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Its actually not something that is supposed to work a certain way but is broken . Its a conscious design choice made by Respawn, a choice they deemed the best of all other available options. They explained it in a a blog post a couple of months ago (link below). To quote the most summarizing line:
“Lag compensation is the art of merging slightly different experiences into one shared reality.”
Even if I also get annoyed when I clearly is out of line of sight and still get hit, I think we all must understand there isnt a "perfect solution" to this that Respawn just failed to implement. We have 60 players, all with different pings to the servers which leads to 60 different "realities" that 60 different people are experiencing when they share the lobby. So Respawn chose to let the client of the attacker determine the hit, i.e if I hit you on my screen, its a hit, regardless where you are at your screen. In other words; with the current system, you have an attackers advantage but you also have a disadvantage if you are on the run, trying to escape an attacker.
I dont know if the overall experience would be better if they chose another method of hit detection, like 100% server sided, but something tells me that that kind of hit detection would work quite badly in a BR hrmm,. It would probably lead to much even more random stuff like no regs, even though I personally probably would benefit since my ping usually is 18-24 ms. Anyways, I do think the most reasonable and fair thing to do is to have a ping limit on like 60-80 or something.
What Makes Apex Tick: A Developer Deep Dive into Servers and Netcode (ea.com)
Actually there is a perfect solution that has been around for years now! It's called dedicated servers and ping-based matchmaking.
Why on earth when I am connecting to datacenter with 40ms ping I am actually playing on server with ping 90ms?
Years ago You could choose a server with the lowest ping and play there or just set Your own server and play it with lowest possible ping.
But now with the approach of "game as a service" dedicated servers can't be in a hands of customer.
- Balladalidila4 years agoSeasoned Ace
I dont know what you mean with "dedicated servers" since Apex ofc is using dedicated servers hrmm. Do you mean private severs? Pinged based matchmaking would be nice from a gameplay point of view but I wonder how that would affect the skill distribution of different lobbies hrmm. Would it be the same to play ranked in a "10-20 ping server" as in a "150-200 ping server" in the same region etc? Its ofc also much easier to find 10 players with the same ping (like in games like CS, Valorant etc) that it is to find 60. IMO, a ping limit would suffice, removing the high pinger from the game. What that threshold should be is another question
- 4 years ago
I can most definitely write, in great detail how Apex Legends can be better off without Lag Compensation. I would prefer to possibly get the chance to express this via a white board and a handful of peers. The overall flow of the game should not be based off of the laggiest Member of the match. I have seen quite frankly the biggest array of nonsense under Lag Compensation since I started playing on day one. I have even be untraceabley hacked to the point where Respawn says there is no proof that it happened. I even have Twitch Recordings of it and pictures. The point I'm making is They made a poor decision and alot of hardcore fans have to just suck it up or bite the bullet. I prefer to stick around and just shed some light on what is keeping this game from being fair. If only the individuals ad Respawn we're willing to actually listen.
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