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  1. #1

    A Detailed Video for the Developers

    I thought it would be beneficial to share this, this guy (Mege) really takes the time to make good content like this.

     1 people found this helpful
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  2. #2
    Eric said on the Den today before they rolled Pax that the devs had seen this, gave a shout out to him over it.
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  3. #3
    Lyskir's Avatar Senior Member
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    we all knew something was wrong

    PK,Orochi,Glad and Cent all those heroes with fast lights seems stronger than they used to be

    I do not think ubi will ever fix this, even flicker isnt fixed yet......


    good job with the video
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  4. #4
    Without people even knowing what timesnap was, the forum was filled with threads about how attacks were faster and parries were harder. How the **** does this get past testing?
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  5. #5
    Super interesting video, thanks for that. I'm surprised time snap alone could contribute that heavily to reactable frames lost, especially that consistently. There must be some additional side-effect of time snapping that was removed as well with respect to defender-oriented hit detection, because 6 frames (or 100 ms at 60 FPS) is a suspicious number.

    It's almost as if defenders still receive attacks at 100 ms intervals, but attacks can be sent at any time, so if the attacker sends an attack at any point between 100 ms intervals, the defender simulation assumes it was sent 100 ms earlier and ends up calculating the hit incorrectly. Or something.

    Just spitballing. Regardless, great vid.
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  6. #6
    Looks like this was a quick band-aid solution to fixing hyper turtling? Hopefully it gets re-implemented post meta change(or maybe Roman would like to see more data).
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  7. #7
    Oupyz's Avatar Senior Member
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    sorry but removing the timesnap ruined the game this needs to be hotfixed asap
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  8. #8
    UbiNoty's Avatar Community Manager
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    We need to be careful not to confuse correlation with causation in regards to time snap. So, by now we've mentioned quite a few times regarding time snap. And while time snap removal was meant to be a step towards overall improvement in terms of reducing latency and increasing reactivity overall, there admittedly do seem to have been problems that have arisen as a result of time snap removal. We felt time snap removal was the right thing to do, but its removal also did somewhat bring to light problems that were previously hiding behind the timesnap handicap - and those are things we're trying to get fixed.

    Lights feel faster probably because they are no longer gated by the forced syncs, and so things are more reactive - but that reactivity may favor the offensive player more than the defender, or assassins more over heavies. So that's one thing that we'll be looking at. There also do seem to be problems with making sure attack animations and damage registrations sync up, and that last one plays heavily into player perception - and I believe we're looking for ways to address this as well.

    If the devs have seen the video, then I'm glad that's one less thing we'll need to pester them about. And hopefully we'll be able to get back to you all with some more information soon. But I just wanted to give some insight into why we did what we did with timesnap removal.
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  9. #9
    Lyskir's Avatar Senior Member
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    yeah atm u get punished for using a heavy/slow hero....
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  10. #10
    Antonioj26's Avatar Senior Member
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    Originally Posted by Lyskir Go to original post
    yeah atm u get punished for using a heavy/slow hero....
    Which was already a problem before, it's only become more prominent. It's made the game unplayable for me, it's easily the worst move they have made and all for what? What was the benefit of doing this? Who asked for this? Who tested it? What was their hopes with this? Why not have the pts try it out first? Why not just go back?
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