We hear the feedback on Kill Trading and are continuing to evaluate the system in Gears 4.
In an online environment, Kill Trading is meant to provide equal conditions by allowing a tiny amount of time to check for kill shots from both players at close range. This number is in the double digit milliseconds.
This system compensates for travel time over the internet to ensure the first shot that gets to the server isn't automatically considered the winner. Basically, we're trying to avoid the person with the fastest internet winning 1v1 battles if both players fire at essentially the same time. If a killing shot does not return from the 'already dead' player within this window, no trade will occur.
While Kill Trading can be fustrating, we have seen a reduction in reports of situations where you landed a killing shot and didn't get awarded a kill.
With all that said, we are continuing to listen and evaluating all options. A server-side change launches with this Update that essentially reduces the Kill Trade window to zero (trades will only happen if both shots arrive at the same server tick) for Competitive playlists as a test case. We'll continue to monitor feedback to this latest change.
As of 10am PT today, we have made further significant reductions to the Kill Trading window based on in-game telemetry and player feedback. Try these new settings out over the weekend and let us know how they feel.
As a reminder, the more specific and relevant your feedback on the tuning of our Kill Trade system and how it feels after this change the more helpful it is. Please help us out by keeping comments as on topic as possible so you can help shape the final tuning.
We recently fixed a couple of bugs in Gears of War 4 that caused inconsistencies in our Kill Trading system.
Kill trades happen when both users land a killing blow on their local console (client) which tells the server they have killed the enemy. Once the first client's killing shot is received by the server, it waits for 250ms to make sure the other user did not also land a killing blow at the same time (accounting for network latency). This system exists to make sure the user with the best ping isn't the automatic winner.
Since we released this bug fix, we have been listening to the community response and have shortened our window for this system drastically in Ranked Modes.
We're looking for feedback in this thread about how often Kill Trades seem to occur with this new shortened window, as well as how the game 'feels' overall with regards to when you do and do not trade.
Thanks for your valuable feedback!