time (as short as possible) and match quality (fast connectivity between players and same level of skill).
    To do so, our philosophy is to focus on connection quality first then players’ skill. Regarding the waiting time, we look for the best fit for skill for the first 30 seconds, then expand that skill range after each 30 second interval. After three minutes, we timeout the matchmaking to allow the player to restart the process from scratch.

    The matchmaking service relies on hard parameters (parameters that we don’t adjust over time) and soft parameters (parameters that we adjust overtime and that are reflected on the matchmaking in-game screen while you are matchmaking).

    The two hard parameters are NAT and Player’s Continent. The two soft parameters are location (inside player’s continent) and Skill.

    For the location parameter relaxation, we focus on your region before switching to your country then finally expanding to your whole continent. There is no easy way to express what a “region” is as regions are optimized for gaming experience and can be: part of a country, a whole country, or a cluster of different country parts. Same thing can be said for “continent” since we split them differently to have better ping between players.

    For the skill parameter, we expand iteratively from players of your skill level from “Strict” to “Medium” and finally “Extended“. We expand to “All Skills” for any final matches before we timeout the matchmaking.

    Lastly, we also sometimes incorporate several modes into one playlist to reduce the number of matchmaking buckets. This allows to regroup the player base and reduce the matchmaking times.
    For example, Elimination and Skirmish will be both in the Deathmatch Playlist at launch.
    In that situation, we relax the “mode preference” parameter during the matchmaking once the matchmaking queue has hit two minutes.

    All those values and parameters are of course subject to change based on the learnings from the Open Beta and first weeks of launch.


    Why were there some cases of sessions timing out in the Closed Beta?

    We had very few occurrences of multiplayer sessions going “zombie”, this affected mainly Dominion PvP but also Brawl PvP. The issue is that those “zombie” sessions would drag players in matches that would never start. While they were very few occurrences, they would stack over time so more and more players would get affected. This issue generated the vast majority of the dreaded error “7-00000004” à Session Join Timeout”. In addition, we encountered a bug impacting players’ online status when they caught error “7-00000004” so they could not enter any further online matches until they restarted the game.

    As maintenances enabled us to clean those sessions while we were looking for the root cause, we implemented maintenance windows every 4 hours to regularly clear the “zombie” sessions and mitigate the issue. We also had to remove Join in Progress during the Lobby phase to patch the problem while we were working on the definitive fix.

    We found the root cause to the issue and implemented a fix it in the last days of the Closed Beta on PC, the fix will also be implemented in the Open Beta on that platform but won’t be on console yet – it will be at launch on all platforms. For players who still encounter the error “7-00000004” during the Open Beta, we recommend to close and restart the game. This error should happen very rarely thanks to our tracker that will kill most of the zombie sessions as soon as they appear, so Dominion matchmaking should be very reliable on all platforms during Open Beta. We apologize for any inconvenience this may cause.


    Will the connectivity issues that some players had during the Closed Beta be fixed for the Open Beta and launch?

    One of the main reasons why we do live events before launching the game, like our Closed Beta, is to identify and fix problems as soon as possible. Your playtime during those events enabled us to spot issues that would be very hard to find out otherwise. During those live events, we do server patches and use the flexibility of our Uplay PC platform to fix our game client on PC. We did this during our Technical Test 2 and the Closed Beta gave us the opportunity to iterate faster with you!

    During the Closed Beta, many of the connectivity issues that happened (lag, disconnections, etc.) were caused by in the fact that our region matchmaking wasn’t always working as intended. It was sometimes matchmaking people from different continents, which led to lag and disconnection issues. While we fixed a significant part of the problem with our Closed Beta server patch, it is only today that we completed the identification of the root causes and finalized improvements for our Open Beta.

    We often hear players talking about Host Advantage that is tied to classical P2P models. For Honor has its own network model that is different from game servers or traditional P2P where one of the players is elected as the game server (“the Host”). We don’t have a game host per se as the session host only manages the invites and handshakes of all players in that session. This is why the game can be impacted by a leaving session host, pausing the match for a brief moment until a new session host is elected, the game is synchronized and the match resumes.

    During matches, every player runs a synchronized simulation and the game is played without any game host; all players are sending to all players what they are doing without the need of any answers from the other players thanks to the simulation. This is why our tech allows more reactivity and doesn’t have the “host advantage” problem of a traditional P2P model. When the match ends, the results are sent by all players to our arbitration service that validates its integrity. We also have other servers and systems that help us track and identify potential cheaters.



    Infrastructure stabilization is something that development teams will continue to work on, even after launch, to make sure that everything runs smoothly. Once the game is launched the servers and architecture will be heavily stressed and we might encounter issues never faced before but as always, working on those potential issues will be a major priority for the team.


    There is no penalty for quitting a game, while it can affect all other players because of session owner migration. Do you plan to change that?

    Leavers are already penalized as they lose all their match rewards (Loot, Steel, XP, Orders, War Assets, etc.) also stalling their Hero progression by doing so. In For Honor, it’s more interesting to stay in match and participate (even if you lose) than leaving it.

    As the result of the match does not influence your chance to get Loot and grants you the same amount of Steel, leavers are quitting at the cost of everything else while the other players continue to gather rewards.

    We are aware of the irritations that can cause a player leaving a match and we are already working on possible penalties to apply when that occurs, which will come post-launch. For example, we took a first initiative during the Closed Beta, when we displayed Leaderboards in our forums: Since several of you expressed that concern the first day, for the remaining days, we treated all “Leave” as a Loss to build our Leaderboards.
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  2. #2
    Well the posting is nice though, but the last and the current beta obviously does show every1 how the game is just beeing a running downtime.
    Idk what exactly is always up with these messy P2P solutions, simulations whatever "improvement" it is called, the reality simply always shows that it doesnt work that way and you guys should really stop working on it - its a massive time draining and probably due to that it sure is cost extensive aswell.

    Simply setup proper dedicated servers for 1on1 and 2on2 - keep Dominion as a nice buggy gimmick full of host migration and leave it till you find a better solution than your "simulation". Im 100% confident theres a proper working way running the simulation on a server, or connecting a server into the middle of the 4 players to keep up the connections etc..



    Edit: Ive also had an Idea how to solve the issues:

    http://imgur.com/a/e4sl7


    http://imgur.com/a/mHHwV
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  3. #3
    Double post cause these forums dont work properly either >.<
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  4. #4
    It still an absolute pile of trash how ever much you try to sugar coat it, I have lost out on so much XP and Steel I could fully level twice due to the issues created by peer to peer
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  5. #5
    GregoryMcFlint's Avatar Member
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    Thanks for deleting my post! If you can't handle the criticism, you might want to consider a different profession. Also, P2P is not a viable online solution, no matter how you "phrase" it.
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  6. #6
    Originally Posted by GregoryMcFlint Go to original post
    Thanks for deleting my post! If you can't handle the criticism, you might want to consider a different profession. Also, P2P is not a viable online solution, no matter how you "phrase" it.
    Dont worry, they deleted my thread about this 'new' p2p solution. Honestly, dumbest **** ever for any type of multiplayer game lol. They have all these checks for lat/connections just for matchmaking and attempts to synchronize all 8 users (4v4 example) but the moment one person stops/drops out this pauses the game and in more cases then not this will drop the match because depending on who becomes the next 'host' if (if the host is the one that dropped) if that host doesnt send out the invites fast enough aka match the last host connection or better well gg cancled game. And if a non host dropped and the current host doesnt send invites fast enough its again gg game closed. Also seems like the person with the best connection isnt elected as host, seems random.

    Also, if someone lags out it will kick them from the match and thats good right? Its good to have these thresholds but with this solution if one person lags out EVERYONE is punished if the host or new host cant handle invites/handshakes fast enough.
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  7. #7

    trash...

    the network is trahs and makes the game sometimes nearly unplayable and und frustrating

    middle in the fight it freezes for everyone because of network problems, again........ and again....... and again........
    and if you do manage it to make it nearly to the end of a match, then you will be kicked to the ~~~Main Menu~~~ because player XYZ left the game

    so yeah the Game is really entertaining and I like it, but with this network its not worth the money because you cant really enjoy the Game,
    its not P2P but its still garbage.... I wont buy this game until it got Servers
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  8. #8
    GregoryMcFlint's Avatar Member
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    Originally Posted by LC_Knxwledge Go to original post
    Dont worry, they deleted my thread about this 'new' p2p solution. Honestly, dumbest **** ever for any type of multiplayer game lol. They have all these checks for lat/connections just for matchmaking and attempts to synchronize all 8 users (4v4 example) but the moment one person stops/drops out this pauses the game and in more cases then not this will drop the match because depending on who becomes the next 'host' if (if the host is the one that dropped) if that host doesnt send out the invites fast enough aka match the last host connection or better well gg cancled game. And if a non host dropped and the current host doesnt send invites fast enough its again gg game closed. Also seems like the person with the best connection isnt elected as host, seems random.

    Also, if someone lags out it will kick them from the match and thats good right? Its good to have these thresholds but with this solution if one person lags out EVERYONE is punished if the host or new host cant handle invites/handshakes fast enough.
    Imo, the most disheartening thing about the p2p is when you join games in which the ping is barely passable. Like, you don't see nearly as many attacks hitting through blocks and warping, but you can FEEEELLL IT. Feel it as in the inputs, holy hell, the LOST INPUTS. Like, the game isn't visibly lagging, but watching your inputs disappear into thin air is absolutely infuriating. Especially when you play a lvl 3 bot offline and kick his/her *** because every action you perform actually happens!

    GOTTA LOVE P2P in 2017!
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  9. #9
    P2P simulation...hypocrites. If you would have created a new thing you would have patented it, advertised about it and sell it. This is bait & switch.
    Endless threads about connectivity problems, people cancelling their pre-orders, stop giving us the run around and put dedicated servers.
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  10. #10
    Very bad decision. I start to regret I preordered the game. Also I have to say in this Open Beta, it's constant waiting and quitting to the main menu as there is always at least one guy who leaves the session.
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