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| reply to MLGTWISTED Re: [Info] Halo 3 Developers Release QoS Settings For Gamerfuel
Well my bigger beef is they rigged the signal strength graphic to look happy when it's clearly a bad connection... I play almost exclusively Big Team Battle... and on Halo 2 lag was par for the course (usually 50% of players in yellow) ... but in Halo 3, magically everyone is in solid green. With a few exceptions... when you die, everyone's signal drops to red. Also, if you notice characters jumping across the screen, massive delays from throwing grenades to them detonating... if you hold down the "back" button to check signals and score... everyone again drops to red briefly.
But the main difference being, in Halo 2 if someone was lagging (or stand bying with Zone Alarm), you just quit and you're done. Halo 3 now has a penalty system for quitting, so it's like having a school marm forcing you to stay in the game, suffer through the crap connections and telling you it's okay there's no lag... just so you'll stay in the game longer to make it "better gameplay for everyone". So the QOS to me already sounded bogus because it's claiming a hardware issue on the customer instead of a built-in flaw from the get go.
But interesting stats Blunted... I'm wondering if they purposely tried to drop requirements to allow more people to match up in matchmaking... but ultimately you have worse games with people spread out all over the globe. It still pisses me off they simply don't allow dedicated servers like in Halo CE... all you had to do was find local servers or servers with better ping... but they seem to want to force people into one sloppy barn of multiplayer and force us to share crap connection speeds... and then hide the speeds. Not to mention paying for dedicated servers would cost money and maintenance which they obvsiously had no interest in, given the volume of players. But games like Unreall Tournament and Halo CE seemed to work perfectly well with that system. |