Forum Discussion
That sequence of event happened on your client side application.
That's not how the server that arbitrate hits and the player A and B saw it.
@ugdpyYeah but in this situation since I wasn't involved in this fight shouldn't the server be telling me what happend exactly?
Assuming the server told my client this player killed this player, so his shield should have either been lowered or destroyed. So that means the engine translating this into animation doesn't line up with the actual events?
Doesn't that sound like somewhere stuff get's messed up? Since his shield was still raised.
- 3 years ago
Not accurately, shots from other people are not accurately represented on your screen and that's been in battlefield since at least BF4 (when I started playing)
To address the broader topic of "netcode" in this game, the current system can be optimized, sure but that will not stop the things you are complaining about here.
The issue with "netcode" in online multiplayer games is that it's an unsolvable problem.
I agree that this generate frustration but I'm not convinced that it is unfair.
If you died behind cover from your point of view, the enemy player did not shoot you behind it, they did it fairly in the open before you jumped behind it.
You would have died to them anyway even if the system had no delays.
A better killcam system explaining what happened would alleviate a lot of frustration IMO
- 777aTriX3 years agoNew Vanguard
It's unfair to entertain high ping players when they can negatively impact a fire fight, and server stability.
Seriously