Human Fall Flat

Human Fall Flat

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Anejey Nov 1, 2017 @ 7:36am
MP - "Delay"?
Hello.

Why is the multiplayer (online) so "laggy"? I mean, you press button, action happen like 0.5-1s later. This makes this game literally impossible. I love this game, I love everything about this game, but this is frustrating me. I have rage-guited a lot because of this. Is it because I have bad internet? Is it because others have bad internet? What I can do with this?

Thanks.

Also have to say, that this game is awesome and I thank you for creating this. Even though I have played low amount of time I always love to play this game when I'm bored.

Also, english is not my native language and I'm not good at it, so don't judge me for it.
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Showing 1-15 of 15 comments
jdoan Nov 1, 2017 @ 9:24am 
Typically in any human fall flat multiplayer game you'll have the "delay". Some games more delay than others and thats because of ping. Either you or the host has bad internet to make a large ping impact or perhaps you and the host live far away so you'll just have more ping
Last edited by jdoan; Nov 1, 2017 @ 10:10am
TheAsher Nov 1, 2017 @ 10:15am 
Originally posted by Doanut:
Typically in any human fall flat multiplayer game you'll have the "delay". Some games more delay than others and thats because of ping. Either you or the host has bad internet to make a large ping impact or perhaps you and the host live far away so you'll just have more ping
Also since it is p2p if one person's internet is bad, everybody will be affected which will result into lag
curtyuiop Nov 1, 2017 @ 6:05pm 
I couldn't have replied better than Doanut or Esli | The Asher.
FlatHuman  [developer] Nov 8, 2017 @ 1:22pm 
Actually other players don't influence your lag. Only things that matter are your connectivity to the host, another cause for the lag is if the host PC is not powerfull enough to keep steady 60 fps. Multiplayer was designed to be player with friends, with good connectivity between them.
ColinM Dec 12, 2017 @ 11:02am 
Bumping a month old thread here, but is there any input on why the grabbing of objects has a delay since multiplayer's merge to the non-beta branch of the game?

Prior to multiplayer being added, I was able to swing from side to side on a wall and easily grab a part, whereas now it seems that my hand just slides down the wall for a second or so before grabbing on.

Originally I tested this out by swapping to and from the multiplayer Steam beta prior to multiplayer being added to the default game.
JN236SB7 Apr 15, 2018 @ 3:05pm 
Yes, I have the same problem on HFF I don't know how to fix it but it's only when I go into multiplayer. When ever I try to play with one of my best friends online it just has that delay for him when I am the host. Could you please help me?
TheAsher Apr 15, 2018 @ 3:24pm 
Originally posted by ColinM:
Bumping a month old thread here, but is there any input on why the grabbing of objects has a delay since multiplayer's merge to the non-beta branch of the game?

Prior to multiplayer being added, I was able to swing from side to side on a wall and easily grab a part, whereas now it seems that my hand just slides down the wall for a second or so before grabbing on.

Originally I tested this out by swapping to and from the multiplayer Steam beta prior to multiplayer being added to the default game.
This is probably since the dev added something in the game to reduce the climb cheats used like “the swing” I believe there’s a console command “climbcheats” to enable the old mechanics but I’m not sure



Originally posted by zoko808:
Yes, I have the same problem on HFF I don't know how to fix it but it's only when I go into multiplayer. When ever I try to play with one of my best friends online it just has that delay for him when I am the host. Could you please help me?

The host needs a solid 60fps and a good internet connection for everyone who joins the host his lobby to have a good experience
Yea, the problem is not "ping" as everyone would have you think....there is something else going on when hosting a muiltiplayer session that is causing latency....I have it come in waves. I will start running with minimal delay then it slows down..does this back and forth throughout the multiplayer session.
Ren Jul 13, 2019 @ 9:28am 
I think that its not the ping nether, probably its the netcode system that is not well optimized or something, I notice that the host require good upload bandwith, in other games that I play that require hosting sometimes theres lag but not the permanent delay action or input lag that HFF always have if you dont have a excelent internet connection.
Doot snoot Jan 3, 2020 @ 7:23pm 
I wish people wouldn't shill for the devs. the game's mp is coded badly, period. it's not bad "netcode" it appears everyone's movements are server side instead of client side. only interactive objects should be server side not the whole game.

and yes I know players are also interactive objects but how about having the option to sacrifice that for actually being able to play the damn game? just a thought.
Last edited by Doot snoot; Jan 3, 2020 @ 7:29pm
Doot snoot Jan 3, 2020 @ 7:24pm 
there are ton of other examples of games with similar interactivity levels that can be played across continents without issues as bad as this.
it's a shame, it ruins a pretty damn fun game.
Plake Jan 7, 2020 @ 10:34pm 
Played this game via remoteplay yesterday (friend owns it) and I had no input delay... Granted me (living in the Netherlands) and him (UK) both have glassfiber connection.
nick May 20, 2020 @ 6:56pm 
I was hosting a game, and it was just fine. Runs very smooth, and everyone else thought so, as well. Then, my friend, which doesn't have the greatest device (Just a standard laptop), hosts and it has HORRIBLE DELAY. Like 2-3 seconds kind of delay. Literally unplayable.
anti Feb 22, 2021 @ 11:12am 
the delay is not due to the ping, it is due to the game region. the game only has servers in the united states
anti Feb 22, 2021 @ 11:12am 
sending missiles to the creator of the game lol
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Date Posted: Nov 1, 2017 @ 7:36am
Posts: 15