Understanding the New Netcode (1.06) Host Advantage?
So... first off, hats off to the devs for trying big changes in the netcode. It really is the area of the game that need to improve the most.
I think things improved quite a bit (it's less chaotic and there are more matches withd ecent connectivity). However, it is still very bad. The corrections form the latency compensation seem o be resulting mostly in the cancelation of someone's actions. That is a huge "artifact" that changes the meta quite drastically. For instance, it seems that if you back step successfully (from your perspective) against an attack of mine, my attack will be cancelled, killing teh whole flow of my combo. But this is not the worst stuff.
The cancellation of attacks, specially against defensive actions, made me suspect that the game was prioritizing the perspective of the defender, kinda like DS3 and FH, except with a different fix (cancelation of atatck, instead of false positive hits, teleporty dodges, or ghost range). I figured I could get used to it and all would be well. But that was not the case.
The big problem is that the defensive actions are also being cancelled. To me that makes no sense at all. If my attacks are being cancelled against your dodges and my dodges are being cancelled against your attacks (and I need to time even my block a bit earlier than normal)... than it seems to me that all the corrections are happening against me. To make things even weirder, I don't feel like I get defense cancellation in some matches. It could be that the connectivity is simply being better for both of us, but it is really seeming like a player is getting the upper hand on the other, having all corrections in his favor, while his opponent ends up with a bazilion of cancelled actions, offense or defense.
I've talked to some guys on Discord and they said 1v1 didn't have a host. But I just can't think of any other explanation for this mess we're having now. How come a player's attacks AND defense can get cancelled in the same match?
I think things improved quite a bit (it's less chaotic and there are more matches withd ecent connectivity). However, it is still very bad. The corrections form the latency compensation seem o be resulting mostly in the cancelation of someone's actions. That is a huge "artifact" that changes the meta quite drastically. For instance, it seems that if you back step successfully (from your perspective) against an attack of mine, my attack will be cancelled, killing teh whole flow of my combo. But this is not the worst stuff.
The cancellation of attacks, specially against defensive actions, made me suspect that the game was prioritizing the perspective of the defender, kinda like DS3 and FH, except with a different fix (cancelation of atatck, instead of false positive hits, teleporty dodges, or ghost range). I figured I could get used to it and all would be well. But that was not the case.
The big problem is that the defensive actions are also being cancelled. To me that makes no sense at all. If my attacks are being cancelled against your dodges and my dodges are being cancelled against your attacks (and I need to time even my block a bit earlier than normal)... than it seems to me that all the corrections are happening against me. To make things even weirder, I don't feel like I get defense cancellation in some matches. It could be that the connectivity is simply being better for both of us, but it is really seeming like a player is getting the upper hand on the other, having all corrections in his favor, while his opponent ends up with a bazilion of cancelled actions, offense or defense.
I've talked to some guys on Discord and they said 1v1 didn't have a host. But I just can't think of any other explanation for this mess we're having now. How come a player's attacks AND defense can get cancelled in the same match?
Comments
We are aware of issues like this and are working at resolutions involving both the code and gameplay adjustments. We don't have an ETA but keep an eye on the future patch notes for more updates.
And any other info about the logic of latency compensation would be greatly appreciated, in patch notes orany other means.
This was just happening to me.
I try to block, I get hit. Try to dodge, get hit. Try to attack, goes through other player.