C6 Comments on Call of Duty League Practice Servers Versus Real Matches


by in Call of Duty | Mar, 2nd 2021

It looks like Activision and Treyarch still have some work to do in order to get the Call of Duty League balanced and up to par with where it needs to be for a safe and beneficial competitive environment. At least, according to one of the pro players who commented negatively on the Call of Duty League practice servers.

C6 Calls Out the Call of Duty League Practice Servers


That pro is none other than Crimsix, one of the current world champions of Call of Duty and one of the best players to ever grace the battlefield. Recently, he revealed that practices aren’t always as helpful for the teams as they need to be.

In fact, it seems that the Call of Duty League practice servers are so bad that they can actually negatively affect a team and cause things to not work the way that they planned or expected them to. This seems to be a widespread issue and one that isn’t necessarily new to the franchise, either.

Crimsix revealed his thoughts on the CDL practice servers during a recent press conference where he noted that this is a hot topic for the players and teams that are pretty universally shared but no one really wants to be the person to go there publicly.

But it seems that the three-time world champion doesn’t have to hold back at all in his opinions about the league that he is currently at the top of, so he is able to say whatever everyone else in the room is thinking. And that is that the Call of Duty League practice servers are “completely unacceptable.”

Refresh Rate Is Different Between Practice and Real Matches


Essentially, the gist of it boils down to the fact that the teams are practicing on servers that are actually wildly different from the ones that they are playing on in the real matches online. This distinct difference can be something detrimental in the long run of a team’s viability online.

From what it seems, Crimsix claims that the practice servers are running on 20Hz while the actual real match servers that are used for the official competitions that we can view online are actual 60Hz, something that is more of the standard that you would expect in the industry.

This is inconsistent and makes the spawns not work the way that they necessarily should when it comes to the real matches. This is something that every single CDL team is dealing with, according to Crimsix, and something that has been reported to Activision in the past.

The players have been told by officials that the practice matches have the same spawns as the normal ones but this is something that he refutes entirely. While the teams are told they’re the same, the players will then use the spawns and strategies the same way from scrimmages to real matches.

Teams Are Practicing on Servers That Aren’t Representative of Competitions


But when they do this, it doesn’t work the way that it should even though they are replicating what they are being told. This means that the teams are “essentially scrimming a system” that they’re not actually going to be officially competing on.

If this is true, and there is no reason for the three-time world champion to lie about this particular element, it is truly unacceptable as Crimsix stated and something that needs to be changed immediately. It is uncertain what exactly is causing this change from match to match.

What we do know is that the official Call of Duty League matches are likely played on servers that are special and reserved for this type of competition while the practices are done in the normal custom games lobby. This could be the factor that is causing this issue.

Perhaps it could be solved by simply giving dev build access to the players and teams of the servers that are officially used, especially since they are on PC so it shouldn’t be too difficult to make happen. However, we could see this be an issue for Activision in terms of security.

Two Game Modes Use Respawns in the League


Regardless, it is a widespread issue and one that we even heard about during the 2020 inaugural season that Crimsix and the Dallas Empire won, even though it was played on a totally different game that was developed by a totally different developer.

While Crimsix doesn’t go into great details about what exactly is happening with the spawn system from practice servers to real CDL competitions, there are some details that we can infer. He noted that it goes from 20Hz in custom games to 60Hz in the actual matches for spawns.

There are two game modes in the league that use respawns and those are Control and Hardpoint, in which they are integral to being successful there. What is likely happening is that the numbers onscreen are not reflecting the actual countdown for the spawns themselves.

I’ve noticed this personally in the League Play when I play it where, basically, the refresh rate seems to be higher on one part of the game than it is on the other part. The countdown for the start of a match or respawns are inaccurate and unreliable, forcing me to keep spamming the respawn button when I die or spamming sprint when I am starting a new match.

How These Differing Spawns Can Affect a Match


This is a major issue for CDL matches and one that could be what Crimsix is talking about affecting the practice servers. While it may seem odd for something simple like this, it can affect the really close matches we get in the league. Let’s say, for instance, that a team is playing Control and they are trying to capture one of the two points.

Maybe they’ve already grabbed one point and they are on the last one with only one player capturing it alone since the other three died. That lone player needs to be able to hold on long enough for reinforcements or someone to quickly replace him if he dies.

But if the spawn count is incorrect and the teams have been practicing with the wrong one this whole time, those precious milliseconds could result in just the slightest missteps that lead to other ripples in the match like a teammate not getting there in time or misjudging how long it will take for something specific to happen.

This can lead to a bad situation where someone thinks a teammate will be there to replace them in time and they aren’t, and they die before being able to capture it in time, leaving the other team to defend the point and potentially win the match. Issues like these need to be addressed soon.

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