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View Poll Results: Was the game better with time-snap enabled?

Voters
30. You may not vote on this poll
  • Yes, timing was more consistent.

    23 76.67%
  • No, the input lag was very bad.

    7 23.33%
  1. #1

    POLL: What do you think about the removal of time-snap?

    Does it make the game more responsive, or does timing just feel inconsistent?
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  2. #2
    I dind't even understand what it is ^^
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  3. #3
    I think this is one of those less generally understood concepts, especially with regard to its impact. I saw some video footage that seemed to show that without time-snap, the reaction times for many attacks went down fairly significantly, from 500 ms to ~415 to 420 ms in some cases. Pre-removal, I don't remember feeling like input was laggy at all.
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  4. #4
    It's a big reason in why i've stopped playing. Nothing feels consistent anymore and the difference between online play and offline play is incredible. Kensei side lights coming from Africa and PK zones that hit you before the indicator has shown. GB timing seems the same but the amount of GB's that just get swallowed by your opponent has increased by a lot.

    No body wants to play a game that you spend 90% of the time saying " NO WAY, I BLAH BLAH'd THAT"

    I can't wait to see what this evidence that Roman is apparently showing today. He could really do with turning down his condescending tones towards the community imo.
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  5. #5
    PDXGorechild's Avatar Senior Member
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    Can somebody please explain the specifics of what time snap is, and the overall impact on gameplay with or without.
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  6. #6
    Originally Posted by Kaijudub Go to original post
    GB timing seems the same but the amount of GB's that just get swallowed by your opponent has increased by a lot.
    This actually happens to me all the time, I start a GB about or soon after an opponent starts a GB, and I just get GB'd. I just don't feel like I'm in a position where I know for sure it's time-snap removal that is the culprit, or something else. I know if two people GB at the same time they bounce off one another, but that means there's a weird valley where you can press the button after you see a GB, but before it connects, and you just get GB'd. Feels really awkward.

    As far as a definition of time snap, here's a comment from the competitive Reddit that I think does a good job explaining: https://www.reddit.com/r/Competitive...stion/djprygw/

    I will try to explain as I understand it. Lets say the "increment tick clock" starts exactly at 3pm. So the first "snap" happens at 3pm + 100ms. So any action that were input between 3pm and the first tick will "snap" to the first tick (3pm + 100ms). And every action that happens between the ticks (which are the previous tick time+ 100ms) will snap to the next tick time. So for example if player A inputs light attack at 3pm+30ms and B inputs at 3pm+70ms they will be registered as having done at the same time (they will snap to 3pm+100ms). I used the "3pm" time just to make it a bit clearer that the game runs on some "global time", probably syncronized from server or something that determines when the ticks happen. Probably the server will tell both players that this instant is time 0 and now we will start counting ticks etc. So in practice if you input something it might be registered instantly if the time of the input was exactly on the tick or it might register at worst around 100ms later if the input was slightly later than the tick. You can think of it as buses going at 100ms intervals. Sometimes you don't have to wait and sometimes you have to wait more.
    Someone correct me if I got this wrong.
    And his follow up:

    You are welcome. As for the effect that this change would have we can't really tell. Hope the devs have some sort of an idea though. Not taking any bugs into account I think that this is just going to allow more interruptions with attacks. Because with the snap there is a 100ms window where 2 equal speed attacks would come at the exact same time. With the snap removal it "might" be that many (or just a few) attacks won't trade anymore, because the other player was for example 50ms faster to input it. Or you could parry more attacks than before because now your parry doesn't get "delayed" (not really delayed, but it might get you out of the parry window) for the few crucial milliseconds and you hit the window. This is now maybe a bit too wild speculation but the snap removal might actually help with the "assassin guard change not working thing" everyone is talking about. Not sure if guard change is snapped but if it is then you potentially might have a bit bigger window to block the attack because if the attack and your block were input on different ticks (block was later) then just a 10ms delay on the block could mean +90ms more wait time until it "registered as an input".
    I'm not 100% sure if his assessment is perfect, but it's a start.
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  7. #7
    Oupyz's Avatar Senior Member
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    Timesnap needs to come back , character with fast light attack or cent with his heavy attacks barely showing

    this is effecting gameplay way 2 much
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  8. #8
    Lyskir's Avatar Senior Member
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    Originally Posted by Oupyz Go to original post
    Timesnap needs to come back , character with fast light attack or cent with his heavy attacks barely showing

    this is effecting gameplay way 2 much
    10000000% this
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  9. #9
    Originally Posted by G0RECH1LD Go to original post
    Can somebody please explain the specifics of what time snap is, and the overall impact on gameplay with or without.
    Short and simply its a lag cushion.
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  10. #10
    I think I understand it in a simple way but the last week or so everything feels way less consistent. Which as a raider main is incredibly frustrating. Parrying lights is essential to being a really good raider, yet after I parry, sometimes I won't be able to follow up with a heavy fast enough. 30 FPS is not fast enough to continuously parry lights do when you do and can't capitalize it's very frustrating.

    I feel like I experience this once a week every month
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