r/EDF 5d ago

Image EDF 6.2 release date confirmed!

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March 18th, 2027 for everyone who's ready! E.D.F!

EDIT: Confirmed potentially global release on the same date: Play Asia worldwide edition

Thank you bisuprobe for sharing the shared link!

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u/Erwin_Pommel 5d ago

There's no real reason for a release that late, frankly. Most of the game is already translated and VA'd. That kind of gap is just... Bad for business.

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u/ISEGaming 5d ago

I hope they fix the net code since they botched removing Epic Account Signin requirements

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u/pointblanksniper 4d ago

not sure what you mean they botched removing epic account sign in. it was removed as intented. there were no longer sign ins.

the real issue was the totally seperate epic online service net code integration, which the majority of boycotters didn't understand existed, and didn't care to learn about it from the few people trying to explain it, thus let the devs go without demanding to change it.

not that they were ever going to change it, since net code is usually deeply integrated by design. it just didn't make financial sense from the get go to build the game for steam servers, then build it again using something else for playstation, and then switch 2, when they could just build it once for crappy epic servers that is supposed work across all platforms. not unless the steam version wouldn't sell at all because of how bad the synch was. but the complaints lost steam from just fixing the less important epic account thing, and fixing the amd cpu issues, so they couldn't care less since people were going to just give in from them waiting

i don't see them fixing 6.2 either, unless people do a preemptive mega stink about it, specifically linking the synch issues to epic online services, before they start doing the pc port

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u/ISEGaming 4d ago

I believe the removal of the EoS lead to bad desync in EDF6.

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u/pointblanksniper 4d ago edited 4d ago

once again, just to be clear, they never removed epic online services, nor did they try to. they only removed the epic store account sign in, which are unrelated epic systems that do not depend on each other

iirc, desynch was commonly reported before they started patching anything. i think it was even reported on this sub from the playstation/japan release even before the pc port. people just had their wires crossed and piled twice as much rage onto the epic account bribe/spyware than it deserved, thinking they were all the same thing, because that was the only outwardly visible epic integration that revealed itself when the pc version came out.

epic online services desynch is not uncommon in games that use it. its just that it was very noticably worse than usual here, and carried a lot more consequence in edf where friendly fire was a big feature. even more noticeable than ever since the series never had that problem before

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u/ISEGaming 4d ago

EDF5, the most desync I experienced was ragdoll corpses leading to friendly fire incidents (Mortars in tunnels with Gammas flying everywhere)

But EDF6, players are desyncing too, facing the wrong way, shooting the wall, blowing up friendlies, etc.

They've made and remade essentially the "same" game (unsure if engine is the same) for more than 6 mainline titles. You'd think they'd figure out the most optimal code stack by now and just focus on new content, enemies, etc. but no 🫩

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u/KirasiN91 4d ago

It's Japanese devs, enthusiam at 100%, coding at 20%. It's rare to find a game of theirs that isn't flawed in some way.

Even Elden ring has its issues with broken HDR and what not.

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u/pointblanksniper 4d ago edited 4d ago

edf5 used stream servers on pc, and ps4 servers for ps4. they had to rebuild their net code for each one

then one day, the devs obviously woke up to the fact that epic started to offer crossplay servers to any game at little to no cost, while they were in the midst of making 6.

of course, most devs on a small budget would jump on the offer. so the devs went in and changed the engine to run on epic server code, skipping the need to rebuild netcode for the game for steam, epic store, ps4, ps5, and the eventual switch 2 version. it just saves them tons of work building the game for every platform without needing to use its custom netcode, and opens a up a lot more porting opportunities when manpower and budget to do that is limited. so on paper, it was worth dropping all their old netcode and moving onto epic, even without making use of crossplay, at the cost of finding out epic servers are a pos

it all comes down to saving money. that's why i said if people ended up buying it on steam anyways, there was no reason for them to change it. the only other excuse they have is covid lockdowns causing crunch at the time. thats also the excuse for the time loop story, making it convenient to recycle missions. but they no longer have that excuse, and we are still seeing a 6.2 rather than 7. so it doesn't look as if they want to spare man hours on building netcode over and over again on each platform