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AymCTL's avatar
AymCTL
Seasoned Ace
1 year ago

Re: Can We Get a Real Anti-Cheat Please?

@r1ggedgame Then you would think it would be easy to fix, and would not just affect one group of players. If it is a server problem, they really need to fix it right away.

18 Replies

  • r1ggedgame's avatar
    r1ggedgame
    Seasoned Ace
    1 year ago
    @AymCTL My statement is only that i cant believe its all cheaters causing so much "trouble", why should the amount of cheaters all of a sudden skyrocket with the beginning of a fresh season ? For some it feels like they cannot even get a cheat free round anymore ... this is very odd and leads me to the speculation that some things might have been changed that affect the play in such a way that ppl start feeling cheated, even if there is no cheat applied.
    And it doesnt mean this would be a easy fix to roll back, with all the changes applied. Games runs on a heaviily modified engine, and from what i know the original core team doesnt work at Respawn anymore , so changes to those parts might get very tricky and can result in unwanted side effects over time (you cant test every scenario and some scenarios will only show up over time), since you have to fully understand what the actual code is doing. And i think its highly likely that it might be changes to the netcode/server config/whatever that results in ppl feel 3/4 of the lobby cheated.
  • @AymCTLthe game has the worst tickrate (20) servers on the market.

    this is ofc incredibly low for todays standards 


    Yes they could fix it by upgrading their servers but that would cost investment and that’s a big nono for ea.

  • r1ggedgame's avatar
    r1ggedgame
    Seasoned Ace
    1 year ago

    @BallisticMVPThe 20 "ticks" arent that huge of an issue. At least not to the extend some ppl might think. You can read about it over here :
    https://www.ea.com/en-gb/games/apex-legends/news/servers-netcode-developer-deep-dive
    Bad Serverperformance and the resulting bad server frametimes are imho a much bigger problem.
    Also that the matchmaker still sends you to servers that are routed poorly by your isp. In lots of other games, i can just avoid playing those by choosing a different one in the server browser.
    I get having a lobby combined with a matchmaker, but it should be possible to flag certain servers as bad , so you wont be connected to them again.
    Also the fact that a lot of high ping players play in regions they shouldn't be able to connect to, eg. (Australian/Indian Players connecting to Europe for various reasons) attributes to a weird game feeling.
    And i also read somewhere that Apex combines multiple shots in larger packets ... if one of those packets get lost or being too late all of those shots go into the void ...
    Wrong client prediction also can * up your gameplay, the main reason for weird behavior, the game client presents you with a state that is fictional and when reality kicks in ... its like in fast forward. (Those : I get shot in split seconds wth moments).

    Partly the Game isnt responsible for eg. the bad routing, which would show as loss/choke/bad ping in the performance overlay .
    But the game is responsible for wrong predictions, bad server frametimes and a variety of bugs that play into that.

  • r1ggedgame's avatar
    r1ggedgame
    Seasoned Ace
    1 year ago

    a lot of those game servers dont belong to EA itself, are rented by other companies.
    EA relies on the server providers not to interfere with the gameplay ...
    So it might be difficult to pinpoint the culprit for some of the issues.
    Serverproviders could easily throttle traffic or throttle cpu cycles :
    As a real life example : you cant hold Jack Daniels responsible for the barkeeper to "water-up" your drink.

  • @r1ggedgame Ngl I really don’t care about what ea says about that topic, pubg upgraded their servers to 60tick because it Was a big deal.

    Valorant and overwatch even run on 120 tick.
  • r1ggedgame's avatar
    r1ggedgame
    Seasoned Ace
    1 year ago

    @BallisticMVPtick rate isnt the big factor, its the favoring of high ping over low ping, to "balance" the play experience for ppl with a bad connection. which is nowadays abused to the max (lag hacks).
    most of the weird effects is due to that and not bcs of a 20hz tickrate.
    netcode in pugb and valorant is handled way different, you cant just simply up the tickrate and expect the game to behave much better.
    pugb for instance sends a fraction of the data up and downstream what apex sends, if you would just up the tickrate you likely would make the experience much worse.
    The problem has deeper roots, and meanwhile those flaws in the netcode are being abused and nobody seems to care, bcs its not the anti cheats job to analyze the network connection of a player for ping spikes while midfight ...

  • r1ggedgame's avatar
    r1ggedgame
    Seasoned Ace
    1 year ago

    @BallisticMVP it behaves pretty much like with cars , you cant just up the horsepower and expect the car to run faster ... you also have to change the gearbox ratio , exhaust/air intake and fuel system among other things ...

  • Hagrin's avatar
    Hagrin
    Rising Adventurer
    1 year ago

    We also have not touched on cloud gaming, if the processing is done at the cloud level then you can easily track cheaters

  • r1ggedgame's avatar
    r1ggedgame
    Seasoned Ace
    1 year ago
    @dioangel thats a myth, how would a cloud service know if a PC does capture the Live-Game via HDMI and sends back emulated pixelperfect MnK or Controller commands via USB to the Gaming Device ?
  • @r1ggedgame How do you know how much pubg sends to server etc ? That is pure assumption I assume. And if that’s the case how come pubg is so much more efficient. Makes look ea just worse
  • @r1ggedgame Watched the video, didn’t really make it any better for me. It just shows what a terrible netcode apex has, almost embarrassing
  • r1ggedgame's avatar
    r1ggedgame
    Seasoned Ace
    1 year ago
    @BallisticMVP I didnt say that it would make it better for you 😉
    Only that simply "upping" the Tick-Rate wouldn't miraculously solve the issues with the apex netcode.
  • r1ggedgame's avatar
    r1ggedgame
    Seasoned Ace
    1 year ago

    @BallisticMVPYou prejudge ppl you dont know and you also dont know what their given objective was. Maybe their task was : Build a netcode that works up to 500ms lag, with the least amount of cpu cycles to calculate so we can host matches with fewer servers than other games with a similar size/playerbase, so people from all over the world can enjoy the game and bring huge profits.

    Cant make it work perfectly for everyone, so they decided to go a certain route.
    You and me now complaining it being not ideal for us.
    Some guy in Australia/India/South America playing on European/North American servers might be happy that it works how it works and would complain if it would be changed to fit our wishes.

    Apex is the only FPS i know where i played with and against ppl from all over the world, wouldnt be possible in other games due to a different netcode that prefers low ping connections.

  • RaginSam's avatar
    RaginSam
    Seasoned Ace
    1 year ago

    @r1ggedgame20 ticks is a big issue for Apex due to movement and the pacing of the game. It can be okay if the game was designed around that constraint, but it obviously wasn’t.

    Path finder after gaining momentum is so infuriating to find their hit boxes for example. The server is saying “they’re here, wait, no they’re actually here now”.

    20 ticks is 50ms per update! One gets missed or corrupted, you’re at least at 100ms now. That’s not including latency either? It’s sloppy for a fast paced shooter, there’s absolutely no way to defend it. 

    There’s limitations to what you can do with your game. You can’t make it too demanding for people’s PC’s or your servers. The maps are big with lots of things to keep track of, like ammo, weapons, abilities placed, and so on. So I get why, and respect the choice of 20 ticks, but it doesn’t really work well or is ideal for a shooter.

  • Airish85's avatar
    Airish85
    1 year ago

    This season I have come across one blatant cheater in Ranked. 
    Mainly because I am below average player. 

    Based on streams more EU pro/CC players are now playing in EU servers as opposed to previously they only played on NA servers so I guess situation has improved in the top skill tier /pred ranks. They also keep mentioning "Spider" as the respawn Anticheat guy so I guess there are some new recruits done (previously the main focus was on NA with Hideouts (head of the anticheat team). I am not saying situation is good and cheating is still a massive issue but there might be light at the end of the tunnel. 

    Fighting against cheaters is constant battle that takes time. Streamer Thor explained it very well in the attached video https://www.youtube.com/watch?v=2YUmMFwSXpU 

  • r1ggedgame's avatar
    r1ggedgame
    Seasoned Ace
    1 year ago

    I didnt say that a 20hz tickrate isnt an issue, but it isnt the most important issue.
    It wouldnt solve the problem that Apex is using multiple packet for one update cycle.
    If only one of those Packets that form an Update gets lost or is too late the whole update is rendered invalid.
    If you send out with a higher update frequency, chances are still high that one of those update packets gets lost/is late, so it wouldnt solve the underlying problem.
    So by simply "upping" the tickrate and not adressing the issue of the update packets, the game wouldnt really feel better ... just using more bandwidth

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