Fair enough. But the elephant is still in the room...
Initial release of Ghosts, the game obviously had some lag issues but it was manageable. Then literally like F-ing Magic <.<; The game became almost completely unplayable after the April 9th Update. So something must have been done to the matchmaking in that update that is seriously spoiling the pot. You don't have to take my word for it either, you can probably ask anyone you so desire and they will probably nearly all say the game got considerably more laggy after that update. The chances of this being coincidence range on impossibility. I simply would like to know that w/e was done to Ghosts will never be done/attempted again. Will the Dev's or someone of proven affiliation respond? Never, they likely don't care unless someone somehow organizes a global boycott (Ha, good luck).
I know you guys probably get very sick, tired and frustrated of people saying "Lag Comp this" or "Host that" but the fact is, if literally almost everyone is saying something is off, something must be off. For some reason, it effected BO2 and Ghosts the most, no clue why. Maybe the game developers haven't updated their matchmaking code in awhile with the games are getting more and more advanced? With more data flow to deal with but still using an outdated Net-Code?
Some folks are quick to say that the time to kill is much lower than in previous CODs but I'm having trouble seeing how that could be true when the guns are actually a fair bit weaker and slower than previous CODs. Hell, the LMGs used to be 2-3 hit kill minimum and have been drastically scaled back in Ghosts and we're still getting "Elbow-Glitched" or I should say, killed the instant we see an enemy's elbow. SMGs were much faster in MW3 and you still never died as fast as now. Other folks would say the hit detection is higher but I literally just played a few games on MW, MW2 and MW3 and had no problems with hit detection at all... Every shot I took... hit... lol So unless they made it so your bullets have a pseudo homing effect, I don't know how they'd go about fixing something that wasn't broken to begin with? O.o;
Side note: MW is seriously glitched out now <.<; Glitching out of maps, on top of buildings, into the gas tanks of the trucks.. its bananas..
A List of Gun Charts from all COD can be found on the Den Kirson Forums. All of which are pulled from the game's .dat files and are 100% accurate.
Something's going on here, and it cant be covered in the standard "its just lag" when no other online shooter is having this problem to the same degree as Ghosts. I only briefly played Battlefield 4, so I can't speak on it's lag issues or lack thereof and I have no interest in Destiny. I did play a fair bit of Titan Fall which is similar in play style to COD and probably all of us have played Halo.
Halo Series
No detectable lag related issues. The "WTF" moments in the Halo series usually come along when someone drops a grenade at their feet or pulls an energy sword out of nowhere at the last moment or someone is simply surprised, but very rarely has there been any "B.S." moments in that series.
Titan Fall
No detectable issues with Titan Fall, but Titan Fall went above and beyond to secure good servers so if any laggy moments happened, I was unable to notice. The game has similar play style and kill times as COD (as long as you aren't using a silencer) andthe game's developing company, Respawn Entertainment, doesn't have anywhere near as much experience as Activision so how on earth were they able to release a game with little to no lag issues on DAY ONE when COD has been getting worse and worse over the span of the last three years??? The point I'm getting at is that this problem, with all of Activision's money and resources can very easily be fixed. Actually I wont use the word "Fixed" as it's impossible to completely remove latency, I will say "Very Greatly Improve".
As for my pings... Umm.. unless you have a "Trustworthy" site or way to check my ping, you can't possibly say my ping tests have no relevance and lets look into why.
1) Those Scores are excellent:
There are very few connections you'll find stronger than that without paying a very large amount of money each month.
2) Because my internet is as "Fast" as it is, I should have NO PROBLEMS connecting to any host/host server EVER. The only way I should experience any heavy ping/connection issues is if I'm connected to a host/host server that's literally in another country.
3) That was the exact point of me showing my local ping vs my ping all the way on the other coast in L.A. lol. So if you know a more reliable way to check my ping with CoD servers, please, pray tell.
I think the main reason people suspect foul play is that Activision is under no obligation what so ever to tell the player base anything at all about what they do/intend on doing with matchmaking. That and its so easy to implement a code section designed to hinder strong connections or stronger players that its hard not to be suspicious. It's a fair possibility that the matchmaking's net code is designed to bolster people with weaker signals or even weaker stats simply to get as many players hooked on the game as possible. And the scary part is that a simple xml code like...
<if Player7 Streak Greater than = "10">
<Action type = "CounterSpawn" Distance set = "12 units behind" Target ="Player7"/>
</if>
extremely rough xml example of a counterspawn setting. A real code will obviously be more complex (or maybe not)
and then there's the very strongl suspicion of w/e causes us to lag whenever we are near certain players and it could very simply be a random packet loss system or a Coin Toss put into play. The Game may very well have a randomality in place that intercepts all gunfights, very easily causing the B.S. moments we experience. It could be something as very simple as...
<if Player7 status ="Gunfight" target = "Player3"> (Gunfight meaning both are shooting at eachother)
<Action type = "Dice Roll" Parameters = "0, 1, 2">
<if Parameters = "2">
<Action type = Packet Loss +25% Target = "Player3"/> (Almost guarantees that Player 3 loses the fight)
</if>
<if Parameters = "1">
<Action type = Packet Loss +25% Target = "Player7"/> (Almost guarantees that Player 7 loses the fight)
</if>
<if Parameters = "0">
<Action type = "None" /> (No outside influence is granted and the more skilled player will win)
</if>
</Action>
</if>
I give credit to BDobbinsFTW from his youtube video for this idea:
"Will Advanced Warfare Multiplayer LAG ON PURPOSE? COD Advanced Warfare Lag Compensation Info"
The man simply explains basically what I did in this long post but in better detail.
My apologies for not simply posting the link itself but it seems every post made with a link attached is held under moderation for an uncertain period of time. Please take a moment to search for and watch this video as it thoroughly explains that this franchise should not be lagging the way it has been
Please excuse my poor coding skills as I only dabble. Many of us very strongly believe that something very foul is at play. I think it safe to assume I speak for everyone when I say that we all only want the B.S. to stop. I think we'll all begrudgingly love Advanced Warfare one way or another but the B.S. should be removed from existence completely.
And to quote mister BDobbinsFTW,
"The best way to influence large companies into making decisions that benefit the PEOPLE is to ask the uncomfortable questions where everyone can see them"