Activision Patents Accused of hurting your K/D

Looks like Dr Disrespect's aim was pretty bad in that example TBH and he was just nerd raging. People are unable to understand with online games that multiple people are generating inputs at the same time and the server has to take in to account a number of factors (including lag) before generating an outcome. 2 players may see on screen slightly different things happening, none of which fully match the ultimate 'reality' of what the server decides as the outcome. Guess what though? If it is a favourable outcome for you it is down to great skill, prediction, and reaction on your part. If you lose however it is because the stupid algorithm screwed you over.
 
Looks like Dr Disrespect's aim was pretty bad in that example TBH and he was just nerd raging. People are unable to understand with online games that multiple people are generating inputs at the same time and the server has to take in to account a number of factors (including lag) before generating an outcome. 2 players may see on screen slightly different things happening, none of which fully match the ultimate 'reality' of what the server decides as the outcome. Guess what though? If it is a favourable outcome for you it is down to great skill, prediction, and reaction on your part. If you lose however it is because the stupid algorithm screwed you over.

Lets go back a bit. At 13:54 mark his aim briefly moves to the right as the enemy player's head crest the threshold of the ladder. That is the algorithm altering his aim. He brings his aim back on target and starts beaming him shortly there after. But his bullets do not register.

When he replayed the video from 16:10 it starts after his aim is pushed to the right. So you see him re-adjusting his aim back on to his opponent. Which it was just prior to that. However, it clearly shows his aim on target TBH. All body shots. You are simply parroting what the other guy said. When he replays the gun fight at the 16:10 mark you can clearly see his aim was on target. There was flinching involved. And that other guy, teammate, was clearly took back what he said and says "I don't know, I don't know..." or something like that. As he isn't able to explain what he's seeing. DD repeated the gun fight several times since then. His bullets simply weren't registering. Even though there were hit markers.

Again, no communication icon was visible to show connection issues. As there weren't any. It's an example showing the algorithm at work.

This is a perfect example, IMO, of what the algorithm is doing and what I and several other players experience. Make no mistake, this game is very good at informing you when there is packet burst, packet loss and ping issues.
 
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Lets go back a bit. At 13:54 mark his aim briefly moves to the right as the enemy player's head crest the threshold of the ladder. That is the algorithm altering his aim.

How do you know this? Where's the proof that this is anything other than messy input or **** netcode?

Make no mistake, this game is very good at informing you when there is packet burst, packet loss and ping issues.

I doubt any game really shows 100% accurate network stats. They don't show issues server side or the 3rd party player's network connection info either, just (usually a basic) visual representation of client to server connection.
 
Make no mistake, this game is very good at informing you when there is packet burst, packet loss and ping issues.

These communication and netcode issues are not binary (if you will excuse the pun) i.e. they are things that are happening all the time but just to a greater or lesser degree. Games usually just inform people when they have become significant for a sustained period of time thus generating a sub-optimal experience for the player. Make no mistake however, they are always occurring, even when the game is not flagging it. They are just occurring to an arbitrary degree that the developer has deemed 'tolerable' for the average user.
 
I doubt any game really shows 100% accurate network stats. They don't show issues server side or the 3rd party player's network connection info either, just (usually a basic) visual representation of client to server connection.
It is not rocket science to inform you when you experience communication issues with the server. You doubt something that is so basic you answer your own question by admitting the visual representation the game offers when there is an issue. Which made your post self defeating.

As to your earlier question I've already addressed that in my prior post.

These communication and netcode issues are not binary (if you will excuse the pun) i.e. they are things that are happening all the time but just to a greater or lesser degree. Games usually just inform people when they have become significant for a sustained period of time thus generating a sub-optimal experience for the player. Make no mistake however, they are always occurring, even when the game is not flagging it. They are just occurring to an arbitrary degree that the developer has deemed 'tolerable' for the average user.

That is a very generic way of saying you don't know. Your generalizations really convolute your own skepticism. In my view how and when activision demonstrates network issues are competent enough to believe that if they are not displayed its not a user network issue.
 
Do we need to get the crayons out for you? :D
I already did when I responded to you.
All you have to do now is follow the "arrow" back to the original post and read the patent. Which is dated December 3, 2020 to gain massive hitpoint damage for a breakthrough in some knowledge of what this thread derived from.

Here is a hint (whisper) we already know about the icons used when there is a communication problem.
:D
 
Probably just move on from COD if it bothers you too much. A gamer not being able to play the COD series is equivalent to a film fan not being able watch Michael Bay movies, or a foodie not being able to visit Nando's (ironically both of which are currently the case!)
 
No different from a handicap in golf tbh. As a low skill player I am fed up getting roflstomped by people giving me a frustrating gaming experience. The sooner this becomes industry standard the better.

Two players on a golf course, one is Tiger Woods, the other is a 9 year who plays Crazy Golf at Butlins.

Both could have the same club and ball, the handicap system is there to average things out the game they are both playing is the same.

With SBMM, each player is playing a different game, the crazy golf player has a golf club, Tiger Woods has a Carrot, just because he is the better player.
 
Two players on a golf course, one is Tiger Woods, the other is a 9 year who plays Crazy Golf at Butlins.

Both could have the same club and ball, the handicap system is there to average things out the game they are both playing is the same.

With SBMM, each player is playing a different game, the crazy golf player has a golf club, Tiger Woods has a Carrot, just because he is the better player.

True, this was a thing back then but was only tied to single player games and its level of difficulty.

In sports games allowed the ai to block, steal more. Your player would lose the ball or throw a pass to the other team, etc all based on difficulty.

In racing your car could slow down. Ai cars get faster, etc.

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But these patents by Activision tell a completely different, aberrant, nebulous yet insidious story. Be it called SBMM or EOMM.

Anyone remember playing BO4/MW and receiving a pop-up screen asking, "Did you have fun in the last match?". People do wonder why it is happening.

Same thing but a bit more straight forward that was was never fully explained through normal channels why people were getting that popup screen. LOL
To fine-tune the matchmaking process, the system may include an analytics and feedback engine that analyzes player and match data to determine whether a given match was good. A match may be deemed "good" when a player is determined to have enjoyed gameplay associated with the match based on one or more quality factors that are used as a proxy for player satisfaction. The quality factors may include, for example, a duration of a gameplay session (e.g., via analysis of player historical data), player expressed psychological state (e.g., frustration level, after-match rating), premature exit from game (i.e. "rage quitting"), and/or other information.
From the patent.

In mw and cw you are put into a position were you are matched enough times to win and lose a match to keep you playing. As long as you start up the game and play again regardless of your gaming experience they consider you as satisfied. Enough to expect you to buy something.

All this in a attempt to keep you addictive to the game. It is something called Variable Ratio Reinforcement Schedule. In other words if you always win you get bored and stop playing. Same if you lose all the time. But if they create a pattern of you winning then create a higher probability of losing (sweating) subsequent matches you will be addicted to continue playing until you get that win streak again.

This is why people are saying its all rigged. And why you, who has a 1.0 k/d, well compete against cheaters and other high k/d players. When you original thought you were "protected. Unfortunately that is a lie. You are not protected.

The algorithm is against you and will put you in the probability to lose until you rage quite (out of the game). When you come back the algorithm says, "Ok, you weren't happy so I'll make it easier on you". And subsequent matches will show the "probability" of you winning or getting a better k/d. It doesn't mean that is what will happen.

The key here is the "probability". The algorithm will place you in a match with a favorable probability to win when you:
  • Buy from the store
  • When it's "your turn". The algorithm will assume you are getting bored if you don't start winning.
  • Use a particular skin they want you to advert to someone else
  • Lost to many matches and rage quite
  • Etc.
And a unfavorable probability when you:
  • Win to many matches and higher k/d
  • When you are targeted for Ad Placement: Are you getting killed by the same person with same weapon/skin using the same tracer?
  • When it's "Your Turn". The algorithm will assume you are getting bored if you don't start losing.
  • Etc.
From the moment you search for a match you are tailored to play the way activision's algorithm wants you to play.
  • Be it you play against bots with 2 or 3 real player on the other team.
  • Be it your opponents have a k/d up to and greater then 2x your own
  • Be it you are put on a team of bots to be Canon fodder.
  • Be it your hitrego, aim and movement is restricted.
  • Be it that you are lag comped
  • Be it you can no longer hear footsteps or the direction of those footsteps...at all.
  • Be it you are lag compensated even though the game isn't P2P and you are not host.
  • Be it you start to kill an opponent who has killed you 3-4 times in a row or vise versa an opponent you've killed 3-4 times in a row they become a bullet sponge or your health is reduced.
  • Etc
All of this in real time while you are in the match. You're team can be dominated then become dominated on. Are all tactics from their algorithm. Which will circumvent you into their probability statistics of you been addicted to the game. So that you are considered a higher probability of buying into their online store, Battlepass, etc.

That is the theory. Which is why SBMM Warzone app is important. Even though it can be and will be abuse. If you see that you are in a lobby with 5.0 players you can instantly back out and find something else more of your speed.

To fine-tune the matchmaking process, the system may include an analytics and feedback engine that analyzes player and match data to determine whether a given match was good. A match may be deemed "good" when a player is determined to have enjoyed gameplay associated with the match based on one or more quality factors that are used as a proxy for player satisfaction. The quality factors may include, for example, a duration of a gameplay session (e.g., via analysis of player historical data), player expressed psychological state (e.g., frustration level, after-match rating), premature exit from game (i.e. "rage quitting"), and/or other information.
From the patent. And this is only the tip of the iceburg. The algorithm is called the analytics and feedback engine. That is what activision calls it.
 
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Took me a moment to find it. However, this is why they are using that warzone app. They want to actually find bot lobbies more so then just lower skilled player lobbies.
Because contray to what some know or believe Activision has been using Bots to fill in matches for a long time now.

So when you hear of someone searching for "bot lobbies" they actually do mean bot lobbies. However, it doesn't excuse anyone who take advantage of lower skilled players.

It's all in their patents, this is not being "made up".
 
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