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Hit Detection

Comments

  • KingTolapsium
    5164 postsMember, Battlefield 3, Battlefield 4, Battlefield Hardline, Battlefield, Battlefield 1, CTE Member
    VBALL_MVP wrote: »
    d3v1lzwayz wrote: »
    I am glad to see this issue is getting attention. I actually posted a thread labeled what the hellEA/Dice and received a tremendous amount push back from a lot of people including a moderator. This is such an amazing game, with a few fixes it could easily be one of the best. I do want to point out that since the release of the Nivelle nights map, my experience has been noticeably better. With the massive amounts of code written for this game there is bound to be a few bugs here and there. I just hope that BOTH of the underlying issues are adpressed. It's not just the HIT DETECTION from low ping to high ping, also the HIT REGISTRATION on the server seems to need a bit of tweaking. The infamous "One Shot" from high to low ping players is really disadvantageous. Not only do you not know the bullets are flying until they all register at once, it seems like the lag from the server registration is also causing the hit indicators( red flashes on your screen) to appear they are coming from the wrong direction. So not only do you die, you fatally give your squad the wrong info on bad guy location.

    basically as a low ping player I can be one shot over 40 yards by an assault class while I aim and hit with the Martini (in its sweet spot).. which is usually a one shot kill, or at worst 80 damage, which I follow up with a mars bar shot to make sure.
    Sounds like you hit the person when they were ADS so instead of hitting them in the chest you hit them in the arm.

    Which is infuriating design....
  • VBALL_MVP
    3357 postsMember, Battlefield 3, Battlefield 4, Battlefield Hardline, Battlefield, Battlefield 1 Member
    VBALL_MVP wrote: »
    d3v1lzwayz wrote: »
    I am glad to see this issue is getting attention. I actually posted a thread labeled what the hellEA/Dice and received a tremendous amount push back from a lot of people including a moderator. This is such an amazing game, with a few fixes it could easily be one of the best. I do want to point out that since the release of the Nivelle nights map, my experience has been noticeably better. With the massive amounts of code written for this game there is bound to be a few bugs here and there. I just hope that BOTH of the underlying issues are adpressed. It's not just the HIT DETECTION from low ping to high ping, also the HIT REGISTRATION on the server seems to need a bit of tweaking. The infamous "One Shot" from high to low ping players is really disadvantageous. Not only do you not know the bullets are flying until they all register at once, it seems like the lag from the server registration is also causing the hit indicators( red flashes on your screen) to appear they are coming from the wrong direction. So not only do you die, you fatally give your squad the wrong info on bad guy location.

    basically as a low ping player I can be one shot over 40 yards by an assault class while I aim and hit with the Martini (in its sweet spot).. which is usually a one shot kill, or at worst 80 damage, which I follow up with a mars bar shot to make sure.
    Sounds like you hit the person when they were ADS so instead of hitting them in the chest you hit them in the arm.

    Which is infuriating design....

    And to some, so is the sweet spot mechanic.
  • lizzard
    819 postsMember, Battlefield 3, Battlefield 4, Battlefield, Battlefield 1 Member
    VBALL_MVP wrote: »
    VBALL_MVP wrote: »
    d3v1lzwayz wrote: »
    I am glad to see this issue is getting attention. I actually posted a thread labeled what the hellEA/Dice and received a tremendous amount push back from a lot of people including a moderator. This is such an amazing game, with a few fixes it could easily be one of the best. I do want to point out that since the release of the Nivelle nights map, my experience has been noticeably better. With the massive amounts of code written for this game there is bound to be a few bugs here and there. I just hope that BOTH of the underlying issues are adpressed. It's not just the HIT DETECTION from low ping to high ping, also the HIT REGISTRATION on the server seems to need a bit of tweaking. The infamous "One Shot" from high to low ping players is really disadvantageous. Not only do you not know the bullets are flying until they all register at once, it seems like the lag from the server registration is also causing the hit indicators( red flashes on your screen) to appear they are coming from the wrong direction. So not only do you die, you fatally give your squad the wrong info on bad guy location.

    basically as a low ping player I can be one shot over 40 yards by an assault class while I aim and hit with the Martini (in its sweet spot).. which is usually a one shot kill, or at worst 80 damage, which I follow up with a mars bar shot to make sure.
    Sounds like you hit the person when they were ADS so instead of hitting them in the chest you hit them in the arm.

    Which is infuriating design....

    And to some, so is the sweet spot mechanic.

    Noope its simply bad design..

    You can fire at someone. Hit them in their arm, pas through their head and not kill them.
    While the guy standing behind them, takes the bullet to his head and dies..

    Simply put. Its bad design!
    Sweet spot is also a bad design by the way..
  • mischkag
    214 postsMember, Developer
    @PRESIDEN7_TRUMP: I dont even wanna go back as far as BF3, but in BF4 the RSP was done by private bare metal server providers who agreed to certain security guidelines/basics and provided the actual server to the RSP. It was quite a maintenance effort to administrate and also posted a huge security risk.
    Now we are depending on actual cloud services which makes it harder to just spin up some new servers anywhere, but also has the benefit of having the cloud service providers making sure to have good ISP routes to their server centers.

    @KingTolapsium: A high ping jitter does have 2 negative effects on all other players: movement jitter which is mitigated as much as i can do without inducing lots of more additional latency and combined damage/suppression effects. The latter will be fixed in the next update (if it makes the cutoff).
    If you say ping jitter has to be clamped: how exactly do u envision that? Any additional buffering results in more latency and delayed damage effects. The server side hit detection does provide a penalty to high ping players, but i dont want this game to apply a punishment model for anyone outside defined good internet conditions.
    What are your suggestions? I do have some users on Twitter which complain about the jitter correlated High Ping Variance icons, but they have no idea what causes that. Should we tell them: go buy a router which controls your game load ensuring a stable ping? How do we handle that? I believe high ping jitter on low ping connections is most likely caused by local usage patterns which can be avoided by setting up the routing rules better, but not everyone is a specialist enough or willing to do it.

    About damage drop of and spread, i know it is not particularly satisfying, but that's game design. I may also not agree to it, but that may be something you could suggest to test on CTE and it may end up being something we may pursuit...console CTE to come very soon.

    @BAYMACC: The telemetry for 32 players @60Hz was not good. The average fps were in the low 50s range with extensive durations in the low 40's. I wish it could be easily fixed, but the constant load of 60 simulation steps for 32 players proved to be too high on average to handle any sort of additional load (when players spawn, lots of effects play, vehicles get costly etc.). When you play the game and your fps drops between 30 and 60 depending on vsync, the input feels less consistent and you actually get a worse experience than before with 30. We had plenty of reports that it feels sluggish, so we reverted back to 60 and kept the 60Hz for 24p modes.

    @kniphtee: How exactly are the super high ping players destroy the game for you? Is it the encounters with them directly? Are they unkillable or do u perceive the entire server to perform bad? Have u ever played with a ping like that? I wonder how they can ever hit anybody to begin with...,maybe some of them are using some type of lag switch devices, but i put in code long time ago to render this useless.

    @oJU5T1No: There is no such thing as lagging out a server. No connection influences the other. Sure high packet loss results in some redundant sends, but it is not a lockstep game like FIFA or so. Of course hitting these high ping players and their effect on you is suboptimal. But we are applying penalties and limits already. I implemented changes to mitigate these jitters on their input. But there is the underlying issue of not having servers with ping limits. I know you guys want that too, but it is what it is right now and if you listen to complaints of high pingers, their game is certainly compromised once they are above the 160/200ms limit.

    @daveseargeamt: At super low pings, the game may be too aggressive. So you basically have the shortest 'leash' to the server and it may apply it too aggressively. So all other players have ping jitter while the game tries to stay aggressive keeping your 'leash' to the server as short as it gets. Do you have some footage for that? I am a bit reluctant to artificially delay/buffer your super low ping...
  • misisipiRivrRat
    281 postsMember, Battlefield 3, Battlefield 4, Battlefield, Battlefield 1 Member
    edited June 28
    @mischkag,

    I can assure you that players above 200ms are doing very well in this game. I spectated a few matches this past weekend and watched as some guy just steam rolled everybody. His connection was fluctuating wildly from like 400ms to 999ms. Another player who if I remember correctly was fluctuating from like 200ms to the 400's and he too just wrecked other players.
    And are you saying that many high ping players in a server don't cause any gameplay problems for lower ping players? Let's say 7 players in a Frontlines match with 150ms connection. Just o set the record straight. Thank you!

    P.S.

    If you were given the choice of two servers to play in, one with many high ping players populating it and the other with all players below 100ms. Which one would you choose to play in or is there no difference? Thanks again!
  • oof14346
    862 postsMember, Battlefield 3, Battlefield 4, Battlefield, Battlefield 1 Member
    @mischkag,

    I can assure you that players above 200ms are doing very well in this game. I spectated a few matches this past weekend and watched as some guy just steam rolled everybody. His connection was fluctuating wildly from like 400ms to 999ms. Another player who if I remember correctly was fluctuating from like 200ms to the 400's and he too just wrecked other players.
    And are you saying that many high ping players in a server don't cause any gameplay problems for lower ping players? Let's say 7 players in a Frontlines match with 150ms connection. Just o set the record straight. Thank you!

    If my connection goes over 160, I start to struggle. At 200, I switch to medic or support, because I lose just about every 1v1. Maybe other people are better at circumventing SSHD than I am.
  • VBALL_MVP
    3357 postsMember, Battlefield 3, Battlefield 4, Battlefield Hardline, Battlefield, Battlefield 1 Member
    oof14346 wrote: »
    @mischkag,

    I can assure you that players above 200ms are doing very well in this game. I spectated a few matches this past weekend and watched as some guy just steam rolled everybody. His connection was fluctuating wildly from like 400ms to 999ms. Another player who if I remember correctly was fluctuating from like 200ms to the 400's and he too just wrecked other players.
    And are you saying that many high ping players in a server don't cause any gameplay problems for lower ping players? Let's say 7 players in a Frontlines match with 150ms connection. Just o set the record straight. Thank you!

    If my connection goes over 160, I start to struggle. At 200, I switch to medic or support, because I lose just about every 1v1. Maybe other people are better at circumventing SSHD than I am.

    I agree. I've played with high latency and it is awful. Now if I say jumped in a tank or sniped from spawn I could probably rack up the kills but outside if that it is just bad.

    As you said maybe some are playing more conservative or they are in vehicles. Looking at someones KD in a match doesn't always give you and accurate picture either.
  • MrUpvote
    3671 postsMember, Battlefield 3, Battlefield 4, Battlefield Hardline, Battlefield, Battlefield 1 Member
    VBALL_MVP wrote: »
    oof14346 wrote: »
    @mischkag,

    I can assure you that players above 200ms are doing very well in this game. I spectated a few matches this past weekend and watched as some guy just steam rolled everybody. His connection was fluctuating wildly from like 400ms to 999ms. Another player who if I remember correctly was fluctuating from like 200ms to the 400's and he too just wrecked other players.
    And are you saying that many high ping players in a server don't cause any gameplay problems for lower ping players? Let's say 7 players in a Frontlines match with 150ms connection. Just o set the record straight. Thank you!

    If my connection goes over 160, I start to struggle. At 200, I switch to medic or support, because I lose just about every 1v1. Maybe other people are better at circumventing SSHD than I am.

    I agree. I've played with high latency and it is awful. Now if I say jumped in a tank or sniped from spawn I could probably rack up the kills but outside if that it is just bad.

    As you said maybe some are playing more conservative or they are in vehicles. Looking at someones KD in a match doesn't always give you and accurate picture either.

    Yep
  • MitsosKt94
    36 postsMember, Battlefield 3, Battlefield 4, Battlefield, Battlefield 1 Member
    edited June 28
    I would like to ask something a little bit out of topic but because i follow this thread for a long time now i know there are a lot of experienced people who might have an idea about the problem i wanna state.

    So does anyone else have issues regarding frame drops in-game? I'm on a ps4 system and this started after spring patch. We are close to July's update now and i don't see any improvement or an official statement from Dice devs why this happening or if there is a future plan to improve this issue.

    Also i would like to inform me if there are ways for dice to improve frame drops on the ps4 system and what are those ways?

    Thanks for any help fellow gamers :)
  • KingTolapsium
    5164 postsMember, Battlefield 3, Battlefield 4, Battlefield Hardline, Battlefield, Battlefield 1, CTE Member
    MitsosKt94 wrote: »
    I would like to ask something a little bit out of topic but because i follow this thread for a long time now i know there are a lot of experienced people who might have an idea about the problem i wanna state.

    So does anyone else have issues regarding frame drops in-game? I'm on a ps4 system and this started after spring patch. We are close to July's update now and i don't see any improvement or an official statement from Dice devs why this happening or if there is a future plan to improve this issue.

    Also i would like to inform me if there are ways for dice to improve frame drops on the ps4 system and what are those ways?

    Thanks for any help fellow gamers :)

    There are still what I would call significant drops on my pspro, and I know on base ps4 there are still issues.

    @mischkag

    I would love it if we could have tiers of performance options. Seeing as any lost frames or frame pacing can result in significant alteration of consistency, which impacts the perception of the netcode greatly.

    Especially for 64p servers/lobbies, as dropping frames at 30hz is brutal, making what should be smooth concise gameplay into a lottery that looks like a slideshow.

    Ps4/Xbone:

    Performance Mode: Prioritizes framerate (~58-60fps), forcing lower resolution and increasing the role of dynamic resolution. Decrease Lod rendering dostances and decrease particles.

    High Resolution Mode: Basically the current default options.

    PsPro/Xb-O-X:

    Performance Mode: Prioritizes framerate (~58-60fps), forcing lower resolution and increasing the role of dynamic resolution. Decrease Lod rendering dostances and decrease particles.

    High Resolution Mode: Prioritizes 1440p and up, the 4k aspect is one of the defining features of the mid-cycle upgrades, it would make sense to offer it as a distinct option.

    Graphics Mode: Prioritizes Visuals and Performance, basically an analog of the current setup.

    Seeing as the team will be spending some time optimizing the Xbox One X build soon, prioritizing performance options for all players should also be on the table.

    Plus any console game with performance options gets a lot of free press and praise, that never hurts.
  • lizzard
    819 postsMember, Battlefield 3, Battlefield 4, Battlefield, Battlefield 1 Member
    @mischkag
    I think KingTolapsium is on track with Both with the limitations of jittery, and packet loss heavy connections.

    Also the ability to lower some graphics to ensure a more stable fps value. Is of best interest for the game.

    About my idea for a gamemode without the new fancy mechanics, as mentioned earlier.

    I strongly belive that it should be implemented in the regular game, under custom games.
    So it can reach the entire playerbase!

    There is already gamemodes like.
    Fog of war.
    Line of sight.
    Standard issue rifles. Etc..
    That changes the gameplay completely. So another gamemode would only bring more to the game.
    And by a bigger audience, and a bigger diversity in connection qualities.
    You would have a much larger span of information and feedback at your hands.

    Waiting for cte isn't going to work..
    And if such a gamemode was tested during cte. You wouldn't reach enough players to get any info about, what the majority of players think. Sadly..

    About the "no highpingers effect serverperformance"

    A couple of days ago I played the dlc maps with some of my friends.
    Worked quite well, except for many collision with terrain and invisible wall's.

    Suddenly the game whent strange.
    In our squad, we started having fps drops. Problem waulting.
    Problem going prone.
    Issues hitting players.
    Game became stuttering in some way.

    It showed that a bunch of higly unstable ping players had joined the opposite team.
    And they where doing extremely well.. A kd of 2-5.
    High up in the scoreboard.

    The netgraph showed nothing strange!
    SrvTick value was jumping fast back and forth between 10-16ms.

    The entire server died because people left from our team..
    I don't know why the gameplay suddenly started to suffer?
    But I do know that every one in my squad feelt it.
    And that people from our team started to quit in a rapid pace..

    And this is nothing unusual..
  • kniphtee
    136 postsMember, Battlefield 3, Battlefield 4, Battlefield, Battlefield 1 Member
    d3v1lzwayz wrote: »
    I am glad to see this issue is getting attention. I actually posted a thread labeled what the hellEA/Dice and received a tremendous amount push back from a lot of people including a moderator. This is such an amazing game, with a few fixes it could easily be one of the best. I do want to point out that since the release of the Nivelle nights map, my experience has been noticeably better. With the massive amounts of code written for this game there is bound to be a few bugs here and there. I just hope that BOTH of the underlying issues are adpressed. It's not just the HIT DETECTION from low ping to high ping, also the HIT REGISTRATION on the server seems to need a bit of tweaking. The infamous "One Shot" from high to low ping players is really disadvantageous. Not only do you not know the bullets are flying until they all register at once, it seems like the lag from the server registration is also causing the hit indicators( red flashes on your screen) to appear they are coming from the wrong direction. So not only do you die, you fatally give your squad the wrong info on bad guy location.

    I like your explanation of the issue in the mid section of your text. It is exactly what I experience - basically as a low ping player I can be one shot over 40 yards by an assault class while I aim and hit with the Martini (in its sweet spot).. which is usually a one shot kill, or at worst 80 damage, which I follow up with a mars bar shot to make sure. To have a really cracking game now, I have to play OOR to effectively raise my Ping from 20 to 80, so that I experience this from the other side.. It is both a server and net code issue, and got worse at recent update.

    So this explains why low ping (getting my service fixed with the cable company) has me having terrible games (but usually just with the first join in game). My ping hangs around 24 and about as high as 35 and as low as 7 on US east servers (in my region) but have noticed that it is better to play on west coast US servers because my ping ranges from 45 - 90 and I don't notice the first game and I don't get one banged nearly as much. So if high ping is bad then so is low ping - goofy science going on. Yesterday played a round on a 24/7 Nivelle US East server and the second round everything went to pot due to a few players on each side of the battle (conquest by the way) having pings that were over 270 - players started quitting and the lag was horrible. Finished the round begrudgingly and jumped over to another random vanilla server - I cannot wrap my head around players having these 300+ ping players enjoying the game? It has to be horrible for them and it is just ruining it for everyone else - by the end of that game it was 17-23 player count and 3 of our teammates were fresh in and 4 of the enemies...I don't get the enjoyment - is it just trolling? There was a squad 'boosting' where they'd gas themselves, a medic would revive the suicider and the ammo guy would resupply - what is the point of this - are revives that hard to find?
  • oJU5T1No
    817 postsMember, Battlefield 3, Battlefield 4, Battlefield Hardline, Battlefield, Battlefield 1 Member
    edited June 28
    mischkag wrote: »
    @oJU5T1No: There is no such thing as lagging out a server. No connection influences the other. Sure high packet loss results in some redundant sends, but it is not a lockstep game like FIFA or so. Of course hitting these high ping players and their effect on you is suboptimal. But we are applying penalties and limits already. I implemented changes to mitigate these jitters on their input. But there is the underlying issue of not having servers with ping limits. I know you guys want that too, but it is what it is right now and if you listen to complaints of high pingers, their game is certainly compromised once they are above the 160/200ms limit.

    "lagging out the server" its most likely not the technical term for what is happening but thats how the game feels when theres 5+ high latency players on the server the issue is made 10x worse by players with varying pings. And when they get stacked together on 1 team that team steam rolls the other.
  • KingTolapsium
    5164 postsMember, Battlefield 3, Battlefield 4, Battlefield Hardline, Battlefield, Battlefield 1, CTE Member
    oJU5T1No wrote: »
    mischkag wrote: »
    @oJU5T1No: There is no such thing as lagging out a server. No connection influences the other. Sure high packet loss results in some redundant sends, but it is not a lockstep game like FIFA or so. Of course hitting these high ping players and their effect on you is suboptimal. But we are applying penalties and limits already. I implemented changes to mitigate these jitters on their input. But there is the underlying issue of not having servers with ping limits. I know you guys want that too, but it is what it is right now and if you listen to complaints of high pingers, their game is certainly compromised once they are above the 160/200ms limit.

    "lagging out the server" its most likely not the technical term for what is happening but thats how the game feels when theres 5+ high latency players on the server the issue is made 10x worse by players with varying pings. And when they get stacked together on 1 team that team steam rolls the other.

    Perhaps it's the server tick variance during heavy fluctuation?

    Maybe minor variations in send rate effect the client enough to manifest tangibly ? Variation could potentially cause a mistimed client packet reception if I'm not mistaken.

    Having that issue occur in a high density might make it feel like the server is "lagging out". I know I've "felt" similar seemingly intangible issues with a lot of poor connections present.
  • kniphtee
    136 postsMember, Battlefield 3, Battlefield 4, Battlefield, Battlefield 1 Member
    edited June 28
    @kniphtee: How exactly are the super high ping players destroy the game for you? Is it the encounters with them directly? Are they unkillable or do u perceive the entire server to perform bad? Have u ever played with a ping like that? I wonder how they can ever hit anybody to begin with...,maybe some of them are using some type of lag switch devices, but i put in code long time ago to render this useless.
    @mischkag - reply to ?'s above - the players are basically unkillable with a 5 shot weapon and the whole game was jitters - honestly thought the game was going to freeze out and reboot black screen, I did play with a scattered ping reaching 300 or so months ago until I got on Time Warner's (now Spectrum's) **** and now my ping is a steady 24 (high as 35 and low as 7), I have no idea how it could be enjoyable - it is beyond me??? This scenario has happened several times over the past three or so days where servers just empty out because it is incredibly difficult to enjoy with some high ping (300+) players. Posted a note earlier about a game on Nivelle that went similar with several teammates and opponents who were consistently over 270 ping and the game is quite lousy - jump out that game and play another - was curious if it was just trolls? Separate question - what is the optimum ping? I've had some bad jittery games with a ping under 10 (no high ping players) and several players said that it is too low for optimum play, is it? I've had some better gameplay experiences playing on US West (I live in US East) with a ping 40-80 or so - these topics are beyond my distinguishing and am trying to figure out what works best. Thanks again for all the hard work and responding to our gripes.
  • oJU5T1No
    817 postsMember, Battlefield 3, Battlefield 4, Battlefield Hardline, Battlefield, Battlefield 1 Member
    Everything looks fine on the netgraph, in 32 a side conquest match I fail to believe everyone of them 32 players have connection issues but the game is very out-of-sync no matter who on the opposite team your interacting with the only thing thats consistent is a stack of normally 5+ high latency players on that team.
  • daveseargeamt
    594 postsMember, Battlefield 4, Battlefield Hardline, Battlefield, Battlefield 1 Member
    mischkag wrote: »
    @PRESIDEN7_TRUMP: I dont even wanna go back as far as BF3, but in BF4 the RSP was done by private bare metal server providers who agreed to certain security guidelines/basics and provided the actual server to the RSP. It was quite a maintenance effort to administrate and also posted a huge security risk.
    Now we are depending on actual cloud services which makes it harder to just spin up some new servers anywhere, but also has the benefit of having the cloud service providers making sure to have good ISP routes to their server centers.

    @KingTolapsium: A high ping jitter does have 2 negative effects on all other players: movement jitter which is mitigated as much as i can do without inducing lots of more additional latency and combined damage/suppression effects. The latter will be fixed in the next update (if it makes the cutoff).
    If you say ping jitter has to be clamped: how exactly do u envision that? Any additional buffering results in more latency and delayed damage effects. The server side hit detection does provide a penalty to high ping players, but i dont want this game to apply a punishment model for anyone outside defined good internet conditions.
    What are your suggestions? I do have some users on Twitter which complain about the jitter correlated High Ping Variance icons, but they have no idea what causes that. Should we tell them: go buy a router which controls your game load ensuring a stable ping? How do we handle that? I believe high ping jitter on low ping connections is most likely caused by local usage patterns which can be avoided by setting up the routing rules better, but not everyone is a specialist enough or willing to do it.

    About damage drop of and spread, i know it is not particularly satisfying, but that's game design. I may also not agree to it, but that may be something you could suggest to test on CTE and it may end up being something we may pursuit...console CTE to come very soon.

    @BAYMACC: The telemetry for 32 players @60Hz was not good. The average fps were in the low 50s range with extensive durations in the low 40's. I wish it could be easily fixed, but the constant load of 60 simulation steps for 32 players proved to be too high on average to handle any sort of additional load (when players spawn, lots of effects play, vehicles get costly etc.). When you play the game and your fps drops between 30 and 60 depending on vsync, the input feels less consistent and you actually get a worse experience than before with 30. We had plenty of reports that it feels sluggish, so we reverted back to 60 and kept the 60Hz for 24p modes.

    @kniphtee: How exactly are the super high ping players destroy the game for you? Is it the encounters with them directly? Are they unkillable or do u perceive the entire server to perform bad? Have u ever played with a ping like that? I wonder how they can ever hit anybody to begin with...,maybe some of them are using some type of lag switch devices, but i put in code long time ago to render this useless.

    @oJU5T1No: There is no such thing as lagging out a server. No connection influences the other. Sure high packet loss results in some redundant sends, but it is not a lockstep game like FIFA or so. Of course hitting these high ping players and their effect on you is suboptimal. But we are applying penalties and limits already. I implemented changes to mitigate these jitters on their input. But there is the underlying issue of not having servers with ping limits. I know you guys want that too, but it is what it is right now and if you listen to complaints of high pingers, their game is certainly compromised once they are above the 160/200ms limit.

    @daveseargeamt: At super low pings, the game may be too aggressive. So you basically have the shortest 'leash' to the server and it may apply it too aggressively. So all other players have ping jitter while the game tries to stay aggressive keeping your 'leash' to the server as short as it gets. Do you have some footage for that? I am a bit reluctant to artificially delay/buffer your super low ping...

    Happy to grab some footage - how do I do it? Accept I a noob at this producing footage stuff.. as never done it before.. My ping today was 16 on EU servers.. as did another trial run to see what it was like.. Interestingly had my first server disconnect for nearly four months, and the next game was fine, with the odd hit detection issue..
  • daveseargeamt
    594 postsMember, Battlefield 4, Battlefield Hardline, Battlefield, Battlefield 1 Member
    @mischkag I have added your request for footage on the PS4 thread too, as there is a slew of discussions there about playing OOR to offset low ping and the downside of this.. It seems we have all discovered playing OOR with a ping around 70-80 solves all of our issues. We just cannot play in our region sadly.
  • KingTolapsium
    5164 postsMember, Battlefield 3, Battlefield 4, Battlefield Hardline, Battlefield, Battlefield 1, CTE Member
    Perhaps bringing back the "Network Smoothing Factor" slider from launch BF4, would be a good solution?
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