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@TheManiac2323 hmmmm, it could simply be congestion in your area if your premade isn't having any issues?
Idk, it's kinda hard to offer to a possible solution from this end. Playing hardwired should eliminate most of the PL at your end so it's gotta be an external issue.
Going to assume you've ran all the appropriate connection diagnosis checks etc?
It's obvious that the players cause this problems.
if Noone plays Apex there are no problems at all.
#bestSolutionForEA
- 4 years ago
@Apyhs It's called process of elimination my dude, it's generally common sense to tackle any issue in this manner.
I don't work for EA, so I've got no reason to blindly defend them, however I do understand how packet loss works which is why I'm asking the OP these questions.
Like darth said it can be at both ends, so naturally if you do as much as you can to mitigate the issue at your own end it should at least improve things to certain a degree.
- Apyhs4 years agoSeasoned Hotshot@MandatoryIDtag I really appreciate your will to make things better. But honestly, there isn't much you can do.
Your process of elimination will not help any player. It's more like a callcenter agent asking if you are using the original cable wich the product was delivered with while the real problem was caused elsewhere but on client side.
A new patch rolls out without any QA and brings almost the hole system down.
It's obviously not a client side problem. In such situations any investigation on client side "feels" like a slap to the face.
Since Season 2 ppl report the same problems over and over again. But EA gives a ***.
For me personally, can't speak for anyone else, it's hard to stay polite. Way to often I was blamed to cause the problems.
I dont wanted to offend you. I'm really sorry for hurting you. Please forgive me. - 4 years ago
@Apyhs I agree bud, there is little I can do, if I could it would certainly make life easier lol.
You'd be surprised how many peoples issue are simply down to these simple problems that I'm questioning though.
So yeah, even though it's generally a waste of time asking, it's better to just in case. 😛
- 4 years ago
@ApyhsApex is using a hybrid cloud solution, which is a mix of bare metal and public cloud. Most, if not all of these servers are from Google, AWS and Azure and located in big data centers. It's not EA's problem to fix the network issues of these giants, all EA or Respawn can do is to escalate the issue to Multiplay and the latter to their service providers and so on. Sure, there are times when there is faulty hardware or software in the data centers and those are the moments when it's not on the client side. But most of the times (like 90-95%), the faulty hardware / software lies somewhere along the connection and this kind of is on the client side. Each client that has problems needs to check if everything on his end is OK and escalate the issue to their ISP if problems are persisting. It's not EA's nor Respawn's job to deal with your ISP or their respective providers. Most they can do is to guide you towards isolating the cause of issues through their connection troubleshooting process.
- Apyhs4 years agoSeasoned Hotshot@DoYaSeeMe That's correct as far as I know.
But how can a content patch harm my IPS when everything was just fine minute's by the patch was applied?
Maybe it better than not to add anymore content to the game once it is running well again.
Imagine adding a new Legend to apex makes it impossible to play because the patch killes some hardware somewhere along the connection.
Sound to me like: Dare you to drop that cube of sugar to your cup of tea ! Why ? Because it will shatter the teacan next door ! - hayhor4 years agoHero@DoYaSeeMe I disagree that the problems can be deflected to the big guys. EA/respawn runs the game and sells us stuff in the game. They make the direct money from the game. To me, I do not care if the company they contracted is the one causing the issue. It would be like buying a car under warranty and the car maker telling me I need to contact the brake manufacturer for faulty brakes.
- 4 years ago@hayhor EA & Respawn run the game, not the internet. They can't fix stuff that's outside their scope, only escalate things to those who they work with. It's just like the car manufacturer, that will tell you that they are looking for a solution, then pass the issue to the brake manufacturer. Sure, they will replace your brake if it's part of the guarantee, but they will never fix the bad roads that you use, That's up to you to either accept it as it is, find an alternative route or raise the issues to the authorities in charge.
- hayhor4 years agoHero@DoYaSeeMe The road has nothing to do with the faulty brake but I understand what you are saying. Still the name on the item is what people see so they get the blame.
- 4 years ago@hayhor If you regularly go down an abrupt unpaved road that's full of rocks, roots and pot holes with your small city car, I'm pretty sure you'll overheat the brakes badly and probably break some sensors as well, leading to a malfunctioning brake system in no time.
Most product developers are aware that at some point some people will accuse them for things that they didn't do or don't have control of. But that doesn't mean that they should take ownership of problems they don't have the ability or the permission to resolve. - hayhor4 years agoHero@DoYaSeeMe If you sell something to someone you have to take ownership. You are the rep for the product.
- 4 years agoI had this 2-3 round before where the start was really fluent and in a fight I had a high ping and 70% package loss which is my first time to see in Apex tbh
- 4 years ago
Also, here's a potential answer to why things seem to go south connection wise with almost each update.
Let's say that Apex regularly has 100-200K concurrent players on average. There are things that are tuned around these averages, for the optimal experience. Well, when there's an update, that number of concurrent players can go as high as 1-2 millions for a couple of days. This alone can cause congestion around the servers and also work bad with the configs that are made for much smaller values. Respawn tries to address these issues by adjusting the configs (e.g. increasing buffer sizes, change the way players are distributed across servers, data centers, etc.). These changes typically improve the stability, but they often alter the quality. This is a compromise, which usually stays in place until the average of concurrent players settles back down around the forecasted values.
- 4 years ago@hayhor If I sell you something and it arrives damaged to you because the postal workers played football with the parcel, I will not take ownership. I will provide you with a choice for parcel carriers, recommend you the more expensive tracked & insured shipment option and make sure I pack the product well. If you choose the cheap, uninsured option, it's your problem if the product arrives damaged. If you did choose insured, then it's on you to report the problem to the post office and not pick up the parcel. I'm not going to replace your product on my expense if it's not my fault, it's just not right. I know some companies do this, fearing that vocal customers will scare many others, but i don't agree with this, as this rewards ignorance and entitlement across customers.
- hayhor4 years agoHero@DoYaSeeMe You are really reaching now. Remind me to never buy a product from you. lol
- 4 years ago
@DoYaSeeMeThere are several examples why your reasoning isn't the case after you have given almost every under the sun to pass the blame away from the developers and either onto players ISP, their network or the Internet.
The main one... AL played fine and much much better upon release than it does now (excluding slow at start of match but that resolved itself quickly in most cases) and this was when the player count was 10x past respawns player forecast. Compromises would have been made back then but we got much better quality on average.
We started getting code(insertnamehere), shot through doors and delays from S2/3 and this got worse as seasons (updates) went on to now being able to punch or be punched 100 meters away. Cross play and the way the servers handle that information also probably changed too as respawn have already said we have a heavy lag compensation ect so the game is inclusive of region's, pings and platforms that play in the same match so everyone is on equal ground, even if it's not quite stable compared to before. Interpolation or the way things are handled backend also likely had changes because of these factors too.
We didn't have anywhere near the amount of no team mates or dcing at start or during a match back then as we do now after other updates either. Maybe this is because matchmaking is pulling players from a larger area and to reduce que times? Again, not the players fault.
It's beyond insulting to put all the blame on to players after the amount of problems which have surfaced over the past couple of years that either take months for a fix or they don't even get round to it with audio being one of the prime culprits. - 4 years ago
Just now i even had one game where the packageloss just started during the game.
had the network monitoring open but everything was looking fine there
Sucks pretty much in ranked if enemys are teleporting in front of you
- 4 years ago
Month later and its even worse than before.
Every second to third game high paketloss
- 4 years ago
every second game in ranked its a paketloss from 20-80% so unplayable
- 3 years ago
still unplayable at times, on average 40% loss every few matches
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