Cryek - Patch Hasn't Fixed The Multiplayer Lag Issues

Post » Thu Dec 31, 2009 8:11 am


That seems pretty believable considering that when I burst fire I can kill easier than I would ADSing and firing while trying to follow my target, the fact that there isn't as much magnetism in the ADS shooting as there is in games like CoD and Halo would make the game a little more "realistic" seeing as real bullets don't magnetize to their target but nevertheless it makes the game nearly impossible to play and not very n00b friendly (not that I care for the n00bs, but still) If this is the case it would be logical to just run around with a shotgun spraying people because it would be a lot more accurate than ADSing with an assault rifle and trying to kill someone. Although this can't be full problem because the connections are also horrible which also plays a role in the lag/hit detection in a way. My question is, If the demo hit detection was so much better why scrap it?

That's the thing, reticule magnetism doesn't make the bullet magnetize towards the target. That's the job of the hitboxes. Reticule magnetism makes the reticule slow down in the general area of the target to allow for more player input to make precise/accurate shots. Just because the game doesn't have any reticule magnetism doesn't make the game the bane of newcomers a.k.a "noob friendly." (really don't like saying noob/ everybody has to get their feet wet) It does the exact opposite . It makes spraying a more viable/successful strategy because it takes precision out of more experienced players hands. Instead of letting the player control their reticule in the 3d- plane(cubed room), Crytek in turn made the ADS bullets a 2-d plane.(vertical wall). When a player is able to move their reticule in a 3d-plane, it makes it so the player bullets have to be in 1 localized area for registration. It's almost in a sense like a buried treasure( X marks the spot) with the buried treasure marked as a killing zone if the player steps in that position. With this type of hit registration, precision has to be consistent and accurate to drop a target , which means player input has to decisive. Since precision is a must, it allows for human error which a target can respond and capitalize off of in a shootout. Now since the ADS is a 2-plane, it completely changes the rules of the scenario. Instead of having a small windowed killzone,( buried treasure/X marks the spot), it in turn makes a killzone for every bullet fired.Imagine an area where there 1 big giant X on the ground for every bullet that stretches out till the bullets vanish. This in turn makes spraying way too viable as a shooting mechanic. It makes maximum armor extremely inneffective and it makes strafing far less effective. Add of top of the autolock ADS , then you have the a real bland shooting mechanic for a multiplayer experience. The shotgun doesn't dominate because it's bullets disappear after a certain point along with it's mediocre damage output.

When dealing with a multiplayer game, adding the "realism" is a bad reasoning for addition. It should be about balance and whoever has the most consistent player input. Letting the player's have more input decisions in the shooting mechanics allow for a more satisfying multiplayer experience. I came up with three reasons why they might have changed the hit detection.
1) To appease the people who couldn't figure out the shooting dynamics 2) Didn't meet the deadline to finish the multiplayer experience 3)Thought it was best for gameplay(Which I hope Crytek doesn't believe)
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Amy Gibson
 
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Post » Thu Dec 31, 2009 5:04 am


That seems pretty believable considering that when I burst fire I can kill easier than I would ADSing and firing while trying to follow my target, the fact that there isn't as much magnetism in the ADS shooting as there is in games like CoD and Halo would make the game a little more "realistic" seeing as real bullets don't magnetize to their target but nevertheless it makes the game nearly impossible to play and not very n00b friendly (not that I care for the n00bs, but still) If this is the case it would be logical to just run around with a shotgun spraying people because it would be a lot more accurate than ADSing with an assault rifle and trying to kill someone. Although this can't be full problem because the connections are also horrible which also plays a role in the lag/hit detection in a way. My question is, If the demo hit detection was so much better why scrap it?

That's the thing, reticule magnetism doesn't make the bullet magnetize towards the target. That's the job of the hitboxes. Reticule magnetism makes the reticule slow down in the general area of the target to allow for more player input to make precise/accurate shots. Just because the game doesn't have any reticule magnetism doesn't make the game the bane of newcomers a.k.a "noob friendly." (really don't like saying noob/ everybody has to get their feet wet) It does the exact opposite . It makes spraying a more viable/successful strategy because it takes precision out of more experienced players hands. Instead of letting the player control their reticule in the 3d- plane(cubed room), Crytek in turn made the ADS bullets a 2-d plane.(vertical wall). When a player is able to move their reticule in a 3d-plane, it makes it so the player bullets have to be in 1 localized area for registration. It's almost in a sense like a buried treasure( X marks the spot) with the buried treasure marked as a killing zone if the player steps in that position. With this type of hit registration, precision has to be consistent and accurate to drop a target , which means player input has to decisive. Since precision is a must, it allows for human error which a target can respond and capitalize off of in a shootout. Now since the ADS is a 2-plane, it completely changes the rules of the scenario. Instead of having a small windowed killzone,( buried treasure/X marks the spot), it in turn makes a killzone for every bullet fired.Imagine an area where there 1 big giant X on the ground for every bullet that stretches out till the bullets vanish. This in turn makes spraying way too viable as a shooting mechanic. It makes maximum armor extremely inneffective and it makes strafing far less effective. Add of top of the autolock ADS , then you have the a real bland shooting mechanic for a multiplayer experience. The shotgun doesn't dominate because it's bullets disappear after a certain point along with it's mediocre damage output.

When dealing with a multiplayer game, adding the "realism" is a bad reasoning for addition. It should be about balance and whoever has the most consistent player input. Letting the player's have more input decisions in the shooting mechanics allow for a more satisfying multiplayer experience. I came up with three reasons why they might have changed the hit detection.
1) To appease the people who couldn't figure out the shooting dynamics 2) Didn't meet the deadline to finish the multiplayer experience 3)Thought it was best for gameplay(Which I hope Crytek doesn't believe)

I think it was the multiplayer reason, I didn't have any problem with the hit box in career mode, so it must just be the multiplayer mechanics.
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daniel royle
 
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Post » Thu Dec 31, 2009 12:29 am

I think it was the multiplayer reason, I didn't have any problem with the hit box in career mode, so it must just be the multiplayer mechanics.

I believe that one of the problems right there. The hit registration is the same as the campaign. There is nothing wrong with the registration for campaign gameplay because your playing against a computer component. The campaign aiming system has LOADS of autoaim because your fighting multiple AI opponents on the screen at once. The same shooting mechanics are horrible for multiplayer because it takes the reigns from the players and lets the game do the majority of the work. That in turn makes the multiplayer way too dependent on connection instead of player input. I think Crytek didn't want to alienate gamers from the campaign experience involving shooting mechanics which it turn did the exact opposite for the multiplayer experience for a major percentage of experienced players.
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Sabrina garzotto
 
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Post » Thu Dec 31, 2009 12:40 pm

I think the biggest problem is that they decided to go with a Peer 2 Peer network. While this can be fine in games it is not fine for a game like Crysis. Crysis doesn't have the user base to support a peer 2 peer network ie. There is not enough people who actually play the game or gametype you are trying to play. Also Im not sure how they coded for the server to pick who is the host. Usually its based on Upload speeds and location of that person with the best upload but I know for sure it is not nearly what it should be. I pulled host for a couple of games, now while I had a good location (FL) my upload speed is terrible (0.72kbps). When I was host I found the difference between host and client to be night/day, every bullet and melee connected, every time I pressed the melee button is actually did it on screen. I love this game but constantly being connected with a 2 bar like you said and to have the same things happen to me as you describe is beyond annoying. This game is definitely in desperate need of dedicated servers or AT THE VERY LEAST better peer 2 peer management.
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Sheila Esmailka
 
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Post » Thu Dec 31, 2009 1:30 am

I think the biggest problem is that they decided to go with a Peer 2 Peer network. While this can be fine in games it is not fine for a game like Crysis. Crysis doesn't have the user base to support a peer 2 peer network ie. There is not enough people who actually play the game or gametype you are trying to play. Also Im not sure how they coded for the server to pick who is the host. Usually its based on Upload speeds and location of that person with the best upload but I know for sure it is not nearly what it should be. I pulled host for a couple of games, now while I had a good location (FL) my upload speed is terrible (0.72kbps). When I was host I found the difference between host and client to be night/day, every bullet and melee connected, every time I pressed the melee button is actually did it on screen. I love this game but constantly being connected with a 2 bar like you said and to have the same things happen to me as you describe is beyond annoying. This game is definitely in desperate need of dedicated servers or AT THE VERY LEAST better peer 2 peer management.

I agree completely, PC has dedicated servers, but they seem to be doing very little to cater to the consul users =/
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Enny Labinjo
 
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Post » Thu Dec 31, 2009 1:54 am

There were a lot more ppl playing the demos bc they were free downloads thus making the matchmaking infinitely better... more ppl playing in ur area = better connections... simple as that. Plus the demos had a very limited amount of gamemodes... the more gamemodes there are, the further the community is divided therefore degrading matchmaking. Make sense?
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Helen Quill
 
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Post » Thu Dec 31, 2009 7:05 am

I have also put the game down....its just too much of an aggravation playing it in its current mess.

Would be so easy to improve and correct but Crytek seem to be taken their time and giving us nothing but silence and the silence will cost them customers both now and in the future
Probably because it takes hard work and a long time to fix a game
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lillian luna
 
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Post » Thu Dec 31, 2009 1:57 am

I hope that Crytek will economically fail ! No respect for users,bugged game,yeah it is called CryTek engine because it makes you cry when you see all those bugs....
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Micah Judaeah
 
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Post » Thu Dec 31, 2009 1:03 pm

I have also put the game down....its just too much of an aggravation playing it in its current mess.

Would be so easy to improve and correct but Crytek seem to be taken their time and giving us nothing but silence and the silence will cost them customers both now and in the future
Probably because it takes hard work and a long time to fix a game

Well this "hard work and long time to fix a game" should be part of the development process of the game, with game testing....it had two demo versions ffs, they had issues, the fully released game......still has the problems

And all the online errors are a result of poor planning and network foresight when it comes to using a P2P system, a region filter is just a basic requirement....they left it our either because they didnt think of it or couldnt be bothered to put one in....the result is the same, an almost unplayable game for some gamers affected by this

No Symapthy for a company incapable of fixing problems they created in a good amount of time..almost a month since release is coming up.....4 weeks, exactly why this hasnt been corrected for the 360 platform will be something Crytek will never be forgiven for
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RObert loVes MOmmy
 
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Post » Thu Dec 31, 2009 8:38 am

Fix it. It is unreal how every game has terrible connections for almost everyone except for the host.
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ezra
 
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Post » Thu Dec 31, 2009 3:15 pm

Crytek can't magically fix lag since there aren't any dedicated servers, unless you want them to buy you a better connection
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Laurenn Doylee
 
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Post » Thu Dec 31, 2009 1:07 am

You are an idiot. They can fix it. There is actually programming involved when allowing consoles to connect on the internet. It doesn't magically happen, which you apparently assume. You can't read either, since I said everyone lags.
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Hannah Barnard
 
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Post » Thu Dec 31, 2009 9:30 am

Where do you live sds0918? I live in the north eastern US and my connection is great 95% of the time with this game.

Maybe give a bit more info to Crytek about your connection and what you're experiencing? Might be more productive than just demanding they fix it. Plus, you sound very knowledgeable about network programming and coding on the 360. Maybe you could give the dev team some suggestions (I'm just kind of poking fun at you here BTW, in case you didn't catch it).
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Elizabeth Falvey
 
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Post » Thu Dec 31, 2009 8:35 am

I don't know anything about program. I just realize things require programing to work.

I play with my two brothers. We have top notch internet connections. We all have trouble finding games and games are always loaded with people with 1 bar and 2 bar ping people.

I have the PC version as well, and with dedicated servers I've discovered how excellent connections make a world of difference when playing.
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Bethany Watkin
 
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Post » Thu Dec 31, 2009 8:18 am

So where are you located in the world? What's a top notch connection? What's your up/down stream?

If you have trouble finding games and your getting a consistent 1-2 bars every game, that says to me that you're in some remote or uncommon part of the world. With my modest connection here in the US, I have little issues with finding games or having a good connection in matches.
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Jimmie Allen
 
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Post » Thu Dec 31, 2009 10:12 am

My brother and I live in North Carolina. My other brother lives in Ohio. We usually don't have less than 3 bars, sometimes we do, but most of the time there are several (if not all) people that have 1 or 2 bars.
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An Lor
 
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Post » Thu Dec 31, 2009 7:30 am

I think the biggest problem is that they decided to go with a Peer 2 Peer network. While this can be fine in games it is not fine for a game like Crysis. Crysis doesn't have the user base to support a peer 2 peer network ie. There is not enough people who actually play the game or gametype you are trying to play. Also Im not sure how they coded for the server to pick who is the host. Usually its based on Upload speeds and location of that person with the best upload but I know for sure it is not nearly what it should be. I pulled host for a couple of games, now while I had a good location (FL) my upload speed is terrible (0.72kbps). When I was host I found the difference between host and client to be night/day, every bullet and melee connected, every time I pressed the melee button is actually did it on screen. I love this game but constantly being connected with a 2 bar like you said and to have the same things happen to me as you describe is beyond annoying. This game is definitely in desperate need of dedicated servers or AT THE VERY LEAST better peer 2 peer management.

I agree completely, PC has dedicated servers, but they seem to be doing very little to cater to the consul users =/

There were a lot more ppl playing the demos bc they were free downloads thus making the matchmaking infinitely better... more ppl playing in ur area = better connections... simple as that. Plus the demos had a very limited amount of gamemodes... the more gamemodes there are, the further the community is divided therefore degrading matchmaking. Make sense?

Don't get me wrong here, I believe this game has p2p connection issues but the hit registration gives the impression of magnifying the delicate lag issues. I was constantly yellow and red bar in the demo but since the aiming input was more player dependant, I was able to overcome that hurdle. The current hit registration makes kill times so easy and quick that, it becomes a game of I see you first you die. Add lag into the mix and this game becomes better connection will usually win. If Crytek allowed player more reticule input, it will help to somewhat remedy the lag issues by allowing human error to play a role in determining shootouts. Do they still need to fix region filters and select better hosts? Without a shadow of doubt. I would rank that the number#2 problem of the multiplayer. If someone has serious lag and the game makes shooting so non-chalant and easy, how do you think the lagging person going to fare? If the game allowed shooting to be more player dependant thus allowing room for human error, do you think the lagging opponent could capitialize on the better connected player?
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Raymond J. Ramirez
 
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Post » Thu Dec 31, 2009 1:47 am

I think the biggest problem is that they decided to go with a Peer 2 Peer network. While this can be fine in games it is not fine for a game like Crysis. Crysis doesn't have the user base to support a peer 2 peer network ie. There is not enough people who actually play the game or gametype you are trying to play. Also Im not sure how they coded for the server to pick who is the host. Usually its based on Upload speeds and location of that person with the best upload but I know for sure it is not nearly what it should be. I pulled host for a couple of games, now while I had a good location (FL) my upload speed is terrible (0.72kbps). When I was host I found the difference between host and client to be night/day, every bullet and melee connected, every time I pressed the melee button is actually did it on screen. I love this game but constantly being connected with a 2 bar like you said and to have the same things happen to me as you describe is beyond annoying. This game is definitely in desperate need of dedicated servers or AT THE VERY LEAST better peer 2 peer management.

I agree completely, PC has dedicated servers, but they seem to be doing very little to cater to the consul users =/

There were a lot more ppl playing the demos bc they were free downloads thus making the matchmaking infinitely better... more ppl playing in ur area = better connections... simple as that. Plus the demos had a very limited amount of gamemodes... the more gamemodes there are, the further the community is divided therefore degrading matchmaking. Make sense?

Don't get me wrong here, I believe this game has p2p connection issues but the hit registration gives the impression of magnifying the delicate lag issues. I was constantly yellow and red bar in the demo but since the aiming input was more player dependant, I was able to overcome that hurdle. The current hit registration makes kill times so easy and quick that, it becomes a game of I see you first you die. Add lag into the mix and this game becomes better connection will usually win. If Crytek allowed player more reticule input, it will help to somewhat remedy the lag issues by allowing human error to play a role in determining shootouts. Do they still need to fix region filters and select better hosts? Without a shadow of doubt. I would rank that the number#2 problem of the multiplayer. If someone has serious lag and the game makes shooting so non-chalant and easy, how do you think the lagging person going to fare? If the game allowed shooting to be more player dependant thus allowing room for human error, do you think the lagging opponent could capitialize on the better connected player?

I think it would help, but it wouldn't completely fix the problem, or satisfy us for too long, the truth of the matter is in online games without dedicated servers, the host and his/her connection is pretty much the deciding factor in who's gonna win. Take CoD for instance, even now with all the patches, and fixes, and live updating, the host still has that advantage of a second or less against other players, a bad player can pull host, and have an amazing game, and usually the entire team gets a "host advantage" and although that split second might not seem like much, it's almost a lethal advantage in fps games. Now you take that and apply it to the lag issues in Crysis, and it almost seems like the host gets an even BIGGER timing advantage over other players, and everyone on their team gets that advantage too. Sure the hit detection fix would help in those situations where we sneak up on an opponent, but in an actual 1v1 gun fight, in that moment where you and some other guy turns the corner, he's gonna win because he saw you first, If they're gonna fix this piece by piece they need to start with the connection issue, then the hit detection, then everything else.
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jessica sonny
 
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Post » Thu Dec 31, 2009 2:55 am

Try this: http://www.speedtest.net

Post your forum image when you are done.
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phillip crookes
 
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Post » Thu Dec 31, 2009 12:30 pm

I think it would help, but it wouldn't completely fix the problem, or satisfy us for too long, the truth of the matter is in online games without dedicated servers, the host and his/her connection is pretty much the deciding factor in who's gonna win. Take CoD for instance, even now with all the patches, and fixes, and live updating, the host still has that advantage of a second or less against other players, a bad player can pull host, and have an amazing game, and usually the entire team gets a "host advantage" and although that split second might not seem like much, it's almost a lethal advantage in fps games. Now you take that and apply it to the lag issues in Crysis, and it almost seems like the host gets an even BIGGER timing advantage over other players, and everyone on their team gets that advantage too. Sure the hit detection fix would help in those situations where we sneak up on an opponent, but in an actual 1v1 gun fight, in that moment where you and some other guy turns the corner, he's gonna win because he saw you first, If they're gonna fix this piece by piece they need to start with the connection issue, then the hit detection, then everything else.

I know the hit detection won't fix the problem but it will help REMEDY the underlying issue. The fact of the matter is that many people want instant results concerning the balancing and consistency issues now. Crytek has already laid the ground work for the better hit detection code in the earlier demo build. My guess is that the hit detection fix will be a lot easier transition in application than creating a better working networking system. Crytek has to nail the networking precisely because that's a delicate and tedious application which I believe will take more time to perfect than the hit registration. Trust me, I know all about host advantage from the Call of Duty franchise/ online fps. The hit detection WILL do a lot more than help an opponent sneak on a target. It will help level 1 v 1 gunfights a more level playing field because with the addition of reticule magnetism, decisive shots will be crucial. This will put more emphasis on player input rather than connection/easy&bland hit registration. New hit registration will make consistency top priority instead of I see you first, autolock and you die. Let me ask you a question. In your opinion, which game franchise has the bigger host advantage? Call of Duty or Halo?
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D IV
 
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Post » Thu Dec 31, 2009 7:04 am

Crysis2 isn't an option? **** that.
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Alexx Peace
 
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Post » Thu Dec 31, 2009 4:52 am

I think it would help, but it wouldn't completely fix the problem, or satisfy us for too long, the truth of the matter is in online games without dedicated servers, the host and his/her connection is pretty much the deciding factor in who's gonna win. Take CoD for instance, even now with all the patches, and fixes, and live updating, the host still has that advantage of a second or less against other players, a bad player can pull host, and have an amazing game, and usually the entire team gets a "host advantage" and although that split second might not seem like much, it's almost a lethal advantage in fps games. Now you take that and apply it to the lag issues in Crysis, and it almost seems like the host gets an even BIGGER timing advantage over other players, and everyone on their team gets that advantage too. Sure the hit detection fix would help in those situations where we sneak up on an opponent, but in an actual 1v1 gun fight, in that moment where you and some other guy turns the corner, he's gonna win because he saw you first, If they're gonna fix this piece by piece they need to start with the connection issue, then the hit detection, then everything else.

I know the hit detection won't fix the problem but it will help REMEDY the underlying issue. The fact of the matter is that many people want instant results concerning the balancing and consistency issues now. Crytek has already laid the ground work for the better hit detection code in the earlier demo build. My guess is that the hit detection fix will be a lot easier transition in application than creating a better working networking system. Crytek has to nail the networking precisely because that's a delicate and tedious application which I believe will take more time to perfect than the hit registration. Trust me, I know all about host advantage from the Call of Duty franchise/ online fps. The hit detection WILL do a lot more than help an opponent sneak on a target. It will help level 1 v 1 gunfights a more level playing field because with the addition of reticule magnetism, decisive shots will be crucial. This will put more emphasis on player input rather than connection/easy&bland hit registration. New hit registration will make consistency top priority instead of I see you first, autolock and you die. Let me ask you a question. In your opinion, which game franchise has the bigger host advantage? Call of Duty or Halo?

Probably CoD, I don't play Halo, we had a neutral falling out lol But I am hoping the hit detection remedies it as much as you say it will, realistically if it doesn't then there's a lot on the line, I know it's pretty dumb for players to want instant results for a problem, and the player base should understand that it takes time, but Crytek also has to realize that they could potentially lost their consul fanbase if the problem isn't fixed as it should be. I feel that if Crytek doesn't "fix" the hit detection, rather remedies it, the intolerant people will just give up on the game, Crytek has to really fix the hit detection at the very least to keep us held over and to save their game. Crysis 2 is an AMAZING game I would hate to see it sink over some issue that couldn't be fixed in time. It also doesn't help that they're keeping us in the dark about updates, I found the community manager and sent him a message over twitter, I got no reply surprisingly enough, then I noticed that the guys last post was like 4 days ago, and it was some reply to another persons question about who knows what, They need to keep us constantly updated on this patch if they really don't want to lose the fans.
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Vicki Gunn
 
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Post » Thu Dec 31, 2009 3:46 pm

Hey you two! Paragraphs!
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FLYBOYLEAK
 
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Post » Thu Dec 31, 2009 8:02 am

Hey you two! Paragraphs!

Consist of 5-8 sentences lol although I might have used 10ish
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Sebrina Johnstone
 
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Post » Thu Dec 31, 2009 8:12 am

hi i know what you are talking about i play a game with my mate who live less than 50 km away in public game and yellow then we play private and im full green just look at black ops, homefront and now crysis 2 i cannot find a green game to save my self and if i do one american joins and we lose host just give us the same multiplayer servers as mw2 then there will be no more probs
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Juan Cerda
 
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