![]() I really love the game so It pains me to put a thumbs down but I also want the game to be better so I want to provide my experience. Our next patch will revolve around the improvements we are making with the matchmaking system, thanks to your feedback and reports. We'll keep you updated on this matter along with our progress. This will help with all the general issues related to delays, disconnections, and high PINGs. We expect it to be a big structural change, so we want to make the transition as smooth as possible. We've made some good progress with Epic Online Services (EOS) in the last few weeks and we are currently testing the integration of this new tech. We will change our current service provider, so we can better distribute this relay across the world and benefit from a more stable solution. We're also working on a more long-term solution, detailed below. But this is not a miracle solution, so we do not believe we should stop there, as it won't help with the high PINGs people are reporting. This patch is a first step towards those solutions. We're hoping this will help to create a more stable experience for co-op runs, especially with delays and intangible enemies. We've located the issue with the relay, so our short-term move is to try several possible solutions to prevent more problems from happening. We believe that it's this relay that creates packet losses and leads to extensive delays, intangible enemies, disconnections, and more. When players are having trouble establishing a connection in P2P together (because of firewalls, VPNs, location, etc.), our server creates a relay between them. ![]() ![]() We want to make our thinking and process clear, so here's a little transparency on what we're working on and what we have identified: We've already tackled many of the network issues since the beginning of the Early access, but some online problems remain and are harder to track down and eliminate (starting to sound less like debugging and more like hitman-related stuff.). ![]()
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