First off, you didn’t ask a reasonable question, you asked a sarcastic one–sarcasm isn’t meant to be reasonable, it’s meant to mock (and in this case the only reason you did so was to bait, to continue the fight you guys have been having in this thread for more than a hundred pages now). And actually you’re still being sarcastic in your follow-up here. (All of this, by the way, is why I initially left this thread; I only came back to discuss new changes with those who are actually concerned with them–you don’t seem all that concerned to have a discussion here.) Secondly, even if you do have a reasonable question to ask about high pings, it is misplaced in response to my comment, which has nothing to do with whether high-ping players affect other players, but how the fix plays out in the CTE. Honestly, just stop.
Variant and lossy connections (especially at high latencies) will obviously have a negative impact in synchronized simulations, especially if those simulations are around 30-60hz.
Sorry, not sorry.
Regarding the claim that aim assist affects hit reg… that’s silly nonsense.
Aim assist does augment some recoil patterns, but it doesn’t change hit reg. Most people have a hard time accepting they aren’t phenomenal players, turning aim assist off only changes how the reticle is guided.
That’s good news! Really hope they can make the gameplay more consistent and skill-based.
@denjoga i get what you meant.
I don’t think you where baiting..
Sarcasm, yes.. But reasonable, if we think of how the comments have been going on this forum for several years!
Ahh, thanks for that. Slowdown was not off but it is now.
About the resetting, the sound will also reset from hometheater to stereo. Not often but it does happen.
A negative impact on whom?
Only themselves, or players in their server with stable, low latency connections?
This is not baiting or sarcasm - I’m trying to get to the bottom of an issue that many people have many different opinions on.
Either people with poor connections have a negative impact on other players in the server or they don’t.
I’d just like to know the truth of the matter.
Any hiccup in the data stream can interrupt how a laggy player is presented in motion, directional changes are often presented incorrectly, the extrapolation exaggerates momentum/accel, any rapid directional changes for lossy connections look plainly incorrect for those with good connections, and an observant eye. The more latency the high pinger has, the more incorrect the representation on other clients.
Data interruption can also cause late bullets to be given to a lowly latent client instantly, instead of properly paced (that’s why the suppression stacking change is so awesome for low pingers). Until now, this created situations where low pingers could literally get held in place waiting to die, with no chance to fairly respond.
Data interruption can allow a high pinger to find, shoot, and kill a low ping player before the high ping player is even seen on the other clients.
A perfectly stable high ping connection does not negatively impact much other than position representation and combat synchronization (these are massively important factors to be augmenting in a fast fps game). Unfortunately a huge majority of high ping players also suffer from much worse networking symptoms, such as latency variation and packet loss, making the issues exponentially worse.
Obviously having a bad connection will not give you an optimal gameplay experience, BUT for the sake of fairness if the poor connection is allowed into the server that player should also be represented equally on the more correct lowly latent stable clients.
Thank you for that explanation - that concludes a high percentage of this thread and @LOLGotYerTags can go ahead and close this out. It all makes sense explained that way, two thumbs up and a martini for you!
Thats the issues that we have all been discussing in this thread for over 200 pages that have been confirmed by the dev and are on going , the de-sync , being held by damage , late and stacked damage. Theres still individuals who think they know better saying its impossible for data loss and interruption to have any impact on the game.
The hit detection issues mostly come from aim de-assist, when trying to aim at high latency players with high interpolation it causes the aim assist to play up it will often snap on off target stick your aim there and give you slow down there making it difficult or impossible to correct if your trying to trying to track a moving target. Also because the high latency players are out of sync sometimes they will be firing and you will be suppressed causing the rng bullet deviation to be worse, but on your screen there character model won’t be firing yet and likely in a previous position so you don’t know your been shot at, suppressed or even hit till your frozen to the spot or instantly drop dead to the stacked damage.
Who is considered a high ping player here .. I have 120 to 140 ping
So now I will not be able to surpress other players ??
Please help here I want to understand.
Before we get started, TURN OFF THE AUTO-ROTATION. If it makes the game feel BROKEN, why on earth would you leave it on???
The hitboxes are extrapolated with the character frame, as of quite a few patches ago.
So your theory shouldn’t be correct. Aim ASSIST does augment turning time, the feeling of control, and muscle memory SIGNIFICANTLY, but it does not lead you to miss targets (now).
The extrapolation will create a false presentation in the most strained situations, but that’s exactly why the “low ping network smoothing” was added, to let the low pingers have a fair chance. Not because their bullets were getting ignored, but because enemy models were being sharply repositioned during bullet travel time, resulting in a feeling of poor hit reg, when it is actually poor permanence in position.
You shouldn’t be suppressed before bullets spawn. It’s not that it can’t be out of sync, but if you are being suppressed that bullet should be represented on your client. For the bullet to be spawned, the player should be in line of sight (even if that’s not exactly how it looks in your client).
Both of these issues are very annoying, but should be improved in the current cte, and in the next patch, be sure to enable the “low ping smoothing factor” as it will help with a smooth presentation of enemy players greatly.
Who is considered a high ping player here .. I have 120 to 140 ping
So now I will not be able to surpress other players ??
Please help here I want to understand.
Turning it off puts you at a disadvantage because everyone else is using it, it does most the aiming for you when you have it on and it works, i’m saying its not hit reg and poor permanence in position aswell but that poor permanence in position also effects the aim assist.
It is that out of sync thats how the bundled damage occurs, on the high latency players screen his fired and hit me the correct amount of times for the kill but on my screen his not firing his gun yet and when he does his first bullet from an smg insta kills me 0-100 health in 1 frame from 1 hit , there should be 6-7 hits and suppression from the missed shots.
I’m not aware of any immediate fixes, there was mention of improved mitigation of late and lossy damage in the Lupkow patch notes, but I’ve seen “damage holding” as recently as this week in cte and retail. It’s clearly linked to late damage. It’s probably not a top priority because at 60hz the issue is less tangible.
It’s a VERY FRUSTRATING issue, I would honestly love to play bf1 without feeling “cheated”, but the only place I can find such solace is in single player. I honestly don’t know how much progress will be made while we have no ping lock, or dual server sets.
That is not to say the netcode is at fault persay, currently there are some odd hit-reg issues (that we should all attempt to record) which are netcode related, but most of these issues with desync are an unfortunate side effect of the realities of global networking.
Due to the max desync between players under the softcap (160-200ms), at 30hz there is no way to stop bullets reaching around cover. Or to stop close quarters engagements from appearing vastly different on two clients. This is inherently going to muddy the waters, add in the potential additional desync from local network buffering/bloat, the framedrops on the client, and the lower tick players operating under bandwidth restrictions. It is guaranteed you will run into “impossible” combat instances.
As a low ping client (sub 100ms) there should be zero mitigation of my player location/movement due to enemy damage. This is not to say the damage should be rejected, but it should not tangibly disrupt locomotion, ever.
This is a reasonable request, and should be of utter importance and top priority. I am tired of the DICE getting so caught up in their “narrative of progress” that we cannot fix BASIC ENGINE ISSUES that affect a MASSIVE MAJORITY of players, whether or not said players can properly vocalize the issue.
Devs: Please do not misinterpret my frustration as hate, or as an attempt to drive your narrative, this is mearly a clear statement on unclear issues that have yet to be addressed, the potential for alleviating these issues lies in your hands. I hope action is taken.
A couple of times ive had teammates kill the guy dealing the damage and save me when frozen to the spot and I survived with 1 health.
Also many times I get frozen before I start taking damage but I always die.
Whether I die or not seems irrelevant it completely spoils the game when most gun fights I just get frozen to spot, whats the point in even playing the game when in the best moments of about to get a shoot out going with other players I just get frozen to the spot and can’t do anything other than await my predetermined death. It’s BS of the highest level.