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Hi @PRX_its3,
Thanks for looking to bring cheaters to our attention and share your suggestions on how you think we could improve with that. A quick heads up, I've edited your post to remove the image as it names and shames another player which is against our forum rules.
I'm afraid we can't process reports made on the forum. We'd need this information to be sent directly to the team investigating these reports. I'll share the steps on how to report Apex cheaters below:
- To report a cheater on console, follow the steps in the spoiler tag.
While in a match, bring up the in-game menu (Tab on PC, Options on PS4, Menu on Xbox One) and open the Squad tab.
Select the warning symbol (“!” inside a triangle) under the player you want to report.

Choose if you'd like to report the player for cheating, or for another reason.

Choose the reason:
- Shot me with no line of sight
- Aim was snapping to targets
- Moving in impossible ways
- Ammo or recoil was unusual
Click Submit.
You can also report a player while spectating them after you have fallen in a match.
- source: https://help.ea.com/en-tr/help/faq/report-players-for-cheating-abuse-and-harassment/
- For PC players, you can report players by reaching out to Kamu (a service we partner with to help curb cheating) directly via their website.
Thanks,
EA_Lanna
So you're saying that you won't move a finger to help us combat cheaters, that Kamu website is a joke, meaning you don't and won't help us reporting cheaters other than putting in some buttons, and doing nothing about it.
Never seen anything like it, you couldn't care less about us, players... That's a shame...
- 5 years ago@CrashA320 Who are you even responding to?
- 5 years ago
I'd like to end this discussion if I could.
There are a few factors here:
1. For a kill-cam to work, Respawn would need to rework the spectating system.
2. Would I be correct to assume Shadowplay highlights reserve space in order to hold replays until they are compiled when the user hits save? Along that vein, wouldn't the same be true for kill cams, but require a considerably smaller amount of space? I imagine the replay information would be much smaller than a video, considering the kill cams wouldn't be videos, nor would they be over a minute.
3. Apex netcode is a big issue. For a replay to work well, the tickrate needs to be higher. Valve already had complaints about 32-tick CS replays (and Apex is even less). Given how frequently I experience very inconsistent server performance (SEA mostly), I imagine they have no plans to implement this, nor intend to improve their netcode. We know what's possible, but Apex isn't a passion project for Respawn, or many of the features we're asking for would have been implemented already.
Unfortunately, the devs and players don't the love Apex the same. EA use Apex for PR, or they'd have worked on the functional components of the game, and less about making Fuze a Pansexual (seriously? that's not very true-blue aussie).
Tangent aside. The track record says we won't get it (which is no excuse), I think we deserve better, we know it can happen, Respawn make it happen. The effort you put in now will reduce the effort required later (a good killcam system will mean less false reports, hence less effort).
- 5 years ago
1.
A whole lot of reworking is not needed, at least not for a simple kill-cam.
The building blocks are already there as they use interpolation based on several data points (in this case 2-3 buffered snapshots).
It's more a matter of saving those snapshots and then implementing a replay system of sorts on top of this, either by rendering the replayed information to a render target (google it), or rewriting large chunks of their client logic to force the entire view on the snapshots (this takes a lot more work in general to do).
2.
Yes, it would require to save data at some point, but these are so small that you could save them on ram without issues (until you decide to save them to disk, or just save them on disk and be done with it).. at 20hz and saving the entire entity table (position,angles,weapon etc) for a 10-20second period would be less than 2mb of ram usage.... even less on an empty server... and this is assuming you aren't compressing it, which would make it even smaller.
3.
Apex netcode is generally fine (at least in terms of implementation and concet), the overall issue is from tick rate fluctuations as these are going to affect everything from bullets, grenade etc travel to how information is sent to the clients themselves. (in short: fluctuations in tickrate/frametime will cause bullets/grenades etc with drop to land in different places.. if everything was flying completely straight this would be less of an issue though).
Causing hit reg issues, sounds being ignored etc (why would you ever need to send EVERY SINGLE SOUND around the map? JUST WHY?)... from what i can see from inspecting packets and the overall bandwidth usage apex is just terrible at handling things in general as they are sending WAAAAY too much every tick...
Just as an example, the general implementation of sending each individual footstep is completely unnecessary when you are already sending specific animation states (which you need to do without breaking hit reg completely)... yet that is what they are doing, they are most likely doing the same for gunshots.. which again is unnecessary as you are already sending animation states.
To be clear, this has less to do with netcode and more to do with what they are sending at any given time.. they can have the best netcode implementation in the world but it's still going to fail if you are trying to push too much at any given time.
So in short, they need to be more efficient with their overall code and get better servers.. at that point they can start thinking about 60hz servers (40hz would be enough imho, but whatever).
And again to be clear.. if the client is anything to go by they are most likely running into issues with their VPS being severely cpu bottlenecked (meaning it's not utilizing cores effeciently)..
For example, having 35% cpu usage and 72% gpu usage on a 4 core 8 thread cpu (on a 1660ti) doesn't exactly inspire me with confidence on the server side of things.
"The track record says we won't get it (which is no excuse)"
This i completely agree with.. i have zero hopes of things getting better... they are already so far behind some of their competitors on the technical side of things, and there doesn't seem to be any improvement coming... that and the constant cheating issue is driving me to a point where i am getting fed up with playing apex as a whole.
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