PUBG: BATTLEGROUNDS

PUBG: BATTLEGROUNDS

Zobrazit statistiky:
Why enemy see me always before i see them?
Sometimes im dead before enemy appear wtf? I check my ping in EU servers and is around 40-60 ms. Well is not perfect but not bad at all.

Someone else with this problem? How to fix it pls?
< >
Zobrazeno 18 z 8 komentářů
The simple answer is; Yes. they see you before you see them. This is due to the poor tickrate, And their ping to the server as well as your ping to the server. Lets assume you are referring to early plane drop. With a 21 or so tic rate. Meaning the server identifies and updates the information recieved to everyone on the server 21 times a second. Equalling roughly 47.6ms. You have a roughly 50ms average. Then the guy peaking you has say, 100-150 because they still use dialup. (exageration i know, calm down). That means (rounding) you have roughly 50+150+50MS delay before something They do, reaches you. Which is roughly 1/4th of a second advantage. Enough time to roughly open a door, or lean peak and unlean long before you take that first shot.

To put their 250ms advantage into context, Average human reaction time is roughly 215ms. Additional things to consider is the FPS you are getting, the refresh rate of your monitor and your monitors response time. Further increasing the delay between your reaction and what is actually occuring.

That is why this game has massive peakers advantage. If you take the time to watch any high level player on this game. You will find them behing hyper-aggresive, taking fights at full speed and not really slowing down for a whole lot. Its a large advantage in this game to do so.

Hopefully that kinda helps you understand it.

*noting this ahead of time, Pubg Claims to have "60tic" but if you do your research, It RARELY reaches that 60tic, even in the last 10 remaining. And its sure as hell not stable spiking from 30 to 60 rapidly.*

Sorry, all this rambling and i didnt exactly answer your question. As for a fix, That is purely on PubG's end to limit whom can connect to their servers which wont happen in large scale. By providing the game with a STABLE 60 tick would be a good start, but 120+ Tick would be far better in a game thats "built for competetive play". Additionally, Limiting Ping to certain rather low numbers would prevent offshore, or out of country users from exploiting these numbers.

But do keep in mind, Ping is a double edged sword. If they're running around with 400 ping plus all the above stuff, If you are the one pushing THEM. then YOU get the huge advantage. So really if you want to do your best to always be on the recieving end of an issue that PubG has no real intentions to my knowledge to resolve. Then stop camping, be aggresive and fight for your territory. Oh, and stop hard peaking corners for prolonged periods of time.
Naposledy upravil Enragedllama; 12. srp. 2018 v 18.06
Enragedllama původně napsal:
The simple answer is; Yes. they see you before you see them. This is due to the poor tickrate, And their ping to the server as well as your ping to the server. Lets assume you are referring to early plane drop. With a 21 or so tic rate. Meaning the server identifies and updates the information recieved to everyone on the server 21 times a second. Equalling roughly 47.6ms. You have a roughly 50ms average. Then the guy peaking you has say, 100-150 because they still use dialup. (exageration i know, calm down). That means (rounding) you have roughly 50+150+50MS delay before something They do, reaches you. Which is roughly 1/4th of a second advantage. Enough time to roughly open a door, or lean peak and unlean long before you take that first shot.

To put their 250ms advantage into context, Average human reaction time is roughly 215ms. Additional things to consider is the FPS you are getting, the refresh rate of your monitor and your monitors response time. Further increasing the delay between your reaction and what is actually occuring.

That is why this game has massive peakers advantage. If you take the time to watch any high level player on this game. You will find them behing hyper-aggresive, taking fights at full speed and not really slowing down for a whole lot. Its a large advantage in this game to do so.

Hopefully that kinda helps you understand it.

*noting this ahead of time, Pubg Claims to have "60tic" but if you do your research, It RARELY reaches that 60tic, even in the last 10 remaining. And its sure as hell not stable spiking from 30 to 60 rapidly.*

Sorry, all this rambling and i didnt exactly answer your question. As for a fix, That is purely on PubG's end to limit whom can connect to their servers which wont happen in large scale. By providing the game with a STABLE 60 tick would be a good start, but 120+ Tick would be far better in a game thats "built for competetive play". Additionally, Limiting Ping to certain rather low numbers would prevent offshore, or out of country users from exploiting these numbers.

But do keep in mind, Ping is a double edged sword. If they're running around with 400 ping plus all the above stuff, If you are the one pushing THEM. then YOU get the huge advantage. So really if you want to do your best to always be on the recieving end of an issue that PubG has no real intentions to my knowledge to resolve. Then stop camping, be aggresive and fight for your territory. Oh, and stop hard peaking corners for prolonged periods of time.

Thank you for your answer. I have around 90-110 fps in a 144hz 1ms monitor.

This thing is going me crazy man i cant even defend myself.
Three months ago...

https://www.newsweek.com/pubg-patch-14-live-increase-tick-rate-buff-grenades-patch-notes-951326

" Shortly after the patch landed on Test Servers earlier this week, players noticed client performance had hit the golden 60 Hz standard. "

The issue has nothing to do with ticrate. It has everything to do with players abusing desync from artificially creating lag. (Lagswitch or connecting to remote servers.)

There's also the latest and most popular cheat. It tells you where everyone is and creates desync.

PUBG is not worth playing right now. All you can do is wait for the next banwave.
Enragedllama původně napsal:
As for a fix, That is purely on PubG's end to limit whom can connect to their servers which wont happen in large scale.
They already do this with ping-based-match-making. The worst abusers are restricted, and you shouldn't get them too often.
Naposledy upravil Jackie Daytona; 12. srp. 2018 v 18.17
Three months ago...

https://www.newsweek.com/pubg-patch-14-live-increase-tick-rate-buff-grenades-patch-notes-951326

" Shortly after the patch landed on Test Servers earlier this week, players noticed client performance had hit the golden 60 Hz standard. "

The issue has nothing to do with ticrate. It has everything to do with players abusing desync from artificially creating lag. (Lagswitch or connecting to remote servers.)

There's also the latest and most popular cheat. It tells you where everyone is and creates desync.

PUBG is not worth playing right now. All you can do is wait for the next banwave.
Enragedllama původně napsal:
As for a fix, That is purely on PubG's end to limit whom can connect to their servers which wont happen in large scale.
They already do this with ping-based-match-making. The worst abusers are restricted, and you shouldn't get them too often.


I had already clarified this, HITTING the tick rate occasionally is NOT a consistant. For reference, https://www.youtube.com/watch?v=KA43TocEAWs . Additionally, Artifically creating lag via lagswitches has been around for decades and isnt a new issue. Nor is the current playerbase size for PubG yet its a far more prevelent issue in PubG as to other games with far higher Tickrates. (See most other FPS games).

And ive seen no evidence of ping-based matchmaking. My most recent teammate in a random duo's was from thailand. (im from the states) he was teleporting harder than most of the cars in Shrouds flying car clips and yet i maintain 30ping to NA servers. (yay central US)

Blaming everytime someone sees you first on a cheat is not only ignorant, its just saddening that you'd fall on such a childish excuse when all the evidence is infront of you. While cheating is still an issue. Its nothing close to the issue that EVERYONE faces every match. The tick-rate, And lack of ping restrictions.
Naposledy upravil Enragedllama; 12. srp. 2018 v 18.28
Altair původně napsal:
Enragedllama původně napsal:
The simple answer is; Yes. they see you before you see them. This is due to the poor tickrate, And their ping to the server as well as your ping to the server. Lets assume you are referring to early plane drop. With a 21 or so tic rate. Meaning the server identifies and updates the information recieved to everyone on the server 21 times a second. Equalling roughly 47.6ms. You have a roughly 50ms average. Then the guy peaking you has say, 100-150 because they still use dialup. (exageration i know, calm down). That means (rounding) you have roughly 50+150+50MS delay before something They do, reaches you. Which is roughly 1/4th of a second advantage. Enough time to roughly open a door, or lean peak and unlean long before you take that first shot.

To put their 250ms advantage into context, Average human reaction time is roughly 215ms. Additional things to consider is the FPS you are getting, the refresh rate of your monitor and your monitors response time. Further increasing the delay between your reaction and what is actually occuring.

That is why this game has massive peakers advantage. If you take the time to watch any high level player on this game. You will find them behing hyper-aggresive, taking fights at full speed and not really slowing down for a whole lot. Its a large advantage in this game to do so.

Hopefully that kinda helps you understand it.

*noting this ahead of time, Pubg Claims to have "60tic" but if you do your research, It RARELY reaches that 60tic, even in the last 10 remaining. And its sure as hell not stable spiking from 30 to 60 rapidly.*

Sorry, all this rambling and i didnt exactly answer your question. As for a fix, That is purely on PubG's end to limit whom can connect to their servers which wont happen in large scale. By providing the game with a STABLE 60 tick would be a good start, but 120+ Tick would be far better in a game thats "built for competetive play". Additionally, Limiting Ping to certain rather low numbers would prevent offshore, or out of country users from exploiting these numbers.

But do keep in mind, Ping is a double edged sword. If they're running around with 400 ping plus all the above stuff, If you are the one pushing THEM. then YOU get the huge advantage. So really if you want to do your best to always be on the recieving end of an issue that PubG has no real intentions to my knowledge to resolve. Then stop camping, be aggresive and fight for your territory. Oh, and stop hard peaking corners for prolonged periods of time.

Thank you for your answer. I have around 90-110 fps in a 144hz 1ms monitor.

This thing is going me crazy man i cant even defend myself.


Very welcome and just do your best to be the aggresive one in most situations. You'll start turning your game around my friend.
Enragedllama původně napsal:
I had already clarified this, HITTING the tick rate occasionally is NOT a consistant.
You didn't clairify anything. You stated that you believed something was the case. You didn't prove or explain anything.
Enragedllama původně napsal:
For reference, https://www.youtube.com/watch?v=KA43TocEAWs .
Are you ****ing kidding me?

FROM THE VIDEO'S DESCRIPTION:
" PUBG servers always struggled to maintain a stable tick rate which had a very negative impact on the network delay (or lag). But things finally seem to have changed now with Update #19. "

I get the feeling most everything battle(non)sense says flies right over your head. What little doesn't you cling to and believe is knowledge. You can't watch a few YouTube videos on networking and fully understand all of it.

Oh well. I have 10 minutes to kill. I'll watch it.

According to the video... His tests show that the PUBG servers are extremely stable as of patch #19. Staying at or near 60Hz. The ONLY issue with tickrate is during the first 180 seconds. (Most of that time was during the countdown timer and plane flight.) After that, (on the ground) it runs at 60Hz.

The issue, is that the game is detecting gunfire and damage significantly faster than it detects movement. It improved overall, but this difference is a whole 30ms. All of your movements have an extra 30ms delay compared to your gunfire.

He also says desync is not the fault of the server, but simply the result of players with very high ping.

The video you posted as evidence disproves you instead. However, I'm typing this section last. So...
Enragedllama původně napsal:
Additionally, Artifically creating lag via lagswitches has been around for decades and isnt a new issue.
Which makes it relevant, not irrelevant. :cfacepalm:
Enragedllama původně napsal:
Nor is the current playerbase size for PubG yet its a far more prevelent issue in PubG as to other games with far higher Tickrates. (See most other FPS games).
You have no idea what you are talking about. Also, your sentence makes no sense. You are trying to say that due to other games having higher tickrates that the loss of players is a bigger issue than lagswitches.

I have no idea what point you are trying to make here.
Enragedllama původně napsal:
And ive seen no evidence of ping-based matchmaking.
Anedotal. So here's my anedotal. Once they added it, I stopped getting Chinese people in every single random squad.

Here's a fact:
https://wccftech.com/bluehole-ping-based-matchmaking-live-faq/

You have no idea what you are talking about. You barely know anything about this topic.
Enragedllama původně napsal:
Blaming everytime someone sees you first on a cheat is not only ignorant, its just saddening that you'd fall on such a childish excuse when all the evidence is infront of you.
You act like an authority, but know nothing. Then tell me I'm ignorant and childish for proving you wrong.

Uh, huh. Sure.
His opinion was that they are much more stable. Not that they are stable. As indicated very clearly in his graphs. Its really not that hard to read, you should try it.

You can feel free and quote reports done via bluehole interviews and patch notes which have been notoriously incorrect. The video continues to prove that. I said you are ignorant and childish is because you are acting ignorant and childish to blame these issues on hacking.

Again, Lagswitches have been around for decades yet only plagues PubG in record numbers? Since in your eyes, if they kill you before you see them then they are cheating right? SMH.

As for listening to everything i see online. His years of experience and career developing these videos and working with dev's to fix this issues makes him more then a credible resource, far more than someone like you in this case.

As for that sentence you can take it how you'd like. But its quite clear the point being made that regardless of how many players a game has. If its tick rate is ♥♥♥♥, they have these same issues.

And yet again, I never said the ONLY issue was Tickrate. I said its Tickrate in combination with high ping and hardware. Which again, the majority of it rests on the shoulders of Bluehole by limiting ping and fixing tickrates. Which is in no way incorrect and the scale of the issue is accurately shown.

Until very recent years. Playing anything competetively wasnt acceptable to even ONLY use 60tick. 60 has been a very minimal required to even make it playable. Not whats required to make it good.


Pretty done replying to this though. So OP you are welcome to work on getting better at the game. Use the same tactic using the unstable tickrate moves that pros use and the exact reason they use that tactic. Or you can throw up your hands and just say everyones cheating and stop playing. Use the available information as you please =)

"The issue has nothing to do with ticrate. It has everything to do with players abusing desync from artificially creating lag."

Good laugh, thanks for that.
< >
Zobrazeno 18 z 8 komentářů
Na stránku: 1530 50

Datum zveřejnění: 12. srp. 2018 v 17.34
Počet příspěvků: 8