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| {{Status|Gameplay}} | | {{era|H3|}} |
| The '''Connection Host''', often shortened to '''Host''', is the console that acts as a server during a ''[[Halo 3]]'' or ''[[Halo: Reach]]'' online [[Multiplayer]] match. The other consoles in the game are '''clients''', and rely on the host for synchronization.
| | '''Connection Host''' is a term used to define the player with best connection in a [[Halo 3]] online [[Multiplayer]] game. |
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| == Background == | | ===Finding the Connection Host=== |
| Neither ''Halo 2'' nor ''Halo 3'' use dedicated servers—that is, multiplayer matches in those games are not controlled from a server owned by [[Bungie]] or [[Microsoft]]. Dedicated servers for ''Halo 3'' alone would be far too expensive; instead, a ''distributed networking model'' is used.<ref name="forumguide">[http://halo.bungie.net/Forums/posts.aspx?postID=8455638 '''Bungie.net: Halo 3 Forum:''' A Guide to Servers, Networking and Host. (v1.7)]</ref> In a distributed networking model, one Xbox keeps track of the game, and the other consoles rely on it to manage things like damage and spawns.
| | Finding the connection host can be found out in several ways but one can only be used in [[forge]]. |
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| A host is needed because during a multiplayer match, things like [[lag]] and latency can cause the consoles involved in the game to "disagree". When such a disagreement occurs, the host's version of events is accepted by all consoles.
| | ====First Method==== |
| | The first method is the easiest but can only be used in [[forge]]. Simply have multiple people in a game on forge then have everyone turn into editor mode and look straight down. Then have everyone turn back, whoever is still looking down is the connection host. |
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| Usually, the player with the best connection ends up being the host. However, if a player with a superior connection joins the game ''after'' a host has been selected, then they will not become host. If, however, the current host lags out, ''then'' the newcomer will become host (assuming that their connection is still superior).
| | ====Second Method==== |
| | The second method can be used in matchmaking and stuff (which is kind of pointless unless you are trying to [[Radar Jumping Glitch|Power Drain Jump]]. Grab any [[equipment]] and walk up to an overshield or Active Camo and crouch and walk to it VERY slowly while holding '''RB''' and if you use the active camo or overshield you are the connection host otherwise you will pick up the overshield or camo as if it was an equipment. |
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| === Example === | | ====Third Method==== |
| Let's hypothesize that there are three players involved in an online multiplayer match: ''Person A'', ''Person B'', and ''Person C''. Each player has their own console, and ''Person A'' is host.
| | The third method requires two people to be in a theater lobby. In order to view films, the person with the best connection will have to be the party leader. |
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| ''Person A'' is running into a building with a window. ''Person B'' is firing a [[Rocket Launcher]] at them, and ''Person C'' is standing next to ''Person B'' while watching ''Person A''. However, a minor network quirk occurs, and the three players' consoles end up disagreeing on what happened.
| | ====Fourth Method==== |
| *On ''Person A''<nowiki/>'s console, ''A'' made it into the building. He took enough splash damage to drain his shields, but he is still alive.
| | The fourth method is done anytime during a game. A Battle Rifle and any secondary weapon is used. Have the Battle Rifle out and press RRY so two shots (six bullets) can be heard coming out of the gun. After doing this the secondary weapon will be out so switch back to the Battle Rifle. If the Battle Rifle shows that one shot (three bullets) have been fired then you do not have host. If the Battle Rifle shows that two shots have been fired then you have host. Sometimes after pressing RRY and then examining the Battle Rifle, the Battle Rifle will initially show that two shots have been fired and then change to show that one shot has been fired. When this happens, this means that you are not host. Here is a tutorial showing how to do this: http://www.mlgpro.com/content/news/281397/MLG-Top-10-User-Videos-of-the-Week-91/5 |
| *On ''Person B''<nowiki/>'s console, the rocket hit ''A'', killing him instantly. ''Person B'' can see ''A''<nowiki/>'s corpse through the building's window.
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| *On ''Person C''<nowiki/>'s console, the rocket completely missed ''A'', and his shields are full. ''Person C'' can see the unharmed ''Person A'' through the building's window.
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| A problem has been encountered: each of the consoles have a different version of events. The match cannot continue until this issue has been sorted out. How do the consoles reconcile their differing perceptions?
| | ===Purpose of the connection Host=== |
| | The connection host was a feature [[bungie]] inserted to help keep an online game balanced see it as everyone is "feeding" off of the connection host's connection. In a Nutshell it's supposed to help an online game run better. |
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| ''Person A''<nowiki/>'s console is the connection host, so the consoles being used by ''Person B'' and ''Person C'' will automatically accept ''Person A''<nowiki/>'s version of events as being true. On ''Person B''<nowiki/>'s screen, ''A''<nowiki/>'s corpse will be replaced by an unshielded but living body; on ''Person C''<nowiki/>'s screen, ''A''<nowiki/>'s body will suddenly spark, as if its shields were drained.
| | ===Forcing the Connection Host=== |
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| === Exploits === | |
| Among other things, the connection host can [[Cheating#Standbying|standby]] and, in some cases, view the IP addresses of other players. A player can forcibly earn host status by [[Cheating#Bridging|bridging]].
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| == Finding the Connection Host ==
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| Several [[glitches]] depend on synchronization (or desynchronization) with the host; such glitches may only work on the host console. The same applies to some [[Modding|mods]]. For modders and glitchers, methods of identifying the host can be quite useful.
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| There are several ways to identify the connection host.
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| === Forge Method ===
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| This method is the easiest, but it will only work in [[Forge]]. Simply have everyone in the match enter Edit Mode and look straight down. Have everyone return to Player Mode; the player that is still looking down is the connection host.
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| === Equipment Method ===
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| This method can be used in [[Matchmaking]]. Grab any [[equipment]] item and walk up to an [[Overshield]] or [[Active camouflage|Active Camo]] without actually touching it. Crouch, and walk to the powerup '''very''' slowly while holding '''RB'''. If you use the powerup, you are the connection host; otherwise, you will pick the powerup up as if it were a typical equipment item.
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| === Theater Method ===
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| Simply bring a party to the [[Theater]] lobby. To view films, the host must be the party leader.
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| === BR Method ===
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| The BR method involves the usage of a [[BR55HB SR Battle Rifle|battle rifle]] and any secondary weapon. It may be performed at any time during a game.<ref>http://www.mlgpro.com/content/news/281397/MLG-Top-10-User-Videos-of-the-Week-91/5</ref>
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| Have the Battle Rifle out, and press '''R'''+'''R'''+'''Y'''. Two bursts (six bullets) will be heard coming out of the gun; then, you will switch to the secondary weapon. After that happens, switch back to the Battle Rifle. If it shows that one burst (three bullets) have been fired, then you are not the connection host. If it initially shows that two bursts were fired, but then quickly changes to show that only one burst has been fired, then you are not host. If it shows that two bursts were fired, and continues to show that two bursts were fired, then you are host.
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| == Forcing the Connection Host ==
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| It's possible to force a person in the party to be the connection host. | | It's possible to force a person in the party to be the connection host. |
| | | ====Walkthrough==== |
| Have everyone except the person who wants to be host leave the game and join back. When the current host leaves, a new host will be selected. Eventually, the person who wants to be host will be the only player left in the game, and they will become host (as they have the best, and only, connection). The game does not reassign host status when the others join back, even if they have better connections. | | Have everyone except the person who is wanting to be the connection host leave the game and join back. This will force that player to be the connection host since he will be the only one there thus having the best connection. |
| | | [[Category:Halo 3]] |
| == Host Advantage ==
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| If you are hosting a server on Halo: Combat Evolved Trial, you may notice that you are a little bit stronger than the other players. You may have also notice that the host is more resilient, especially if you are fighting 1 on 1. This is called Host Advantage, [[Bungie]] made this advantage in for anyone hosting a [[Multiplayer]] Server. It gives the host a 15% upgrade/advantage. This affects the host's shield strength, health strength, and weapon strength. This doesn't affect their speed, jump, vehicle speed/power, or the amount of power they get from the [[Overshield]]/[[Active camouflage|Active Camo]].
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| ==Sources==
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| {{Ref/Sources}}
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| [[Category:Multiplayer lexicon]] | |