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Forum: All Forums : Quake 4
Category: Q4 General
General game questions, comments, and chat.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Xbox 360 Ranked Match Patch Needed
secant~rb
General Member
Since: Dec 23, 2006
Posts: 7
Last: Dec 23, 2006
[view latest posts]
Level 0
Category: Q4 General
Posted: Tuesday, Dec. 6, 2005 11:23 pm
Raven Software,

For some reason, ranked matches won't split grouped players.  I've played ranked 1x7 TDM, 2x6 TDM, etc.  Now this might be amusing for non-ranked matches, but it is not cool for leaderboard purposes.

Basically what happened on the
secant1x7 match is the game put a party of 4 and a party of 3 onto the same team, and left the single non-party player on the opposite side.

Same with the 2x6 matches.  The GAME REFUSES TO SPLIT PARTY GROUPS.... :(

On a side note, any reason why the sensitivity is so, so much higher when you host versus not hosting?  It is 1-2 adjustments higher when hosting...

Also, any chance of adding a ping/latency/lag meter?  Joust for Xbox360 has one, and I would have figured the fastest FPS on the planet would put a simple "ping" meter in the lobby.  Even Mech Assault had one...why in the world would not Quake?  It really dumbs the game down when trying to compete seriously...as without knowing the latency, how can anyone, or any clan for that matter, ever ensure an even latency match??? (Other than lan)...  How can this be a serious competitive game without a level playing field?  Host advantage is huge, but the difference between a 200ms ping and a 50ms ping is even worse....

Thanks


P.S.  The "Xbox Live Error" in Quake 4 occurs when the game trys to transition from "Connecting to match" to "Waiting for Players".  This occurs for 100% of the players at times, and seems to be random.  The only cure is a complete re-boot of the Xbox360.  Any chance to patch this also...or is this a MS issue?

P.S.S.  Any chance the "quick match" could be optimized to ensure better latency between players?  Having players from California, Florida, and Conneticut equates to guaranteed major lag...but has occurred often for some reason in Quake 4 multiplayer "quickie matches".  THe strange thing also is you might have a group of 8 players....7 on East coast...and the game allows the guy in UTAH to host the match.  He end up with 25 kills, while everyone else is lucky to move forward two steps before going backward one.  Does the game look for the most bandwidth, or the best average latency when choosing host?
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eAxis #RYU#~rb
General Member
Since: Dec 23, 2006
Posts: 27
Last: Dec 23, 2006
[view latest posts]
Level 2
Category: Q4 General
Posted: Wednesday, Dec. 7, 2005 11:24 am
100% agree!

Ye i say it again, i count on Raven - WE NEED A PATCH!
Dudes, writes all problems in a new topic and then we it give this list raven.
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Ruined~rb
General Member
Since: Dec 23, 2006
Posts: 32
Last: Dec 23, 2006
[view latest posts]
Level 2
Category: Q4 General
Posted: Thursday, Dec. 8, 2005 02:03 pm
Optimize single player map framerate while you are at it, and fix the freeze bugs in the single player campaign!!
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