Re: Request for examples of player issues with netcode.
I don't know why you *need* that information.
I can't imagine that the developers at DICE have no clue why these issues happen, because they happen since Battlefield 3.
It is also to be expected when a game has client side hitreg (your client tells the server what/whom you hit and how much damage that hit inflicted #faceplam), and allows players with a ping higher than 100ms on it's the servers (matchmaking not taking region/ping into account?).
This is just predetermine to fail and explode in your face.
Another element that contributes to the horrible hitreg is the server tick rate (thats how often the server sends data to the client - updating the client with what is going on with all the stuff around him).
The Tick Rate is at a very low "30".
In layman's terms, you are playing at "30 FPS". Because thats how often your client gets and update from the server!
What happens between those updates is interpolated by the engine (networksmoothing factor comes into play here) - and this directly ties into the issues where:
- you die before you see someone shoot
- you die before you see the player come around the corner
- you die before you see the player exit the ladder
- you get killed by a player whom you still see performing the knife-animation
- you see a player shoot ONCE while he actually emptied half his mag
- missile hits your helicopter even though the warning tone did not change yet
- mine explodes before the RPG actually hits it
- etc.
What you see (animation) and what is actually happening, is most of the time de-sync'ed or incomplete!
The entire netcode and hitreg is broken in it's coredesign. Because DICEA prioritices a networked water simulation (great PR feature) and a million Michael Bay explosions over a working hitreg. Otherwise why is the Hitreg worse than in BF3?
So BF3 and 4 are first person shooters whic don't get the most critical aspect of that genre right - the shooting.
And I can't see DICE really fix the issue, as this would mean to pretty much swap out the client side hitreg and go serverside (again) and increase the Tick Rate to at least "60" - which the GSP will simply not be able to handle and EA will not profide the manpower/budget for post release.
How did DICE honestly plan to get BF4 big in E-Sports, when they knew they designed it with a tick rate of 30 and such a broken, client-side hitreg?