[Gameplay, H2H] latency affects whether AI/usered players identify opponents
Product: Madden NFL 22
Platform:PC
Which console generation do you have?
What is your gamertag/PSN ID? Neo_Novalis
Date/time issue occurred since Madden 19
What type of issue do you have? Gameplay
Which mode has this happened in? Ultimate Team
Which part of the mode? Seasons
Summarize your bug in prinicple, this happens in every H2H mode since I bought Madden 19. I now understood why tacklings, block shadding, catching, sacks (incl. throw away and throw out of sack) animations look completely different between my team and my opponents'. Due to the bad latency I face in almost every play, my players do not identify their opponents on time and therefore react like there was no opponent (or the opponent was not that close).
How often does the bug occur? Often (50% - 99%)
Steps: How can we find the bug ourselves? Play H2H with bad latency
What happens when the bug occurs? very frustrating patterns occur when comparing the performance of your team with that of your opponent
What do you expect to see? a fair game for both players
PS4 Crash Reporting: Please copy the text you put in the crash report here.
What is the AMD or Nvidia Model Number of your graphics card?
Enter RAM memory size in GB
to start with: a few times I've seen this pattern heavily affecting my H2H experience for my opponents too (i.e. in these games it was just unfair for them). If it was only me, than I just had to live with this issue, but I'm perfectly convinced that it is a very broad issue but most often players do not realize it because it is not visible with the blanket eye.
Over the last years I was wondering why my players seem to perform much worse than their opponents although I use the players of my opponents myself too. I always thought that it is somehow caused by the fact that in competitive mode every single AI player waits for a manual input and only reacts afterwards. If you face bad latency, the input is delayed and therefore also the reaction of the AI players is delayed. Maybe this explanation is still true, but after seeing the tackling animations in the Madden 22 version, I'm convinced that bad latency results in AI players not correctly recognizing the distance to their opponents. For instance, if one of my defender (either usered or AI-controlled) runs towards a ballcarrier, the defender runs into the ballcarrier first instead of trying to tackle him. If I manually trigger a tackling, my defender jumps into the defender (in best case in the right direction at least) but does not identify the ballcarrier to be tackled. The animation I see is an unscripted body collision and not a tackling animation first. If my defender managed to collide with the ballcarrier and therefore affects the direction (and/or slows down) the ballcarrier, the body collision might convert into a tackling animation, which often has a weird outcome. This pattern becomes most visible when both players (ballcarrier and defender) run slightly in parallel (e.g. in outside runs).
There are so many different situations where I see this pattern (i.e. that my players do not identify the distance to their opponents correctly):
- block shedding: it is so obvious that my defenders are unable to shed any blocks. I've seen plays where my D-line was blocked for 20 seconds without any of my players was able to shed the block and rush the QB who was standing still somewhere close to the sideline. unbelievable! 20 seconds...
- when trying to defend run plays, in worst case, all my players are blocked 5+ yards behind the line of scrimmage and non of them is able to shed a block. I can't even trigger a shed attempt for the usered players.
- contested catches: over the years, I did not manage to successfully catch a dozen of contested catches. no, I am not understating! There is no way for me to try to throw a risky pass to a covered defender because my WR will never catch the ball (neither usered nor unusered).
- when I do a run play on offense, my FB sometimes run into the direction of the safety and I expect to block him but then he changes the direction to run towards a CB who is stationary due to his blocking animation of the outside WR. And this happens when I'd expect that the blocking attempt (vs. the Safety) should already start...
- Sacks, Throw out of Sacks, Throw Away: When my QB starts the throw, the defender is oftern far away. In any Solo mode I would not even bother that the throw might be assessed as "under pressure", but in H2H games the QB is either sacked or throws out of sack. On the other hand, when my defender already jumps into the QB, the QB can easily throw the ball away. This is again the same pattern as described above for tackling: the defender just jumps into the QB first and therefore the "animation" is not identified as sack. Therefore the QB is not affected in his throwing animation.
- Warping players vs. falling to the ground like a bag of stones in tackling animations: So often I face it that my players just drop to the ground like a bag of stones, i.e. approximately the same animation that happens when triggering a tackle while no ballcarrier is close to the defender. Again, my defender does not correctly identify the distance to the ballcarrier and therefore does not "trigger" a normal tackling. On the other hand, I often see tacklings from opponents, where the defender warps towards my player (I've just seen a tackle where my ballcarrier (with 91 speed) was tackled by a slower defender while being 5 yards behind him). This pattern has been reported by other players as well....
Since I see these very frustrating patterns for years now in my H2H duells, I was not at all surprised when I saw the face of one of the players competing in one of the official tournaments streamed on Twitch last year. The difference to previous Madden Bowls etc. was that players had to play from home and latency affected the games. I remember the face of one player who's face was obviously asking "What the §%/(§ is going on?". It was so clear to me because I face the patterns he was realising in this one game in every single H2H game.
The good thing is [Sarcasm alert!]: there are so many alternatives, i.e. Solo modes, that allow having fun to play this game. It is just so frustrating. In particular since one could enjoy competition only if it is (almost) fair.
[EDIT] after writing this down, in my next H2H Seasons game, my opponent had 10+ seconds in his first 5 passing plays. And when i switched to the run, none of my players did manage to shed a block although I correctly guessed the run through the middle. This game is just frustrating! And I do not even talk about constant Solo Battle DNFs, constant game crashes, game breaking gameplay bugs in Solo modes, etc. etc.
next game: having to fight for every single yard on run plays where 2-3 opponents immediately beat my OL. first passing attempt: getting sacked by 3 defenders... after realising how this pattern is caused, it is so obvious why my players always lose their duells.