Medieval fighting game For Honor is finally adjusting its ambitious and controversial online system and adding dedicated servers. The move, announced today, follows months of player complaints that the online-only fighting gameâs connectivity issues made it too frustrating to play.
For Honor players have struggled with lag, slow matchmaking and random disconnections since the gameâs February release. Itâs unfortunate because For Honorâs combat system is like nothing else: raw, euphoric, clean and exhilarating as all hell. Ubisoft has told Kotaku that matchmaking, on average, takes 45 seconds, but personal experience and dozens of comments from Kotaku readers indicate that, anecdotally, matchmaking wait times can be upward of two or three minutes. Back in March, thousands of For Honor players actually threatened to boycottthe game, forcing Ubisoft to address their complaints over server issues, balance and combat glitches.
The reason why For Honorâs online system felt shoddy wasnât because publisher Ubisoft made a shoddy online system. Their network engineers faced some major challenges and dealt with them creativelyâbut maybe a little too ambitiously. âMaking 4v4 fighting work over a networkâitâs really special, because your exact position is much more important, and your timing is much more important than in a shooter,â For Honor game director Roman Oriola told Eurogamer. For Honorâs online system is different from a traditional peer-to-peer server, which often has a âhostâ player simulating a server. In For Honor, instead of one player acting as the âhost,â all of the players will be constantly receiving and sharing data from each otherâs systems. So nobody has âhost advantageâ and, allegedly, there should be more âreactivity.â Every player receives the inputs of all other players locally on their system. From those inputs, the game can simulate every fighterâs movements.
If everybody playing had perfect internet connections, For Honorâs network might be a groundbreaking success. But thatâs not the case. âWhen there is a little bit of lag, or when somebody has a frame-rate drop, that adds to the load of calculation of whatâs happening for each frame,â Oriola told Eurogamer. âSo not only does it have to recalculate everything that is happening for all the people who are sending him information, but also it needs to backup on the things he missed because he was lagging or behind in terms of frame-rate. Thatâs the issue we are facing.â
Now, the people behind For Honor say theyâre rolling out several improvements to the game, including dedicated servers. Looks like their current network situation isnât viable for the gameâs long-term health. âIn conjunction to the dedicated server implementation, enhancing peer-to-peer stability and matchmaking remain priorities for the team,â the press release reads. Other new content includes two new seasons, competitive play with duel tournaments, ranked 4v4 and a more intense training mode for veteran players. When asked when the server change will be implemented, a For Honor representative did not give a timeline, adding that âswitching to dedicated servers is a big task.â
The change is curious because even Oriola said thatâIf we were working on dedicated servers, we would have the same issues we have today.â Hopefully, For Honorâs developers have found a way around that.