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They already did bullet prediction for every bullets that being fired, that means they can detect cheater using aimbot since day-1 !!!
And still DO NOTHING about it ???
* ME OFF.
- Vdstrk5 years agoSeasoned Ace
Interesting reading.
The game is clearly made for the casual gamer who does not care about hit registration, latency, and the implications these have on a more competitive aspect of the game. Hence why the article makes sense. Once again, Respawn cares about inclusion despite what impact it may have on the gaming experience of the more invested players, as the latter are only a minority.
I disagree with some points, especially on the range of lag compensation. Lag compensation is definitely necessary, but maybe not allowing players in game with 250ms latency (because playing form too far away from their nearest servers) would be an overall improvement. It may cause some longer queues for pred players, but the difference may be negligible given that they take quite long to find a match currently.
Unfortunately server updates will remain at 20.
I am shocked nothing has been said about packet management, and how it would relate to higher tick rate and what improvements it would cause, or side effects were packets be made smaller.
- @asukojo No they can't. An aimbot doesn't correct projectile trajectory after it was fired. It directly sets the projectile to spawn on an already adjusted trajectory.
@Cro_Pittt Loads to go through so get your drinks and snacks ready. 😉
SpoilerFor tomorrow as i already drank to much for it tonight. 🍺- @apostolateofDOOM Bet there's not much we haven't rambled about already :P
I have often wondered the impact having a latency cap would have on the game. I heard some guys on a stream a while ago talking about how they like to play on very distant servers to rank up because the lag gave them an advantage.
- @enite Whoever said that is wrong. There is an advantage at the start of a fight to the low ping player. But if the low ping player doesnt do well the high ping can make a comeback shooting the low ping player behind cover. Plus the low ping player, when dropping with a high ping player will get all loot first.
With Arena only has 6 players, there's no excuse they can't increase the server performance.
- @asukojo Nope. The bandwidth usage per player will decrease, which means a more stable connection. But there will be more arena matches per server and less cpu cores allocated per arena match than it's the case with br. If an arena match would be using the same computing power as a br one, Apex would need like 5-10 times more servers.
Anyway, the arenas will make things better for the devices, as there will be less things to process per update. Potential improvements: smoother, steadier framerate, less sound issues, less input lag, less rendering problems, more accurate hit registration, etc.. - Finally read it. Interesting read. A lot I knew, somethings I learned.
Key thing was about tickrate not adding much for the slight increase in performance... So that’s too bad...
Only thing I have left to say is: SCREW HIGH PINGERS! Low ping rulez! Kick everyone who has high ping off a server! Let them play with other high pingers!
They should just do dynamic ping matchmaking. Europe has multiple data centers and most just connect to the one in their country or closest to that. Most internet from what I can tell from ppl living in other countries in EU is that internet is quite decent. There should be no way that someone in EU plays on a server with 200+ ping! This can only be the case if his/her internet sucks, he’s playing multiple countries away or his ISP has issues.
If this was rooted out and Apex would follow CoD’s matchmaking (not only SBMM but also connecting based on ping) then you’d have more ppl who share similar pings throughout so better experience all around.
In US/Asia this might be more difficult and there they can either try the same or keep it the way it is 😈
EUROPEANS RISE!
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