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And it's total bunk....the solution isn't the solution that is in place and that's for sure. I've got hundreds of clips of me getting shot long after getting behind cover or shot long before I break cover. Clips where I've landed the first shot sometimes multiple shots and still lose the gunfight with the same weapon. It's constant. There are weapons I just simply CANNOT use because of the state of this network code. ALL of this with SUB 40ms PING!!!!!!!
I have older clips where I was forced to play on DSL because the area I live had nothing else and it's way, way, waaaaay better than this garbage on 200M bandwidth with an insane low ping. It's 2021 after all.
I've got great ping, a 2.5K PC that plays the game on less than 25% of it's power and I'M THE ONE WHO SUFFERS? Nice try though....
"That’s a tradeoff which is designed intentionally into our system. But the upside is that you can play Apex Legends and play relatively well even if you have higher than average latency, which is really important for rural players, or for players in regions where connectivity is unstable. We believe we should reduce “nonsense” at every opportunity, but when we have to deal with less-than-ideal experiences, we want to do so in a way that’s equal and fair to all players"
I prefer this system which I believe Dice uses though I do know in at least one recent game they gave more of an advantage to low ping. Can't remember which one, 1 or V, but I remember them talking about it.
Regarding public servers, in my opinion your location to the server in your region shouldn't give you a much better chance at winning than someone else further away from the server.
At OP thanks for sharing, great easy to digest explanation of lag compensation.
Had so many debates over the years on battlefield forums with uneducated morons who have no idea about how the internet works and couldn't grasp the simple concept that there will always be lag in an online multiplayer video game.
- Adamonic3 years agoLegend
Lag comp is one of the issues, but there are others that make the issues with hit reg even worse.
BF2042 has introduced low TTK weapons and faster moving players into the game compared to the previous two games (BFV and BF1). The speed of players, speed of kills, server tick rate, and lag comp were fairly decently balanced when you played with players with relatively the same ping in the last two games. That is where a server browser helped and servers that had ping restrictions. The games felt tighter.
Now, with a 45Hz tick rate, faster TTK weapons, and faster moving players, you have a recipe for disaster which we are now experiencing.
Honestly, one fix would be to slightly lower RoFs and/or damage enough that the fastest possible kills can't be packaged in one frame of death (unless headshot, etc). The bundling of bullets gives you the feeling that you were insta-killed (normally by a higher ping player) when the server caught up and sent you their info. You will often be killed safely behind cover.
I know this would not be popular as this is supposed to be a modern shooter, but unless they upped the tick rate to 60Hz, and added a Server Browser with static servers/lobbies, I don't know if this will ever be fixed.
- 3 years ago
@AdamonicIndeed things like movement are a big factor in the whole story. In older Battlefield games movement was slower but also strafing was almost non existent so movement was more predictable for the players and the sever. These new movement changes in FPS games make them more modern but they introduce many many big issues. Vaulting over objects in BF3 was such a mess for the netcode and the sliding in BFV was just dumb. And Sundance in 2042 gotta wait till she has stopped spazzing around bouncing on the floor before you can shoot her most often can’t even tell if its a ragdolling corpse or a player.
These things just introduce more problems than they fix.
Developers are biting off more than they are allowed to chew by the publisher and marketing department. All these big changes give big technical issues many that can’t be fixed but are still pushed into FPS games. Like the stupidly big maps and 128 players.
These are just video games but as an automation programmer myself if I don’t trust the code or know there is a better solution I push for it because it could have effect on the proces in a negative way.
I know these developers must feel the same but seem to have too little impact to actually stand for a good product.
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