For sure. My k/d didn’t change much but it did change. Again I don’t view a high k/d game as being a good game, I want everything to feel right. Things don’t feel right, haven’t in awhile for me. That’s why I’ve hardly played the game in weeks.The whole thing with the state of the game just really makes me tired at the moment. I’m not even excited when seeing the new maps coming and that’s a first for me. Usually I can barely control my excitement for playing new maps. I check here daily , sometimes multiple times hoping to hear reports of changing things to how they were in the spring patch. What high hopes to have right? Nothings going to change. But still hold out hope to be proven wrong.
That’s fine, I never said there are not problems in the game. I want things that don’t work to he fixed, the key is figuring out what needs to be fixed. All I am saying is that I thought you were exaggerating when you said the morning were full if high ping, and you were not. I got to experience it. What I didn’t experience at all was bad game play. I know you and others think high ping destroys servers, but if that was the case that should have been consistently across all gamers. So something else has to be causing you issues.
Can someone explain what the importance of the K/D ratio is? I don’t even pay attention to it, I just play but when I’m playing Medic I do the job a Medic is supposed to do and not because I can use a " cool " gun. If I get shot and go down I check to see if a Medic is nearby as it’s points for them and the squad/team. Same goes for the other classes. I’ve said before that the K/D ratio is meaningless as long as there are unlimited respawns. Unlimited respawns allows for throwing caution to the wind because you can always respawn
It means nothing really. It’s just a badge of honor to some if there K/D is high…in their view it means they are better since they don’t die. In the past people used to use their KD as reason that their opinion mattered more but now since people’s stats are not easily obtainable it now has just been for person Al gratification.
Trust me, I have friends that have very low KDs but I will take them over someone with a 3.0KD since they are fun to squad with, play the objective, and are team oriented.
Thanks vball. I agree with you 100%. Having fun is what it’s about at least it’s supposed to be. Seriousness gets in the way of fun and there are quite a few that take the game, and I repeat, game, way to seriously
When do you usually play? @mmarkweII and I play with our clan buddies and night. You are more than welcome to join us. If you’re in Europe @HuwJarz and his clan are very fun to squad up with.
Funny you should ask as I had one who takes it seriously make a negative comment about me wanting to play without issue while my wife was away. Little does he know I’m in a position where I can do what I want when I want except play video games uninterrupted. My wife has to be gone to do that lol. I’m in the Northwest part of the US on Mountain Standard Time. I mainly play between 0400 and 0830 but also jump on whenever I get a chance, usually anywhere between 1300 and 1700. Not sure but I think mmarkwell has gotten me a couple of times as I do recognize that name
With you regarding k/d sometimes a poor one could of been a great game if helping the team.
Personally tonight I have left more games than I have finished. I mean when the games poor its really unplayable the few times for me it plays well its great.
The entire game is just so unpredictable and unbalanced its not a finished product ffs would you buy a washing machine that chose its own speed at random. To have to constantly be bouncing onto different servers to find a game that just plays averagely fairly is just not acceptable. All the DLC does is deflect away from issues that are being ignored typical example go into the server lobby game says 23/24 go to join says in que so leave and yet server still says 23/24, whole industry really needs a good kick up the backside if a games not ready pull the release date.
The server player numbers is just bad especially with the quick match issue thrown in.
Games not consistent at all and puts people off playing you’ve just got to take a look round social media for info.
One thing I didn’t mention because I didn’t feel the need to was even though I disregard the K/D ratio I do manage to rather consistently make the highlights and be in the upper section of scoring by playing the class I believe as intended. When playing Medic I heal and revive my teammates without regard for my safety. That’s my priority, doing what a Medic is supposed to do within reason and as such getting rewarded for it. My score doesn’t matter as much as the team’s does although I will admit there are times I do have to play selfishly because of the way some of the challenges are structured. I just do my best to find the balance and have fun
High latency isn’t so much the problem when it comes to “server performance”. Jitter and packet loss are more the issue in this regard.
Jitter is the fluctuation of latency. All connections have jitter. There’s low variance where the latency rarely changes, yet when it does it’s only by a few ms, then it resettles back to it’s normal base low. Then there’s high variance latency in which the latency value is for the majority of the time always changing.
A “stable” latency of 200ms will not cause server issues, desync etc. A whole team of 200ms players won’t do that either. The only issues you’ll run into hitreg wise in this scenario are the norm death/hits behind cover (delayed damage receival), hits not registering (HP advantage), players warping at times (interpolation correction).
Introduce a few high variance connections and the wtf oddities intensify.
“Latency Jitter” only pertains to the fluctuation of latency.
“Screen jitter” is a client-side processing issue (CPU or GPU)… screen tearing/flickering.
If the CPU cannot process the packet (server tick update) fast enough
if the GPU cannot render the frame fast enough
if the GPU is trying to output 100 FPS when it only supports 60 FPS (monitor refresh rate HZ dictates max renderable FPS)
If you’re cycling from 60Hz to 30Hz client receive rates. The game client will lower the receive rate to 30Hz if you drop below 60FPS. If you’re constantly dipping below 60 and then back up you will in fact cycle between these 2 receive rates.
It’s fascinating when only thinking about one element or layer. When you start looking at the big picture it gets frustratingly complex. Even moreso when you try to explain it in layman’s terms to a non coding audience.
No the flickering crossbones means the player is holding the “skip to spawn” button. Basically saying don’t try to revive this guy cause you don’t make it in time.
High latency isn’t so much the problem when it comes to “server performance”. Jitter and packet loss are more the issue in this regard.
Jitter is the fluctuation of latency. All connections have jitter. There’s low variance where the latency rarely changes, yet when it does it’s only by a few ms, then it resettles back to it’s normal base low. Then there’s high variance latency in which the latency value is for the majority of the time always changing.
A “stable” latency of 200ms will not cause server issues, desync etc. A whole team of 200ms players won’t do that either. The only issues you’ll run into hitreg wise in this scenario are the norm death/hits behind cover (delayed damage receival), hits not registering (HP advantage), players warping at times (interpolation correction).
Introduce a few high variance connections and the wtf oddities intensify.
High latency isn’t so much the problem when it comes to “server performance”. Jitter and packet loss are more the issue in this regard.
Jitter is the fluctuation of latency. All connections have jitter. There’s low variance where the latency rarely changes, yet when it does it’s only by a few ms, then it resettles back to it’s normal base low. Then there’s high variance latency in which the latency value is for the majority of the time always changing.
A “stable” latency of 200ms will not cause server issues, desync etc. A whole team of 200ms players won’t do that either. The only issues you’ll run into hitreg wise in this scenario are the norm death/hits behind cover (delayed damage receival), hits not registering (HP advantage), players warping at times (interpolation correction).
Introduce a few high variance connections and the wtf oddities intensify.
But it’s not just high latency players that can have variance. There are many people who have low latency and lots if variance. I would argue you see more of that than the former.