Glad to hear that Beta is coming along swimmingly
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Who they don’t care about and never have…
So if all this is true, doesn’t that mean everyone who was filtering was cheating? I live in central US and got put into servers on the other side of the planet regularly with someone on my team telling me to just filter dude, while the rest of us complain about a 200 ping game.
I’m sorry Halo, it was a good game until they removed the Geofilter, unfortunately I can’t play it, sorry. only today there were 4 matches in a row with 200ping. I stopped playing.
Doubt they are doing anything more complicated than that. Given the time it’s taken to implement, and given the time it takes them to do anything else, it has to be something super simple….
Hi, I read the “closer look” article here: https://www.halowaypoint.com/news/closer-look-halo-infinite-online-experience and found it fairly insightful. One thing it didn’t explain, which I had put together a compilation video for but then lost in a memory transfer, is the following:
In most cases, any shot I hit (that provides hit markers), eventually does “catch up” to the servers and award me my damage/kill… with one major exception. When I fire shots right before I die, I see the tracers and hit markers, but it seems that the act of dying cuts things off and my damage never “catches up.” It’s like whatever I do in the last 10-80 ms (roughly, depending on the match) simply does not register for the other players.
Can anything be done about this? I don’t think the article really covers this, rather, it suggests that anything the shooter does will always eventually register… but again, that’s not the case if they die first.
so when im in a fireteam and my teams mates are spread across the world does that have the same effect as geofiltering. it throws the matchmaking out of wack correct. 343 your f***** geniuses f**** brilliant
are you hoping theyll bump you out of gold if you defend them??
I really enjoyed Richard Watson’s article, but something that stuck out to me is that he wrapped it up by mentioning hopes to “foster a strong dialog between 343 and the community”… yet, I noticed that there is no discussion linked to that article in particular.
Years ago, almost (if not every) article on waypoint had a forum thread specific to it, which would often have a direct back-and-forth discussion with the author of the article. This practice seems to have been stopped almost entirely, and there is now very little direct interaction following these articles.
Although we have this thread as a more “general” discussion about the changes, it’s just not the same as having a dedicated discussion involving the author on a given topic.
I’m wondering how a “dialog” can actually function when the chain of communication is almost entirely unidirectional. Even in the case of direct bug reports/tickets, we don’t get any indication as to whether anything came of it
While I don’t expect to get any sort of a reply from 343, I’ll post my follow-up questions here so at least I can say I tried.
- Regarding hit detection and being “shot behind walls.”
The movement acceleration in Halo Infinite is significantly faster than previous Halo titles.
For the most part, I think this increase is a great change and is appreciated by fans, as it does help to make the game feel less clunky, and gun battles can be more interesting due to the effect of strafe.
However, I think 343 may have taken it just a tad too far. Although a quick strafe makes for exciting & fun gameplay, it’s SO fast to the point that it can make gun battles (especially online) feel a bit random.
Have you done any internal testing to see if even a slight nerf (which most people wouldn’t even notice) to the strafe acceleration can improve the hit and melee detection (or at least the perception of it to the player)?
Is there any internal discussion at all about potentially toning down the acceleration just a little bit for this purpose?
- Regarding the server-sided buffering.
Have you done any analysis into how the skill level of the players can affect this?
In particular, players in the top end of the skill curve tend to play much faster and have far more inputs.
It seems like whenever I match into particularly high-skilled lobby, even when the ping is accounted for, they seem to have far worse hit detection than normal.
When you begin to look at the data of the differences between client/server, could you make a sub-set of this analysis, which is limited to the upper levels MMR games, to see if there are any unique trends in that group?
If you were to find any significant differences in the datasets, would you ever consider using some type of dynamic buffering strategy that adjusts based on the throughput of a given lobby? (ie. minor adjustments to either the prioritization of inputs, or the amount of information that is being passed between the client & server, to ensure a better experience for the given group).
- Datacenter-specific performance/inconsistency.
Has your team done any data-center-specific analysis to assess whether certain regions are under-performing compared to what would be expected based on the average player ping times?
For example, I’ve noticed that matches hosted from the Texas datacenter have significantly worse hit detection, even compared to matches hosted on servers of equal or worse average ping.
Even more interesting is the fact that this isn’t isolated to Halo or Xbox live by any means.
Across all games I’ve played online, matches hosted from Texas are far less consistent and reliable – even moving just 1 state over is often a noticeable improvement.
I’ve done some ping tests and traceroutes as part of a data-gathering request from devs in another game, and I noticed that Texas hosts seem to have far more frequent “ping spikes” and changes in routes. I’ve also seen some twitch streamers who live in Texas occasionally get boutes of 100ms+ ping times to their own local servers, for hours or days at a time.
I’m not sure what the cause of this is, but it seems that although Texas can support very high-bandwidth servers, they just haven’t been able to provide the same level of quality when it comes to latency. That being said, it could also be an ISP-specific issue, and I’m not sure what their laws (or enforcement thereof) are when it comes to net neutrality.
Now this could very-well just be bad luck or selective memory on my part, or maybe there’s some other factor playing into it (eg. the time of day and population counts), but I really hope that it’s something 343 will consider looking into when analyzing the results of this client/server investigation, rather than lumping the results from all datacenters into a single large set.
Even if these kinds of issues are intermittent, some form of additional detection and mitigation strategy (eg. temporarily lower the prioritization of datacenters that are under-performing at the moment) could go a long way in making for a more consistent experience.
Its amazing that this game has already become boring and redundant. There needs to be so much more added like doubles, more gametypes and maps in ranked, and just multiplayer content in general. 6 years I have waited for such a disappointment. This game is going to die.
No. I’m not even ranked.
20 characters
But what does that have to do with anything I’ve said? I criticize 343 plenty, but pretending to know more than them is a hard role for me to play.
Cause I don’t and I admit that. Can’t say the same for some folk on here.
Taking a break from this mess. Need to polish the
with 300 grit. How could i forget about oddball or ctf. I think just having ranked slayer only would be an improvement…and thats sad. ![]()
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To EU player complaining about 100 ping games on US servers, I’d just like to say one thing.
I live on the west coast in the USA. I spend TONS AND TONS of games playing on east coast servers with 90 ping. People claiming US players don’t have to deal with high ping from long distance server locations are not accurate in their claims
I don’t think that’s the case. For one game session you can watch only one replay in theatre mode, if you exit and try to open another replay you will get the error message. Restart the game will allow you to view that replay you wanted to watch.
So is this lengthy post to try and sell us on the fact that you’ve just blocked players from adjusting their hosts file this update? It made the game playable. The fact your matchmaking wants to lump players from all sorts of regions together isn’t our fault.
Having tried the new update, my multiplayer games are back to the way they were before I applied the hosts file ‘fix’, so laggy I can’t play properly.
And that’s all this update was. After all this time. Let me guess what the next update will be, a weekly challenge to tie in with the tv show launch, the one that’s missing half the cast. Kind of fitting, for a game missing half the features the bungie titles had.
Your number 1 problem is you replaced forge with battlepass. Fortnite: Combat Evolved. Seems like a last minute decision too, how on the free level it’s a real grind, then when you pay for it, to get rid of that grindy feeling you’re basically given the 100 levels all at once. So then you pay to finish it months too early and are left with a whole season of unrewarding matches.
Clearly the idea of what this game was going to be met the marketing team who said “battlepass battle royale games are extremely popular atm, and so are niche tv shows on subscription streaming platforms”. The rest is just an adjustment to that change, including the below average server budget. Plenty of other fps games that don’t have the kind of matchmaking or lag issues we’re seeing here.
Ultimately, the whole state of this game and endless “apology via a patch that’s actually a gaslight” is a massive insult to your pro-gamer audience, the ones who make the esports thing work…that halo crashed for anyway.
sorry man but you’re delutional, how are EU players getting 100ms ping in the US east servers when I get 200ms ping from SA?
90 ping is bad for you? Jeezus. You’re about as badly disconnected as 343. 90 ping is GOOD for me, it’s almost as good as it gets.
Anything less than 100 is good
Initial rant aside, it’s ridiculously incompetent of yall to not have a basic server selector then. Instead of blaming people for geofiltering and removing it you should’ve just let it be and only implemented it the same time a server region selector is out. I mean cmon man im from SEA, ping here can be 4ms, east asia’s like 50, 80 for australia and japan but man now when i log on, the “middle” server is some european/american server where i get some dogshite 180-200ping rubbish. Cmon 343, do better. You want player retention and then you do this crap. Ugh
While I appreciate them trying to provide details, there is clearly more to desyncs then what they have stated. It’s more then just latency. Pretty much no other games have this issue , this widespread. My friends and I have GB internet hardwired connections with 20-30ms ping and still see this issue with desyncs. I hope they keep digging into it.
As others have said they need Region selection for sure.