And again bad multiplayer architecture (P2P)
Long time ago, when Division "Beta" (aka Demo) was released, I was one of the first persons, writing here in your UBISOFT Forums, that this game will fail if you have almost no server-side validation. And I was totally right. Natashi told me "this stuff will be fixed on launch". Nothing happened for a long long time and the game was flooded by cheaters. This however, showed me and many others, that you UBISOFT, have no clue about how to implemented multiplayer architecture.
Now, in 2017 with For Honor: Again a great game, again a totally messed up multiplayer architecture. But this time I know: Its not your devs (I am a programmer myself btw. and studied computer science at the university), its your business model. You want to save the money for renting servers and running a smooth dedicated server experience for everyone. Again we have a cash cow, that will turn out to be flooded by cheaters / hackers and horrible performance (Peer 2 Peer is totally crap).
Now... what do you except from someone with this knowledge as a background? A potential costumer for your new game? Exactly: I WONT buy it.
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