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  • Registered: 2017-07-24
  • Topics: 9
  • Posts: 77
On 2017-12-01 22:08:06Show this Author OnlyDescending Order
1# Go To

So Basically this was already a thing in the previous Game versions but now it's somewhat of a big thing. The game is already finishing the round even though the Position 2 just attacked, so you can't use any mysteries during that round because it "ended" already for the system. In the end your channeled mystery from said round will be queued up for the next round and might be useless or countered. This happened so often yesterday and even today it's not even funny.


There is literally no point in trying to use Ninjas like Iruka to counter a mystery if his own mystery will only be used the round after.

  • Registered: 2017-10-12
  • Topics: 8
  • Posts: 172
On 2017-12-01 22:20:52Show this Author Only
2#

its just a lag, so much lagging in 4.0

  • Registered: 2017-07-24
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On 2017-12-02 06:41:38Show this Author Only
3#

If you use it too late in a round where there are no actions left, it is possible that the mystery gets pushed to the next round. Sometimes it is also due to lag. You will have to give an example where Iruka's mystery was pushed to the next round. Normally, it only does this when you try to use his mystery after the last position ninjas almost finished or finished their turn.


~Jib

  • Registered: 2017-07-24
  • Topics: 29
  • Posts: 2271
On 2017-12-02 08:25:03Show this Author Only
4#

It's not necessarily a result of lag. The most prominent reason, assuming you don't have lag is chase chain. The server waits for a VERY short amount of time for chase to resolve, yet some chase chain can take quite a while. So after the chase finishes, you end up being behind.

And of course, lag is a thing. It can be either a network lag OR your computer not keeping up with the animation speed so everything is displayed slower than the server think it does, much like the chase thing. Except the chase thing is the game's fault (in term of design) whereas hardware issue is your fault.


But in any case, once you fall out of sync, It's very hard to catch up (thou on 1x speed you could catch up some). And as chase chain usually happen at beginning of a round via mystery, by the time you get to your 2nd move or something in normal attack order, it's likely that you are already far behind and the turn have ended.

Do note that "Position 2 just attacked" is meaningless in this regard, you really need to measure just what % of the round have already passed, taking into account of chase and mystery.


  • Registered: 2017-07-24
  • Topics: 9
  • Posts: 77
On 2017-12-02 08:35:46Show this Author Only
5#

So it's all just a coincidence that this happens so frequently.. of the usual Iruka counters which were hitting at the right time pretty often to not getting a single one and almost always pushing it back to the next round? Sounds fishy...


Edit: An example of this would be my Arena ranked battles which is speed x1 obviously, normally using Iruka's Mystery when the chakra bar of the enemy goes down would have been enough. But his Mystery never worked right, in some fights his mystery went off the next round or after the enemy mystery and several standard attacks of both sides.


Also if you lag during a fight the game tries to wait on the lagging person everytime before the next round starts which is not the case during my battles so i assume that there is no heavy lags on my side.





This post was last edited by S81-Avacyn on 2017-12-02 08:40:14.
  • Registered: 2017-07-24
  • Topics: 29
  • Posts: 2271
On 2017-12-02 10:05:38Show this Author Only
6#

Whether or not the mystery "works right" depend on when the lag or dysync occurs. If it occurs BEFORE the cast (i.e. for example the enemy already triggered a chase chain with a normal attack BEFORE trying to cast mystery), then it would not work. Otherwise, if there was no "clutter" before, it would work.

Assuming no lag on either side due to network or hardware, there is nothing random about it, it's deterministic.


As for actual system lag, yes the game waits at end of round for the slower player. But as the slower player, you would not see the wait, because by the time you see end of turn, the game have already waited. And in case of dysync caused by chase, in reality the game have already waited for BOTH players. Note that the server does NOT keep in pace with the faster player, it can be even faster than the faster player.

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