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The games you listed aren't even all shooters. Those that are, have less players in the match, less complex movement and physics, some involve private matches, some are hitscan, some have much faster ttk and so on. I played some of them, I did experience lag in CS, horrible lag and stutter in Warzone, disconnections in Overwatch, etc.. The fact that you didn't experience issues doesn't mean they don't exist.
Why are top players complaining? Simply because they make money / get fame out of this. Their sensitivity is increased after spending tens of thousands of hours in games, so it's normal to have them complaining even of things we don't even notice. Anyway, none of those complaining are devs, most don't even have a clue how things work behind. Catering to their needs could actually make things worse for the rest 99% of the playerbase, so I care less about their cries.
If you still think the servers are garbage, go and complain to Multiplay, Google, Microsoft and Amazon 🙂
- 6 years ago@Elamami3440 Are you constantly checking your routing to each match server to know you don't have packet loss? Also, there are 60 clients in a match, if someone you're shooting at has issues, you will get prediction error as well, because the data that you've previously received from that player is wrong and corrections are applied.
Here's an example of how players with no lag can get affected by another one that lags. Let's consider player A with no lag shooting at player B, which is not affected by lag either. At one point, player C, which suffers from considerable lag / packet loss comes in the line of fire, absorbing some of the bullets meant for player B. But, during the next updates, the data from client C reaches the server and it turns out that he was not where the server predicted. Server then applies the necessary corrections and it turns out that one of the bullets wasn't actually blocked by player C, therefore player B receives it and goes down, although he's already in cover.
Titanfall has smaller maps and about 5 times less players in a match, so there's a lot less data going back and forth. TTK is also much faster, which makes any hit registry errors much harder to spot. Also,I think the projectiles are simpler, possibly with only a fake drop because there's no long range fighting on those maps anyway. - 6 years ago@DoYaSeeMe Dude iam not stupid 😆 i understand technique words, dude I mean if people have packet loss how they can rid of it, even like my friends changed DNS everything and they chose correct MTU they even tried to right their DHCP on their PS4, and they still have packet loss, I mean is this servers side too??
- 6 years ago
Well, well as i said it - excuses.
You are making Apex Legends the most complex game in the world, which is b.c. with all due respect. :D It has this, but this game doesn`t have this, but this have this, exactly - excuses.
Servers are garbage, no matter how hard you try.
- 6 years ago@Elamami3440 the client and the server are only a small part of the network, they have little control over the connection between them. The ISPs are often the culprits, just look at how they do things in my area as an example: https://answers.ea.com/t5/General-Discussion/Here-Are-My-Lost-Packets/m-p/8605176/highlight/true#M59975
- 6 years ago@LordloshBang Those are facts, not excuses. I'm just stating a reality. You, on the other hand, are just replying to me for the sake of having the final word, it seems.
- 6 years ago
@DoYaSeeMe So my understanding of packet loss is basically that its bits of data that's gets lost in transit,to put in layman's terms.
So by using a ethernet you obviously remove some of the packet loss, but is it a majority or a fraction is what I've been wondering?
As my PL reads as 0%, but that's just for the lobby itself right?
Side note,anybody know if it's possible to check your ping/PL mid game on a console? (PS4 specifically)
- 6 years ago@MandatoryIDtag Yes, it's data getting lost in transit either because it takes too long to reach the destination or it reaches a dead end somewhere ( broken cables, node switched off for maintenance, etc.). There's nothing that can be done on the server or the client to fix these issues for good and it will take probably decades and an insane amount of money for the net providers to upgrade all their tech and ground all cables until packet loss becomes a thing of the past.
- 6 years ago
@DoYaSeeMe Ahh yeah I get that bud. I was just interested in how much of an impact the preventative steps we take at our end actually help. 😛
Certainly a long way off eliminating the issue I would think. :3
- 6 years ago@DoYaSeeMe dude I just want them to upgrade tick rate, I don't lag , we getting killed through the wall and doors, and making most of legends abilities useless I, today I got pretty much no regs, if u talking about conection my connection is fine I have my own sector and I playing with ethernet, my connection is fine ping is 58-56 cuz iam from libya and the nearest server is Amsterdam and Frankfurt
The thing is making servers trash is tick rate, tick rate is 20 and every other BR have 30 tick rate, hyper scape's servers have 60 tick rate and that game isn't released yet
Apex have movment abilities etc. If I get killed through the wall and doors so what is the use of doors and walls, if I get killed through the wall so that's CALLS UNFAIR FIGHT - 6 years ago@Elamami3440 clientside tick rate is 60. So, if you close the door like 25-45ms before the enemy shoots at you, the server will know that you did. But anyway, average human reaction time is well over 200ms, so it's more important to have a smoother simulation. Increasing the updates 2-3 times means 2-3 times more data transfered, affecting many more players that have less than ideal connections. Also, 2-3 times more updates per second translates to 2-3 times less milliseconds for the server to process an update, therefore increasing the chance of delayed or dropped updates and a much higher rate of crashes.
Getting shot behind closed doors and walls is clearly a lag issue, not a low tickrate issue. You are probably lagging. The ping value you see when entering Apex is for the lobby server, which is not the same as the match server, so those values are pretty irrelevant. Sometimes you can end up on an 150ms server because there's no closer one available at that moment (server is at full capacity, waiting queue is full, the skill level of the players in the queue is unfit for you, etc.). - 6 years ago
@DoYaSeeMeI do know the ping when entering apex is lobby ping, please understand me this issue never happened to me in fortnite, hyper scape, Cod in MW and warzone is allowed to shot behind walls&doors but there's damage fall but in other cod games never happened, dude this is clearly from the servers, can you explain slow motion while we playing, servers crashes a lot, packet loss and not just me my friends too if u said your friends conection NO NO most my friends using fiber optic , this is clearly because the servers, dude about prediction error this is server side error, I have no prediction error in other games how I get prediction error only in apex
Edit: EA DID APOLOGIZE ABOUT PREDICTION ERROR AND THEY SAID IT'S SERVERS SIDE
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