4 years ago
Apex is just broken
Hello. As the title states the game is just broken. The game has no consistency. I get that situations are dynamic and players are better than others. However that’s not the problem. I can get instan...
@Sand_spitter wrote:
@warslagIt happens to me all the time. If I'm surprised by another player and we trade shots there's no getting out of it. Either he falls or I do, every time I try to get out of it by going around a corner or running or sometimes even ducking I will lose that fight.
One thing I'm noticing now is when I go down very quickly and looking at the recap tab is that according to it I was hit multiple times instead of just the one hit I'm seeing on my screen. I was literally killed by 1 bullet the other day. And I'm thinking what gun is that dude using? According to recap screen it was 3 hits from a G7 scout. I saw 1 and 1 only.
I've always found this to be an issue with Apex, mostly due to the Predictive Engine that Respawn uses in game. Below is an image showing the different Red icons you will see in game:
Latency and Packet Loss could be anyones issues, either user or Apex or ISP, etc.. Congestion is an Apex issue only, but the Prediction Error threw me for a loop because I see it constantly. The way Apex works is the game will try and predict all enemy movements and render them on screen before waiting for the other player(s) to actually make those moves.
In case anyone missed that, let me explain further. When you are playing Apex, you aren't actually shooting at other players, you are shooting at the game engine rendering other players movements/shooting based on what the game THINKS those other players will do. Now this would be fine except what happens when a player makes a move the engine didn't/couldn't predict? Like if I see a Valk slide towards a doorway to cover and then for some reason they would cancel the slide, jump up and drop all their loot and then emote, what would it look like? You would see the slide and then once the system realizes that the Valk didn't slide through the door to cover, my game engine is going to start acting up. I may see the Valk slide in the door, then zip back out and then magic loot appears on the ground (has happened to me before). Or maybe the system catches the change in the Valk's movement and render it 100% correctly. Or maybe the Valk is basically a cardboard cutout and on my screen I get 4 hits with no Regs because I'm shooting at a Valk who is no longer there (has happened more often than I want to remember.)
If players look out for the Predictive error in game, they will see it happening more often then they would like. This means that if you are downed, and you have your shield up and a Rev comes up to finish you off, you ever notice how you can keep them in your view 100% of the time but you still can die with shield health remaining? It's usually due to the fact that you are aiming your downed shield towards where the enemy was .5 seconds ago on your screen, but to the Server they have run up beside you and are shooting your body directly. Now in your game the Rev will still be in front of your shield, but you'll see your health takes the hits. Just look for the Predictive Error in those cases of "How am I getting hit?" and if you see that error you know you've died to the Predictive Engine not showing you what is happening on screen until the server sends your client a kill/wipe confirmation.
The reason this engine is used is to improve the gameplay feel, it would look very choppy/glitchy if each action/movement needed to be rendered back to the client by the server. And it does the job, the game can feel very smooth. But the existence of such a game function precludes Apex from being a serious shooter because you aren't playing against other players, you're playing against NPC's that are only mostly controlled by other players. The only reason it's smooth is because it's not actually showing you what other players are doing, it's only showing you what they think they are doing right up until the engine can't predict movements and then it's just a matter of who has the better connection to the server.
There was a live stream video where a Respawn Dev was talking on....(old Dev), the stream is old (cant find it anymore) - Whereas they (Respawn) admitted that they use a blended history rewriting mechanism. This means, that after you go behind cover you sometimes get sucked back out into the open to be killed by someone with super high ping. They (Respawn) said they do this because they don't want to frustrate the laggy player who still sees you out in the open.
I will try and find this stream, but have had no luck. If I find it, I will post it here.
@Sand_spitter wrote:
Could the use of this function also explain why certain shots just don't connect? And I don't mean no reg, I mean shots that should land but just wiff past a moving target.
Yep, 100%. If you could get your hands on the code you could see where each action is resolved on the server and then pushed to the client. I like to call your example the Cardboard Cutout. You basically start to land shots right where you see someone to be. But once you pull the trigger and send the bullets on their way, it's between you and God if the server gets the feed from your client before the person your engaging. Imagine that Person A (them) is shot by Person B (you) at Location A. If the server already processed the request from Person B to no longer be at Location A before the client of Person B can send the confirmed hit, then your above example is what you would see. Bullets just whiffing past the person your shooting at because your client is unfortunate enough to not get the correct/freshest data.
I think the Predictive Engine is a pretty cool feature and it would really shine if combat took a lot longer. Right now people are getting laser beamed down too fast for the game to possibly be sending all the correct data to all clients in some matches. If fights lasted 2-3 times longer then it's not so bad if you drop a few frames due to a prediction error, but maybe not all players want longer fights.