aSoireeForSquids

Are you able to comment at all about the issue many players are experiencing with stats not updating at all currently? Mine are only tracking when I get wins and I have evidence of Kills having been removed from my total stats. I also had 6 wins disappear from my account when stats stopped tracking properly

Yes. I can confirm that we have identified the cause of that and have fixed it internally. I do not know when that fix will roll out, but I do not believe it will be in the pending hotfix (with the Seer nerf). But a fix IS coming. I also know that for SOME players, their stats seem to eventually correct like 24ish hrs post-match, though this seems to be the exception.

gatlginngum

don't the respawn flairs usually have the person's specific job in them? are you just the entire respawn? :D

I think it's controlled by Reddit. I don't think I can update it. But no, definitely not all of Respawn. My specific job is "Technical Game Designer"

pingulongu

I think he means when a new season starts if you queue for your first ranked game it shows your previous seasons rank above the legend instead of what it’s reset to.

Ah ok. That makes sense. It's just around timing. We draw the badge before we reset your rank. But under the hood, as far as the server is concerned, your rank is definitely the new rank as soon as you enter the lobby.

guntassingh26

Have you tried this: you knocked a player, your team dies, another team comes and kill that knocked player..so there is always a msg displayed as "eliminated" but we don't actually get kill (bcz my full team is dead) maybe that elimination we get after the team dies maybe it's that

Yup. I was actually pretty sure that was the cause. But nope. At least in our testing, that kill gets credited to no one.

AlcatorSK

Considering you have not yet made it so that at the start of a season, Rank automatically goes down by 1.5 without having to go through one match...

Your database seems to be "Match-driven", as if updates could not happen outside a match.

It would then make sense that kills in the first match are counted towards the old season.

The seasons are hard-anchored to timestamps. So there's no way that you could play Seer in a S9 match. I'm fairly confident the kills are being lost and not attributed to the "wrong" season. The match happening is obviously what triggers the update, because you can't get kills in the lobby. But it's anchored to time.

I'm curious what you mean about rank though. Your rank resets as soon as you hit the new lobby. You should get the popup saying, "a new season has started. you rank has been reset to XYZ." No need to play a match to see that. Same reason that if you login to the game before you've downloaded the update you can't actually play a match, etc.

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dannyboy222244

From my experience, I've never seen it on an old legend. It's always the one that was launched with that Season

I've noticed that as well, though I'm not sure if it's just because it's most obvious on a new legend because the two numbers so obviously MUST be the same. Or it's actually related to them being new.

the8bit

Not to be another drive-by diagnoser of problems in other peoples software, but if the lines are basically on top of each other but not handled atomically via a single transaction, sure as hell sounds like something that could happen due to a host failure or disconnect causing the first to apply but not the second. That would be incredibly hard to reproduce in local testing too as partially committed transactions / race conditions are a bitch.

Without getting too deep into the weeds, it is a single transaction that does the actual update. But drive dy diagnosing is not a big deal. I wouldn't have posted if i wasn't okay with some back seat development.

I also suspect that it's related to timestamps. Spoofing time so that it behaves exactly the way a real clock does is just hard. I've never seen any sort of time simulation behave exactly the same way as real time, which is why I suspect we can't repro this.

This is a consistent issue at the start of each season for some players but it's not one that we've ever been able to successfully reproduce internally. We've tried every theoretical combination around leaving matches, downed enemies, downed self, disconnects, etc. And they never get out of sync. But some players report this near the start of every season. There's no logical reason for this to happen - the lines that make the updates to these stats are basically right on top of each other. I wish I had a better answer. We know it happens. But it's still not at all clear why. And there's nothing I'd change about the way that we handle this flow from a logic perspective. I can definitely say it's not a case of us ignoring it. I'd love to fix this. But I just don't know what to actually "fix."

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IssabelCosplay

Thank you very much! It was a lot of work but I love every small detail of this crazy girl! You guys did a really good job designing her! ❤️

The person who did her design is an absolutely amazing artist.

There were at least three people who just worked on the model alone (Head/Body/Sheila) Super excited to see a cosplay of her :) And an awesome one at that!

That's so great! And you made Sheila! <3

Edit: just wanted to add that I wish there was such a thing as copy/paste IRL. Even just making those shoes must have been time consuming. Not to mention all the rest of the outfit. Great job!

Kissmangasucksass

Can you shed light on how apexs matchmaking deals with connections currently?

When soloQing pubs and ranked from game to game my ping will fluctuate so much. One game ill be at 40, then the few next games ill be at 110, even 140 some games, then ill get some games in the 50s and 70s. Is this problem somehow on my end?

We do not. You certainly have bad peering to one of the datacenter in your region.

Welcome to the games, legend <3

What likely happened here is that, from the server's perspective, you took damage from the other player before your shot was fired.

The issue is that taking damage has secondary effects including tagging (movement slowdown) and view punch, both of which can potentially affect your aim. Clients basically run in the future, where you're predicting your own aim and shots, but you can't predict damage that you take since that happens in real time on the server, and the effects from it are sent to the client after the fact.

Example; you fired your weapon on frame 650, but the server is still only on frame 645 (your prediction has you running 5 frames in the future in this example). The server gets a weapon firing message from your opponent on frame 648 and verifies (via reconciliation) that the shot did indeed hit you on frame 648. The server then applies the secondary effects from the damage, which include things that affect your aim. The server receives the message from you sayi...

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Annual_Ideal7727

Just a rant incoming.

Their reasoning has less to do with reaction time and more to do with consistency.

i.e no amount of latency will matter as long as your shots register the majority of time... they also don't talk about the interpolation delay caused by the low tickrate... hell, majority of people do not even know what this is or what interpolation does.

20hz is enough to get a good enough packet flow for clients to interpolate and for the server to do proper rollback (upping to 60hz and causing bufferbloat f***s with hit registration as you get delayed packets, or outright dropped packets).

But we get a ton of "issues" with delayed response times because we need at least 2-3 snapshots/packets to properly interpolate (meaning minimum 150ms inherit delay on top of your actual ping).

There are some other things that needs to be mentioned with 60hz servers, which have less to do with servers being able to handle them and more to do with consumer grade cable/adsl/fiber.

I literally have a 1gbit connection with a custom router (10gbit nic etc), and 60hz with 2.5kb or more per packet has a tendency to cause buffer bloat as is even with this in mind.. it needs an aggressive packet scheduler QoS protocol to even combat this, which 99.9% of people do not have.... meaning majority of people would be getting more issues than right now.

Should be mentioned that the majority of ISP's have issues on their end as well.

majority of problems start here.. we could run at 1000hz over lan without issues.. not so much online as they have priority to the bare minimum and tend to focus on tcp/ip (which is not ideal for games whatsoever).

For apex to move over to 60hz they would need an entire overhaul of their netcode/protocol to use dynamic tick rates per player, as well as how they handle interpolation client side to accommodate said dynamic tickrate.... doing server side rollback on this is a nightmare and a half as well... and trust me on this, you do not want client side hit registration.

This is not a small task, and might not even be considered cost effective as delay from netcode etc is a very small complaint considering the entire player base (we are a small subset after all).

To even have a large amount of packets being sent every second they would need to be insanely small.. which they already are considering how much they are sending every single update (50/20, roughly 2.5kb per update for 60players + projectiles + loot etc).

Fortnite etc do not send updates for every single player every packet for instance on, all building etc are fragmented into different packets (i.e not being sent as an entire snapshot)... apex sends everything each and every update, for them to use dynamic tick you would still end up with sub 60hz updates for players (including yourself) and you would still get hit behind cover.

Older games like cs/quake etc could get away with 100-1000hz tickrates as they were sending packets that were 0.5-2kb in size.. even then buffer bloat was an issue, and they were sending faaaar less than apex or any other BR needs to.

On top of all of this we need to consider packet fragmentation, which in of itself can cause a bunch of issues and has a far higher tendency to happen when your sending more of them (and far more considering the quality of connection of most people)..

My point is that just saying "zomfg get better servers respawn" just isn't a reality that can be achieved with any large amount of success.. games like pubg, fortnite etc all have overhauled their netcode and rely a ton on client side hit registration and client side trickery (entity prediction/extrapolation etc.. not optimal for a game like apex tbh).

Both STILL suffer from bufferbloat issues despite all their optimization, they just "hide" it better.

Thanks for the post, I do not think I disagree with any of it (I am roasting under the sun for my vacation so maybe the Mojitos are too strong...). If you are looking for a job hit me in my dm :P

It is a complex set of problems between lag compensation / physics / player movement / ballistics / networking. Comparing server tick rate is not really helpful as every engine and technology solve things differently in those domains.

The point I prefer about your rant is the buffer bloat. One of my priority is to reduce packet size in Apex. It will give players a way better and consistent experience than raising the tick rate.

I am more interested personally about why you think you would want a higher tick rate. In what situation, in game, you think it was detrimental.

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Thanks to the redditor who suggested this :) It was fun to add and test

Rcurtiiis

It's not unofficial servers .... There rented servers from EA An respawn. There tournament servers you have to pay for. My clan has three separate servers where you can change almost all aspects of the BR and arenas. From how fast weapons reload and fire to what map and type of map you play.

Edit : someone sent me a link to show this is indeed a "custom" server .... Made up by a clearly very clever little group of people . I still stand by my comment you can run your own tournaments on your own terms. My explanation didn't sit right with some people ..we don't HAVE three servers. We use 3 on weekends that we are given access to. Via a tournament code

Pretty sure you're lying.

On it.

Bugdodger

A response with action within 2 hours of this being posted? What a champ, thanks!

A failsafe built in foresight. :)

MetallicBucket

Time to find a game breaking loot vault glitch

At that point, we would just remove the vault key as a temporary measure.

LePrawnJames8

Hope you can fix it before KC ranked. I can’t take another server crash glitch when I’m max KP in pred lobbies. Thanks.

The fix is also a hotfix candidate; so Soon(tm)