Call of Duty Black Ops 4 October 21st update detailed, Treyarch comments on 20hz server tickrate

Treyarch has detailed the October 21st update for Call of Duty Black Ops 4. According to the team, this patch addresses a crash at the end of matches for Master Prestige players in Multiplayer and Zombies and brings general stability improvements across all modes.

Furthermore, this update comes with improvements and tweaks to Zombies, Blackout and Multiplayer. For example, in Blackout it addresses an issue where players had to scroll right or left on the d-pad multiple times to navigate through Stash lists as well as an issue where the Collapse circle would sometimes appear invisible to players.

Treyarch has also commented on the 20hz server tickrate that the game currently supports in both Blackout and Multiplayer. According to the team, this was made for stability purposes and over the course of the next two weeks, we will roll out several updates to our network setup that will continue to improve.

As the team stated:

“We’ve also noticed a lot of discussion around network performance over the past couple of days and wanted to take a moment to address this directly. We’re constantly working to optimize the game, and particularly network performance, to ensure the highest quality online experience for our players. For a game launch with as massive a population as ours hitting so many global servers at once, we configure our infrastructure to ensure game stability as the highest priority over all other factors.

Now that we’re past the initial launch of the game, we are focusing on fine-tuning network performance around the globe, using the real-world data that we have collected. Over the course of the next two weeks, we will roll out several updates to our network setup that will continue to improve upon the experience of our players since launch.

As we have always said, launch is just the beginning, and we’re committed to making Black Ops 4 the best-supported game we’ve ever delivered. This is a journey that will involve constant adjustments, improvements, and additions.”

Below you can find the complete changelog for the game’s October 21st update.

Call of Duty Black Ops 4 October 21st Patch Release Notes

  • General
    • Miscellaneous
      • Addressed a crash at the end of matches for Master Prestige players in Multiplayer and Zombies. We’re planning further improvements for related UI issues in a future update.
      • General stability improvements across all modes.
  • Zombies
    • Miscellaneous
      • Addressed a crash when crafting the Shield with Frugal Fetish equipped.
      • Various stability fixes across all maps.
    • Blood of the Dead
      • Addressed an issue with the Shield not displaying the correct updated version for the player.
    • Classified
      • Addressed a crash when turning on the power in a Custom Mutations match.
  • Blackout
    • Stash Looting
      • Addressed an issue where players had to scroll right or left on the d-pad multiple times to navigate through Stash lists.
    • Circle Collapse
      • Addressed an issue where the Collapse circle would sometimes appear invisible to players.
  • Multiplayer
    • Scoreboard
      • Addressed an issue that highlighted the wrong score on the scoreboard if the scoreboard was opened immediately after death.
    • Specialists
      • Jumping while sprinting with Ruin now performs the same as with all other Specialists.

15 thoughts on “Call of Duty Black Ops 4 October 21st update detailed, Treyarch comments on 20hz server tickrate”

  1. That’s such a bullsh*t excuse, “oh we have a lot of players there for we couldn’t release the game with a half decent tick rate because we have to have stability over an actually good experience because we’re not capable of both as a multi billion dollar company.”.

    How about they just release actually dedicated servers instead of their crap and it wouldn’t be awful? I have a feeling they’re only upping it now that they have been caught, otherwise it would be 20 for the whole games existence.

    1. these companies do anything to maximize their profit, that is first goal of every single company that ever existed and will exist. the only thing we can do is not buy their games which i have been doing my part since call of duty 2 but kids won’t stop buying their games.

      1. I agree. If they spent half the budget on this game than COD:WWII, that would be anywhere between 20-25M(WWIi budget was anywhere between 40-50M just on the game and another 150M on marketing) dollars on an MP game with absolutely sh*t netcode which is pathetic.

    2. Dedicated Servers used to be Private servers that are hosted on computers/servers that people owned individually instead of running and maintained by the game company’s own servers.

      You used to be able to host a server on a computer back in the 90s and early 00s(some games have them still but they’re few and far between now) because the company would give you the tools to run them. It allowed for a community to grow around said server that you could always connect to as long as it was live.

      1. I miss those days so much. I’ve met quite a lot of people through playing on the same Quake, Half-Life, Counter-Strike, and other games servers that I still talk to this very day. It also was great for weeding out trolls and all that nonsense so you can have an amazing gaming experience. I really badly want games to go back to that, but it would break modern gaming’s ridiculous 1-2 year cycle on games.

    3. A dedicated server is a computer that is running nothing but the “server” part of a multiplayer game. The clients (software running on the players’ computers) all talk back and forth with the dedicated server, never with each other. So if 20 people are playing on a dedicated server that means 21 computers are active. Usually there is a server browser in these games where you can see some facts about the match (map, playercount) and the ping (how many milliseconds it takes to receive a response from the server).
      The opposite of a dedicated server is “peer to peer” netcode where one of the players’ computers is chosen to “host” the session. This means only 20 computers are needed to run a 20 player match. But several disadvantages are inevitable:
      – The server-side calculations can’t be intense because they have to run on a computer that is also running the game at the same time.
      – That player has a huge “host advantage” because he is playing on ZERO PING.
      – If the host disconnects the entire match comes to a stop and a new host has to be selected. Some games solve this better than others.
      – If none of the players in a match have a great connection that means someone with a sub-par connection becomes host. You’d get the same result if you established a dedicated server with a bad connection – but people would simply avoid that server after seeing its high ping in the server browser.
      – All kinds of manipulation like cheats or lag switches become even more powerful in the hands of a “host” as he holds everyone’s information and the server-side game state.
      TL;DR: Dedicated servers are the only way to do fair, fast multiplayer. Peer to peer is an abhorrent method to cut costs.

      1. 1. P2P can die, too. There are still servers associated with handling you logging into some account, handling stats and stuff like that. For example you can’t play any original Xbox game multiplayer anymore because MS shut all of that down if I recall correctly.

        2. Dedicated servers don’t ever have to die if you design the system such that the community can run its own servers. If the server files are out there anyone can start a server. Example: Battlefield 2 “died” because of the GameSpy shutdown but was resurrected by the community.
        But nowadays developers want extreme control over their creations (or maybe publishers demand this of developers? not sure) so they set everything up to be a complete black box. No community-run servers mean that, indeed, the game is dead as soon as the dev/publisher stops supporting it.

  2. Here’s the real reason…. they pay for the servers, user base will drop monumentally after 2 weeks. At that they’ll “listen to the costumers” and set it back to 60.

  3. sounds like: blah-blah-blah-blah! don’t interfere us save money on infrastructure…just shut up and give us your money!

  4. An “update” dropping it to $15-$30 (or even free) is needed much more than anything else – and those low prices are still way too expensive for the base price of this 2 mode horsesh*t of a social shopping mall app. Soon its anti-consumer milking machine will be injected with the Black Market while everyone excuses away its DLC, Season Passes, full price of $60-200, and incoming price gouged microtransactions with the GaaS and Live Service vomit like the addicted koolaid drinking fanatics they are.

  5. Isn’t this the norm? What are the alternatives? Why are dedicated servers better than other options?

    I had hope that someone could tell me in one or two sentences, without me having to research for half an hour on Wiki.

  6. I just saw a TV advert for this game whereby it stated there’s PS4 timed-exclusive DLC. Pure anti-consumer peasantry.

  7. COD functions as a yearly thing so dont expect any big updates becouse they mostly abandon their games soon after the initial release. Majority of this studio is already working on next game, its pointless to complain.

  8. Well what else can you say except they know what they are doing. Can’t prioritize anything over stability.

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