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Thanks for all the details @aciDev and sorry to hear about the experience you are having.
I recommend that you talk to your ISP about those hubs having issues where you are getting routed through. For the ISP team to investigate the routing issue and ideally reach out to the owners of those hubs.
/Atic
The point of the matter for me is that I have no option to avoid those servers.
I don't need to join a server in seconds if the game is going to be unplayable, I'd rather wait even a few minutes than be forced to spend a horrible 15 minutes on those servers. Selecting the data center is useless in Europe.
Honestly, I can't blame my ISP. I'm using a service (Apex Legends) that uses a protocol (UDP) that prioritizes packet transmission speed over the certainty that the packets will reach their destination and it does so using packets that are huge compared to those of other online games or other services that use the UDP protocol. In case of packet loss, this results in a great loss of information about the game status.
Furthermore having a netcode that updates the client on the actions of other players all over the map (I'm referring mainly to the first stages of the game) only favours the use of hacks, while it is of no use to the legitimate player.
What I thought I could also deduce from observing streamers is that sometimes they are on particularly laggy servers, despite the packet loss being absent, I guess that some network routing probably sends these late packets anyway. It may not look as horrendous as it does in my case, but it's still laggy as it was for the czech teammate I mentioned in the previous post.
The netcode has turned out to be a negative side of Apex Legends since its launch, and given that two years have passed, it's clear that there is no intention to improve this poorly designed(adapted for a much larger number of players) system because it requires a big effort and the game is still a success, but surely some tweaks can be applied if you finally admit that there are problems.
Shall we also talk about the fact that you stay in the matchmaking queue of a game mode for many seconds even after pressing the cancel button (this can be easily tested switching game mode after cancelling the matchmaking and selecting ready again) probably causing (to others) matches where teammates are missing?
So I stand by my opinion. The problem is yours and concerns in particular the server provider you rely on in the Netherlands. This is quite important given the centrality of its geographical position in Europe, especially when it comes to putting together high-rank players.
p.s. I'm not a network expert, I'm just making assumptions based on the little I know. If there is anyone who knows more on the subject, I would love to hear their opinion.
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