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[ Bugs ] normal skill bug

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  • Registered: 2017-07-24
  • Topics: 25
  • Posts: 59
On 2016-11-04 02:25:35Show All PostsDescending Order
1# Go To
this is my team. I use konan skill first, save tobi for other round to start another combo. so obviously I have hidan skill up for use. when my kon*es her mistery I look at enemy team, and use hidan up to that. there's no mistake until now, game is working fine.

after I use konan mistery, my konan, tobi, main use standart attack and them using at least 2(if 1 dead and my hidan is faster they go 2 or not 3) but the problem is, I activate hidan skill when konan goes for standart attack, basicly at least 5 rounds before hidan. and guess what? hid*so goes standart attack but not his mistery when it's his turn to go. so if I cant use "not prompt" skills when I wait to think a while to see the stuiation in fight, I think this is a bug! and a serious bug that makes me lose the fight!

if this is not a bug, please explain how it works, if this is a bug please fix.
  • Registered: 2017-07-24
  • Topics: 25
  • Posts: 59
On 2016-11-04 03:40:31Show All Posts
3#
  • On 2016-11-04 03:03:04
  • Not sure myself if bug or not, but personally I never experienced anything like it. I just spam the Q/W/E/R *on with target chosen as soon as the round starts XD
lol, this is happening to me for over 3days and I lost too many fights I can win.. I am kinda getting angry

but yeah I spam the first konan skill too :D
  • Registered: 2017-07-24
  • Topics: 25
  • Posts: 59
On 2016-11-05 00:01:45Show All Posts
6#
  • PraiseLuka On 2016-11-04 05:03:48
  • The problem is, the animation you see is what the server tells you, it's stuff that have already been calculated. In order to take your command into consideration, the command must be received before the calculation occurs. So here is what could be happening:
    Let's say konan action(mystery) is action 1, and hidan normal attack is action 7. So it goes from 1 to 7
    You order Konan mystery
    the actual server side calculation does action 1, send you the animation for view (and this gets delayed)
    the server calculates action 2 and 3
    Now finally you get the action 1 back for viewing and your flash player starts rendering the stuff, but this takes awhile
    the server calculates 4 and 5 in the mean time
    Your flash player is finally done rendering, so you finally "see" that your action 1 happened, you order mystery for action 7, this signal gets further delayed.
    server calculates action 6 and 7
    NOW your command reaches the server, and it will do the mystery next round.

    There are two primary cause for huge delays.
    First, if you play on 2x speed, while server calculation might actually be at 2x speed, your browser rendering is significantly delayed. This usually cause anywhere between 4 and 6 action worth of delay(note that the server does take chase chain into account, so each 2-3 chase can be considered as an action, in term of delay time, so if you order an actin at the start of an chase, and then another chase happen, the order might actually go in right after the two chases finish). This is somewhat affected by your computer's capabilities, as faster flash rendering reduces the delay.

    The second is bad internet.The server can't wait indefinitely for your order, it have to go on with what it does (btw, fighting bad internet in sage is horribly annoying, because server does try to wait) So if there is a 1-2 second ping time between you and the server, the server's calculation might not be waiting for you. so between you receiving the animation and you sending the signal, there could be 2-4 second of delay, time enough for a couple more rounds to happen in between, possibly make you miss your timing.

    I have found that with good internet and 1x speed, my "orders" usually gets in with at most 1 action worth of delay. Whereas with bad internet and 1x, it's usually 2-3. Usually, 2x increases another 4-6 action worth of delay. Bad internet with 2x? well, I'd be lucky if my commands gets in during the round I want it to(except spam click at beginning of round, that's where the server waits for you the longest)

    A lot of times, I put on auto temporarily in order to ensure some non-targeting skill gets in. For example, one of my char is close to death, I have a reviver in team, when rest of my mystery are all in cooldown, I put on auto. So if the char is dead, reviver queue the skill. This is useful when the char gets killed by the enemy char immediately before the reviver's turn, as manual is likely to miss timing.
thank you for your reply, I have 50mbps internet and a normal pc (which helps me getting 150-250fps on csgo) I always load first everytime I battle someone and this mostly happened on sage war and plunders. I think the problem here is the time between my konan and my tobi. when my tobi goes, the system makes the calculation of the 7th move (I'm most probably killing the one I focused so less moves for enemy team) and I am losing that skill for just seconds.

the delay between calculations and flash showing it must be shorter, or maybe my pc or internet at some point fails this I dont know. but even if it's by my pc or computer, I think coders can add around 2 secs delay between every calculation (this can be good also when you face with someone with bad internet and wait for them to see all the action went on already)

I dont know adding 2 secs delay would work but even without this problem I thought we had to have that time to think actually, and give more time in sage would also solve the problem coming from 2secs delay.
  • Registered: 2017-07-24
  • Topics: 25
  • Posts: 59
On 2016-11-05 23:26:57Show All Posts
8#
  • PraiseLuka On 2016-11-05 04:36:48
  • TL:DR version on top for friendly reads:
    No, 2 second delay wont work
    It's probably not a problem with the game.
    No, what you said doesn't mean your network is fine, thou it's unlikely that it's the problem.
    It have more to do with server setup and location relative to your location (and potentially ISP, some ISP in some countries are WEIRD)

    Think GNW
    Think how there can be up to 5 fights in a round in a zone
    Think the 35 minutes time limit (until next round start, I don't know if this can be delayed. And frankly, I doubt anyone WANT it to be delayed, especially on Saturday ones where there are 3 sets. Can you imagine 50 minutes a round? sit around for 3 hours, counting prep? oh gawd, granted, no server I know of is active enough for that problem to occur, but with mergers, it might, oh gawd)
    No, 2 seconds BEFORE each action will NEVER work. Each character action, start of round not withstanding, can't be allotted more than 1 second(you can split the time to per fight, then per round then do some calculations etc). And given the animation of an attack takes half a second, half second delay is what you will get at most. For reference, we've had one round that took over 20 minutes of the 35, and we only had I think 4 fights in that round, currently there is no delay before EACH action, only start of round.

    Anyway, as for your internet/pc
    50mbps don't mean anything for gaming. For one thing, that rarely ever happens and is limited by other factors. For another, that is the "width" of your internet. There are, generally speaking, three factors that are important to internet:
    the "speed" but actual "width" of your internet, which is what you gave.
    the ping to the target destination and back
    the packet loss rate, this generally only happens in area with poor Wifi, when you use wifi, or if there are network issues somewhere. Unless you get random d/c from the game, probably don't need to worry about this.

    In any case, as far as gaming goes, the "width" of your internet rarely matters. Games do require a certain amount of "width", but it's generally rather low. This only really affects, as far as this game goes, game resource loading and have no impact on actual game play once the resource is loaded. So yes, your high "width" might get your resource loaded faster than others, but that's ALL it does. The value of "width" as far as game goes is badly implemented and/or security crazed games that require large amount of constant data transfer, most games only send bare minimal information and let the client do most of the work. (note it also affects if you enter a major population center, like IF in WoW back in the day, because there are a lot of information on other character that need be sent, even if each char is optimized and small). In reality, 1mbps of internet CAN be perfectly fine for gaming, as long as the other two aspects are fine. Anything more is for video streaming and downloading than gaming.

    For actual game play, your ping rate and packet loss is what actually matters.
    Packet loss is simple, if you lose too many packs, you will have to ask/send the information again, which effectively double, triple or multiply further your ping time, as data have to travel again. And eventually, it might disconnect you.
    Ping time is what actually affect how long it takes for stuff to get to you, once you send a NEW command. (Note that this doesn't affect continuous stream of information, so if you stream a video, for example, ping time doesn't really matter as your "order" is only really sent once. Now, if you were to "jump" to somewhere in the middle of the video that haven't been buffered, it might come into play again, as an effectively new order is issued.) In any case, this is the true bottleneck of gaming.

    I rather doubt that there is an issue with server calculating too far ahead in GENERAL. When playing on 1x speed, personally I get no more than 2 moves, usually only 1(almost never 0, unless the "current" move have a long animation, such as a chase chain) of delay on my new middle-of-turn orders. This include non-prompt skills like revive (there is the auto trick, but that doesn't always work, so I have experience with manual too). So it shouldn't be a "general" bug.

    However, that doesn't mean it's YOUR internet that's the problem. There is also the issue of where you are versus where the server is. It's not about the physical distance either, it's about how the data get routed, especially if you are in different countries. As a player of csgo, I'd guess you would have noticed if you have ping issues in general, FPS games are the most reliant and demanding on that. But CSGO, being a far more popular game, have servers in a lot of different places, so it will be fine as long as YOU are fine. But if you try play that on a server on the other side of the planet..... It's not always "your" problem exactly.

    So no, what you said does not rule out internet issues, because internet issue is not what you think it is. If you really want to know if that's part of the problem, find the ip address of the server, trace ping it, see where it hops to and how long it takes.

    Again, I DONT have the problem, at least not on 1x.
    But then again, not all servers are created equal, some servers might be badly set up so maybe your server in general experience higher delay. It's not a game design problem thou, more a server architecture and setup problem but let's not go there.
thank you very much for such a good answer, explaining everything in detail and not saying "fck it he doesnt need to understand it" like 'probably' most mods do made me happy, thanks for that.

you sound like you know about computer networks and coding

I understood everything about my problem and saying only "thank you" would be rude I feel so I am trying to reply a long post here :D

but really thank you very much for your good answer, they should make you mod and give you 30k ingots :D
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