

For Honor circumvented this problem by having players connect to every other player instead of to a single host. One of the weaknesses of p2p setups is that one player hosts the game for every other player, often giving them an advantage due to natural network latency. As Eurogamer reported, many players encountered significant issues with For Honor and it wasn't just the usual case of servers straining under the initial rush of excited players. But it wouldn't last.ĭuring the first few weeks after For Honor released, players' worst fears about its p2p were realized. Despite the concerns over its p2p networking, For Honor attracted over 25,000 concurrent players on Steam during its first day, proving to be more popular than Rainbow Six Siege by a decent margin. Andy gave it a 74 in our review, praising the combat and strategy while criticizing the needlessly bloated progression system and free-to-play style microtransactions. For Honor's launch was, by all accounts, a big success.
