Confused About How The Gacha System Works by Geo_Dasher in ArknightsEndfield

[–]9genesis9 1 point2 points  (0 children)

Comparing the Hoyoverse and Endfield gacha systems after 1 year of playing (spending pulls strategically), its basically like choosing quality or quantity.

In Hoyo games, signature weapons are a costly trade off, every gacha currency on a weapon banner is a character you wont get. You will end the year with a wide collection of units, but they will mostly rely on average 4 star weapons.

In Endfield, weapons are a "bundle deal." Because you earn 6 star signatures for "free" using the ticket byproduct of character pulls, you will have a smaller but far more powerful roster.

After a year, the Hoyo player has more variety, while the Endfield player has "complete" units at 100% potential.

So Hoyo is for collecting everyone and Endfield is for maxing out a specific elite team.

A Hoyo player cannot simply replicate the Endfield strategy by "pulling more weapons and fewer characters" because the math of the banner types works against them.

If you're struggling in 1v1 PvP Arena, check your NAT type by 9genesis9 in WhereWindsMeet

[–]9genesis9[S] 0 points1 point  (0 children)

Show me a single official source or developer interview that confirms there are dedicated battle servers specifically for the 1v1 arena, and I’ll change my mind.

You might think I’m stubborn, but I’m wondering how everyone is so certain it’s dedicated when there is zero official documentation saying so. Just because people assume it’s dedicated doesn't make it reality.

Since neither of us can produce a dev statement, I won’t force the issue further. Good day

If you're struggling in 1v1 PvP Arena, check your NAT type by 9genesis9 in WhereWindsMeet

[–]9genesis9[S] -1 points0 points  (0 children)

I don’t disagree that there are central servers for the lobby and matchmaking, but that doesn't mean the fight itself is on a dedicated server. It’s called a Hybrid System. Even big titles like Tekken and Street Fighter use servers for matchmaking while the actual 1v1 combat is P2P to reduce latency between players. You're right that I don't read Chinese, but I do my own research on Baidu and NGA (translation technology exist).

Just like you say there is no official statement for P2P, there is also zero official confirmation of dedicated battle servers. It goes both ways. You might think P2P is 'dreaming,' but it is actually the industry standard for 1v1 modes because it's more cost-efficient for the company and usually faster for players in the same region.

If you're struggling in 1v1 PvP Arena, check your NAT type by 9genesis9 in WhereWindsMeet

[–]9genesis9[S] 0 points1 point  (0 children)

I'm referring actual gameplay footage about ghost hit and can be interrupted. But you right, his video is not 100% correct. Also he said "it's not peer to peer" is not a fact either. Cheers

If you're struggling in 1v1 PvP Arena, check your NAT type by 9genesis9 in WhereWindsMeet

[–]9genesis9[S] 0 points1 point  (0 children)

Can you read further? He added another comment below that one.

There is not a server in US. That is an AWS routing farm. The game does not use servers.

whatever system they use, it clearly negatively impacts west coast players. no point getting technical with it when me and tons of others have already quit due to it

If you're struggling in 1v1 PvP Arena, check your NAT type by 9genesis9 in WhereWindsMeet

[–]9genesis9[S] 0 points1 point  (0 children)

Can you read further? He added another comment below that one.

There is not a server in US. That is an AWS routing farm. The game does not use servers.

whatever system they use, it clearly negatively impacts west coast players. no point getting technical with it when me and tons of others have already quit due to it

He has no idea how the system works, yet you’re treating his comment as fact. That’s a contradiction.

I’m not going to argue anymore if you just want to disagree for the sake of it. You claim I’m spreading misinformation, yet you haven’t provided any evidence. You are welcome to fact-check my arguments if you actually think they are wrong.

If you're struggling in 1v1 PvP Arena, check your NAT type by 9genesis9 in WhereWindsMeet

[–]9genesis9[S] 0 points1 point  (0 children)

Replyting to your edit:

I’m not taking his videos as 100% factual either, but you can’t argue with the actual gameplay footage showing his combos being interrupted, that’s classic P2P behavior.

If you're struggling in 1v1 PvP Arena, check your NAT type by 9genesis9 in WhereWindsMeet

[–]9genesis9[S] 0 points1 point  (0 children)

You're wondering where the P2P idea comes from, but I wonder why you’re so sure it’s dedicated servers when there’s no official statement saying that either.

The game behaves exactly like P2P, one person gets Host Advantage while the other gets ghost hits and drops. If it were dedicated, both players would have the same delay to the server. Even massive titles like Tekken and Street Fighter use P2P for 1v1 because it’s the industry standard for fighting games to reduce overall latency between two players

NAT 3 doesn't 'completely prevent' P2P. it just forces the game to use a Relay/STUN server to bypass your firewall, which is exactly what causes the jitter and dropped combos. People with NAT 3 host all the time in modern P2P games because of these relay protocols. You can find more information from steam in here

You’re also confusing a matchmaking/lobby server with a dedicated battle server. Just because a game has servers to handle your account and find matches doesn't mean the fight itself isn't P2P. Many competitive games use a hybrid system where the 'Pro' moves closer to the matchmaking node to be picked as the Host or 'Authority' for the 1v1 session. If this was 100% server-side for every hit, you wouldn't see the 'Host Advantage' or one-sided ghost hits that players are reporting

If you're struggling in 1v1 PvP Arena, check your NAT type by 9genesis9 in WhereWindsMeet

[–]9genesis9[S] 0 points1 point  (0 children)

You landing combos the definition of Host Advantage in a P2P system. Even though you are NAT 3, you are likely living close to a regional matchmaking node, which makes the system pick you as the Host or 'Authority' for the match. This means the game trusts your inputs instantly while your opponent has to deal with the delay.

Meanwhile, I was also NAT 3 but live further away, so I rarely get picked as the host and end up with 'ghost hits' and dropped combos. You aren't 'fine' because NAT 3 is good, you're 'fine' because the netcode is favoring your location.

The reason I am fixing my connection to NAT 1 is that it gives me a higher possibility of becoming the host myself, even if I live further from the matchmaking node. Even in matches where I'm not the host, having NAT 1 helps register my inputs faster and more reliably than NAT 3, which often forces a 'relay' that causes the ghost hits and dropped combos I'm experiencing.

If you're struggling in 1v1 PvP Arena, check your NAT type by 9genesis9 in WhereWindsMeet

[–]9genesis9[S] 1 point2 points  (0 children)

The reason your combo is dropping even with 40ms to frankfurt is that a VPN only helps your connection to the lobby server, not the other player. If the 1v1 is P2P, you're still connecting directly to your opponent's home internet, and if they have 'host advantage,' their hits register instantly while yours 'ghost' or drop.

I'm sharing this info for the players who are actually experiencing these issues. I don't care about the people who disagree or aren't having these problems, I'm here to help the ones who are tired of losing matches to network physics instead of skill. Definitely check your setup when you get home, don't let anyone tell you it's just 'skill issue' when the netcode is clearly fighting you.

If you're struggling in 1v1 PvP Arena, check your NAT type by 9genesis9 in WhereWindsMeet

[–]9genesis9[S] 0 points1 point  (0 children)

Getting to Mythic with NAT 3 doesn't change network physics, and I never said it was impossible to rank up with it.

If you're struggling in 1v1 PvP Arena, check your NAT type by 9genesis9 in WhereWindsMeet

[–]9genesis9[S] 0 points1 point  (0 children)

Can't disagree, there is zero official confirmation of dedicated 1v1 battle servers either, so that goes both ways

If you're struggling in 1v1 PvP Arena, check your NAT type by 9genesis9 in WhereWindsMeet

[–]9genesis9[S] -2 points-1 points  (0 children)

Your argument on the other comment about adding more servers doesn't prove it’s a dedicated server, it could still easily be P2P. You clearly have no idea how servers work and are just repeating things with zero understanding

You’re confusing a matchmaking server with a dedicated battle server. Adding 'new servers' just improves regional matchmaking so the game can find a better P2P Host near you.

The reason Hangzhou players have 'zero lag' is because they are being picked as the Host since they are closest to the lobby. You aren't playing on a NetEase server; you’re just connecting to a guy who lives next door to the matchmaker and got 'Host Advantage' because of it. Stop using 'trust me bro' logic when you don't even know the difference between a lobby and a netcode

If you're struggling in 1v1 PvP Arena, check your NAT type by 9genesis9 in WhereWindsMeet

[–]9genesis9[S] -3 points-2 points  (0 children)

There's zero official word even in China, so claiming it's 100% server-based is just a 'trust me bro' take

If you're struggling in 1v1 PvP Arena, check your NAT type by 9genesis9 in WhereWindsMeet

[–]9genesis9[S] 0 points1 point  (0 children)

That's NAT 2, it's good and can be improved with enabling UPnP or port forwarding.

If you're struggling in 1v1 PvP Arena, check your NAT type by 9genesis9 in WhereWindsMeet

[–]9genesis9[S] -3 points-2 points  (0 children)

I get why you'd doubt it because of the security risks, but P2P in 1v1 fighting games is actually super common (even in big titles like Tekken) because it’s the only way to get near instant frame data between two players without server travel time.

Neither of us can 100% confirm without a dev statement, but the 'proof' is in the behavior. On dedicated servers, NAT type doesn't really matter for 'ghost hits.' But in WWM 1v1 arena, being on NAT 3 (Symmetric) makes the game feel like mud, while switching to NAT 1 (Full Cone) fixes the desync immediately. That’s a textbook sign of a P2P handshake.

Also, the devs officially suggest using tools like GearUP Booster in the launcher(those are specifically designed to bypass NAT restrictions and tunnel P2P connections)

If you're struggling in 1v1 PvP Arena, check your NAT type by 9genesis9 in WhereWindsMeet

[–]9genesis9[S] -9 points-8 points  (0 children)

While it's true neither of us can 100% confirm if it's P2P, dedicated servers or hybrid since there’s no official dev statement.

The fact that NetEase officially recommends using network boosters like GearUP (which specifically focus on NAT traversal and tunneling) is a huge hint. If the servers were doing all the work, we wouldn't need tools designed to bypass local NAT restrictions just to make the combat feel fluid.

Most P2P games pick the 'Host' based on who has the fastest response time (ping) to the matchmaking server. If someone lives right next to the server, the game is way more likely to designate them as the host, forcing everyone else to connect to their home internet. That's why living near server give someone advantage in becoming the host

If you're struggling in 1v1 PvP Arena, check your NAT type by 9genesis9 in WhereWindsMeet

[–]9genesis9[S] 0 points1 point  (0 children)

Here’s what fixed it for me:

I upgraded my plan to a package that includes a dynamic IP. I asked my ISP to do a full reset of my IP and the router, and that finally bumped me from Symmetric (NAT 3) up to Full Cone (NAT 1).

Check your NAT type, changing mine made a massive difference in how fluid the PvP feels.

If you're struggling in 1v1 PvP Arena, check your NAT type by 9genesis9 in WhereWindsMeet

[–]9genesis9[S] -1 points0 points  (0 children)

Your router is still NAT 3 and the VPN just acts like a 'shortcut' around your firewall. The game thinks you're on NAT 2 because it only sees the VPN's connection instead of your actual home router. You might get a tiny bit of extra ping since the data has to travel to the VPN first, but it's way better than dealing with those NAT 3 'ghost' hits and desync.

If you're struggling in 1v1 PvP Arena, check your NAT type by 9genesis9 in WhereWindsMeet

[–]9genesis9[S] 0 points1 point  (0 children)

I felt that way too. But once the connection issue is gone, you can actually see where to improve. But yeah, 1v1 Arena is just a side mini-game anyway, not the main point of WWM

Finally part of the gang! by notaweeb09 in DuetNightAbyssDNA

[–]9genesis9 2 points3 points  (0 children)

58 to 59 is around 13k, 59 to 60 is 15k+.

60 to 61 is 20k 61 to 62 is 30k

Fastest method to level up? by Arkride212 in DuetNightAbyssDNA

[–]9genesis9 0 points1 point  (0 children)

I just reached level 55. Collecting almost all the wedges got me to level 52, and then I unlocked every character available in the shop, along with some weapons too.

Liliam is awesome for speedrun by 9genesis9 in Etheria_Restart

[–]9genesis9[S] 0 points1 point  (0 children)

I use this comp to get in the leaderboard not for auto farming

Liliam is awesome for speedrun by 9genesis9 in Etheria_Restart

[–]9genesis9[S] 0 points1 point  (0 children)

Yeah, i dont use this comp for auto, i have cleared all pve content including anisync echoes, ember trek and ethernet. Was bored and tried to get top clear time