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 instantly killed in Mili seconds or I can survive with 3 mags emptied in me.
Yeah I bounce around on servers and my ping averages 35-50ms ping on most servers. If I win gets worse, the next game is almost unplayable as in i die with it looks as a few shots. I am not the only one who feels this way hence why everyone is quitting apex. If I don’t play for a couple of days I am the one doing insta kills.
i don’t understand the code they has implemented in this game, but it isn’t working. These are one of the two battle royal games I enjoy and I may just have to quit it just because it’s unfair almost like lag compensation.
I find I'm taking damage behind cover quite a lot. Sometimes it's quite extreme. I remember Battlefield: 4 had this type of problem, although I don't recal what the solution was.
On at least two occasions while playing today I was already well behind cover and yet still taking damage and even downed when it should've been impossible to keep hitting me.
Perhaps it's server lag or possibly players with high ping or something else. My ping is usually in the low 20s.
It can be really annoying to get downed like that.
@warslag It 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.
Apex should be more broken, servers should be worse, skins should be more expensive and overall value far less than what players get because the EA owners, managers, directoors are inteligent exploiting the stupidity and lack of inteligence of the consumers that keeps spending money for overpriced crap and have ZERO interest in improving in gameplay or actually using their brain and not spend money for overpriced recolors
@reconzeroI've suspected DDA for years, imo it compliments what EOMM is trying to accomplish so why not use it then? Main reason I say this is things don't seem constant. A strafing opponent is seemingly moving so fast that I can't score a single hit while other times I empty whole mags into them and it just feels easier. Same with things like movement, ads speed, reload speed and weapon swaps; it sometimes feels slower than normal in the heat of a fight and often get's me killed. Could it be intentional so that I lose?
Slightly off topic but one thing that always fascinated me when watching live streams is that all the big names never ever even once encounter these problems. In fact, for such high level players their lobbies often seem quite easy too. One big name streamer comes to mind that always played with random little kids and he would end up winning the fight for them when they go down. He was legit Predator level, which means his lobbies should reflect that - except they don't by the way he seemingly melted everyone. I can't stress enough how hard it is to win solo in a Pred lobby like that. I honestly don't know what to make of it all but it's interesting none the less.
@warslag That's netcode if it is happening. BF3 had the worst of this I've ever seen. You'd dive behind cover and all the bullets would 'catch up' to you. It felt like they were miraculously bending around cover. Absolutely infuriating.
@Sand_spitter I know exactly what you mean on the subject of matches where everything just "works" followed immediately by matches where nothing works at all. It feels as if you just switched to an entirely different game and no one told you. But I was experiencing that in shooters twenty years ago, long before DDA existed (I think) and long before SBMM was any more complex than kills divided by deaths. Then I thought: connection quality issues, latency issues, cheater issues, smurf issues, you know the entire litany of shady things that can go wrong with an online multiplayer game. In the end I had to clean all that crap out of my brain or go down the dark and lonely road of conspiracy theories. Of course, the fact that we're even having this discussion may well prove I still have one foot on that path....
I never felt being cheated by the system while playing quake3, unreal tournaments and others.. Just never. If someone owe me (without cheats) it was due to being better.
@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.
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