Expose Blizzard's Rigged Matches

Not only are Blizzard rigging matches by giving one side more experienced or skilled players than the other. They’re rigging player hit boxes and / or hit registers too. Sometimes to the extreme that what the server “sees” in the replay viewer makes no sense whatsoever.

I encourage more people to post proof of this in the form of screenshots or captures and I intend to add more proof to this post myself also.

Mei icicle changes direction mid-flight to headshot me:

https://ibb.co/2c55NKd

Bastion shoots me through a wall while apparently shooting someone else at the same time:

https://ibb.co/TYGqHnV

Moira visibly damages me through a wall:

https://ibb.co/Sdf98K0
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Nothing surprises me with Blizz, but for accusations like this you would need to post video codes, not screenshots. The matchmaking being broken has been proven with videos, challenges, hundreds of thousands of eye witness accounts, and now we have science based studies, but you at least need videos for these types of accusations to be believable.

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There’s a small difference in what your client sees, what their client sees and what the server decides it’s the truth. This can lead to small moments like these. They implemented this thing called “favor the shooter” to mitigate this. When the opponent still has eyes on you and hits you (on their screen), you can already be around the corner (on your screen). The opponent will chip of the damage eventhough you’re already out of sight on your client.

I personally think this is the best approach to this problem but it does lead to some frustration. In earlier Overwatch I remember 100% shooting or healing someone but it wouldn’t register. It was kind of the opposite situation. And they happened way more than what you are addressing now. Your client will not show the opponent’s perspective so it can lead to some images/WTF’s like the ones you are showing.

Every high paced multiplayer game has systems like these build in and stuff like this happening.

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You are aware this is because of differences in ping, and “favour the shooter”.

Did you watch in the replay viewer from both players perspectives, as you view from their ping pov.

You must be new into how online fps games work.
All games with tech like favor the shooter and lag compensation have these things happening.

If the hitboxes were manipulated all the GM/t500 players would immediately notice it and twitter etc would be in flames.

How does “favor the shooter” work when it comes to no hit regs?

Because the shooter might see a hit but the computer says no.

Good question, not exactly sure what causes no-regs. Some have stipulated it happens if you have packet loss or high ping peak.
e.g. you hit on your client but the “hit data” never actually reaches the server from your client for whatever networking related reason.

Can you give a replay code please. Screenshots are nonsense

All the screenshots are freeview from the replay viewer so it’s what the server saw, not my client, where they were even more extreme.

I get that. But this isn’t my client it’s the replay viewer. I get shooter first or whatever it is, but surely it’s too much if what the server sees is people shooting through walls. In both cases, the server decided what I saw on my screen and where it decided where I was on the map itself were both wrong and instead allows bullets to travel through walls. In the bastion example you can see the bullet bouncing off the wall, the bastion facing in the other direction shooting at someone else, yet I still die to him?

Replay codes aren’t much use when they get wiped even after a minor patch.

Also. What happens in a shooter first system when the shooters ping is high? Or when two people are shooting at each other? They can’t both be first. In that case it must need to look at what it sees itself on the server and decide the outcome. Why not do that for positional data too?

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If positional data was taken into account as you imply, then favor the shooter mechanic couldnt work.
You would have to actually “predict” your shots even with hitscan weapons according to your ping to the server.

e.g. if you had 100ms ping to server, you would have to predict enemy movement by 100ms with hitscan weapons.
“favor the shooter” or lag compensation is there to remove this.

Very old online fps games didnt have any compensation and so people with low ping always had a big advantage compared to this.

edit: alternatively i guess it might happen if “positional data” was there, you would get even more “no regs” when people with different ping would be behind walls, when on your screen they actually arent.
And that would most likely be even more jarring.
All in all its all a compromise.

Right. So dps get a consistent experience while as a support I’m screwed because I only got behind cover 100ms before they shot me not 200ms. If the shooter has a high ping or is lagging out surely you can see how this system would break down?

How does it work when two dps are shooting each other? That can’t be favor the shooter. I don’t think what I’ve seen in-game is just that either. Hitboxes can definitely be dynamically changed in this game. Look at Ana. It’s way easier to hit heal shots than damage.

Yes, that is the compromise with it. The other option is that higher ping players are always at even bigger disadvantage.

It doesnt matter, its always the same.
But in general, the one who has lower ping has an advantage. But the lag compensation lowers it.

Mainly because (especially with hitscan) where you shoot will always be where you hit, as the hit detection is done locally on your pc and not on server. (as was the case in the early days)
There probably are a lot of YT videos about it in general as pretty much all online fps games use similar technologies nowadays- I havent thought about it in depth in a while.

The lag compensation etc results sometimes in some funky interactions with certain abilities like tracer recall and genji dash as well. Like sleeping a genji mid dash and they actually “get slept” at the end of their dash

We dont know how that is implemented in game. It may be the teammates have a second bigger hitbox around them all the time and ana is the only hero (for now) who uses it.
Or the ana gun itself has two different sizes to it, which probably is the easier way to implement it.

Anyways thats besides the point I suppose you were implying: if the hitbox sizes were in fact being manipulated in the game, all t500/gm players would notice it immediately and would not be silent about it.

I absolutely agree what the op said, but this is just a tiny thing how blizzards wants to chain lower iq players to the game, like players are actively defending this are the same, protect the garbage more…

If you watch from each players perspectives you see from their ping.

End of this video he shows and explains it (looks like ana always misses sleeps on his pov, but not the ana’s)

Such a sad state of affairs, Blizzard used to be the golden child of Game Dev studios wtf happened to them?

1 Like

This is all good… But then how to explain when I hit a sleep (on my screen) and the enemy dodged it on theirs… Yet they don’t get slept? Seems the “shooter first” thing is selective to me. I’ve had it happen both ways. Sometimes I didn’t even hit the sleep on my own screen yet they still get slept. Probably depends on whichever team has been decided to lose that match.

Next time it happens I’ll take a screenshot from the replay of me (the shooter) hitting a sleep and them not getting slept

Exactly the same system. “Favour the shooter” is just a phrase. If you land it, but it misses, they just weren’t there. Even if that’s what you’re seeing.

The ping difference as that point would probably have been large.

In that case though the shooter isn’t favoured? So I shoot, I hit, they don’t get slept. On their screen I missed. Fine. But look at my examples above. They shoot, they hit, I get slept. On my screen they missed. The system isn’t consistent which is my point. It’s being manipulated to make one team more likely to win, with the goal of keeping players engaged and grinding for longer. I think instead of favour the shooter it’s favour the team who has been selected to win.

I don’t have a high ping, at least I don’t think so? It’s usually around 30ms.

If you dont, they probably do.

What you’re experiencing is most likely latency problems, but I’m completely open minded to the idea that blizz changes hit-box sizes to encourage certain outcomes in a match. If it can’t find the right players to create a 50% chance of winning then just decrease the size of the hitbox of the team that is less likely to win, making the teams a little more fair.

Even if they’re not doing this it’s exactly the type of thing they would do.