Call of Duty®

Call of Duty®

Lihat Statistik:
6Pack 21 Nov 2024 @ 5:09am
CoD manipulates your damage output through packet loss
This has been ramping up since 2021, and each new title does this more aggressively than the previous one.

Here are some of the main points of the fairly new algorithmically manipulated player performance processes which end goal is to make more DLC skin sales, through making it a better experience for those who buy more skins, ie. better hit detection, better spawns, better network connection, lower level players in enemy team. This makes CoD a much more pleasant experience for casuals, and new CoD players, as it puts safeguards around them, but this positive effect through skin sales does not exclude high ranking players who also benefit from buying skins. The sales optimized SBMM and EBMM algorithms are active primarily outside of Ranked mode and affects the gameplay less in modes with bigger player pool where SBMM does not have as big of an impact, but EBMM still affects your gameplay experience even in bigger modes like Warzone.

- Lobbies are separated in 10 different skill brackets via SBMM and EBMM.
You are mainly put in same bracket with your own skillbase, but your engagement is being monitored and wins and losses are manipulated for you in optimal intervals based on your activity, performance statistics and skin buying habits.

- Every player is awarded good rounds in algorithmically optimized intervals (an easy stack of enemies / put in to lower skill level lobby). Especially the ones who are new to the game or those who buy skins often will be more likely to get low skill players to keep them engaged in game, through maximized screen time comes the higher chance of DLC skin sales.

- The most unfair points of algorithmically manipulated process is that the algorithm introduces packet loss in strategically critical points, it can happen mid game too, just try making bad games for couple hours and give everything to one game and you immediately notice mid game there is packet loss alert on top left corner. This automated damage nerf makes it much harder to hitmark enemies, and make it much easier for enemies to hitmark you. When some players have been complaining about damage being affected by the algorithm, its done through algorithmically automated packet loss process, not by changing damage values per sē.

- Second most unfair tactic of the algorithm is to manipulate the spawn points in order to force the outcome to the games favor of catering towards players who bring more money. The spawn point of the enemy is more likely behind the top fragging player or the top fragging player is set in further spawn points or in front of the enemy while his back is facing the enemy, this can happen more often if the player is not accustomed to buying skins and thus is less valuable to be given a good experience or keep is engagement high.

- Catering good experience towards players who buy more skins, can be found in the Activision patented documents since 2017

- This algorithmically optimized gameplay experience all started ramping up slowly after 2021 when they changed their primary target audience from active playerbase to the current most valuable audience which are those who buy more skins, which is collectively more on the casual side and that is why games like XDefiant has become a real threat for Activision, as XDefiant is openly against SBMM/EBMM manipulation.

- How to fight the SBMM/EBMM? There is no way to turn the packet loss effects off, but two boxing have been one of the most used methods, especially amongst the streamers and YouTube content creators in the past couple years. You can also abuse low level friends by joining their games, you just have to join them after the lobby has been found, not before matchmaking has found the lobby.

- 2021-2024 I've been studying and testing the SBMM/EBMM algorithm extensively for couple thousand hours while i was focusing on speedrun grinding the mastery challenges, and while doing that i was able to freely make notes of how the algorithm responds to different gameplay performances, as i didn't have to focus on my leaderboard score at all, and i found a lot of ways how to control the algorithm, and how the anti-reverse boosting algorithm acts against the player, it even cuts you off from Steam network for 15 minutes if it finds that your performance is suddenly and too quickly plummeting to unnaturally low levels compared to your average performance metrics, and i also tested how it can affect the gameplay experience when i buy skins, FYI the impact does not carry over seasons, but it does affect your current seasons experience positively (outside of Ranked mode).

TLDR; because of this system, bad players think they are better than they are, good players think they are worse than they really are. The experience of getting better score through skill does not exist anymore because through the SBMM algorithm the higher skill you have the higher skill players you are up against, which can be fair for those who don't want to get pub stomped, but then also the battle performance is so significantly manipulated that it takes away the whole purpose of playing the damn game when its specifically the EBMM algorithm that chooses if you can hit the enemy or not, and in extreme cases literally spawns you in front of enemies your back facing the enemy, and spawning the enemy right behind you.
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Menampilkan 1-15 dari 33 komentar
EASY PETE 21 Nov 2024 @ 5:27am 
awsome!!!
Pwnd1337 21 Nov 2024 @ 5:30am 
lol
nice story
Ћ Rob 21 Nov 2024 @ 5:53am 
No the whole packet burst/loss thing is happening because of a bug with the shader streaming system theres a guide here that fixes this https://steamcommunity.com/sharedfiles/filedetails/?id=3365818047&searchtext=packet+loss
6Pack 21 Nov 2024 @ 6:34am 
Diposting pertama kali oleh Ћ Rob:
No the whole packet burst/loss thing is happening because of a bug with the shader streaming system theres a guide here that fixes this https://steamcommunity.com/sharedfiles/filedetails/?id=3365818047&searchtext=packet+loss

You are wrong, i can replicate this 100% of the times by playing bad for couple hours on purpose and then giving all i got in one game, by the time i 20 kill and 0 deaths in that game, it activates the packet burst and i cant hit anything anymore rest of that game.

Just go and try this. Just remember when you play bad, dont just let the enemy kill you, you have to hit the enemy one time before you can let him kill you, otherwise the algorithm doesnt count it and your SBMM/EBMM scaling response doesn't change, i recommend taking low damage pistol or smg in example, if you do this around 5-7 hours you hit the absolute lowest point, compared to like CoD Vanguard where you can hit the lowest skill bracket in less than an hour.
Terakhir diedit oleh 6Pack; 21 Nov 2024 @ 6:45am
Raansu 21 Nov 2024 @ 6:51am 
Diposting pertama kali oleh 6Pack:
Diposting pertama kali oleh Ћ Rob:
No the whole packet burst/loss thing is happening because of a bug with the shader streaming system theres a guide here that fixes this https://steamcommunity.com/sharedfiles/filedetails/?id=3365818047&searchtext=packet+loss

You are wrong, i can replicate this 100% of the times by playing bad for couple hours on purpose and then giving all i got in one game, by the time i 20 kill and 0 deaths in that game, it activates the packet burst and i cant hit anything anymore rest of that game.

Just go and try this. Just remember when you play bad, dont just let the enemy kill you, you have to hit the enemy one time before you can let him kill you, otherwise the algorithm doesnt count it and your SBMM/EBMM scaling response doesn't change, i recommend taking low damage pistol or smg in example, if you do this around 5-7 hours you hit the absolute lowest point, compared to like CoD Vanguard where you can hit the lowest skill bracket in less than an hour.

The conspiracy theories ya'll come up with to cover up that you're bad at the game is hilarious.
Kel 21 Nov 2024 @ 6:52am 
Ain't readin allat
Sorry to hear that, or I'm happy for you ig.
Diposting pertama kali oleh Pwnd1337:
lol
nice story

Watch this:
https://www.youtube.com/watch?v=VJG2dli2LTg
Diposting pertama kali oleh 6Pack:
Diposting pertama kali oleh Ћ Rob:
No the whole packet burst/loss thing is happening because of a bug with the shader streaming system theres a guide here that fixes this https://steamcommunity.com/sharedfiles/filedetails/?id=3365818047&searchtext=packet+loss

You are wrong, i can replicate this 100% of the times by playing bad for couple hours on purpose and then giving all i got in one game, by the time i 20 kill and 0 deaths in that game, it activates the packet burst and i cant hit anything anymore rest of that game.

Just go and try this. Just remember when you play bad, dont just let the enemy kill you, you have to hit the enemy one time before you can let him kill you, otherwise the algorithm doesnt count it and your SBMM/EBMM scaling response doesn't change, i recommend taking low damage pistol or smg in example, if you do this around 5-7 hours you hit the absolute lowest point, compared to like CoD Vanguard where you can hit the lowest skill bracket in less than an hour.

Packet Burst happens in all game modes, including campaign and Zombies.

Then, you have a player like ImMarksman whose k/d is roughly 4.5 that rarely ever gets it.

:nkCool:
Terakhir diedit oleh cSg|mc-Hotsauce; 21 Nov 2024 @ 7:35am
dexter 21 Nov 2024 @ 7:36am 
Does it? Because I got a 2.56kd and don't get much packet loss. Guess it only affects bad players then?
Blink 21 Nov 2024 @ 7:41am 
NOT TRUE BABY JUST MADE IT UP NO EVIDENCE FOR THAT
Blink 21 Nov 2024 @ 7:43am 
Diposting pertama kali oleh dexter:
Does it? Because I got a 2.56kd and don't get much packet loss. Guess it only affects bad players then?
post a pic of your kd wanna see if its from infected
Raansu 21 Nov 2024 @ 7:43am 
Diposting pertama kali oleh dexter:
Does it? Because I got a 2.56kd and don't get much packet loss. Guess it only affects bad players then?

I get a fair amount of packet loss at least once a match, but its just because the game is constantly trying to stream the shaders. CoD is just poorly optimized and ran on bad servers.
Terakhir diedit oleh Raansu; 21 Nov 2024 @ 7:44am
6Pack 21 Nov 2024 @ 8:40am 
Diposting pertama kali oleh ThunderSteel:
Diposting pertama kali oleh Pwnd1337:
lol
nice story

Watch this:
https://www.youtube.com/watch?v=VJG2dli2LTg
This is phenomenal video about the issue. Thank you sharing it.

"With the new EBMM you loose out on variety that we had in old school shooters, because you end up playing against same exact kind of players who play the same way as you do" - Ubisoft executive game director

"we can even change the objective function to other core game metrics of interest, such as play time, retention, or spending (DLC). EOMM allows one to easily plug in different types of predictive models to achieve the optimization" - Activision patent documents
aint reading all that. good for you or sorry that happened
arobro 22 Nov 2024 @ 2:12am 
“I've been studying and testing the SBMM/EBMM algorithm extensively for couple thousand hours”.
That’s a crazy amount of time and for all your research, there is little that hasn’t been claimed before and offers no actual evidence, only trust me stories.

1. The quote you used was not made by Activision as alleged, it was made as part of an EA patent.
2. You mention SBMM. This is like saying the sky is blue. SBMM is in COD as stated on the Activision website. No need to prove what is already known.

3. “testing the SBMM/EBMM algorithm”. You lack understanding of what SBMM and EBMM is, lumping them together when they are different things. The definitions of these algorithms do not have any of the following “better hit detection, better spawns, better network connection”. If these occur, that not SBMM or EOMM.
The EA paper correctly defines the EOMM definition as time played. Buying skins and networking is not part of the definition, yet you act like it is.
That quote in the EA patent paper is poorly written, but it refers to a theoretical EOMM framework, not the EOMM algorithm. When you change the objective function in EOMM, then it becomes part of the EOMM framework. (random match-making is part of the EOMM framework).

4. You cite Activision as a source of evidence for your conspiracy theory...
Activision states “Does the Call of Duty matchmaking process impact any in-game elements such as hit registration, player visibility, aim assist, damage, et cetera? No. Our matchmaking process does not impact gameplay elements.”
If they are liars, you can't use them as a source for anything.

6. COD does not “cut you off from Steam network for 15 minutes if it finds that your performance is suddenly and too quickly plummeting”.
7. I don’t even know what to say with the packet burst craziness.

“I can replicate this 100% of the times by playing bad for couple hours on purpose and then giving all i got in one game, by the time i 20 kill and 0 deaths in that game, it activates the packet burst”
Well schedule a live stream, tell us when you will play well and then we will see if you can’t “hit anything anymore rest of that game.”
Terakhir diedit oleh arobro; 22 Nov 2024 @ 2:33am
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Tanggal Diposting: 21 Nov 2024 @ 5:09am
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