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Given what the devs stated, it is clear to me that Apex is made to be mostly a casual game.
It took 8 seasons, 2 years, to even talk about netcode.
As a result all they will do is collecting more data, so they will be able to tell when there is a slow-mo server, and or fix some basic issues about connectivity.
IMO they clearly stated that they are happy with where the servers sit as far as tickrate, and that they will not change it because according to their knowledge, any improvement will not be significant enough to justify the costs.
Given the latter information about netcode, it is up to the player to decide if keep playing Apex, or look for another game(s) where netcode and server issues are better addressed.
- 4 years ago
@VdstrkIt was intended and is by design a casual game but they have mentioned before (think in a dev blog or somewhere) that if enough people supported competitive then that's an avenue they would think of actively pursuing.
I would argue that, with the introduction of ranked in Season 2 ie the competitive mode that was requested and implemented, the last season up to 50% of the players spending more than 5 hrs in ranked, in their own words (because of crap forced LTMs but beside the point) and a growing e sport scene with a lot of the balance changes made because of this with the added revenue this will bring, then there's a strong case for them to go in that direction, imo. It will also likely have a positive performance trickle down effect for everyone else too excluding those on 1mb connections on wifi over 300 meters from their house.
Updating the world state 20 times a second in a game that's advertised as a fast paced FPS is pretty poor by any standard and especially when all their competitors are already ahead in this regard.
Just watch a film in 20 fps compared to 30 and see a massive difference.- Vdstrk4 years agoSeasoned Ace
@apostolateofDOOM
I definitely agree that were the competitive scene be the majority, then they will take that into consideration. They are willing to adjust what is there, but not change it. I guess that if they can simply tweak it, they can try to fix it, but if it needs more than just a simple tweak (say rewriting portions of the netcode), and it costs money (upgrading servers in general), then they will not do it.
The problem is, how many people are mostly/only playing ranked mode?
Since they are not willing to improve servers at all probably is because the number of "competitive" players in a casual game is very small.
Another aspect they did not talk about is packet management. I am no expert, so forgive me if I say something completely wrong here.
How big and how many are the packets sent in each update? For sake of simplicity, I can say that I may either send 50 packets with size of 5 or, 2 packets with size of 125. So... if my packets are dropped, which scenario has more likely an impact on performance, given the same tickrate?Their competitors are games like Deep Rock Galactic, Rust, The Division 2, and similar casual games. They do not compete against CS:GO, Valorant etc... They only added a "wonky" ranked mode because back then it seemed like everyone wanted it.... just my opinion.
- 4 years ago
@Vdstrk The only data that's public as far as i'm aware is 50% playing ranked.
I would say their competitors are any other BRs and they advertise themselves as an e sport with prize pools. That's their definition along with fast paced shooter, not mine.
From my very limited understanding, it's the full world state in one tick (most at much higher rates or some broken down into several but this should be achievable in the new mode) and as there's more information cause it's 60 players in a BR it's in lower amount of tick rate and losing one large packet of 125 will be more impactful than losing 5 smaller ones of 5 sent at a faster rate because it's less information lost.
This is covered in one of battle(none)senses videos in my other thread and i'm not the most tech savvy with networking so perhaps @DoYaSeeMe could explain it better than me.
I don't know that much about it all except the game runs pretty badly and it's not my connection as there's no difference between 60fps and 190+ which will increase (almost triple) my bandwidth so that's not the problem as it's exactly the same whichever i have it set to. Large portion of the problem imo is matchmaking as we didn't have this problem as bad in S1 and 2 but 20 per second is still really bad and it's cost being their main issue in a game that's made huge profit but biggest complaint is servers or performance backend with high ping player getting shot through door delay ect.
They know exactly how they can improve it but it's costly or inconvenient because they would need to restructure how they put people into matches.
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