Apex Legends

Apex Legends Dev Tracker




19 Aug

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Originally posted by 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.

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Originally posted by 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.

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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."


18 Aug

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Originally posted by 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!

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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!


17 Aug

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Originally posted by 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.


16 Aug


15 Aug

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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 mess...

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Originally posted by 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 wi...

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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.


14 Aug

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


13 Aug

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Originally posted by 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.


12 Aug


11 Aug

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Originally posted by Bugdodger

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

A failsafe built in foresight. :)


10 Aug

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Originally posted by MetallicBucket

Time to find a game breaking loot vault glitch

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

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Originally posted by 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)

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Originally posted by TheGreatWalk

A whole nother f**kin week of dealing with Seer.

Prowler nerf is good(burst from 75 -> 70), three burst damage from 225 > 210 means it can no longer three burst anyone in the game without landing a couple headshots in there as well. Doesn't make a diff vs purple or less targets if you're a controller player, but will make a big difference for mouse aimers who don't always hit all 5 bullets in each burst

L-Star nerf won't matter in most fights as you should be ads/un-ads spamming for accurate hipfire in cqc, but if you catch someone hardscoping it'll be easier to punish them in midrange.

A bit concerning they are waiting so long on nerfing Seer. Their balance team is always slow but it kind of feels like they're intentionally dragging their feet. Probably waiting until all the new warzone players have spent a bit more $$ on Seer before dropping the nerfs.

Damn dude, I wish I had the capacity for that supervillain type plan. That would be DEVIOUS.

Nah but the biggest reason for the wait is that some of the Seer stuff requires a client patch. Any update to the client takes a while to submit changes, verify, integrate, build, cert submit, etc.

Playlist patches (which have the capacity to tweak numbers, disable items, etc.) have a much much quicker turnaround. Thought about playlist patching for Seer today, but figure it's best to wait a bit for the full package.

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lol gorgeous!
Im imagining Alligator-Loki dressed as Mirage for a squad mate XD


09 Aug

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You love to see it! I've been waiting to see a clean gondola clip here on reddit. Thanks for sharing!

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User had two accounts connected that were banned for cheats. Ban was temporary while investigated. User explained to me that he sold two of his accounts to friends that used them to cheat. This breaks TOS. User is not banned right now but may lose account privileges due to selling of accounts to cheaters.

EDIT: Clarification from user: He gave his friends his accounts to play on and they used the accounts to cheat. Google translated it as sold. Either way, this still breaks TOS as this is account sharing and this ended up as account sharing with cheaters.