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Uncharted 4: A Thief's End Multiplayer |OT| Swinging To Victory

It just shows how stupid the inclusion of bots are in this.

We played against the same party of 4 or 5 last night for 5 or 6 games; most of the games were close, ending in 40-39/38, except two of them:

- one where they had 2-3 brutes out almost always, which they won by 10 or so.
- the other where we had 2-3 hunters out almost always, which we won by almost 20.

There's a wonderfully skillful and pretty well-balanced game buried underneath the mountain of botmagic bullshit.

Right, because 2-3 or 2-3 hunters brutes are so difficult to deal with. It's not difficult to just wipe them, and ends up being a complete waste of cash in comparison to other spends.

If they were even a remotely capable team they'd be down almost instantaniously. I really doubt we will see any sidekicks used in competitive play, most will focus their purchases on Staffs and Stones.
 
Well damn, Best Buy cheated me then. No receipt when I picked it up and no email.

Contact them via the forums. I preordered before the bonuses were announced so they never got added to the order, and after I contacted them they added the gold coin but not the MP items, so I contacted them again and they emailed it. It will definitely get sent if you contact them and the forums is the best way as there's a dedicated team for gaming stuff.

http://forums.bestbuy.com/t5/Gaming-Support/Game-Codes-Read-Me-First/td-p/864303
 
Bots even more dominant.

Played against a team who practically had 3 brutes on the map at any one time.

Why do developers ever think it's a good idea to put AI CONTROLLED BOTS in PVP.

PLAYER vs PLAYER.
 
Right, because 2-3 or 2-3 hunters brutes are so difficult to deal with. It's not difficult to just wipe them, and ends up being a complete waste of cash in comparison to other spends.

If they were even a remotely capable team they'd be down almost instantaniously. I really doubt we will see any sidekicks used in competitive play, most will focus their purchases on Staffs and Stones.

No staffs are useless because you roll Stealth 3 if you've any self respect.

Sidekicks - especially 2 or 3 out at once are a pain because if you try to melee them. . . .you're distracted enough that the scrub who sent it out gets an easy kill.
 

Alienous

Member
Bots even more dominant.

Played against a team who practically had 3 brutes on the map at any one time.

Why do developers ever think it's a good idea to put AI CONTROLLED BOTS in PVP.

PLAYER vs PLAYER.

The strange thing is it seems like they're supposed to be hired help. Like, if you don't have a sniper, here's a sniper. If you don't have a healer, here's a healer. But by letting everyone use them, not just struggling players, they're just letting the rich get richer.
 
I still get the "unable to join party" issue in multiplayer. How pathetic. As polished as the campaign is, I expected this issue from the beta to be dealt with by the time the final product was here.
 
It's what happens when you're going through severe packet loss. It's designed go stop people from appearing to lagswitch. It's not really based on upload and download speeds.
To be precise, low upload speeds cause packet loss. If the game needs X upload speed and you have X - Y upload speed, then the white plug will be triggered due to connection bottleneck.

There are many things that can cause a bottleneck. It could be low upload speed in general, or WiFi interference/low signal, or a faulty Ethernet cable, or someone in your house hogging your connection (Netflix, uTorrent etc), or an ISP maintenance, or living in a heavily populated region where connection speeds plummet during rush hours (too many people using
YouPorn
, YouTube, uTorrent or whatever in your neighbourhood <-- this affects Cable/DOCSIS customers).

I had done some bandwidth measurements in the beta and this game doesn't seem to be using more than ~500 Kbps (in TDM at least, don't know about other modes).

ND says that you need 1 Mbps to play it safe/have some headroom... 1 Mbps is 1024 Kbps (typical ADSL2+ upload), but the real throughput is 85% of that (due to overhead). VDSL2 increases the real throughput to 94%.

Having 1024 Kbps ADSL2+ upload sync speed means that you have 870 Kbps of real throughput, which is basically ~108 KB/s (KiloBytes per second, not KiloBits).

Keep in mind that some people have 400-500 Kbps upload sync speed in their ADSL2+ connection (even in developed nations, like Australia for example), so the real throughput speed is lower than the 500 Kbps that I had measured*. Ethernet/wired won't save you in that case. Your connection is as fast/good as the weakest link.

* Source: http://www.neogaf.com/forum/showpost.php?p=188297441&postcount=2361

If you want to monitor your connection, there's a simple thing you can do (provided that you have a computer).

For Windows you have to do this:

Code:
Start -> Run -> cmd.exe

Then you give the following command and press Enter:

Code:
ping -t 8.8.8.8

8.8.8.8 is Google DNS server... you can use another one if you want (i.e. a local server in your country).

Pay attention to your ping. It should deviate too much, aka jitter and it should be too many milliseconds. AFAIK, ND netcode doesn't punish jitter or big latency, just packet loss. To stop pinging, you press Ctrl + C and take a look at these stats:

Code:
...
Reply from 8.8.8.8: bytes=32 time=73ms TTL=45
Reply from 8.8.8.8: bytes=32 time=79ms TTL=45
Reply from 8.8.8.8: bytes=32 time=74ms TTL=45
Reply from 8.8.8.8: bytes=32 time=74ms TTL=45
[B]Request timed out.[/B] <-- lost packet
Reply from 8.8.8.8: bytes=32 time=74ms TTL=45
Reply from 8.8.8.8: bytes=32 time=73ms TTL=45
Reply from 8.8.8.8: bytes=32 time=73ms TTL=45
Reply from 8.8.8.8: bytes=32 time=73ms TTL=45
Reply from 8.8.8.8: bytes=32 time=73ms TTL=45
...

Ping statistics for 8.8.8.8:
    [B]Packets: Sent = 208, Received = 207, Lost = 1 (0% loss)[/B], <-- almost non-existent packet loss
Approximate round trip times in milli-seconds:
    Minimum = 73ms, Maximum = 81ms, Average = 74ms

Basically this is what the game netcode does in the background... it pings some IP addresses (host? other players? matchmaking server? ask ND for the nitty-gritty details) and if it detects packet loss for a prolonged time, it freezes your character and you see the white plug.

My current VDSL2 sync speed is 49998/10000 Kbps (down/up). If I see the white plug, I know it's my connection's fault, unless there's some netcode bug that punishes good connections just because the host is laggy (I wouldn't put it past ND, lol).

1 month ago I had severe packet loss, lots of CRC errors & frequent disconnections, just because some technician had messed up the telephone wires in the cabinet... I went down and fixed it in 10 minutes. It would be silly to blame ND for that. I haven't had a disconnection since last month (DSL Uptime 31 days 17 hours 50 minutes 35 seconds).
 

PSYGN

Member
I think this game would have been so much better if it weren't for the revive system. There's absolutely nothing you can really do when it's 3 vs 5 against average players, heck sometimes when it's 4 vs 5 and they are running sidekicks no matter how good you are since you're trying to keep your distance to not get ambushed but that distance often means they are too far away and behind cover to finish kill them off or get help immediately. They'll just end up reviving their teammate and run you around the map. I know for sure i would've won some games if it weren't for the revive system. It's pretty much game over when there's only 3 of you and they are moving together. Matchmaking in this game is piss poor and they could've let players join ongoing games so the matches aren't lopsided in those frequent scenarios. Penalize quitters or give the losers something for staying in the match.
 
I still get the "unable to join party" issue in multiplayer. How pathetic. As polished as the campaign is, I expected this issue from the beta to be dealt with by the time the final product was here.

This wasn't a problem at launch but their recent patch created this issue (again) by fixing some other issue. It happens whenever you're trying to join a party that has backed out of matchmaking and apparently is solved by the party owner going into Private Match menu.

See: http://community.us.playstation.com...nd-Live-Update-015-are-now-LIVE/td-p/45776969

I think this game would have been so much better if it weren't for the revive system. There's absolutely nothing you can really do when it's 3 vs 5, heck sometimes when it's 4 vs 5 and they are running sidekicks no matter how good you are since you're trying to keep your distance to not get ambushed but that distance often means they are quick to get behind cover or get help. They'll just end up reviving their teammate and run you around the map.
Some of us played private matches recently with down-state removed. It was a lot of fun, even though we didn't get any relic points or unlock progress >_<

Anyway, I'm either going to live-stream a game from my PS4 (with mic commentary) or jump on some U4 multiplayer if people are down.
 
Unlocked my final loadout point this morning.

Ggs to Chrono, Jhonny, hotdogfan, and wolf for the games.

I'll get right on playing those placement matches.
 

The Lamp

Member
Bots even more dominant.

Played against a team who practically had 3 brutes on the map at any one time.

Why do developers ever think it's a good idea to put AI CONTROLLED BOTS in PVP.

PLAYER vs PLAYER.

Because they add a layer of complexity that can be fun if you're strategic.
 
Right, because 2-3 or 2-3 hunters brutes are so difficult to deal with. It's not difficult to just wipe them, and ends up being a complete waste of cash in comparison to other spends.

If they were even a remotely capable team they'd be down almost instantaniously. I really doubt we will see any sidekicks used in competitive play, most will focus their purchases on Staffs and Stones.

The team was "remotely capable" :p.

Most GAF parties of 5 steamroll everyone by just using the basic guns, so when a team gives us a few games that end in victories/defeats by only one or two kills, that team is pretty good.

Staffs are weak because aren't they completely countered by Stealth3? I agree about the Stones, I'd bet a team of 5 Cintimani users would beat a team of 5 _____ users nearly every time.
 
I experienced a very strange visual bug yesterday in MP.

My character was being rendered at 60 fps and so was the world. Yet my teammates and the enemy team were rendering at 10-15 fps. It looked like a slideshow. There was no lag whatsoever. It went away on the next game.

Anyone else experience something similar?
 
Because they add a layer of complexity that can be fun if you're strategic.
They're the opposite of strategic. There's no thinking required. Drop an AI controlled bot out of outer space to do your work for you.

Strategic would be no AI... Relying on player movement and map traversal to gain the upper hand.
 
They're the opposite of strategic. There's no thinking required. Drop an AI controlled bot out of outer space to do your work for you.

Strategic would be no AI... Relying on player movement and map traversal to gain the upper hand.

so did you just get hunter'd or did you get brute'd
 
Those complaining about sidekicks make me think they don't know what they're doing or they haven't played the game since the beta.

You can kill the brute before you even have to reload your AK.
 

Creaking

He touched the black heart of a mod
Those complaining about sidekicks make me think they don't know what they're doing or they haven't played the game since the beta.

You can kill the brute before you even have to reload your AK.

That's assuming the brute is isolated. I usually see the player who called it in practically hugging their brute, so that when the brute turns 180 degrees to start shooting at me, that player knows exactly where I am. Multiply that by two or even three brutes/players in the same area, and suddenly you're pinned down.
 
That's assuming the brute is isolated. I usually see the player who called it in practically hugging their brute, so that when the brute turns 180 degrees to start shooting at me, that player knows exactly where I am. Multiply that by two or even three brutes/players in the same area, and suddenly you're pinned down.

Where's your team at?
 
To be precise, low upload speeds cause packet loss. If the game needs X upload speed and you have X - Y upload speed, then the white plug will be triggered due to connection bottleneck.

There are many things that can cause a bottleneck. It could be low upload speed in general, or WiFi interference/low signal, or a faulty Ethernet cable, or someone in your house hogging your connection (Netflix, uTorrent etc), or an ISP maintenance, or living in a heavily populated region where connection speeds plummet during rush hours (too many people using
YouPorn
, YouTube, uTorrent or whatever in your neighbourhood <-- this affects Cable/DOCSIS customers).

I had done some bandwidth measurements in the beta and this game doesn't seem to be using more than ~500 Kbps (in TDM at least, don't know about other modes).

ND says that you need 1 Mbps to play it safe/have some headroom... 1 Mbps is 1024 Kbps (typical ADSL2+ upload), but the real throughput is 85% of that (due to overhead). VDSL2 increases the real throughput to 94%.

Having 1024 Kbps ADSL2+ upload sync speed means that you have 870 Kbps of real throughput, which is basically ~108 KB/s (KiloBytes per second, not KiloBits).

Keep in mind that some people have 400-500 Kbps upload sync speed in their ADSL2+ connection (even in developed nations, like Australia for example), so the real throughput speed is lower than the 500 Kbps that I had measured*. Ethernet/wired won't save you in that case. Your connection is as fast/good as the weakest link.

* Source: http://www.neogaf.com/forum/showpost.php?p=188297441&postcount=2361

If you want to monitor your connection, there's a simple thing you can do (provided that you have a computer).

For Windows you have to do this:

Code:
Start -> Run -> cmd.exe

Then you give the following command and press Enter:

Code:
ping -t 8.8.8.8

8.8.8.8 is Google DNS server... you can use another one if you want (i.e. a local server in your country).

Pay attention to your ping. It should deviate too much, aka jitter and it should be too many milliseconds. AFAIK, ND netcode doesn't punish jitter or big latency, just packet loss. To stop pinging, you press Ctrl + C and take a look at these stats:

Code:
...
Reply from 8.8.8.8: bytes=32 time=73ms TTL=45
Reply from 8.8.8.8: bytes=32 time=79ms TTL=45
Reply from 8.8.8.8: bytes=32 time=74ms TTL=45
Reply from 8.8.8.8: bytes=32 time=74ms TTL=45
[B]Request timed out.[/B] <-- lost packet
Reply from 8.8.8.8: bytes=32 time=74ms TTL=45
Reply from 8.8.8.8: bytes=32 time=73ms TTL=45
Reply from 8.8.8.8: bytes=32 time=73ms TTL=45
Reply from 8.8.8.8: bytes=32 time=73ms TTL=45
Reply from 8.8.8.8: bytes=32 time=73ms TTL=45
...

Ping statistics for 8.8.8.8:
    [B]Packets: Sent = 208, Received = 207, Lost = 1 (0% loss)[/B], <-- almost non-existent packet loss
Approximate round trip times in milli-seconds:
    Minimum = 73ms, Maximum = 81ms, Average = 74ms

Basically this is what the game netcode does in the background... it pings some IP addresses (host? other players? matchmaking server? ask ND for the nitty-gritty details) and if it detects packet loss for a prolonged time, it freezes your character and you see the white plug.

My current VDSL2 sync speed is 49998/10000 Kbps (down/up). If I see the white plug, I know it's my connection's fault, unless there's some netcode bug that punishes good connections just because the host is laggy (I wouldn't put it past ND, lol).

1 month ago I had severe packet loss, lots of CRC errors & frequent disconnections, just because some technician had messed up the telephone wires in the cabinet... I went down and fixed it in 10 minutes. It would be silly to blame ND for that. I haven't had a disconnection since last month (DSL Uptime 31 days 17 hours 50 minutes 35 seconds).

I was monitoring my ping to 8.8.8.8 whilst playing the other day and I noticed it jump from about 60ms to about 350ms whilst online. It also does that when I refresh a website etc. The issue shouldn't be my connection as such, as it doesn't do it in every match I play. It only does it in matches where some players have 2 connection bars.
 
The team was "remotely capable" :p.

Most GAF parties of 5 steamroll everyone by just using the basic guns, so when a team gives us a few games that end in victories/defeats by only one or two kills, that team is pretty good.

Staffs are weak because aren't they completely countered by Stealth3? I agree about the Stones, I'd bet a team of 5 Cintimani users would beat a team of 5 _____ users nearly every time.

Stealth 3 has a high cost. A team with stealth 3 probably isn't running perks like scavenger or cash drip, which are a big deal in competitive play. Even if you're only running one staff, you're forcing the entire opposing team onto stealth 3 in the process then I think that's well worthwhile, and if they're not using it, then it's very easy to isolate the and pick them off.

Also if even one team mate is isn't running stealth 3 he's screwing up your entire team, because you can determine enemy spawns and general presence based on the location of a single player. So I wouldn't say stealth 3 is useless at all. It's like saying UAV is useless in Call of Duty 4 because of UAV jammer. The remark is naive to the sacrifices that players are forced to make to acquire that counter, and it's worth noting that those sacrifices are far greater than the expense to run staff (2 loadout points on one player versus 20 for an entire team to run stealth 3).

Also, they might be capable in gunplay but if they're disorganised as a team it would be more difficult to deal with the brutes. Taking down a brute takes less than a couple of seconds most of the time, with many hard counters (mysticals, another brute, rope swing etc.)

I don't know about hunters as they always seem a bit pathetic, they die in a few fal bursts and they also run into things like mines, almost instantly-killing themselves in the process. Never really seen teams using them often since the beta and never seen much incentive to use them.
 
Those complaining about sidekicks make me think they don't know what they're doing or they haven't played the game since the beta.

You can kill the brute before you even have to reload your AK.

People seem to assume Brutes go off on their own?

Realistically there are two or three of them, all of which are right beside the person who called em in (as the person who called them in knows that their Brute can spider sense enemies and start shooting them, not only weakening them for an easy kill but also revealing their position).
 

Raxus

Member
People seem to assume Brutes go off on their own?

Realistically there are two or three of them, all of which are right beside the person who called em in (as the person who called them in knows that their Brute can spider sense enemies and start shooting them, not only weakening them for an easy kill but also revealing their position).

It's especially bullshit when you have a stealth build.
 
From my experience, NAT type can really screw you over with white plugs. You never want NAT 3 in a ND MP game. You want an open NAT at all times. After I changed to NAT 2 from 3, I never white plug any more and it used to happen constantly.
I have my PS4 sitting in the DMZ, and it's NAT 2.
 
I was monitoring my ping to 8.8.8.8 whilst playing the other day and I noticed it jump from about 60ms to about 350ms whilst online. It also does that when I refresh a website etc. The issue shouldn't be my connection as such, as it doesn't do it in every match I play. It only does it in matches where some players have 2 connection bars.
Post a test: http://www.speedtest.net/

Some connections just can't handle multitasking, hence the sudden latency spike (possibly with some lost packets as well). Do you share this connection with others?

2-bar players are probably far away from you, since you said you're from Australia and I guess you can't find AUS/NZ players in every single match.
 

skelekey

Member
Right, because 2-3 or 2-3 hunters brutes are so difficult to deal with. It's not difficult to just wipe them, and ends up being a complete waste of cash in comparison to other spends.

If they were even a remotely capable team they'd be down almost instantaniously. I really doubt we will see any sidekicks used in competitive play, most will focus their purchases on Staffs and Stones.

This is funny. I run hunter all day at about mid match. I usually have about $3000 or more at that point. I can then drop hunters in at will, usually right after I get the notification that my hunter has died, and hell, right in front of the enemy as they downed my hunter. These guys are amazing. I mowed down four guys once because they can't sit behind cover. My team is coming or is usually behind me or nearby so they have to pick a target. I'm a good player so they're usually screwed. The best counter to a hunter is a brute I've found as they rapidly dispose of the hunter, so I've learned to sit back until we can take out the brute, and then it's open season again. The hunter is so versatile, better than that lousy staff because he actively seeks out trouble. It's like sicking a dog on people. He clears mines, not without damage of course, but who cares, I'll drop another one. They're so cheap. And once he grabs you, if you're alone, I'mma kick you in the nuts and crack a bottle, or hell sometimes I crack a bottle and then shoot you in the face with Eddy Raja for full effect.
 

Raxus

Member
Faffing about like assholes, probably. I get a useful team maybe 1 in every 10 games.

I know that feel all too well.

I think a lot of people complain about sidekicks because if you are playing solo they are super frustrating to deal with as opposed to being dealt with within seconds.

Another frustrating thing?

How useless explosive awareness is.
 

v1lla21

Member
I know that feel all too well.

I think a lot of people complain about sidekicks because if you are playing solo they are super frustrating to deal with as opposed to being dealt with within seconds.

Another frustrating thing?

How useless explosive awareness is.
My only complaint about the brute is how they sometimes can spot you while having their back on you and just 180 and shoot right away. No other complaints.
Explosive awareness is great for command.
 

Josh378

Member
WTF....did they buff the snipers? Three shots and your down...
Juat played a game where this premade (already hating this) camped the hell out of the map with sipers everywhere. Couldnt even breathe without getting headshot from. A random sniper.
 

Krakin

Member
Its so easy to rope-a-dope the brutes. People are just afraid of them instinctively so they avoid them and don't think of such tactics when they pop out. Easy $200
 

The Lamp

Member
They're the opposite of strategic. There's no thinking required. Drop an AI controlled bot out of outer space to do your work for you.

Strategic would be no AI... Relying on player movement and map traversal to gain the upper hand.

This is like saying there's no strategy involved if you don't fight on the front lines of an army you send out to war.

You have a limited currency that you can choose to use on different things, and using it on a sidekick makes other power-ups unavailable for that instance. So there's a decision involved, which means strategy.

Then, there's the strategy of placing these sidekicks. Very useful in plunder or when needing to protect a long-range weapon character that needs some firepower for distraction/protection in sniping.

If you're just randomly summoning sidekicks with the money you earn, you're the one that's not thinking.

It may not be the kind of feature or strategy that you like, but sidekicks are a strategic power-up option that adds layers to the combat.
 
Its so easy to rope-a-dope the brutes. People are just afraid of them instinctively so the avoid them and don't think of such tactics when they pop out. Easy $200

Exactly. People avoid them. That's why they think brutes are op and don't die easily.
BECAUSE NO ONE IS TRYING TO KILL THEM!
They die so easily, I think they're waste of cash/LP! Also GO FOR THE HEAD!
 

andycapps

Member
I was monitoring my ping to 8.8.8.8 whilst playing the other day and I noticed it jump from about 60ms to about 350ms whilst online. It also does that when I refresh a website etc. The issue shouldn't be my connection as such, as it doesn't do it in every match I play. It only does it in matches where some players have 2 connection bars.
This a peer to peer based game, just because your connection is fine for some matches doesn't mean it always is. It depends on all the factors that others have been posting and since it's peer to peer the distance between you and who you're playing against as well as their upload speed and pings matter. Wired vs wireless could also matter. There's a ton of factors that go into lag.
 

Grinchy

Banned
I haven't been paying attention to what changed since the beta, but I like this MP way more now than I did then. I just couldn't stop playing this last night. Was the AK always this awesome?
 

Smidget

Member
Relic points are only good for vanity items, one time boosters, hero guns, and sidekick stuff right? Best use is vanity since you unlock others while playing and it's permanent?
 

VeeP

Member
Brutes are so easy to kill. If a team is rushing you with 3/4 brutes instead of rushing, retreat. Move back, get some high ground. The other team will rush you and their brutes will take forever to catch up.

And if you see a lone brute kill it, get that damn $200.
 
Two people firing at its head and a brute will be down in seconds. They're at their most dangerous when they're dividing your team's attention, though.
 
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