Me and my coop friend had initially some issues with getting coop off the ground, had to befriend each other on the xbox website before it registered in the game that we were online (and friends) and could invite one or the other to our lobby.
Anyway, that’s the past, but the main problem with Reach is that we have quite severe issues with getting the coop experience to be smooth and stable.
We live in the same country, have okay internet connections that have always in the past allowed us to play games from Warframe, Borderlands 2, Dying Light, Portal 2, Shadow Warrior 2, Dead Space 3-- List goes on. Point is, they work, with minimal hitching/freezing/lag/desyncing etc.
In Reach, we had frequent issues with the game just freezing with the message “waiting for other players/host” (with the player names above) popping up, sometimes taking up to 10 seconds before gameplay resumed. It happened in cutscenes, everywhere, multiple times in a single minute at some frequencies.
I was hosting and my friend was the client and reported also occasional “desyncing”, for the lack of a better word, where they found that their “screen froze”, with sounds going on, then after a short period they teleported and things had happened during the moment the data hadn’t refreshed on their end, with their movements and actions catching up with them on screen, not simply input delay but event delay more like.
Game’s awesome, feels otherwise smooth and satisfying, 60fps, looks great, gameplay proper open Halo experience.
It’s just, we’d love to be able to enjoy it in coop.
Any settings we can look into on our end to help alleviate the issue while the devs work on fixing it on their end to meet the same base quality as other coop games have?
> Co-Op Latency: Co-op campaign play uses P2P networking and we’re aware that some players are reporting high latency and a poor experience when playing Campaign together. This is an area the team will continue to monitor but given the complexities of P2P networking and the underlying net code of Reach, the extent to which this issue can be addressed is still TBD.
> 2533274805966947;2:
> > Co-Op Latency: Co-op campaign play uses P2P networking and we’re aware that some players are reporting high latency and a poor experience when playing Campaign together. This is an area the team will continue to monitor but given the complexities of P2P networking and the underlying net code of Reach, the extent to which this issue can be addressed is still TBD.
>
> https://support.halowaypoint.com/hc/en-us/articles/360037448411-Halo-Reach-PC-Known-Issues-12-3-19
> Sounds like the situation is not hopeful
> Will all the Halo games share the same limitations in their net code?
even when me and my girl have great internet, it’s still horrible. we’ve played other p2p games just fine. so we tried being literally in the same room. still horrible issues. will local co op ever be implemented to counteract the poor job?
<p></p>
we noticed that the game goes really far to try and keep the two clients in sync, so much that even the cinematic will stutter on the remote player if the host player is lagging. we only noticed it when my buddy who was hosting also had a CPU load in the background. once he made sure only the game was doing stuff it was alright.
> Co-Op Latency: No updates on this one. There is no active development happening around improving/re-writing the legacy network code around this area of the game. Unfortunately, this would be a massive undertaking and just isn’t within the realm of what the team can currently support.
https://www.halowaypoint.com/en-us/news/mcc-development-update-january-2020 Okay, I get it, a small subset of devs are working on Reach within 343, maybe also working on H1, H2, H3 etc, alongside others within 343, all at the same time, and it’s a huge task. Please devs, don’t leave this behind, look into it at some point, even if it ends up being after Halo 4 is wrapped up for MCC on PC. Coop in Halo is one of the best things ever, I’d love to play the campaigns without the hangups and just many seconds idle screens of waiting on Host/players. So many coop games on Steam that otherwise work flawlessly and smoothly for me & friends, problem is they are not Halo At least, AT LEAST, please, pretty please, I beg of you devs, don’t launch Halo 1 with legacy network code bringing down that great experience.
We need a dev to look at this thread. I’m getting a refund if this isn’t addressed, I don’t give a -Yoink- about your online play if I can’t play COOP with a friend.
I’m sorry, I want this to be awesome, I really hope you guys can pull this off, but I’m not buying a game for COOP that doesn’t work.
Most P2P games work with no issues with me and my friend, even running dedi servers on my end, AND the game doesn’t lead to issues.
It’s frankly a piss poor excuse that it can’t work because you didn’t hire a network programmer. You are hired by MICROSOFT, make this work or you loose out on sales to me and my group of friends I promise you that much.
> 2535453941175794;6:
> We need a dev to look at this thread. I’m getting a refund if this isn’t addressed, I don’t give a -Yoink- about your online play if I can’t play COOP with a friend.
> I’m sorry, I want this to be awesome, I really hope you guys can pull this off, but I’m not buying a game for COOP that doesn’t work.
> Most P2P games work with no issues with me and my friend, even running dedi servers on my end, AND the game doesn’t lead to issues.
> It’s frankly a piss poor excuse that it can’t work because you didn’t hire a network programmer. You are hired by MICROSOFT, make this work or you loose out on sales to me and my group of friends I promise you that much.
I feel like us coop players who care about this issue are in a tiny 5% minority here, most 90% of players only talk endlessly about multiplayer this and that, and topics like this one and others are just buried and the problem forgotten and neglected
343 themselves said a year ago when they started working on this that they did not like the term porting, they sold us on the fact that they were building MCC from the ground up to be the best almost native PC experience they could deliver, yet, they literally ported the network code with all it’s legacy issues, but firefight had apparently better network code done to it, without it being translated for the campaign.
I mean, they could have just given us Steamworks if nothing else, at least that has a reliably robust track record.
Yeah, every game I’ve playyed in co-op has had lag spikes, from playing campaign in reach when it came to pc to, to doing the deja vu achievement in odst with some new friends this weekend, it’s painful. Dedicated servers would be amazing, but even beyond that other p2p games run better, like warframe, unless the host is hard lagging out or on a potato things run just fine.