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Monster Hunter online, lag, and you. Explanation inside.

#1Element_PearlPosted 5/12/2010 4:33:16 PM
I've seen more than one post on the board recently that could have been answered with a simple 'lag', but no one seems to know about how Monster Hunter works online. To that end, I'm reposting a comment I already made in another thread in an effort to clear up some confusion about how latency manifests in Monster Hunter online, and what you can do as a player to get around the issues that it can cause.

The first person into the room where an active boss monster is, or the first person to get the attention of an inactive boss monster when people are already in the room, becomes the 'host' for that monster. They are the only one who does not have some amount of lag for the main monster. What that means is, if you are not the area 'host' (which can change at any time, according to the parameters I've set above), you will have issues doing several things, depending on the severity of your latency issue. Some of these things include:

Hitting the area of the monster you're aiming at. Only the hits that the HOST of the area sees will count towards that monster. That means that if on your screen, you managed to triple pound the head of Rathian before she flew away, for example, but on the HOST screen she was already in the air, your hits did not count. You need to be aware of who is hosting and how much latency you have with that person, because in cases like that you might have to think ahead and hit what looks like empty air to you.

KO/Stunning a monster. I'm sure many of you have noticed, but you might land a hit on the head, roll away, and then see the monster fall over with KO, or landed a paralyze hit, rolled out, and noticed that the status got inflicted a second after your attack. Again, this is latency at work.

Paintballs and Tranqs. They only take effect if the HOST SCREEN shows the paintball or tranq hitting the monster. Normally this isn't a problem if you use stun traps, however pitfall traps or chance can cause what looks like a hit on your screen to be a miss on the host end. It happens OFTEN. It's always best to let the person with the tranqs be the first person in the area and the first person to attack the monster.

Bowgun shots. Like above, the shots may be missing entirely if you're not the host and you're not thinking ahead.

Here are a few things you can do to improve your game, now that you know how things work.

Always let the hammer user into the room first. It might seem like a little thing, but the hammer user relies entirely on hitting a relatively small part of the monster that moves around a lot. Being the host and having 0ms lag will GREATLY increase the Hammer user's ability to inflict KO on a monster, making things easier on everyone.

Be wary of high lag hosts. If someone is extremely high lag as a host, the monster may behave erratically, from teleporting around an area to idling between moves. One particularly annoying manifestation of lag is when monsters idle between moves, then go immediately into an attack without showing the tell. This can cause a lot of problems in high rank quests.

Think ahead. Undoubtedly the most important way to deal with lag. The easiest way to gauge the amount of lag you have with any given player is to kick them and see how long it takes their player to react. If for example you have half a second of lag between you and the hammer user, you need to attack the area you want to hit half a second earlier. In other words, you might have to attack thin air, or, if the monster is flailing in a trap, attack out of rhythm.
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Official Censored Element of the Fraternal Order of Monster Hunter Gentlemen.
It doesn't mean you're Pearl when you're not Holy.
#2Element_Pearl(Topic Creator)Posted 5/12/2010 4:33:25 PM
These are only a few small examples of how to beat lag in Monster Hunter, and to be honest I haven't seen teleporting more than once since starting the game. But knowing how the online in Monster Hunter works can go a long way to improving your play.

None of this is new information, by the way. This is the way Monster Hunter has worked online since PS2. It's the same in Monster Hunter Frontier Online, and the same in the PSP versions, although over true adhoc there's virtually no lag.
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Official Censored Element of the Fraternal Order of Monster Hunter Gentlemen.
It doesn't mean you're Pearl when you're not Holy.
#3BIadeBIadePosted 5/12/2010 4:34:12 PM
Sticky requested.
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#4SilentThiefPosted 5/12/2010 4:35:45 PM
Interesting. Thanks for the info.
#5bryguy1357Posted 5/12/2010 4:36:54 PM
So far, lag has not been a problem for me.
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#6SoopaMan2KPosted 5/12/2010 4:37:46 PM
Not saying you're wrong, but some people get lag confused with Frame Rate.
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#7SilentThiefPosted 5/12/2010 4:37:50 PM
Explains all of this rubber-banding that takes place.
#8ShenGaoRenPosted 5/12/2010 4:39:20 PM
Lag isn't really a problem since it's region locked.

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#9Element_Pearl(Topic Creator)Posted 5/12/2010 4:40:25 PM

From: Setsuna X2012
Not saying you're wrong, but some people get lag confused with Frame Rate.



That's very true, but the only person who think latency is the same thing as slowdown is the kind of person that not even a guide can help.
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Official Censored Element of the Fraternal Order of Monster Hunter Gentlemen.
It doesn't mean you're Pearl when you're not Holy.
#10FamliarStrangerPosted 5/12/2010 4:42:35 PM
Sticky requested. More people need to see this.
Too bad the vast majority of players (who will never visit GameFAQs in their life) will still not know this and therefore we'll have to explain things like letting the Hammer user into the room first every single time we play with new people -_-.


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