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  1. #21
    GregoryMcFlint's Avatar Member
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    Jan 2017
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    Originally Posted by eric.pope Go to original post
    A bunch of BS that amounts to the game still using P2P, no matter how I sugar coat it..
    You realize that your projected sales figures are going to be WAY LOWER due to this awful decision, right?

    I'm sorry, but the people who have canceled their pre-order aren't just saying that as an empty threat to your wallet, they actually canceled their pre-order.

    Wake up and join 2017.
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  2. #22
    Vakris_One's Avatar Senior Member
    Join Date
    Oct 2015
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    Originally Posted by eric.pope Go to original post
    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.

    Thank you for all that info. Very interesting read.

    As you can see there's a fair bit of saltiness about connectivity and stability during matches. Please do listen to the ones who offer genuinely constructive criticism without all the childish insults as being dropped during matches and having to task kill in order to leave when the game freezes you at the "synchronising" stage, is a major problem right now.

    Please do your best to ensure a more stable framework where host migration doesn't kill the match dead every single time (preferably never). I'm personally not sure that dedicated servers is the best solution as they will inevitably get shut down at some point once the game reaches the 4-5+ year mark and then we'll have no game to play at all and might as well have chucked that 40 quid down the toilet anyway. Perhaps there's a way to utilise both; a dedicated server for the sake of stability as well as your custom P2P network to save on maintaining a lot of servers and to ensure the game doesn't get shut down when the publisher pulls the plug on server maintenance.

    I'm no expert in any case so I'll patiently wait and see what happens. I really just want to see For Honor thrive in the long run.
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  3. #23

    FPS problem

    Sorry to be posting this here but i posted my problem in the actual FPS issues forum but nothing happed so im hoping that this will be more effective her please note that i have already pre ordered the gold edition of this game and I do not want to have wasted my money. I play on pc and my pc meets all the requirments that you guys put down for specs but im still only getting 8 or 9 FPS while im playing the game against bots that i already mastered killing this started as soon as I joined the open beta im running on the lowest settings and even when i am i still am at 8 or 9 FPS. I am starting to worry that I have wasted my money. I cant play online because when i try i get into a game pretty quickly but then it kicks me out for having to low FPS. I have watched videos of playing this game and it looks like a fun game that I would be happy to play but I cant because of this problem.

    This does not happen on any other game that I play only this one.

    If anyone has any suggestions as to how to fix this problem please tell me.
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  4. #24
    Forest and Cathedral are the only two maps where I have huge fps drop from time to time.
    I am running i5 4690k 16GB ram sapphire rx 480 8GB.
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  5. #25

    The beta, hope the final game doesnt have this issues

    Originally Posted by eric.pope Go to original post
    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.
    I've got to say I love the game its great and fun. I'm super hype for this game, only problem that worries me is in the beta I can't find games when I'm a party of 3, also when i play dominion or deathmatch I keep on getting errors on dominion when my team is winning and the game is almost over and deathmatch it happens randomly no matter when my team is winning or not. These are some of the few things that me and my friends are dealing with. I'm hoping that these issues get fix. I know its just a beta but seeing how close the game is to launch worries me. Because In the rainbow six beta these same issues were occurring and when the final game came out those issues were still there for a while till they fixed it. I know that this isn't rainbow six but just seeing whats happening in this beta just worries me. I bring these issues up because of how excited I am for this game, I just don't want to be let down.

    Thank you,
    Fan and player of the game.
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  6. #26

    Fps

    Originally Posted by Tillo. Go to original post
    Forest and Cathedral are the only two maps where I have huge fps drop from time to time.
    I am running i5 4690k 16GB ram sapphire rx 480 8GB.
    I have the problem while im on the main menu its not good
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  7. #27

    Out of 20 4v4 matches, just a 15% (3) played fine (and with bots!), rest didn't end.

    It is incredible how much time i've lost traying to play 4v4 modes matches.
    My connection status is perfect, NAT always open and conn status green (i tested with a dedicated connection with dedicated public ip in the console). But it is very hard to be able of completing a game, and if so, gameplay quality is very poor, several resyncs, multiple times bots/players going in and out. I think it isn't fair that my game experience result this way due other's people connection. The probabilities of having 8, and even less, players with the minimum decent connection seem to be very low and is dependant of the service quality of the part of the world one is and how a person/s use its connection (ie while the kid is playing a brother or other member of the family is p2p downloading, or streaming, or other console also being used, wich by the way is the worst case scenario for the nat type). i have also noted that many players rapidly quit when other people connection fall and bots spawns.
    One way that occurs to me for remedy this, is facilitie to play group vs group, and have a lfg feature to, previous of start a game, forms group, where the connection quality of other people and some metrics regarding their behavior can be seen. Of course once a group is form let them choose to select matchmake only with other groups.
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  8. #28
    I don't really care about all these fancy matchmaking processes and systems if I can't even reliably connect to players and play through a whole match without problems. Seriously needs some fixing guys!
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  9. #29
    Thanks eric.pope for the explanation!

    I think "For Honor Network Model" is the best for this kind of game. I see, during the development, and testing, beta runs, it could be difficulties and glitches, bugs which reveals and must be fixed.

    For understand this correctly, when this concept was perfect and finished, ping to/from all participants would be very low, so game experience would be super-cool. Ok. I see the only drawback for this, that I could never play - let's say - with a north-american player from europe, only when there is no any other players left in queue in the world. (which is impossible)

    Now for an interesting question....

    What if, I have a friend, far, far at the other side of the Globe? In this case, ping to each other would be terrible. But as matchmaking system should consider that I wanna play with my friend, (he/she is in my friend list) matchmaking server forced to get in that player into the queue. But this would ruin the other 7 players experience due to internet-connection-distance aka low-ping.

    My question is: how would the matchmaking system gives the solution for this particular situation?
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  10. #30
    I think during dominion mode, leaving doesn't deserve an actual punishment, for sometimes it can last long, and we can't know the reasons a certain player quitted. What needs to be punished is instead, leaving in 2vs2, where it completely changes your chances to have a well balanced game. After all, 2vs2 matches don't last for more of 6-7 minutes, if you start one, finish it.
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