![]() There is no official GameFAQs app, and we do not support nor have any contact with the makers of these unofficial apps. Continued use of these apps may cause your IP to be blocked indefinitely. ![]() This triggers our anti-spambot measures, which are designed to stop automated systems from flooding the site with traffic. Some unofficial phone apps appear to be using GameFAQs as a back-end, but they do not behave like a real web browser does.Using GameFAQs regularly with these browsers can cause temporary and even permanent IP blocks due to these additional requests. If you are using Maxthon or Brave as a browser, or have installed the Ghostery add-on, you should know that these programs send extra traffic to our servers for every page on the site that you browse.The most common causes of this issue are: For example, read Activision’s blog to learn how the Modern Warfare team learned and mastered photogrammetry technology (combining many 2D photographs to create an incredibly detailed 3D environment) to integrate utterly realistic depictions of everything from forests to the underside of a Russian tank.Your IP address has been temporarily blocked due to a large number of HTTP requests. As the GameSpot review noted, “You'll learn to tell most every weapon apart by its own loud and clear roar.” The franchise’s devotion to such technicalities has only magnified over time. Graphics quality is cutting edge, and audio is even better. Go back to reviews of the original Call of Duty in 2003, such as this one from GameSpot, to find comments that describe the game as “at least as good as, and in several ways is simply better than, any similar game.” Watch for mentions of the impressively diverse and authentic weapons arsenals. As noted above, better matchmaking is one path to this end, but there are many more, not least of which is deepening immersion through technical excellence. Successful franchises doggedly pursue perpetual improvement to the user’s gaming enjoyment. Such improvements can expand matchmaking pools’ geographic reach because players inside the expanded area can still enjoy ping times within a game’s acceptable latency threshold. However, the specific infrastructure used at each network node and the algorithms used to route network traffic through those nodes efficiently can be improved, sometimes dramatically. There’s no improving on the laws of physics. The speed of light - meaning, in this context, the transmission rate of signals passing through internet backbone fiber-optic cables - places a floor under possible latency performance. Beyond certain latency thresholds, the player experience may be adversely impacted. Nevertheless, the size of this pool area remains bounded by latency increases as geographic distances grow. By making this change, Activision greatly expanded the potential size of player matchmaking pools within a given area. This is why it’s so important that Modern Warfare’s multiplayer experience now spans different gaming platforms. High-skill players make a lot of noise about disliking SBMM, but developers may prioritize the happiness of the many over the few - again, aiming for the middle of that bell curve. This doesn’t mean SBMM is inherently bad, only that it may need a balanced application, such as being used within ranked modes or not used at all in public matches unless requested by players. ![]() Some feel that it punishes high-skill players, forcing them to always play other high-skill competitors, thereby making every game a “sweat” and keeping them from showing off their talents. Skill-based matchmaking (SBMM) remains controversial. It also makes it easier to have a “healthy” matchmaking system in which players can have a varied, rewarding ongoing experience. That said, player skill levels range across an entire spectrum while having skill ratings fall into a bell curve in which most players fall one standard deviation from the mean tends to yield a happy player base. The better route may be for algorithms to mix things up, with some games being hard and some easy. He discussed how an even (50/50) kill:death ratio is often described as ideal, but an endless string of 50/50 matches becomes boring. Menke also pointed out that designers shouldn’t be too rigid with their matchmaking rules.
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