oh that makes me sad... the one server idea may die here. people will get their mordhau fights by losing immersion and the soul of MO.
Just stop. You literally make yourself look ignorant when you say stuff like this.
oh that makes me sad... the one server idea may die here. people will get their mordhau fights by losing immersion and the soul of MO.
i dont understand your logic, i explain.Just stop. You literally make yourself look ignorant when you say stuff like this.
i dont understand your logic, i explain.
the idea behind regional servers is a better ping for fights. so when you want a mordhau like game you need regional servers only. but they cant balance it for regional servers only because this would fck up the global server fights. you will NEVER get anything like mordhau/chiv in terms of reaction speed requirement, you can make it faster for sure but just a tiny bit. i dont see a good enough point for regional servers without ruining the core game.
i made a mistake replying to this not so clever guy.There is ping normalization, why would it matter. It just means players NA vs EU would be swapping anywhere from 50 to and 80 ping difference and I think it's pretty crap that NA players are the ones still getting the shit end of the stick. Oriental / AU / RU players I don't really consider because it'd be impossible to balance it.
There is already desync with the combat being slower and with the ping normalization. Sure it might get better as time goes on but I have my doubts, but the fact you keep bringing up Mordhau and Chivalry and saying players want it to play exactly like those two titles is ignorant. Maybe some people are saying that but a majority of players that you're talking about are getting rid of this casual-entry slowed down snail paced combat. It's fundamentally shit, and adding moves in wont fix it.
They did this in MO1 constantly. They patch something or release something new, it's half baked and unfinished / not working, and instead of trying to fully fix it they abandon it or try to cover it up with the next half baked patch.
Where was our TC rework in MO1 that we were promised for so long that just got indefinitely delayed? Oh that's right they just didn't do it and continued to add more unfinished shit on top of what already didn't work.
I get you're not good at games that require mechanical skill, and I don't fault you for that. But stop supporting a system that allows anyone to put up a fight with little time investment when in-fact all it'll do is drive away any kind of skill-driven experiences / groups / players.
The servers at this point are a negligible point and it's the combat at fault.
i made a mistake replying to this not so clever guy.
Lets just say theres more teleportation, warping, frozen players, humanoid bug, desync etcetc now than when combat was faster.
Just because the server cant handle things dont mean we should handicap the combat system and take away one of the biggest selling points of the game.
MO was the most active when combat was fast paced, stability the worst and desync rampant, in off hours the game was very stable.
I agree with Wesley Snipes, and not just because he was badass in Demolition Man (that's right, I said it). But.. I do think they slowed it down just a little too much.What kind of argument is this. "The game was a reck most of the time, but in those off hours the game was great....". What developer in their right mind would think that's a recipe for success? If the server can't keep up with the client because the combat is "too fast", of course they need to find some way to fix that. If henrik wants MO2 to be a success he can't make the same mistakes twice when it comes to the shoddy combat in MO1. That's the definition of insanity. The argument is that MO1 should've probably never been as fast as it was because of all those reasons you listed, but after 10 years of fumbling about they've actually learned a few valuable lessons.
If the game dont improve with speeding down combat then why do it ?What kind of argument is this. "The game was a reck most of the time, but in those off hours the game was great....". What developer in their right mind would think that's a recipe for success? If the server can't keep up with the client because the combat is "too fast", of course they need to find some way to fix that. If henrik wants MO2 to be a success he can't make the same mistakes twice when it comes to the shoddy combat in MO1. That's the definition of insanity. The argument is that MO1 should've probably never been as fast as it was because of all those reasons you listed, but after 10 years of fumbling about they've actually learned a few valuable lessons.
We never got a chance with turn caps removed + ping normalization to try the combat out, we were thrusted into snail paced wind ups and lowered movement speeds.
What kind of argument is this. "The game was a reck most of the time, but in those off hours the game was great....". What developer in their right mind would think that's a recipe for success? If the server can't keep up with the client because the combat is "too fast", of course they need to find some way to fix that. If henrik wants MO2 to be a success he can't make the same mistakes twice when it comes to the shoddy combat in MO1. That's the definition of insanity. The argument is that MO1 should've probably never been as fast as it was because of all those reasons you listed, but after 10 years of fumbling about they've actually learned a few valuable lessons.
It really depends on your team and your financial limitations. You settle on an idea, and then you go by figuring what needs to be done to make it happen.You do NOT design your combat experience around dealing with lag.
So basically the defense being made is "well this isn't a "real" game it's just some guy making a thing".It really depends on your team and your financial limitations. You settle on an idea, and then you go by figuring what needs to be done to make it happen.
Your network solution is going to decide what the limitations of things like combat are going to be. That's all that happened here. They needed to dial back the combat in areas because the solution wasn't work. They don't have the money and time to figure out a better solution, so this is the compromise they made. They don't want regional servers for whatever reason, that's entirely not an option. It's a bad decision I agree, but it is what it is. Latency / Networking is a large factor in a lot of decisions in game development. You design your combat around what you can financially and technically accomplish. The fact they're using store bought assets should've been your red flag at to what to expect. This is a budget project aiming to accomplish things far outside the financial scope any sane person would expect.
Your argument isn't really with me, it's with henrik since this is his passion project, but it's just that. It's a passion project, and he doesn't want an NA / EU server regardless of how flawed that is considering the nature of the combat.
In comparison, LO is far more of a professional project. Custom art, etc. MO2 amounts to a garage project developed by 5 guys.
So basically the defense being made is "well this isn't a "real" game it's just some guy making a thing".
Sure if that's your argument and we shouldn't expect a real game and your bar is set so low for this that you basically expect an instant flop that never sees a healthy long term population then so be it I guess.
If that's the attitude of this community then this game is already doomed because you all haven't been providing clear feedback and pointing out the glaring issues or you have and they haven't listened.
Which is why I’m bringing it up now in combat alpha while they can recognize that there is a huge issue and take steps to fix it before they launch and kill any chance at keeping enough of that initial player influx. A defeatest attitude or a well they aren’t open to feedback is b.s.This is a strawman argument. Feedback has been provided, and the feedback was the desync was making it impractical for anyone outside of EU and perhaps east coast of NA to actually play and compete with EU counter parts. Feedback was also provided by many saying that they should consider having a NA server. What do you want me to tell you? Henrik is going to do what he's going to do. They only want the feedback they want, and some things he's not going to budge on. It was the same deal with MO1, the only difference being is they didn't know any better back then.
If they speed up combat and the results are unacceptable to SV, then they could just... slow it down again? Its an alpha mate, this is the time to fine tune shit before they release the finished product. Neither you or anyone else knows for sure if the ping normalization could had been enough to fix attacks going through parries for high ping players, whats the big deal in fine tuning some numbers to find a good sweetspot?If they sped combat up, etc and the issues (desync, etc) get worse, what will the argument be?
Having played combat before all the changes, and after I can say that the over all performance of combat has increased dramatically. It's not perfect, desync still happens, and hopefully they can fix that even more. I will say it went from barely playable in a lot of scenarios, to fair and playable.
The ping normalization was only half of the solution, slowing combat pace down was the other half. What they're trying to do is impractical with one server. Even dark fall online had regional servers and that was without having directional combat. The compromise is this, one regional server with slower combat and ping normalization or two regional servers with faster combat and less or no ping normalization. You can't have both from a technical stand point. Companies with more money than SV have tried. For anyone that means the EvE comparison, that's a terrible example because of the fact combat in the game is as slow as it gets, and it gets even slower with time dilation.
It's not like MO2 is skill less. The better player will usually win more times than not still.
I don't want to seem like I'm attacking you or anything ,I think we both want MO2 to be successful. Having some experience on other (although far smaller) projects has given me insight as to what kind of rabbit hole these types of games can dig for themselves when it comes to network infrastructure and trying to accommodate players from various regions. There is no catch all or silver bullet for what they're trying to do. If they want to have the one regional server located in EU, and still want to encourage NA and other regions to purchase their product they need to bend the knee to them some how. That usually means making compromises.
If they speed up combat and the results are unacceptable to SV, then they could just... slow it down again? Its an alpha mate, this is the time to fine tune shit before they release the finished product. Neither you or anyone else knows for sure if the ping normalization could had been enough to fix attacks going through parries for high ping players, whats the big deal in fine tuning some numbers to find a good sweetspot?