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@W3stminst3rYeah, it's been bad. If you played Battlefield 3, this feels way too familiar. That game had infamously bad netcode and the same things happened. Shot behind cover, no regs, seeing/hearing 1 or 2 shots hit but the game telling you 9 hit you, instant death where the bullets seems to hit you after you died and the bullets seemingly caught up to you somehow. It's all happening in Apex more and more since the start of S22.
- W3stminst3r2 years agoSeasoned Ace
Do we get an offcial statement on this?
Something is not right with the TTK in the revival-mode! I´m pretty sure they * something up here.- r1ggedgame2 years agoSeasoned Ace
My bet is the information flow of the game simply got "overloaded" over the seasons, resulting in weird network conditions.
My buddies and i worked on a Quake3 modification back in the days and it happend to us that we put in more game-info than the actual allowed packet size and as a result packets got fragmented. not ideal for a fast pace ego shooter game one could say.
Afaik Apex splits that info into several packets as a "super packet" (based on Battle(non)sense video about the Apex netcode).
if one "fragment" gets lost, all the info gets lost, since the super packet cannot be rebuilt in full on the server/client.- HappyHourSumwur2 years agoSeasoned Ace@r1ggedgame So what you are saying is that they've crammed in too much stuff and now the netcode can no longer handle it. That right?
I'm not a programmer so once you start talking in code details it just sounds like a foreign language to me.
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