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  1. #31
    And to make it a large combo, support and the forum wods are the worst things we have ever met.
    Lying, taking us by fools, pointing at our connection or net configurations instead of acknowledging that they have released a broken product and refund our money for it.
    They wouldn't even let us rant closing threads all over the place, censoring mercenaries!
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  2. #32
    Just put in servers Ubisoft. The game is at its last breath. It needs cpr. Even with servers the game still has a really big chance of dying. But please just fullfill this game's last request.
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  3. #33
    I completely agree with @Gray.

    I play many online games, some of which require intense timing and reactions;

    - like headshotting a running enemy with a sniper rifle from a very long distance

    - LoL: flashing out of very fast incoming skillshot in LoL (Sona ult for example)

    - Overwatch. /Period

    - Elsword PvP arena. I am a star ranked Eve Nemesis & Empress. If you think making a mistake is too punishing in For Honor, go see that game PvP. If they start a combo on you you have to manabreak to survive at all. Latency of dedicated never ever been an issue at any point in a game that is extremely fast paced and punishing for mistakes.


    Moreover, like I said in another thread. Here all we see is colored bars. Where are the NUMBERS in ms for latency? How can I compare a yellow bar in For Honor to 60ms latency in LoL??

    Only ms latency numbers revealed for For Honor were in a network analysis, which resulted in over 100ms. Apparently it is already subpar to dedicated servers. This game has to have dedicated servers before ranked mode comes, I dont see any other hope to keep it alive at all.
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  4. #34
    Originally Posted by Mia.Nora Go to original post
    I completely agree with @Gray.

    I play many online games, some of which require intense timing and reactions;

    - like headshotting a running enemy with a sniper rifle from a very long distance

    - LoL: flashing out of very fast incoming skillshot in LoL (Sona ult for example)

    - Overwatch. /Period

    - Elsword PvP arena. I am a star ranked Eve Nemesis & Empress. If you think making a mistake is too punishing in For Honor, go see that game PvP. If they start a combo on you you have to manabreak to survive at all. Latency of dedicated never ever been an issue at any point in a game that is extremely fast paced and punishing for mistakes.


    Moreover, like I said in another thread. Here all we see is colored bars. Where are the NUMBERS in ms for latency? How can I compare a yellow bar in For Honor to 60ms latency in LoL??

    Only ms latency numbers revealed for For Honor were in a network analysis, which resulted in over 100ms. Apparently it is already subpar to dedicated servers. This game has to have dedicated servers before ranked mode comes, I dont see any other hope to keep it alive at all.
    It would require the whole game be reworked to get servers. Realistically I dont ever see that happening ever Unfortunately. The first review I ever watched before open beta on this game said all these great things about it and then ended with "but its going to fail because of p2p". I think they were right.
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  5. #35
    Aarpian's Avatar Senior Member
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    Originally Posted by Gray360UK Go to original post
    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.
    Unfortunately for you I did a lot of raiding in WoW in TBC and WOTLK. In fact in WOTLK I invented the highest DPS rotation for death knights.

    Milliseconds don't matter in WoW, not even in PVP. You could run around with 150 ping and clear any raid without any problems.
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  6. #36
    Gray360UK's Avatar Senior Member
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    Originally Posted by Aarpian Go to original post
    Unfortunately for you I did a lot of raiding in WoW in TBC and WOTLK. In fact in WOTLK I invented the highest DPS rotation for death knights.

    Milliseconds don't matter in WoW, not even in PVP. You could run around with 150 ping and clear any raid without any problems.
    Well that's not my experience of the game. Numerous CC and healing mods have timing options that include milliseconds. I know many healers and DPS classes that would disagree with you and I am one of them. After 4 years of raiding I don't really feel the need to argue the case, it's not something I need to debate, it's something I did for years, week in, week out. A basic requirement of raiding with the guilds I belonged to was having all of the latest versions of Curse / Boss mods etc to keep track of very precise timings measured in milliseconds.

    Pressing X when someone tries to Guardbreak you in For Honor or moving your stick to the right when an attack is coming from the right requires no more precision than activating a new spell or ability in Wow at the precise moment the previous one expires (measured in milliseconds). If you didn't play to the standard I am describing then you wouldn't have been allowed into the guilds I played with.
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  7. #37
    RatedChaotic's Avatar Banned
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    Originally Posted by Aarpian Go to original post
    Unfortunately for you I did a lot of raiding in WoW in TBC and WOTLK. In fact in WOTLK I invented the highest DPS rotation for death knights.

    Milliseconds don't matter in WoW, not even in PVP. You could run around with 150 ping and clear any raid without any problems.
    I call BS.
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