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Its not the server per se, its players with high ping. If they see you and can shoot you on their screen, the game accept those bullet as hits even if you were behind cover or just closed the door on your screen. But from a technical standpoint, I understand why they have to do this. Every match is basically 60 different (60 players) "realities" that have to sync up to one reality. Everyone, even low pingers, are slightly de-synced so I think this, i.e client sided hit detection, is the best and fairest way. The other option would be to have a server sided hit detection but that would lead to ALOT of random no-regs and weird stuff.
You can look at it this way: client sided hit detection results in attackers advantage. If you have 150 ping and rushes someone and start shooting him, you will actually start be allowed to land bullets before that guy even saw you on his screen. But likewise, if you have 150 ping and get pushed and try to run away, you might be safe on your screen but still be in line of sigh on the enemy's screen where he can land hits on you.
100% this. I know many games will switch to server side hit detection for a player once they reach a certain ping or higher, but that bar keeps getting raised to allow players with far too high of a ping to still have client side hit detection with newer and newer games. Just seems like a bad ploy to use less servers and save money at the cost of quality.
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