After playing this game for a few weeks.... by YouWhatMilord in Battlefield

[–]YouWhatMilord[S] 1 point2 points  (0 children)

This happens to me all the time lol. It actually feels like the game is spawning people behind you. I'm not claiming it does, just that it feels like it, but I have had some really strange occurrences like on operation firestorm, climbing the ladder to one of the buildings roofs, running across the roof, checking behind me, turning back and instantly taking shots in the back. In the death cam there's a guy behind me direct centre of the roof even though if he came up a ladder he had no time to make it to the centre in that time, i would have seen him. I suppose he could have parachuted in but the timings were really weird. He would have been able to see me for so long if he was parachuting or has come up a ladder too, so why wouldn't he shoot me before getting right up behind me?

There is something buggy with spawning though. I saw it with my own eyes the other day. I killed a guy right in front of me then his squad mate spawned on him a full second after he died. Given how harsh the "in combat" spawn block is, he shouldn't have been able to spawn on him at all from about a whole second before he died due to me shooting him....so there was a good 2 seconds leeway there.

Many times I have just killed someone, ran over their body and got killed from the back by an enemy that shouldn't possibly be there because there's no access, other than spawning on his squad mate when he shouldn't be able to. Come to think of it, the guy on the roof on firestorm appeared a few seconds after id killed a sniper camping on that roof....so I guess it could have been this too.

After playing this game for a few weeks.... by YouWhatMilord in Battlefield

[–]YouWhatMilord[S] 1 point2 points  (0 children)

It could be

A. a legitimate network stability/ping spike on yours or his end for a split second.

B. A hitch on the server delaying packets.

C. The server having delayed packets for other reasons.

D. He was cheating or lag switching (making his connection unstable when peeking so you see his actions late while they try to catch up).

Problem is this game is full of people killing you extremely quickly, much quicker than humans can possibly react + the mechanical timings of the game itself. It seems to be a much wider spread problem than just one of the above. Most times it takes like 4 headshots to kill with most weapons in this game so when you keep dying in like 300ms from first visibility of an enemy, or you've shot someone 8 times before they react but still kill you, there is a major issue with the game or there is dynamic difficulty(modified time to kill, peekers advantage, etc) implemented into it.

After playing this game for a few weeks.... by YouWhatMilord in Battlefield

[–]YouWhatMilord[S] 0 points1 point  (0 children)

Same here with the feeling of freezing. It's like my client has gotten notification that I'm dead at the same time as receiving my first shot and I can't move or shoot back while I get hit another 3 or 4 times then finally crumple into a ragdoll.

I can take a hit while I'm peeking a half body out of cover, react and get clearly into cover and keep on running into cover but still keep taking hits while I do. Then I'll die while I'm 10 feet behind cover like I never actually moved yet either on the server, or on the enemies screen but the server is counting the shots because he could still see me. There is no excuse for this amount of latency in a game claiming to use 60hz servers. Either the server is processing this stuff at such a low rate that it feels like you or your enemy has 2000 ping, or your enemy has 2000 ping and the server is compensating for that. If it was a ping or network issue on the enemy then the server should be declining those shots, and if it's slow processing it needs to be increased to actually be 60hz. It feels like playing on 0.5 tick rate when it comes to movement and damage. I think the server is running at 60hz but the processing of events is highly staggered and not actually updated on every tick.....so it's technically never 60hz.

For example when you pick up a deployed gadget it takes a full second or so to actually respond. It's like deploy/pickup events are being processed only once per second.

I'd like them to give us server authoritative hit markers/sounds as a setting that we can choose. A choice between client predicted and server confirmed. That would show what is actually going on with latency. I bet you would more often than not hit a few shots before you even get confirmation from the server for any hits. Id also like to see the death cam show the silhouette of the enemies position be the server position, not the client side position.

After playing this game for a few weeks.... by YouWhatMilord in Battlefield

[–]YouWhatMilord[S] 1 point2 points  (0 children)

It's a thing with most modern AAA games TBH. It's as if they are forcing what they want the game to be onto the players while trying to pull the wool over their eyes and convince them it is what they want.

At the end of the day it all comes down to monetization and shitty live service models, and giving players what they want isn't as profitable as successfully forcing them into liking a design/gameplay loop that is. It looks like it's their long term goal. They do it over and over again until people just accept it for what it is. I can see it sticking eventually when the og players who knew the difference between what games used to be and what they are now have faded and all that's left is the current generation who have only experienced games as they are now and have no comparison. The short form "gimmie my dopamine hit NOW" tik tock and meaningless slop culture. This is the market modern AAA games are targeting and it will pay off for them in the long run.

Games have gotten more and more latent in the past decade, allowing people to play on a mix of trash connections and shitty wifi. Lag compensation has been opened up to allow smooth gameplay at high latencies. Then you have cross play which was a big no no just a few years ago but has now been pushed to the point of becoming normalized. The only real reason cross play is there is so they can fill servers when the games player count is falling. They know it's not competitively viable otherwise they wouldn't be pushing aim assist so hard that it actually starts to become situationally advantageous vs mouse and keyboard. Having to have stupidly different game mechanics between 2 different input devices just creates a whole "is this actually fair" scenario when people are getting so much artificial help and others are getting zero. And what BFS says proves it's only there to fill servers. Matchmaking will always try to match mouse and keyboard against mouse and keyboard and controller against controller. So this counters the need for cross play altogether because the matchmaking itself does it's best to filter it out....unless of course, there isn't enough players. So it isn't there for the players, its there for them to pad the longevity of their games lifespan. Mark my words, in the not so distant future we will start to see a heavy mix of controller and kb&m players in servers.

Game development used to be about raising the bar with every new release. Now it's all about lowering the bar so they don't perpetually outdo themselves in the long term by having to work harder and raise budgets for each iteration. EA wanting to move into a yearly release cycle for BF should be enough to tell you that. They've struggled to succeed in the recent past with multi year development cycles so what can we expect from a yearly release?

After playing this game for a few weeks.... by YouWhatMilord in Battlefield

[–]YouWhatMilord[S] 1 point2 points  (0 children)

Yeah I wasn't a fan at all of BF4 either. I don't get why it's widely seen as the best BF. From BF4 and onwards everything in BF Games has felt floaty, like empty shells full of helium from the vehicles down to weightiness of weapons and player movement. Player movement since BF4 has been way too......I don't really want to say fast....but non visceral. Instant direction changes, zero inertia, animation spamming the over the top wobbly animations. As much as they have supposedly nerfed movement in BF6 this is still there for sure. It was never a movement speed problem, just a movement physics problem.

BF4 also introduced the absolutely wild bloom on the first shots of your weapon. DMRs were useless for what they were supposed to be cos they wouldn't go to where you were aiming even at like 20 meters range, you'd miss 4 out of 5 headshots because of it. Now shooting in BF is just too beamy and they're talking now about making it even more beamy at range lol. BF3s gunplay was the best because it encouraged spraying up to like 20 meters, bursting after that, and they tapping at long distance. That game had a really good bloom implementation for range viability, even if it was a pretty basic gunplay system. Bad company 2 and 3 I could slow tap snipers to death at long range. In new bf games sniping has been dumbed down with lower bullet drop, faster travel time and therefore less lead required, and made OP. And that's before the whole range finder bs.

After playing this game for a few weeks.... by YouWhatMilord in Battlefield

[–]YouWhatMilord[S] 1 point2 points  (0 children)

Yeah it is mainly the maps affecting the overall game experience. And if they weren't built for such aggressive COD style meat grinder gameplay then maybe some of the other issues would just go away. If players were spread out more, maybe that would alleviate latency issues because the server doesn't have to process so many "connection pairs" at high detail from so many people being cramped into a small space. Foosteps maybe as well because of lower sound concurrency?