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Which 60 player, multi-team fps game, using large maps, fast & advanced movement, projectile based weapons and all sorts of abilities, interactibles and a few npc's does use servers with a tickrate of 60-128Hz?
As for mobile version... would be really surprised to see it running decently. Anyway, porting usually has a dedicated team handling it, not sure it would take much work force from the PC & console versions.
@DoYaSeeMe The servers EA uses (from multiplay) are 20 tick though.. So was this dedicated team working on it from season one to now or brought in just for cross-play and now Nintendo and mobile??? Of course it'll takes resources and manpower from the current team addressing the multiple issues that'll inevitably arise. They struggle running the game on a handful of consoles and PC and now with Mobile + other platforms you're trying to tell me it isn't going to take anything away from the current team?
Are you trying to reassure me or others of that cause i think you and i both know that's not quite true when compared to other games that go mobile and the issues they face.
Npc's? I would hardly call MARV a drain on server use, wtf. 😃 Notice i'm not calling on them to increase to 128 but literally anything above the current because if you have a game more demanding than it's competitors that's as successful as Apex there's really no excuse except cost which they can cover when it's this low.
Old pic but sure it's still relevant with the current state of things.
They could easily reduce the amount of bandwidth that many have called for a long time to reduce the amount of clutter both for current and future improvements. BF4 didn't see improvements till the community pushed for it and something that's definitely needed here. If they managed it things wouldn't potentially (highly likely) improve in the competitive/esports side??
@DarthValtrex I haven't got a problem them going onto other platforms but when they keep pushing it while ignoring the issues we already have i doubt they'll ever get addressed.
PCMR ftw! Can't be told to git gud when we constantly play against aimbot! 😎
- 5 years ago@apostolateofDOOM The crossplay, Switch and mobile versions started years ago. The team that worked on it will be the team that handles the issues. It's never ok to mix teams too much, time is wasted and experience gets lost. I know this firsthand and we actually have a team in our studio that just ported a game to Switch.
There was a Titanfall game for mobile as well, Assault, but was an RTS, developed by Respawn in partnership with Nexon and Particle City, which is a mobile game development studio co-founded by Vince Zampella (Respawn CEO, now in charge of DICE LA as well). I think this partnership still stands today, I have a hunch that they were in charge of Switch version and will be handling the mobile as well. Either this or they actually got integrated into Respawn when it expanded.
MARVs are the simplest of NPCs, but there are also the Flyers, the Prowlers and the loot drones.
Battle(non)sense's pic is too old. It was made before many optimizations, back when the client update rate was also 20Hz. Not much after Battle(non)sense's review, the client update rate got raised to 60+hz, so I highly doubt the values in the screenshot are still relevant. And even if they still are, it kinda makes sense, because all the other games listed there lack some of the features from Apex. They either have a much lower player number per match, or use a lot of hitscan weapons, or have small maps, etc..
There's not much clutter to be reduced from the bandwidth. Transferred data is made of player & map states, positions, etc.. There should actually be more data sent back and forth if we want some additional, server side anti cheat measures. - 5 years ago@DoYaSeeMe None of those npcs are complicated or even in large numbers.
''Not much after Battle(non)sense's review, the client update rate got raised to 60+hz, so I highly doubt the values in the screenshot are still relevant. And even if they still are, it kinda makes sense, because all the other games listed there lack some of the features from Apex''
So it has improved or hasn't and you understand why? Looks like you're covering yourself on both sides of that and even if it is outdated or things have changed since it's considerably way worse than back then. Surely with such a bad reputation they would want to advertise if things have improved server side but there's no improvement so that's clearly not the case.
Some of those games have larger maps and more players than Apex in a match.. The main things that's different is the weapons.
Most games i know of get stunted development when going mobile and of course Respawn would be the exception to that. Imagine them having separate teams but still no improvements (actually got much worse) in 2 years.
I'm not even going to talk about anti cheat measure when the game is so broken i can't pick stuff up, use abilities and get shot through a door when i return from holiday.
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