I'm not super angry with the current P2P system to be honest (It's sad to have P2P in 2017 in a top rank game). But a dedicated server would be much more professional. Players would not be boycotting Ubi so much. Servers are not expensive considering the amount of money needed to develop a AAA game. This game needs some improvements and I'm looking forward to it.
Ok so here are my two cents about matchmaking (and session hosting) system.
1. Game has already built in performance benchmark so create freaking connection benchmark to gather data on players connection possibilities and mark them as suited for hosting and NOT suited for hosting this will drastically improve connection reliability and lessen host swapping during game sessions - this should be your HARD parameter that NEVER gets changed under any circumstances. Also players should be asked by popup window to perform the performance benchmark to evaluate their possibility of being a host and like with connection benchmark this should mark players as possible or not for hosting the game. Connection should be valued ABOVE pc permormance. For example I have 50mpbs simetrical optic fibre connection to the world.
2. Why there is "your language" parameter in the matchmaking? This drastically limits potential player pool to finding the game - this kind of parameter should be editable from player side (IF it were to stay)
and for gods sake separate finally skirmish from elimination or instead of PREFFRED search give players possibility to COMPLETELY EXCLUDE these modes from matching. Its pathetically annoying when I (and for sure other players too because its widely seen on the forums) want to play ELIMINATION game and even have set it as PREFERRED mode and end up playing freaking skirmish coz of your STUPID soft parameters...
P2P host isn't really the end of the world and it sounds like the balance of syncing across all joined is a good concept.
The leaver crashing the match needs to be resolved but here's what to keep in mind...
Dedicated servers don't fix lag, they exemplify it. Play a game of Battlefield with someone who has a high ping, just make sure to hold up their score when you see them skate by. (Higher points awarded for the higher difficulty maneuvers like jumping)..
Now in a large map game like that.. ok.. don't go near him, your client doesn't care about processing his laggy response... but as soon as you get within range of needing to process his responses (along with everyone else in the area) you will notice a massive hit to your own performance.
Go to a dedicated server game forums... here's what you'll see:
Fix the netcode
Hitboxes are terrible
I got killed around the corner wtf...
These are all issues of trying to balance latency from a bad client with client side code. The reason for this is that you're not seeing what you saw, youre seeing what you saw (insert client request -> server process -> server response to your connection formula from hell) ms ago. As far as calculations go, this is far more accurate, what it means to us client side though is that we feel like it was wrong because we coulda sworn we shot first. We didnt necessarily shoot first, we just hadn't received the notification yet that he shot.
Theoretically the shared host thing should work, as long as the clients can stay synced.. I have had matches that pause and resync and as painful as this is, I've noticed less lag from this game than I have from any dedicated server game.
Mickey, you are wrong.
Preliminary netcode test: https://youtu.be/tAU5bIalbnc
Boom.
they have young managers with history and new vissions how to save money and make more money..Originally Posted by Tillo. Go to original post![]()
Honestly, everyone with half a brain will realize that a company that advertises p2p (and it IS still p2p, regardless of how you balance the load) and ALSO has next to no networking infrastructure in place for dedicated servers IS looking at maximizing their profits first, delivering quality later, if at all.
Ubisoft, it is apparent that you prefer dealing with people's bad and unoptimized networking situations by making your sad community monkeys repeate the same useless standard troubleshooting advices over and over again than actually tackling the issue at it's root.
I hope, some day you realize that customer retention is worth more than saving a dime on initial investments. Shortsighted business strategies are the most risky in a market that is both oversaturated and still very volatile.
Originally Posted by Angier. Go to original post
I can say something something is up with the connection errors and stuff I don't know how to fix it but. I hope they do because I can't play online on xbox one and I would like ubisoft to fix whatever the.problem is.