Lords of the Fallen

Lords of the Fallen

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Kekuy Nov 6, 2023 @ 3:12pm
Any news from the devs on fixing the netcode?
Are they even aware of the problem at this rate? It has been almost a month and not a single step in the direction.
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Showing 1-12 of 12 comments
Mikoto Nov 6, 2023 @ 3:22pm 
No because they appear to think it is only a minority that has a problem with it.

Honestly, it would be amazing if they would stop trying to do pvp balance and just fix the damn game.
Rain Nov 6, 2023 @ 3:25pm 
You guys really don't know how p2p works right?
Roger Roger Nov 6, 2023 @ 3:34pm 
They know it's not great. They probably don't talk about it much because it will take a lot longer to fix. I hope they can focus on it soon, though, because it makes coop in NG+ pretty dicey.
Mikoto Nov 6, 2023 @ 3:52pm 
Originally posted by Rain:
You guys really don't know how p2p works right?
You do know how netcode works....right?

Just because it is p2p does not mean there is no netcode.
Bones Nov 6, 2023 @ 4:00pm 
Originally posted by Rain:
You guys really don't know how p2p works right?
If I see myself dodging a boss attack as client then it should count as a dodge. I shouldn't be rubberbanded back into it and take the hit anyway because the host saw it differently. Fromsoft has been doing this since Demon's Souls (which is P2P). The devs should have been less ambitious if they couldn't manage that 14 years later.
Last edited by Bones; Nov 6, 2023 @ 4:00pm
Sycler Nov 6, 2023 @ 7:58pm 
Its pretty bad. Some dude kicked me from a boss fight because I died twice with him shortly after. Every dodge on my end was perfect but it did not matter. Ive also seen people I summon get teleported into attacks and it looks hilarious with plunge attack on Latimer Horse boss in the swamp.
Turd Cutter Nov 6, 2023 @ 8:08pm 
This game is going to die if they dont fix the multiplayer
SapphireSouls Nov 6, 2023 @ 9:42pm 
It's seriously hampering the experience when I specifically picked this up to play with a friend. Why even work on PVP adjustments if the netcode is so atrocious anyways?

Their priorities are really weird.
Vermilion Knight Nov 6, 2023 @ 10:58pm 
Originally posted by Rain:
You guys really don't know how p2p works right?

It's weird because when I host we have completely fun lagless games. My brother and I have virtually the same PC because I built his so I can also hop into his games and he lives in another state. I also host with strangers and they aren't lagging out. Then when I go to other peoples worlds they are so horribly lagging and everything is insanely bad. I might just have a magic computer build.

I think also it also has to do with not only hardware but peoples connections. For some reason I think a lot of people use WiFi for games which blows my mind that anyone would play over WiFi lol.
Kekuy Nov 7, 2023 @ 1:54am 
Originally posted by Rain:
You guys really don't know how p2p works right?
Every single PC Fromsoft game since DS1 has worked 95% of the times fine for me. ♥♥♥♥, even a fanmade Sekiro multiplayer mod is miles ahead than this game in terms of connectivity.
It's not about p2p in itself.
kingyy2010 Nov 7, 2023 @ 3:01am 
Pvp balance is the most important thing, for sure.
Originally posted by Rain:
You guys really don't know how p2p works right?
Latency (which really is just the distance between you and the other guy as it travels the various computers, servers and network cables in the world + a tiny tiny tiny amount being the packet data prepared and sent from the computer) is not the end all be all of lag.
Your connection to the other player could be 80 MS, but if the multiplayer and game itself is coded like ♥♥♥♥, you could easily add another 60 MS between yourselves.
Another thing: If the game is played on a potato computer (less than a perfect 60 frames per second), that will also add some lagg.

Packet drop is also a very bad thing, when a packet is dropped, everything freezes as compensation to await the next packet instead of the connection being dropped outright. This is what Lords of the Fallen does. This is basically what every P2P game does.
So when you encounter someone on the McDonalds Wifi. Boom freeze!

The difference between p2p and S-C is that S-C is the authority on what happens, and usually also are dedicated to only calculations, which is then sent to the clients to render.
Lag prediction is a big reason why things appear smoother on S-C, as can be seen when you play on a S-C game that does not have it, people appear to teleport or even rubberband occasionally.

Meanwhile in P2P, Not only does the game have to be rendered, physics also need to be calculated and then sent between the computers. The reason why it's extra bad in Lord of the Fallen is because they essentially turned the host into a server. Which is why the hosts don't really lag at all while any sunbro or invader is at their mercy (computer specs + packet drop rate + distance + netcode). In DSx and Elden Ring, this burden is shared so the host does not have a total say in everything.

Add to that some ♥♥♥♥ coding and you have Lords of the Lagged.
With proper ping filtering (which should include a packet drop test) and a properly coded netcode and highly optimized physics calculations, p2p is fine for fighting games consisting of about max 8 people.
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Date Posted: Nov 6, 2023 @ 3:12pm
Posts: 12