Saints Row patched
Multiplayer focused update.
THQ and Volition have released a patch for Xbox 360's Saints Row, aiming to sort out a bunch of multiplayer problems as well as some general glitches. The "auto-update" should download whenever you next fire up the game.
According to the developer, lag ought to be reduced now, while it's also sorted out a range of issues including some exploits - like the "clothes stealing" exploit. We would've left that in, it sounds great.
Naturally, the update is required to play Saints Row online. Here's a full list of what's fixed:
- General
- Enabled 4xAA (anti-aliasing) for 480i standard-def and 480p resolutions (was 2xAA).
- Enabled 4x anti-aliasing during initial player creation screen.
- Added player options to enable v-sync during cut-scenes and/or gameplay, with warning that it will affect framerate.
- Fixed widescreen formatting issues in certain resolutions.
- Fixed issue where button icons would sometimes not appear during tagging activity.
- Fixed problem where camera could rapidly rotate around player when exiting vehicle.
- Added dialog reminding player to save before final mission in the game.
- Fixed rare crash bugs due to variants and fast shader constants.
- DLC - Car dealership now skips paint selection for car if the car has no color data.
- Fixed issue when signing out of a gamer profile on The Wheel Woman unlock screen.
- Added missing audio tracks to music stores, including “Pickin’ Boogers.”
- Added long sideburns and four other missing hairstyles to Shear Intensity salons.
- Multiplayer
- Improvements to the way the game handles packet loss and bandwidth management between players. This addresses issues commonly cited as “lag”, and general synchronization problems between the players’ clients (vehicles/players warping around, etc).
- Various bandwidth optimizations.
- Fixed connection issues with gang servers (done server-side, update not required).
- The system for rating a player’s quality-of-service has been improved, and made less conservative. This means you’ll see many more matches with 10-12 player limits.
- Fixed “clothes stealing” exploit. Stolen clothes will be deleted, legit clothes will be unharmed.
- Various changes to Matchmaking phase, to get players in the game faster.
- Team-based, non-Gang games are now required to have even teams. Gang matches still allowed to be off-by-one to allow easier matchmaking, since single people cannot be matched-in.
- Fixed issue that could cause the Blinged Out Ride vehicle to get stuck inside the garage when the driver disconnects.
- Fixed crash that could happen during server migration.
- Fixed rank reporting errors in Leaderboards for Team Gang Brawl and Team Big Ass Chains.
- Fixed problem where end of games stats display could be improperly sorted.
- Fixed issue in server migration where statistics would not be properly updated for the newly selected server.
- Fixed issue where incorrect server was elected for game size.
- Fixed issue where car could get stuck in a chop shop or get pushed out of the level and destroyed. Added caching to pimp hat and multiplayer chains to reduce delay when they are loaded.
- Fixed problem where PC could become bald after importing from single-player savegame.
- Fixed problem where multiplayer garages had problems with client vehicles colliding at the entrance with an invisible mesh mover.
- Item sync improvements.
- Fixed problem that could prevent twelve people from getting into a match due to not having enough security associations.
- Points stored in Big Ass Chains are now being reset between games.
- Fixed issue where gang stats retrieval could fail and not be retried.
- Addressed “standby” hack where a player would temporarily disconnect their network connection to move around without others seeing them.
- The proper number of custom vehicle choices now appears for the Hustlin multiplayer level.
- Gang sizes limited to 100 members.
- Fixed cases where gangs match but not all players get into the game.
- Only servers with sufficient bandwidth are selected to host a match.
- Fixed bug where multiplayer garages had problems with client vehicles colliding against unseen geometry.
- Big Ass Chains points scored stats are now reset between games.
- Fixed bug where player would have pipebombs in inventory but would not be able to throw them.
- Fixed problem in Protect Tha Pimp where a player would respawn at the beginning of a round in observer mode.
- DLC - Always display name of level server has selected, even if client does not have that level downloaded.
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Comments (15) Latest comment 5 years ago
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Hope this is lesson learnt. Release a game not properly finished and it gets traded, hence all those people who would have bought a copy now pick one up second hand for peanuts. Also We'll be wary of quality next time around and sit on the fence.
So, to sum up - Finish the games properly before release, or it will bite you in the ass.
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doesnt matter too much as i mostly play 2v2 team games anyway
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Now damaged reputation is something of value, but what effect will this actually have? Will people now NOT buy future games from Volition and THQ? I suspect not, paper tiger and all that.
I'm not saying you guys are wrong to feel annoyed, but actions are the only things that publishers really care about, as words don't cost them money.
In general, I'm not opposed on principle to patching console games after release (the idea that if this were disallowed console games would all be bug free is a myth). I am against products being released in such an unfinished state as to seriously impact the player's enjoyment of the game. In the case of SR I don't believe this was the case overall. I've not personally played the mp mode, which is obviously the focus of peoples' annoyance. But am I in the majority?
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This trend will continue for many years to come, as developers can patch easily on 3rd gen consoles, expect more half finished games to be released early, as in the case of the pc. Publishers pushing deadlines, I'm afraid.
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Props though to the developers. EVERY game should have a Vsync on/off option. Would cut down a lot of complaining about screen tearing vs. frames per second if people have the option to choose which they care more about.
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No, every game should be coded properly and optimized so v-sync and frame-rate issues are non-existing (or at least only very minor). It's simply sloppy on the part of the developers to include such an option!