i’m trying to help out a friend on legendary but when we load in and take to steps we get kicked
and i can never find a game on it
and im sure i’m not the only one having this problem right?
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As jmandude15 says the campaign portion of MCC runs through P2P (peer-to-peer) connections. This means that whoever is the leader of your in-game party is the host of the game. There can be a number of reasons why your experience with the host is bad. Your connection to host, host’s connection in general, you have relays on and it adds an additional time to send packets, etc.
The best thing to do is try to play with a friend that has a good host. I’d personally prefer keeping the relays on especially when playing with people that you don’t know.
Edit: Next time post in the support MCC section of the forums.
MCC has connection problems in multiplayer (LAN and online), I would not be surprised if it also has these problems in campaign. Actually i would be surprised if they aren’t there. I hope it won’t stop you from having fun.
Co-op campaign runs on a synchronous or “lockstep” network model whereas PVP (and eventually Reach Firefight) run on an asynchronous model. The synchronous model means that all of the clients’ actions must be sent to the host and simulated before they actually take place. For more information, I included a snippet form one of our dev blogs below:
> Actions in classic Halo games fall into categories of being client authoritative or server authoritative. Client authoritative actions are recorded by each user’s game client and are then sent to the server. Server authoritative actions will combine the data received from clients, simulate the new game state, and then send the results of the simulation back to all clients in the session. Simulation can take place asynchronously (as it does in PvP modes within MCC) or synchronously (as it does in co-op campaign). In synchronous or “lockstep” simulations, the server receives player action requests from a client, then sends those actions back to the client (along with other players’ actions) to ensure the game simulates the same for all players in the session. In asynchronous sessions, clients can see certain actions immediately while they must await server simulation for others. The animations of your player character or biped are typically client-authoritative while the creation and positioning of projectiles is server authoritative. For example, in a high-ping scenario, a grenade throw animation is immediately observable by a client, but the grenade object itself will be delayed in spawning until its creation is simulated by the server and sent back to the client.
As others have mentioned, co-op is also peer-to-peer though, as long as you have relatively low ping to your host and they have a decent connection, this will not be a problem.
Really wish MCC Campaign was on dedicated servers like Halo 5s is.
Happened to me too