We can, but at the same time you make blatant statements and shut down criticism like it's your baby and it can't be doing anything wrong.Why do you think every fighting game uses peer to peer? A dedicated server is good for a game with multiple players on the screen ( which would work for 4 v 4 modes) to smooth out the connection if a player has a bad connection, but in 1 v 1 and possibly 2 v 2 peer to peer is better since there is nothing to really smooth out. All dedicated servers would do in 1 v 1 and 2 v 2 would delay response time.. and response time is very important in this game. While they're using a modified peer to peer system in For Honor, nobody knows the exacts specifics aside from ubisoft. We can copy and paste quotes all day long, the fact of the matter is that 1) They're using a modified version of it. 2) Theres no host advantage. 3) They said they'll make adjustments along the way if necessary.. (which i think they will when ranked comes out).
We can, but at the same time you make blatant statements and shut down criticism like it's your baby and it can't be doing anything wrong.
If p2p is so good why even bother with ranked dedicated servers even? There surely must be a reason?
And there is a security issue as each player connect you can see their WAN address and each player you meet will have different ping to each other, how it affects gameplay is unsure but the avg tickrate is 43Hz it seems and the delay between 2 computers with a 1ms delay to each other have around ~100ms during gameplay.
The preliminary report does talk about the good, bad and ugly with more in depth look on it.
You never said it was perfect but you said it was better than dedicated. It's really not.I never said p2p was perfect, I said people make it out to be a bigger deal than it really is. I will always prefer peer to peer for 1 v 1s (the mode i always play).. that goes for any fighting game. I know people experience lag / network drops in 4 v 4.. never denied that... and i even said they'll most likely transition into dedicated servers in the future like rainbow six siege did. I guess the reading comprehension skills must be missing.
You never said it was perfect but you said it was better than dedicated. It's really not.
http://youtu.be/38sPNZ8QHO4?a
You never said it was perfect but you said it was better than dedicated. It's really not.
http://youtu.be/38sPNZ8QHO4?a
Why would you want host advantage in a 1v1?
Activision does not care either way, and why should they. They are not their own consumers.Well I do but Acti don't so that's all that matters unfortunately.
My two favorite defenses. "You probably don't even own the game" and "Don't listen to negative reviews".
Quite an accusation. Care to prove it? I'll be waiting.They're your two favorite because you fall under both categories.
Am I supporting peer to peer? No im not..
When you buy something, do you want it to work out of the box or depend on users connection capabilities for it to work correctly?
Because it was designed primarily as a 1v1 fighter where P2P is essential?
If you and another player don't have a good connection to each other, for whatever reason, dedicated servers are not going to magically fix that.
I guess you are missing the point a bit...Really? I see this opinion often and it always lacks any evidence. Do you have a breakdown of server infrastructure costs for a game of this scale?
And also, what are our Playstation Network costs going towards, if not for network infrastructure?
Matchmaking + ensuring that when you play with friends you find a server with enough slots and that it groups you on the same team.
Harder to do both those things without some central server dictating where it places you.
The problem isn't what's in the sauce it wether it tastes good or not, that's why people "still buy". Who cares wether it's dedicated servers or P2P, what people care about is a smooth experience.
You can get a shitty experience with P2P and you can also get a shitty experience with dedicated servers.
Both can be crapped up. Both can work very well. There isn't one that's a magical solution.
...
Just a bit more...
If you are thinking the change to Dedicated Server will make you multiplayer life better than P2P then you will be disappointed.
Over 90% of the issues in both Dedicated Servers or P2P is your or other player internet issue.
You won't see difference between P2P or Dedicated Servers if you and all your budies has good internet and are close to each other.
P2P model trusts the client which immediately puts it far far far far lower on the totem pole vs. dedicated servers.
I guess you are missing the point a bit...
You have 2 ways to do multiplayer: Dedicated servers or P2P.
1. Dedicated servers: the host is the dedicated server and everything is calculated by it using the data sent by the players that are connected to that server... each Multiplayer match open a session in that server... more users = you need more hardware to hold all these sessions... one server is not enough to hold 100k sessions for example... there is a limit for each server based in how much memory, CPU, internet bandwidth the server needs to run the game logic for all the sessions... so you need more servers... a cluster of servers... that is expensive because you need to buy (or rent) the hardware, have a big internet link to hold all communication with players for all servers, and possible localized servers because people on Brasil can't play with people on Japan due lag... so you have a lot of dedicated servers in each region.
That costs a lot.
2. P2P: You have one only big server that do matchmaking after that one of the players is the host and the rest of session is connected to it... matchmaking is a non-issue because you don't rely on lag (the player will wait some seconds the matchmaking be done) and it uses really low memory, processing and internet bandwidth... you can have over 1 million users connect to only one server for matchmaking. After you have your P2P host all the data in between the players in the session, so nothing is used in the matchmaking server... the players of the session is connected to a close host player (Brasil players mainly plays against Brasil players and in worst case somebody from US or EU that is close than Japan) and the lag is low (unless a players has shit internet)... the internet use is from the host/players and any 5Mbps connect can hold a multilayer session or even lower... the infrastructure to hold the session rely on player (his console/PC, his internet, etc).
The cost is really low because except for the matchmaking everything happens in the player host.
Now you can compared a cluster of servers distributed across regions vs one single server for matchmaking.
P2P is a hell of cheaper... like millions $ vs thousand $.
BTW P2P with players with good connection is better than Dedicated Server... P2P you directly connect to your opponent... Dedicated Server everybody needs to pass-trough the data to server... that add delay/lag to all players.
Actually in modern world with good internet data plans P2P is a superior tech for multiplayer.
But we're not talking about cheat detection, which is the biggest reason your statement is true for primarily 1v1 games. However, if someone has a shitty connection, there's going to be lag regardless of if it's p2p or server based
Is saying "Because, it's Ubisoft" enough?
They'll squeeze any penny they can get out of ya. Haven't y'all learned from the past decade of terrible games?
Putting a "Beta" out test 2 days before launch is not a Beta test. The game was already Gold by then. It's a "try to get people hyped" test.
You can't have viable p2p in competitive multiplayer... or else lag switches. Remember Halo 2?
So it's a bad thing that people got to play the game before buying huh? It seems like you are trying to spin the open beta as some type of negative to the consumer.
So it's a bad thing that people got to play the game before buying huh? It seems like you are trying to spin the open beta as some type of negative to the consumer.
It's not a Beta test, it's a "play a part of the game a little early, for free" test.
No, it's a backend scalability test.
No, it's a backend scalability test.
Tons of multiplayer games last year used dedicated servers.
The Division
Overwatch
Titanfall 2
Battlefield 1
COD Infinite Warfare(Partially)
They can't do anything meaningful in 2 days. They shoulda done this more often, 6+ months ago if they wanted to identify and fix any actual problems (like disconnections and drops, which Im seeing a lot of). It was literally just for hype. Some people never heard of it and like to not look at Let's Plays or reviews, etc, so they can get a few quick uninformed purchases there.
Not to mention P2P in this kind of game is just a bad idea to begin with.
Ehhhh I don't know about that. If it's a month before launch, sure. But if it's only like 1-2 weeks out of the actual release, it'd be very difficult to fix issues or spin up new servers (depending on workflow, virtual vs. physical, etc) to make any actual difference.
6 months for scalability tests? lol
Uncharted 4 needs to get more flack for this. But no, it gets awarded Neogaf GOTY and plenty of others for these shitty anti-consumer practices.
6 months for scalability tests? lol
Why is taking the time to identify and fix potential issues before launch a bad thing?
Not constant 6 months but a few tests OVER 6 months, yeah. That would've been beta title-worthy. They can't just let everyone in 2 days before the game goes live, identify problems and fix them in 48hrs. Maybe some mem leaks here and there but actual problems? Hell no. It doesn't work like that. Submissions and turn around, identifying the bugs and actually fixing them? That takes time.
Scalability tuning is not something that takes 6 months in 2017.
They can't let everyone 2 days before the game goes live sure, but 2 weeks is enough for that kind of testing.
It's something you do if your back-end is ready but want to mitigate any day 1 hotfixable problems.
Correct. That would imply their backend was ready. Which it was not. So yea, no, 2 weeks not nearly enough time.
It doesn't have dedicated servers? Good.
That way, the company can't shut them down and render the multiplayer modes unplayable. Folks will be able to enjoy them until the entire platform is shut down, which will be many years from now.
It doesn't have dedicated servers? Good.
That way, the company can't shut them down and render the multiplayer modes unplayable. Folks will be able to enjoy them until the entire platform is shut down, which will be many years from now.
Day 1 seems to have been fine? Certainly nothing in the scale of d3's error 37 or the likes.