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  1. #11
    I must admit it is recently much better than it used to be. I get 1 - 2 dced per night which is absolutely acceptable for myself
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  2. #12
    Gray360UK's Avatar Senior Member
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    Originally Posted by C00tBAjenkins Go to original post
    I think the latency involved would have given a much worse overall experience. Thats just a guess though. It serves a purpose the way its enabled but I think a redundant state of the match on a server would solve all connection issues.
    I can't see that to be honest, I've played MMOs for years and shooters like Battlefield, all of them with their own dedicated servers. Yes lag can cause problems sometimes, and 'Yeah yeah, blame the lag' has always been a bit of a meme / joke in these games if you die and don't want to admit that you suck, but in reality the experience is usually very stable. These are games people play day in and day out for years and enjoy doing so. Lag does not ruin these games in the way that P2P ruins For Honor.

    Are we really supposed to believe it would be impossible for For Honor to run on dedicated servers when games like Battlefield do and still handle the precision timing required to headshot a moving target from across a map with a Sniper Rifle?

    World of Warcraft is so complex when it comes to combat that I used to have 4 quickbars of attacks and several combinations of moves and trinkets bound to programmable keys, and I would enter into combat against numerous enemies with a similar array of skills and abilities. Timing was vital, Stuns and Damage Over TIme moves and Heal Over Time spells and Evasion moves all had timers and cooldowns and split second timing was vital to activating them at the right moment. Times that by 20 players in a 10 vs 10 Capture the Flag mode like Warsong Gulch ... all taking place on a dedicated server in real time ... you get the idea I'm sure ...

    I'm not buying that in For Honor, where I press my Right Trigger to hit you with a Heavy attack while you try to dodge is too complex to be able to run on a dedicated server.

    I'd take occasional lag over a server that collapses whenever someone leaves any day.
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  3. #13
    DrExtrem's Avatar Senior Member
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    At this point, they should make games vs bots more customizable. Bot level and maybe aggressiveness and playstyle should be selectable.

    PvP is getting more and more toxic, difficult to matchmake and unstable. While playing alone with and vs. bots is certainly not ideal (and not the way I would have liked to enjoy the game, when I brought it), it at least works. This mode allows to use combos and gives fluid fights.

    Really. Top priority: Adjust the game to the platforms Individually, to take the different visual output, controller input and fps issue into account and add adjustments to botmatches.
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  4. #14
    Aarpian's Avatar Senior Member
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    It's not a matter of being too complex - dedicated servers will always have higher latency than p2p. In a fighting game where milliseconds matter, that lag is unacceptable.

    WoW was very different because you could buffer attacks and the game would account for that latency in the buffer. Trying to do that to For Honor makes things that were reactable completely unreactable.
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  5. #15
    Originally Posted by Aarpian Go to original post
    It's not a matter of being too complex - dedicated servers will always have higher latency than p2p. In a fighting game where milliseconds matter, that lag is unacceptable.

    WoW was very different because you could buffer attacks and the game would account for that latency in the buffer. Trying to do that to For Honor makes things that were reactable completely unreactable.
    This. I think players would go crazy about blocking something and the attack does just run through it. Or imagine parries. But no one knows, perhaps it would be a better overall experience.
    Now they have to roll with P2P and improving that. And they have to do it quick. And additional to that, they really do have to improve the their own Server Enviroment. Ubis server outtages have nothing to do with P2P.
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  6. #16
    Gray360UK's Avatar Senior Member
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    Originally Posted by Aarpian Go to original post
    It's not a matter of being too complex - dedicated servers will always have higher latency than p2p. In a fighting game where milliseconds matter, that lag is unacceptable.

    WoW was very different because you could buffer attacks and the game would account for that latency in the buffer. Trying to do that to For Honor makes things that were reactable completely unreactable.
    There are things in WoW Raids that you need to react to perfectly with precision timing or else you die and your entire raid team wipes. People have DPS meters and cooldown monitoring mods so that they can precisely time when to activate a move or a trinket or a buff to maximize their DPS. This is in milliseconds. Maybe you've never belonged to a top rading guild in WoW, but reacting in seconds just won't cut it. I clearly remember the days of watching numerous bars count down and waiting for the last millisecond before activating a skill. In PvP, if you don't follow an Ambush with a Stun fast enough your opponent escapes. If you don't follow a Stun with a Gouge fast enough your opponent escapes. The faster you can react the better you do.

    How about Battlefield, like I said, dedicated servers can hande the timing required to shoot a rider on a horse moving at speed with a sniper rifle from across a map while accounting for distance and bullet drop. Latency would destroy that. You can't be a second out or your shot will miss.

    Why is this kind of precision possible on a dedicated server but in For Honor it would be impossible to press X when you see a Guardbreak incoming?

    In reality it's just not the case that in 2017 with the kind of internet speeds we have these days that people are unable to perform attacks that require precision timing or respond quickly to incoming threats on dedicated servers. Certainly it's not my experience anyway. I could be wrong, maybe you really can't do what For Honor asks you to do on a dedicated server. I doubt it very much though.
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  7. #17
    Originally Posted by Gray360UK Go to original post
    There are things in WoW Raids that you need to react to perfectly with precision timing or else you die and your entire raid team wipes. People have DPS meters and cooldown monitoring mods so that they can precisely time when to activate a move or a trinket or a buff to maximize their DPS. This is in milliseconds. Maybe you've never belonged to a top rading guild in WoW, but reacting in seconds just won't cut it. I clearly remember the days of watching numerous bars count down and waiting for the last millisecond before activating a skill. In PvP, if you don't follow an Ambush with a Stun fast enough your opponent escapes. If you don't follow a Stun with a Gouge fast enough your opponent escapes. The faster you can react the better you do.

    How about Battlefield, like I said, dedicated servers can hande the timing required to shoot a rider on a horse moving at speed with a sniper rifle from across a map while accounting for distance and bullet drop. Latency would destroy that. You can't be a second out or your shot will miss.

    Why is this kind of precision possible on a dedicated server but in For Honor it would be impossible to press X when you see a Guardbreak incoming?

    In reality it's just not the case that in 2017 with the kind of internet speeds we have these days that people are unable to perform attacks that require precision timing or respond quickly to incoming threats on dedicated servers. Certainly it's not my experience anyway. I could be wrong, maybe you really can't do what For Honor asks you to do on a dedicated server. I doubt it very much though.
    If precision timing wasn't possible in for honor on dedicated servers wouldn't the obvious fix for something like CGB be to just extent the window slightly? I find it hard to believe it could not work on dedicated servers like you said.
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  8. #18
    Gray360UK's Avatar Senior Member
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    Originally Posted by WABO423 Go to original post
    If precision timing wasn't possible in for honor on dedicated servers wouldn't the obvious fix for something like CGB be to just extent the window slightly? I find it hard to believe it could not work on dedicated servers like you said.
    Exactly, I was thinking about this after I posted. Surely the worst that could happen would be slightly slower combat, longer reaction windows, slower incoming threats, a slightly slower pace. I don't believe the difference would have to be massive, assuming we accept that a difference would be needed at all.
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  9. #19
    I agree with Gray360UK. I personally prefer single player games over online games but for those I have played quite a bit of I have never had the issues that I have had with For Honor. In the past year other than For Honor I have played Battlefield, SW Battlefront, Overwatch and Smite. Particularly Smite. Someone will correct because I'm not a tech head with the online stuff (I grew up putting a cartridge in an Atari 2600) but, for lack of a better term, there's quite a bit of stuff happening continuously in a game like Smite and I NEVER had any issues at all online. I'd play for hours and hours and would never be disconnected, never lose end of match rewards, etc. Yes, there would be moments of lag but that ultimately was a result of my router not being able to handle things when both my son and I were playing on separate PS4s.

    I really believe there was a huge battle at Ubisoft over the server issue. Decisions were made at some point and they ran with P2P. Remember we were supposed to have split screen play too and that was removed. I'd love to know the true story one day. Jason Vandenberghe isn't there anymore for a reason. Either he was against the P2P idea or it was his idea. Either way, to have the guy who continuously talked up this game for years to leave the team right after release seems very odd. Something big went down and we will probably never know the whole truth.
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  10. #20
    Capoupacap's Avatar Senior Member
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    Just remain Ubisoft reputation in term of multiplayer quality experience
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