for Matchmaking. Desync can still occur and has a greater chance of happening when ping is high or there is a high variance in ping between players. The strangest among the reported instances were the desync issues that occurred even with low ping. In the end, we want to provide useful information for players to judge the situation and make the choice between wait time and optimal performance themselves if the matchmaking pool doesnt allow for both. Making a change to improve one aspect can very often lead to new problems somewhere else.
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With an improved matchmaking UI based on personal preferences, players will be able to play in their desired environment and game mode/map, even if matching takes a little longer. Watch Queue, queue _count total loading. By optimizing game effects, we have reduced the load caused when multiple effects are activated at the same time. We will continue to improve system analyses and monitoring, policy, and new anti-cheat solutions, while at the same time exploring external solutions such as police investigations and legal action. These bans will begin soon and will target players who continue to cheat on new accounts. Matchmaking screen when playing in a good ping environment. Ensure fair gameplay with vero moda korting woensdag more efficient anti-cheat solutions using all available means. Provide a fair gaming environment by matching users with a similar skill level (in relation to MMR, not Rank). Having so many variables can sometimes make issues difficult and hard to anticipate, but we will continue our efforts to ease server related problems wherever we can to reach our 30 server frames per second goal while ensuring smooth and precise gameplay. At first, this is likely to slow down our build cadence, but as these processes become more proficient, we hope to provide new content as fast as before, while maintaining our new stability and quality-first goal. We are considering a matchmaking UI overhaul so players can more easily recognize the estimated wait time for matchmaking and the current ping. Our current goal is to maintain a server tick-rate of 30 from the start to finish of the match.
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