Found on reddit posted by u/BuntStiftLecker, what are your thoughts? Have you felt your aim totally going sideways randomly when you know for a fact you were aiming how you always do?
"Over the last few years more and more games have began to suffer from all the same problems:
- Inconsistent hit registration/detection
- Inconsistent directional audio
- Inconsistent visibility
- Inconsistent sensitivity on mouse and controller
- Inconsistent “net code” and “lag”
While it seems to look like AAA studios have lost their ability to create FPS games, something they’re doing for the better part of 20 years now, it could be more than that.
Patents for all kinds of manipulation of in-game information and data started to emerge four years ago with the first one being a study, using one of EAs games , other patents quickly followed:
- System and Method for Validating Video Gaming Data (Activision, Data collection) 
- Practical Application of a Virtual Coaching System and Method Within the Context of Multiplayer Video Games and Based Upon a Determined Playstyle of a Player (Activision, Highly advanced SBMM) 
- Methods and systems for incentivizing team cooperation in multiplayer gaming environments (Activision, Dynamic accuracy adjustment of the player)
Methods and systems for increasing player engagement in multiplayer gaming environments(Wrong name used)
- Video game content aggregation, normalization, and publication systems and methods (Activision, Pins performance data/profiles to user account making it usable across games) 
- Systems and methods for dynamically weighing match variables to better tune player matches (Activision, Runs AI driven bots based on captured user performance profiles) 
- System and Method for Transparently Styling Non-Player Characters in a Multiplayer Video Game (Activision, Makes NPCs/Bots indistinguishable from real players) 
- Method and system for determining a frustration profile of a player on an online game and using the frustration profile to enhance the online experience of the player (Sony, Determines when a user would quit to act against it) 
While these are just a few I read through, there are far more by other companies, like the “TrueSkill” and “TrueSkill 2” patents by Microsoft or the “Dynamic Difficulty Adjustment” patent by EA. When they became known, they quickly have been written off by most communities as not being feasible or “no evidence” of implementation. With Respawn admitting to “EOMM” in their games and the player performance data moving from “CoD: MW2019” over to “CoD: BOCW” and “CoD: Vanguard” this has significantly changed.
While nothing of the above is really new, the results technologies based on these patents create become more and more visible in games like “Apex Legends”, “Battlefield 2042”, “Call of Duty” or “Halo” every day. The communities seem to slowly wake up to the problem, while in most of them the talk about it became heavily limited.
It is however no surprise that most of the subs and forums of the aforementioned games are full of posts complaining about
- Bad servers (Fix your servers)
- Bad hit registration
- Bad audio
Once one knows what to look for, one can easily identify the symptoms across games and see the signs of manipulation. High randomization in hit detection/registration is an attempt to level the playing field. People in the “CoD” community began to talk about it as early as “Modern Warfare 2019” and it became worse with “Warzone”. Randomly disabling “aim assist” or modifying the audio became a common thing .
Aim manipulation can hardly be demonstrated in video and has to be experienced during game play. Watching a video it seems like the player has “bad aim”, because that’s exactly what the manipulation is supposed to do. Feeling it happening however is a totally different thing. One knows when the game does not follow his inputs on the mouse. No matter if the game is not firing a shot or not moving the mouse far enough. One feels that the game moves faster because sensitivity has been dynamically changed.
So much for subtle aim manipulation. What if that’s not enough? Then “the game drags you off the bad guys” as said by one guy in the “Black Ops: Cold War” sub. The “problem” became so visible that it was caught on video, over and over again [10,12]. All bugs of course.
With “Cod: Vanguard” the “problem” has been “fixed”. Not being able to explain how the same bug carries over from two engines, something had to be done. While “Aim resist”, the game creates a bubble around the enemy that cannot be entered with the cross hairs for up to two seconds  still exists, everything else has been removed and “bloom” has been added. Bloom the perfect option to hide inaccuracy, dynamically adjusted or not.
The goal of all this? Engagement. By dynamically putting people together on anticipated outcome, the reason why lobbies are abandoned and not kept, one can manipulate the player into playing more than he usually would. The longer the player stays the better and it has been shown by studies that constantly winning or loosing does not give the player any fun. While these tests were part of a study on gambling addiction, the reward system in the human brain has not changed and is still susceptible to these things, especially in children as young as 13, while the damage done cannot even be predicted.
It comes as no surprise that we see these patterns in games today. One example being the “near loss”. “Near losses” suggest the “Illusion of control”, creating a sense that the player is developing some kind of skill over an outcome that is in fact determined by manipulation. Being presented with a “near loss every” 3rd or 4th match has shown to yield the best results. While still facing an objective loss, the player is tricked into continued engagement and the illusion of a chance to win the next match.
It is not uncommon that players win a match and heavily tank afterwards, being trapped in a pattern where their results seem to get better, just to be presented with a “near loss” after three rounds and the cycle starting all over again. Every now and then, the player wins a match having the feeling he’s getting better. Other side effects are “sweaty lobbies” feeling like ranked play or the game trying to hold a player down after an exceptionally good match. A near 50% win/loss rate being another side effect.
However, these systems have one nice side effect: People are so pinned down to a certain K/D and win/loss ratio, that it’s basically impossible to be better. The more dialed up these systems are, the harder it is to get away from a clean cut 1 K/D or a 50% win/loss ratio. The only way to overcome this is a “sudden spike in skill”, either by reverse boosting or by using actual cheating software like “aimbots” or “wallhacks”.
Sadly these systems also destroy a lot of fun and I cannot even be mad at people that buy cheats to get the fun out of the game again. Artificially added delays, bullets not hitting, randomly manipulating the accuracy, messing with audio or visibility. Every manipulation or randomization goes against the legitimate player and helps the cheating player.
It has been so bad in “Black Ops: Cold War” that “Scump” had to explain how he is one out of two professional players that is capable of holding an “above 2 K/D” [12 – 23:46], leaving Hecz immediately wondering how streamers can pub stomp having a four or five K/D ratio [12 – 24:00]. The whole conversation, starting 20:55  is quite interesting.
While the statistics collected will show if a player cheats, in the game these things help hiding cheats. After buying skins or being granted that one exceptionally good match, who can tell the difference between a dialed up “aim assist”, even on mouse, or an “aimbot”? What about “wallhacks” and lowered latencies or better audible footsteps?
Searching for “cheater” or “hacker” in the subs or forums of the latest games yields a lot of results, while most of these people aren’t cheating. Searching for “SBMM” at least shows that the communities are slowly waking up to what’s going on. Sadly “SBMM” insinuates that it is all about a level playing field while in reality it has become a generic term standing for all versions of match making and player manipulation in game.
Once better hit detection, higher accuracy, more health or easier lobbies are paired with micro-transactions the disaster will be complete. Getting easier lobbies after buying something has already been reported in various subs and is well known from mobile games. This being the next step in the evolution of “Pay2Win”, it’s only a matter of time until games can only be won after buying the latest skin or “Battlepass”.
For roughly five years we’re witnessing how the games we love are slowly transformed from an open playing field into an “Operant Conditioning Chamber” (Skinner Box) turning them into an experiment in psychological manipulation and control.
It needs to stop.
 – https://web.cs.ucla.edu/~yzsun/papers/WWW17Chen_EOMM
 – https://patents.google.com/patent/US20200188793A1/en
 – https://patents.google.com/patent/US20190329139A1/en
 – https://patents.google.com/patent/US10561945B2/en
 - https://patents.google.com/patent/US10864443B2/en
 - https://patents.google.com/patent/US10857468B2/en
 - https://patents.google.com/patent/US20190291007A1/en
 - https://patents.google.com/patent/US20090280909A1/en
 - https://www.youtube.com/watch?v=Ec0f5-wKZ10
 - https://www.reddit.com/r/blackopscoldwar/comments/kgy3bn/heres_footage_of_the_aim_assist_bugging_out_when/
 - https://www.youtube.com/watch?v=IIqNizptYIo
 - https://www.youtube.com/watch?v=zmC9tWCEN10 "