Okay, how does this even happen? Isn't the multiplayer supposed to be the point of the game? How is it missing something this basic at launch?
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Well this sucks. One of my friends is interested in Crackdown with me; we were planning to play together at launch.
The campaign is coop. You can invite your friend for that. This is about the multiplayer Wrecking Zone.
Well this part has only been in a "working" state for the last year or so. Not that it shouldn't be there, but I'm still going to have a blast playing with my son in co-op at least.To be fair, it's not like they've had long to put this together.
To be fair, it's not like they've had long to put this together.
frankly, MS would be the last publisher I would think to pull this. they've always been ahead in regards to network stuff.
Wrecking Zone is the only mode with full on destruction right?
Okay, how does this even happen? Isn't the multiplayer supposed to be the point of the game? How is it missing something this basic at launch?
The feature is missing in the technical test going on, which is why the question was asked. The answer is really clear. The feature won't be in at launch.
I'm assuming they're working through issues with Azure server allocation based on IP locations. Right now, I'm guessing when you matchmake you're only being pooled with players with similar pings to the nearest data center. From there it likely starts expanding acceptable latency to fill matches.
With that in mind, they're probably working on solving where do you centralize the Azure resources with IPs from potentially around the world to allow friends to play together without ruining the experience.
Huh??
If this is the problem I hope they add a regional invite policy. So that I can play with people close to me and within the same Azure region.
Couldn't you select region in the test this weekend? Or was that just Apex Legends that I'm thinking of.
Yeah thats maybe a reason. Hopefully they can find a way.I'm assuming they're working through issues with Azure server allocation based on IP locations. Right now, I'm guessing when you matchmake you're only being pooled with players with similar pings to the nearest data center. From there it likely starts expanding acceptable latency to fill matches.
With that in mind, they're probably working on solving where do you centralize the Azure resources with IPs from potentially around the world to allow friends to play together without ruining the experience.
I'm assuming they're working through issues with Azure server allocation based on IP locations. Right now, I'm guessing when you matchmake you're only being pooled with players with similar pings to the nearest data center. From there it likely starts expanding acceptable latency to fill matches.
With that in mind, they're probably working on solving where do you centralize the Azure resources with IPs from potentially around the world to allow friends to play together without ruining the experience.
The campaign is coop. You can invite your friend for that. This is about the multiplayer Wrecking Zone.
You mean the multiplayer mode that I had been told was the focus of the game as it supposed to have the destruction stuff they showed as the main feature of the game? I really wanted to play this with my roommate now that I have the option to do it on PC since I dont need xbox live and got rid of my One last year.
I mean, the creative director of the game is saying this on Twitter lol. He has no reason to, it would only kill the hype for the game.I don't believe it till I see it missing at launch. This mode seemed to be THE big selling point of the game; that shared city destructibility enabled by the power of the cloud.
The feature is missing in the technical test going on, which is why the question was asked. The answer is really clear. The feature won't be in at launch.
I wouldn't say the point of crackdown is the multiplayer, if you want to argue that go nuts.
I don't believe it till I see it missing at launch. This mode seemed to be THE big selling point of the game; that shared city destructibility enabled by the power of the cloud.
Not only ping but cost with ping. If you have to allocate more servers because people are spread out, your cost is higher than if you got more users within the same server that are close to each other. It's trying to find the balance per cost and developing towards that goal.I'm assuming they're working through issues with Azure server allocation based on IP locations. Right now, I'm guessing when you matchmake you're only being pooled with players with similar pings to the nearest data center. From there it likely starts expanding acceptable latency to fill matches.
With that in mind, they're probably working on solving where do you centralize the Azure resources with IPs from potentially around the world to allow friends to play together without ruining the experience.
I don't believe it till I see it missing at launch. This mode seemed to be THE big selling point of the game; that shared city destructibility enabled by the power of the cloud.
To be fair, it's not like they've had long to put this together.
Complete bull that its not launching with a standard feature in the main mode of the game then.