bf4
EA DICE is targeting netcode in its latest campaign to fix "BF4." Courtesy/EA DICE

When first-person shooter game “Battlefield 4” launched in October, it came with a plethora of problems – from lag to freezing to network errors. Now Swedish game developer EA DICE is facing “netcode” problems ranging from errors in gameplay situations to buggy networking latency compensation.

On Feb. 25, EA DICE launched a “BF4” update for the PC and Xbox One, resulting in more users voicing complaints to the developer about the faulty game. Some players stated they were unable to enter single player mode. Others spoke up about crashes and not being able to play the game at all.

On Monday, EA DICE created an official post on the “Battlefield 4” blog that promised users it was looking into these types of errors. “We at DICE are committed to improving the overall ‘Battlefield 4’ multiplayer experience for our players,” said the company. “Some issues, commonly referenced in conjunction to 'netcode,' are preventing ‘Battlefield 4’ from performing optimally for everyone, and we would like to explain what we are doing to address these problems.”

The developer addressed the following issues via its blog:

Fixing the commonly nicknamed “netcode issues” – problems ranging between faulty networking latency compensation and glitches in the gameplay simulation itself – is one of the top priorities for DICE. We’d like to take a moment to discuss how we are addressing these issues, as this is a very hot topic for many of our fans.

We are working on fixing glitches in your immediate interactions with the game world: the way you move and shoot, the feedback when you’re hit, and the way other players’ actions are shown on your screen.

The game receives updates from the game server and displays these to the player using a system called latency compensation – this system makes sure players move around naturally on your screen when network updates arrive. We have found and fixed several issues with latency compensation, and thereby decreased the impressions of “one hit kills” in the game.

We have also fixed several issues that could lead to rubber banding, and we are working on fixing several more. Below you’ll find a detailed list of the issues we are focusing on, or have already adjusted in-game. We hope this gives you more insight into the “netcode” issues and we will continue to keep you updated on top issues.

What we are Fixing or Investigating

Rubber banding

We have made several server optimizations that have decreased rubber banding for some players. To further address the issue, there are upcoming fixes for packet loss and a customize screen bug, both connected to the rubber banding issue. Furthermore, we will continue to collect data to pinpoint exactly when and why rubber banding is occurring.

Kill camera delay / Player death sync

On some occasions, the kill camera would trigger before the game client displayed the last portion of damage being dealt, giving players the impression that they died too early. There were also issues with blood effects, damage indicators, and the health bar in the HUD being out of sync. A fix for this will be included in the next game update.

Tickrate

Players have been asking whether the tickrate – how often the server will update the game world – in Battlefield 4 will be higher in the future. Though we haven’t got any immediate plans to increase the tickrate at this moment, we are exploring the possibilities of raising the tickrate on specific servers.

No registered damage

We are aware of the bug where players have been firing at their opponent and not doing damage. In the February 13 game update for PC, we added a piece of code that enables us to specifically track instances where this would occur. We are currently looking at when this issue is triggered, and what causes it. The data that we receive will help us to further improve the firefights in the future.

Instant death while sprinting

At certain occasions while walking or sprinting, a player could get catapulted at high speed which would cause death if any object was standing in the way. This was caused by a mathematical error in the character physics code, and we have a fix prepared for an upcoming patch.

Various Items

In addition to these items, there are also fixes coming for issues with Levolution being out of sync, shots appearing to be fired in the wrong direction, and vehicles outside the infantry area not taking damage when fired at. Also, we have introduced new in-game icons that will help you, and us, to troubleshoot network related problems that could cause an inconsistent multiplayer experience.

Network Troubleshooting Icons

With the January 30-31 game updates, we’ve introduced two new icons to the Battlefield 4 HUD (head-up display). These were added to the game as a way for us, and the players, to more easily troubleshoot common network-related issues that may have negative effects on the multiplayer experience.

What we have Fixed

Kill card shows 0 health

Kill card sometimes incorrectly displays 0 health, despite the enemy being alive. This could happen when a portion of damage dealt was rejected by the server, since the bullets that caused it were fired after the point of death for the firing player – the kill card would show the health as predicted by your game client, rather than the health confirmed by the server. An improvement that decreased the rate at which this happens went live for PC on Feb 13, and will be included in the next game update for all the platforms.

Broken collision

We have fixed instances of broken collision that made it impossible for players to shoot past broken objects, such as the collapsed chimney on Zavod 311.

Crosshair disappearing, resulting in hit markers disappearing

In firefights, players on PC could experience their crosshair disappearing, resulting in hit markers also disappearing. This would happen when certain gadgets were deployed by other players. A fix for this is now live.

Hit impact sounds

Impact sounds did not match the number of bullet impacts, causing players to feel that they died too quickly. An improvement to this went live for PC on February 13, and will be included in the next update for all the other platforms. The cooldown time for letting bullet hits trigger the sound has been decreased considerably, so players will now hear every bullet that hits them.

Headshot icon

We have re-introduced the headshot icon to help players understand when they get killed by a headshot, something that usually results in an instant death. The headshot icon went live in the January 30-31 game update for all platforms.

We want to assure you that we are constantly investigating, or already in the process of updating, all these items and several more that you’ve had concerns with – and that we will continue to do so with your help. Please continue to send us your feedback, and thank you for your continued support.

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