Gears of War Multiplayer. Host Have An Advantage?


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I know I haven't posted much on this forum but I've become pretty hooked on GoW ever since I got it. I've mostly been playing on multiplayer and wanted to let everyone know of a little issue. On numerous message boards I have come across the same post asking if there is host advantage. I found this one post and thought it would be good for anyone who's hooked on multiplayer.

http://gearsforums.epicgames.com/showthread.php?t=556947

let me know what you guys think about it...

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I do know that some games in the past have actually taken this into account and made up for it. Basically the simplest way to put it is the hitboxes will "drag" every so slightly behind a player, and/or be slightly larger in size the opposite direction that the player is moving (so if a player is running right, it will be slightly larger on the left hand side). This has always been my understanding of it all, but perhaps I am wrong.

I am also keeping in mind the fact that the GOW team, EPIC, is behind one of the most popular and overall most solid and well made online shooters of all time with the Unreal Tournament series. Just based on that, I am sure that, although I am not arguing the fact the host will perhaps have the absolute advantage, that you are not at any kind of measurable disadvantage when playing and you are not the host.

Not sure if I explained it very well, perhaps someone else can elaborate on what I am trying to say better. Perhaps they will even refute it.

Also, Title Changed to be more specific.

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Well I have never noticed any lag while playing GoW, to me it should be the standard to have multiplayer as good as GoW.

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Surely the host will be at a disadvantage as their pc/console ha to keep track of everyones movements!

i know if i tried to host a game (any game) on my pc it would get jerky. Perhaps this counteracts the lag?

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I agree. When I host player matches with my friends, I definitely find myself getting the benefit of the doubt in shotgun battles. This issue is still present in Halo 2, but it's hard to fault GoW's netcode if you play co-op over Xbox Live

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Ping latency is unavoidable. The signals needs routing and servers have tickrates. In FPS and other shooters it becomes especially noticeable.

Not sure if I explained it very well, perhaps someone else can elaborate on what I am trying to say better. Perhaps they will even refute it.

The common approach is to let each client decide whether or not they shot another player. The biggest problem with this is that it makes hacks VERY dangerous. Although on a locked down console it might work quite well.

A side effect is that you could run around a corner (or duck for cover) and then get shot, because on the other person's screen you're still in open view.

Edited by nexx
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