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@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.
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
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