EA has recently released a Pitch Notes regarding server responsiveness and what it wants to implement for the future.
Connectivity is always an important topic given the growth and scale of the FIFA community, and youโve made it clear to us that you want more details about how weโre addressing your concerns and how weโre prioritizing solutions. In the later stages of FIFA 19,ย we began to share some of the changesย that we had implemented to improve the online player experience. And weโre going to give you visibility into some of the additional efforts weโre making around online connectivity, data centers (โserversโ), and gameplay responsiveness.
Weโre working on optimizing the online FIFA experience daily as there isnโt one single quick fix to this challenge. Not for any game, and especially not for FIFA given its size and scale. This is our challenge and one weโre committed to improving for all of you.
Weโre going to be as transparent as we can be. Below are some steps weโre taking, and weโll provide additional updates to you as we get them.
Why Havenโt You Made This Better Yet?
In short, online connectivity is a complex set of interactions and often depends on the type of game youโre playing, the connection you have, the providers that service your connection and, of course, your location. These issues arenโt something that can be improved with a single patch. The solutions require careful consideration and prioritization.
We know that the internet is generally designed to provide stable connections towards everyday activities like downloading, web browsing, and streaming. Optimizing for precise gaming at this scale is a unique challenge, especially in 1:1 gameplay scenarios that are core to sports and fighting games in which both players need to have all inputs and on-screen actions directly tied to what the other player experiences.
Defining What Weโre Talking About & What Weโre Working On
Since ourย last update, our team has been working towards identifying and optimizing for four critical areas. We thought it would be worth defining these here because, for example, what you might call โspeed up lagโ might mean something entirely different to someone else. Here are the key terms and infrastructure weโll use here and in future posts:
- Button responsiveness: how quickly the game responds to your inputs.
- Sometimes referred to as โinput lag/delayโ.
- Input loss: when an input is performed correctly on a controller, but it is not reflected in-game.
- Sometimes referred to as โbuttons not registeringโ.
- Game speed: when the online gameplay does not appear to be running at the expected speed.
- Sometimes referred to as โplaying on ice skatesโ, โgame feels slowโ, โplaying in mudโ or โplayers not getting enough tractionโ.
- Temporary freezing: when the online gameplay freezes for any amount of time during a match.
- Sometimes referred to as a โmicro stutterโ.
We have been actively working on these things, and theyโre not the only factors weโre testing and trying to improve. And, there are often trade-offs that we have to consider when optimizing the game. For example, the game stutters when packets are getting stuck over the internet. We have intentionally made the game more responsive over the years, which means that if you have a slower internet connection that you could see more stutters. We could artificially โsmoothโ this out but that would result in greater delay for other players.
Below are a few additional areas we are working on to enhance the overall experience and as we investigate solutions. Some of these will not bring immediate changes to the gameplay experience but itโs important to understand that there are many factors to consider as we go, and we have ongoing investigations and planned live tests to continue strengthening the experience.
Live Testing
Some connectivity and responsiveness solutions require live testing in order to gain a real-world understanding of their impact. We are in the process of setting up and conducting this testing with limited groups of key players. These tests will provide us with valuable data that will inform future actions taken by our team.ย The first ones will be looking at button responsiveness and input loss. You can expect to hear more about some of these scenarios early in the new year.
Game Latency Investigations & Improvements
We are continuing to capture data throughย Gameplay Responsiveness surveysย with key members of the community to better assist in latency investigations. Our most recent survey happened last week, and it is the third time weโve run one like this since launch. The data generated from these surveys allows us to identify key areas of improvement and is helping to drive solutions around the topics noted above.
Data Centers
Since FIFA 20โs launch, weโve added a new data center and moved 8 additional data centers to optimize our global network, which now consists of 15 locations across 6 continents. Weโre currently investigating where it would make sense to add additional data centers in order to improve the matchmaking experience for as many players as possible. As we add more locations, we need to balance a trade-off between a higher likelihood of a good connection for a player and the size of the player pool connecting to each data center to help ensure optimal matchmaking.
Sometimes the data center thatโs closest to you isnโt the one thatโs going to give you the best experience. This is because some Internet Service Providers (ISPs) donโt always move data directly from point A to point B.ย ย
The Matchmaking System
In October, we made a modification to the matchmaking system in FIFA Ultimate Team (FUT). This change was targeted to help increase the quality of online matches by updating rules around acceptable ideal ping thresholds.
We have seen some initial ping improvements across matches globally, and we will continue to monitor the matchmaking system and make adjustments as needed. Our priority with the matchmaking system is to ensure an optimal and fair online experience. We need to then balance and tradeoff between three main factors when tuning our matchmaking: opponent connection quality, skill level gap and the overall time a player must wait to find a suitable opponent; each factor must be carefully weighed to maintain a well-balanced experience. Weโre also looking at more ways for players to see in-game information about their connection status.
Weโd also like to take this opportunity to acknowledge and thank all of you who have been instrumental in sharing feedback and working hand-in-hand with us through this process. We recognize you want more updates, and our aim is to deliver that as we move forward. We will keep the conversation with you going. Keep telling us what youโre experiencing and weโll keep telling you what weโre doing to help improve your online experience.
FIFA 20 is available from September 27, 2019 on PlayStation 4, Xbox One, PC, Nintendo Switch. Keep on following us also through our social Facebook and Twitter for other news and information.