Tu quoque, Ubisoft, join me!
Let’s make the situation quick. For Honorcame out in February and according to the transparency policy that Ubisoft has adopted right away with this title, we knew it would come out with limited content but that would be augmented with time and with the continuous release of DLC.
Beware, because limited does not mean superficial sayings, and from the very first moments of gaming we realized that the potential of the Ubisofot title was almost limitless. Otherwise, according to the same policy, Ubisoft immediately assured the gamers, ensuring the full availability of additional content: new fighters, new arenas, new skins, weapons and accessories would be in the reach of everyone, simply who had purchased the Season Pass would have them with a few days in advance and without the need to shell out Steel, or game credits that can be obtained after each battle (and can be obtained very, very easily).
So what went wrong? What led the Canadian home servers to gradually drain, remaining on a numeric threshold of players acceptable only on PS4-where the community is still aggressive-losing on the road an infrastructure designed for serious competitive exports (we talk about duels 1vs1 )?
The answer is as simple as painful: the servers themselves. Or at least, the lack of servers themselves. Because losing on the road a whole infrastructure designed for serious competitive exports (we talk about Duels 1vs1)? The answer is as simple as painful: the servers themselves. Or at least, the lack of servers themselves. Because losing on the road a whole infrastructure designed for serious competitive exports (we talk about Duels 1vs1)? The answer is as simple as painful: the servers themselves. Or at least, the lack of servers themselves.
Because For Honor, a game designed for the competitive multiplayer, has never had a dedicated server by obliging Ubisoft to attempt a dangerous policy as suicidal, that is to put all the gambling instances connected with p2p players.
We are not telling the apocalyptic chaos that this created: continuous disconnections, instances crashed two seconds from the end of the match, gamers quebers the host of an entire game that, in a disadvantage and well aware that there are still no penalties of disconnection, they terminated the game well before knowing that all the other players would be thrown out. Do you have the hell of fire and boiling oil that poor poor soldiers had to face during an attack on an enemy castle? Here, For Honorit was even worse.
Ubisoft’s efforts to stabilize the netcode and to allow a disconnected host to pass the instance to another player, perhaps with a more robust and reliable connection, are nothing. In a feverish rush especially in the first two months, updates have arrived even though it is definitely too late. At that moment, the community had already run away and began to lose the pieces.
The new content and the new maps were introduced free of charge; the damage was already done. A real shame, considering the excellence of a title like For Honorthat we will never tire of saying it, with courage and clear ideas has brought a breath of fresh air into the world of beating. But it is not all lost, and we also say why.
“It will bring joy back to this house. And then we will celebrate, among cobwebs and dust “
For Honor we like and we like it a lot, so every opportunity we can to rispolverarlo, such as the weekend just ended has given the opportunity for everyone to be able to play for free after the introduction of the new DLC, which is the Season 3 “Grudge and Glory “.
With this new DLC Ubisoft has wanted to make clear some vital things in addition to the continuous addition of free content on a quarterly basis, starting in November there will be the introduction of dedicated servers, a project on which Ubisoft Montreal is already working for some months,besides the extension of content with a fourth season that traghetterà players until February of the new year, the halfway point of a title that will have just a year old and that perhaps will be celebrated properly (and settled once and for all, we very much hope ). In short, the reasons for thinking well are there, considering also the good structure on which the For Honor is based, that is, a qualitatively high-pitched shot from so many points of view. Rhythmic, reasoned, never frantic and extremely tactical, For Honor
it was the key element that hybridizing various genres, the white weapon action in the first place, led to consoles and PCs a fun and accessible title, scalable and varied. Already with the introduction of the previous season “mighty and Shadow” and then with the introduction of the Legionnaire and the Shinobi and strong balance made to existing classes (remember the pack was practically immortal and immoral Peacemaker of the early days of play) , the game has taken on another aspect, even more dynamic in the choices of classes to specialize and combat techniques.