Certain flamers were pretty cynical about this whole blackout thing, but it's already getting some results. The people who started this wanted to draw some attention and raise awareness. Seems to be working.
Kotaku is adressing an issue which does not exist. I believe they need to git gut. Also the part where he loves the game, he probably loves to lose since he's a little whiny moaner.
Also Ubisoft will adress these issues which does not exist, to the 11k moaners.
Ubisoft actually seems to be taking these things serious, maybe they love moaners and losers or something.
Lastly I'll say something real nasty about moaners.
Git gut.
Hopefully never... you don't understand how horrible servers would be... let me explainOriginally Posted by emilydachick51 Go to original post
Orochi vs warden
Orochi presses heavy attack- signal leaves the players device playing the game traveling to the server-server receives signal and relays it to the wardens device- the warden now sees this and attempts a parry- orochi is has executed warden due to the small window the warden had to parry being decreased due to the communications
How it works now
Orochi presses heavy attack- signal leaves the players device playing the game traveling to the wardens device- the warden now sees this and attempts a parry- orochi is now caught in the wardens bs moveset due to the successful parry
Please stop being mad over dedicated servers when they're honestly a pure negative with no benefit to anyone not on their neighbors wifi
Wtf wait, are you telling me there is another person that understands the actually functions of dedicated servers vs a good p2p system?Originally Posted by DvlDawg15 Go to original post
Awesome, I get into an awesome pvp game just in time for the work to end! FML!!!
You have no clue what you're talking about. The only way what you're saying would happen is if they have client side hit detection. If they have server side hit detection, everything runs perfectly on dedicated servers, except that the person with a bad connection would suffer. As of right now, one person has a bad connection and everyone suffers but him. In fact, the laggier player has a massive advantage right now.Originally Posted by DvlDawg15 Go to original post
With dedicated servers and server side hit detection, the person with a bad connection suffers, while the other players are completely unaffected. Everyone will be at the mercy of their own connection.
P2P is trash, and the really funny thing is how everyone is under some weird misconception that FH doesn't have servers. Of course they have servers, they just don't handle the bulk of the networking since all they do is connect players for a game. Make no mistake, P2P is the absolute worst.
If you're advocating for P2P you either use a lag switch and abuse the situation, or you just have no idea what you're talking about.
False? Any game I've played with dedicated servers, you get a player with a poor connection and that lag is distributed to the rest of those involved.Originally Posted by Delectable_Sin Go to original post
More importantly, are you a professional coder/networking admin? Cause if so I'd like you to establish a perfect means of connecting multiple platforms over thousands of miles while maintaining immaculate connectivity and response times for all players.
I'll admit I don't know the specifics, though I've heard from people who do and there are benefits and draw backs to each, and if the PROFESSIONALS that made this game feel it was more prudent to use the system they did, that's fine by me.