Get some f****** Detected servers for all the games you make, p2p is trash, you can't keep making such good f****** Games and then ruin them because you guys are to god **** Stubborn to fix the severs, You know it isn't the player base's connection, yet you blame it on our connections, Get a diffrent way to do your sever connections, Please dear god stop f****** your own games like this. As a company you are killing yourselfs by doing this.
Why does "Language: Your Language" show up on matchmaking? And more interesting: why does that never widen? IDGAF if the guy I'm dueling chats in a language I don't understand, quick chat is sufficient for that scenario.
Also something's definitely not working, I shouldn't be unable to find a match for two whole matchmaking cycles in central Europe on an open-beta/demo Friday. (NAT open, generally good connection)
To anyone who pre-ordered the game: YOU CAN CANCEL the pre-order !
The connectivity problems will persist and Ubisoft will not fix it or care about your complaints. This has happened time and time again with this company, R6: Siege is the perfect example. Tons of people not being able to find games, games crashing mid-way with random errors, constant disconnects. Expect all of this and more in For Honor, while Ubisoft feeds you bullsh*t information and tries to pin the problem on your side (even though people can play any online game without any issue, Ubisoft games seem to be *special* XD).
Take some advice: Save your time and money for something that is worth it. It will save you a lot of frustration.
R6: Siege is also the perfect example for a game that was intensely cared for post-release and *really* came into its own, just like another launch-debacle military FPS by another developer and publisher that was mediocre for a long time and became amazing later on.Originally Posted by DasUberSheep Go to original post
So if you're having fun with the demobeta and are aware that the launch version will, for an extended period of time, not give you a much better experience than what you currently have, you should be fine buying. I haven't (yet). I probably will rather soon.
Canceling pre order as well, i love the game and boy im freaking good at it, one of the best games i've played, but indeed P2P is garbage and half of my game time is just waiting to find a session when we all have nice internet connection, then i find a good quality session, but people doesn't want to rematch and keep our healthy session because they lost, im frustrated of having to wait half of my playtime for a nice session.
i've lost hope of getting dedicated servers due to their defensive stance about the matter, so yeah, i will have to cancel preorder.
What is the skill parameter or how it's calculated?Originally Posted by eric.pope Go to original post
You say the skill's parameter are "reflected on the matchmaking in-game screen", where? i couldn't recognized them.
So, let me start off by saying, P2P isnt bad if done correctly. So the real thing we'd like answered UBI, is how did you do it?
If you look up UPnP NAT Traversal (or Nat-t) and manage to find its reference to IDG (Internet Gateway Device Protocol), you might understand how simple it should be to do P2P games.
You'll notice a con listed about security in relation to malware being able to create port mappings on the fly and the risk it causes, which is very true (nothing to do with games or features of UPnP) but it tells you something. If you have a Windows machine with some games you'll notice a network security prompt and have likely either just said ok or block, but either way it happened, and the reason for this is that Windows knows that UPnP can be risky so it wants to make sure you'll allow it send send that request off to your router.
Now like most things, there is usually an order of connection types. If you said no on that security prompt, then it still has to let you play, but it cant use UPnP so now we get in to older methods that are not as fancy, but will sort of accomplish the whole thing. I wont go in to details, but think of the NAT color option UBI shows, thats different levels. Green I assume is all ports are forwarded or you're DMZ and then yellow is some NAT translation (which doesnt appear to be UPnP) and red is some other crippled version below that. There are a ton of options and i wont lay them all out.
So really the full mesh concept they have is neat, but it looks like the method they are using to establish those connections is likely outdated, or if it isnt, it would be nice of UBI to actually tell us why we experience so many issues with all of their games.
I refuse to preorder this just because of how many times i've been disappointed by UBI games around its ability to match make, and im not talking about time/skill/quality, but just the ability to establish those connections.
So, UBI, I dont suppose you could provide a bit more information about how those connections are established so maybe we can bad mouth you for a different reason, because regardless of all that, the valid point still stands, your games have, for YEARS, suffered from the worst connectivity of any games on the market.