Ping Increase, explanation DICE?

I guess it depends on your playstyle but every 30 ping is 1kd ratio for me roughly, i sit at about 3-4 kd average and it goes up by 1 every 30 ping i lose, or down by 1 for every 30 i gain.
So maybe it depends if your playing a high heat style like i do or a more laid back style like sniping.

Also don’t bring stats into it, they are a joke and are pointless for anything apart from stroking a try hards ego, good players experiment, good players don’t stress, you can’t do either if your worried about dying.

In the menu it shows 25-28 ping, but in-game it shows 50. Strange.

missile falling to ground sound

I’ve not played an FPS since BF3 (or any other FPS for that matter) I bought BFV long after alpha release so the learning curve was quite steep in terms of knowing maps & weapon effectiveness/unlocks along with predominantly playing solo. 2142 was the last FPS I played seriously and was top 200 recon worldwide. ‘‘Most players are in the 50-100ms latency bracket’’ - bold assumption. I’ve only ever played FPS under 30ms so anything above has an abnormal feeling to me personally.

I’m afraid you are just showing a complete lack of understanding regarding how latency affects gameplay.

Let me enlighten you;

Example A - You have half a second (500ms) to respond to x situation, your latency is 50, this gives you 450ms to respond.

Example B - You have half a second (500ms) to respond to x situation, your latency is 150, this gives you 350ms to respond.

You must then factor in your reaction time which I personally would assume for most players is in the 220-375ms range. (see above link I posted)

Example A - with a latency of 50 and a reaction time of 375 you are able to respond within the 500ms timeframe (reaction time of 425ms)

Example B - with a latency of 150 and a reaction time of 375 you are not able to respond within the 500ms timeframe (reaction time of 525ms)

Summary; Lower latency improves the ability to effectively respond to x situation. Higher latency impacts the ability to effectively respond to x situation or removes the ability to respond in its entirety - comprende?

This as a general rule is why competitions are/were held on LAN with identical PC’s and peripherals as the latency and other factors are removed and it boils down to a players ability to react rather than other variables.

The abnormal gameplay you speak of is otherwise known as packet loss and is related to ping but is essentially the loss of data going serverside I believe which results in the jumping/rubberbanding etc. (I’m not 100% sure on this so more than happy to be corrected by someone that knows)

You are forgetting a very important part: the server capacity and server tick, netcode and compensation for poor connection players.

You can have the best ping and reaction time in the world, if the information (location) of the players that you try to shoot is delayed or not accurate you are not going to hit a damn thing …

I believe this is partly covered by packet loss?

My ping has jumped about 60ms and just in case you missed it- a re-post:

BFV’s fast TTK is frustrating at times. So here’s just a few numbers to mull over. I’ve simplified the units down to milliseconds (ms)

A 600rpm full auto weapon fires a round every 100ms.
A 1200rpm full auto weapon fires a round every 50ms.
A 180rpm semi auto weapon fires a round every 333ms and also equates to pulling a trigger 30 times in 10 seconds.
A 360rpm semiauto equates to 60 triggers pulls in 10 seconds (upper limit, but in BFV you need only the first 3 to 5!).
Human finger reaction time with training and a startle factor is about 100ms (upper limit) with novice times of 150ms typical.

These data show all the living and death in BFV swirls around differences of just 10s of milliseconds. You can do you own math for the TTK estimate for your favorite gun (aka. damage profile). Add your TTK to your reaction time and ping and it’s obvious what a ping differential between players of 60ms can make.

So, my ping group of 75 to 100ms (mine is about 90ms avg, but floats from 75 to 100 with typical connection quality- pre last patch- now 140-160ms) compared to players with 30ms ping shows just how short life is in the eternity of the 60ms of the past in which I live and die, over and over…

In other words ping makes significant competitive difference in BFV!

That may be based on your skill level, consider less skilled players have much less margin for error and you can see how a change in ping might hurt. I’d disagree with moderately higher ping having no impact. While you may not see obvious signs of ping issues like you describe, I’ve definitely experienced more subtle issues that others have mentioned, inconsistent hit markers and the feeling it’s taking 1-2 extra bullets to get a kill. I’m no tech whiz, so maybe it’s correlation and not causation with the higher ping, but either way I’m looking forward to them patching again and hoping for better.

I think this sums it up perfectly, it’s more the instability and inconsistency it’s created. Before the patch I could fire on targets and take down to a very set rhythm, that has been seriously thrown off now.

"With this update, we have fixed the issues introduced in 4.4 that was causing the latency numbers to display incorrect values on the scoreboard. "

Turns out it wasn’t lagging at all but simply a display issue.

In other words “we couldn’t find the reason for the lagspikes so instead of fixing the problem we gonna cut displayed ping in half and call it a day”.

I hope this was just an error in communication or something.

Haha. Yep, you guys were imagining it. You’re just weak-minded, apparently. You saw the doubled ping and invented latency issues. Thanks DICE.

I have not had any issues with latency and ping playing the new patch today and the ping is back to its normal value. So far it seems fixed at my location. Will need to do more testing ofc.

Sounds good I’ll check it out tonight.

With the release of this patch, please let us know if your experience has improved.

Hopefully it’s fixed! Got s free day to play today!

Does the hit reg get weak after 5 or 6 games in the same server? In the early goings my model 18 is a great 2 shot kill. But if i’m still around for a lot of matches. After a while it seems the hit reg or something fails and it becomes a 3 shot kill or a die. I hope that’s fixed today.

Ok for one, score per minute doesnt equal kdr. The only one here bring up kdr is you. So if your stroking a high kdr it’s only you trying to be a try hard.

I bring up over all stats… if you looked you can see I play all classes and have a even score per minute between them.

As far as high latency vs game style. Sniping is harder on a higher ping do to lag, warping and bullet delay. Run and gunning is easier when lagging. People don’t use lag switches to snipe but they do for cqb run and gunning.

The issue I pointed out is you get game play anomalies when you get into the 180ms times, people ghosting into the air, shots not registering ect. There is a correlation between these abnormal ping times and anomalies.

Servers seem to be the worse when. You get out of region players and then high connection speed players in the same server.. some one running 300+ ping times and a person with a 20ms ping time in the same server and it’s like the server has a stroke.

The smoothest I’ve seen bf servers run is when everyone is with in 50 or so ms of each other. This is a bf specific issue as the latency gap doesn’t effect other games in the same way.

Noticed that ages ago and thought it was just me.
Seems the longer the game time the worse the hit reg becomes.

Model 8 begins to do < 50 dmg to the body past 50 metres. 3-hits to the body on undamaged opponents will be necessary at ranges beyond that. Also remember that there is a damage reduction modifier happening on every shot that passes through scenery.