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[ Bugs ] Huge problem of pre-calculation is ruining all pvp.

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  • Registered: 2017-07-24
  • Topics: 4
  • Posts: 11
On 2018-01-19 04:50:07Show All PostsDescending Order
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So this problem has been bugging me for the past 2 months: I've lost sage streaks to it, spacetime fights, SA and other pve encounters and it SOULDN'T exist. It appeared only 2-3 months ago and should be fixed. So the problem is that the game pre-calculates everything 2-3 attacks ahead so you can't sometimes use mysteries on your 4position character and they will carry onto the next turn. I couldn't complete SA solo because hiruzen precalculates his cast and that my character is already dead (while on videos from 3.0 and CN servers show that he can be interrupted) so rip. The next thing is what actually infuriates me is it happening in PVP. So the same situation from matsuri, SWB and spacetime: someone like mabui and mei survive vs shisui or minato or a random character with a dodge passive, so to break it I wait for an attack by mei and then cast mystery, easy win right? No, by the time I press my mystery *on the game is already on the next turn, which plays my mystery on the next one aswell, that leads to shisui/minato dodging and killing my entire team. There is either like a "tick rate" or a "refresh rate" at which the game uses mysteries and calculates attacks because sometimes you can stand there with a casted mystery for a while and sometimes you don't even see the icon pop up.

Tl/dr: The game shouldn't pre-calculate anything. Alll sence of a competitive pve goes away, reaction times are not needed at all, you can't interrupt anything because of that. It didn't exist 3 months ago and it shouldn't now.

  • Registered: 2017-07-24
  • Topics: 4
  • Posts: 11
On 2018-01-19 05:14:40Show All Posts
3#
  • PraiseLuka On 2018-01-19 04:59:20
  • No, that's not what's happening

    Something I wrote on this matter in another thread:

    Actually, in addition to potential "latency" as usually considered as internet problem there is the additional constrict of flash rendering speed. But barring all those, that is to say you got a good machine that can render optimally and internet that have no delay, there is still a problem: chase. Specifically, the server side does not wait on a chase attack more than it does if the attack have no chase. So as soon as a reasonably long chase occur, client side fall behind by the amount of time it took for the chase to resolve. This would require some kind of code fix to resolve and certainly should be a priority. For the moment however, you can somewhat play around this by knowing the fact that the delay is not random but rather deterministic. That said, no amount of software can account for actual latency nor should a player be expected to wait on another player because the other player lags. So as far as delay caused by actual lag goes, aside from optimization to reduce lag, nothing should be done.


    This really need to go into a FAQ somewhere... This is like the 10th time I'm explaining this.

    I mean I agree there is a problem, but can we please stop assuming what is actually happening?

Then why did it pop up just a while ago? Why do I not have this problem on CN or DE and my friends on RU haven't seen it? Why didn't I have this problem 3 months ago? Why is it seemingly random that sometimes mysteries take 3-4 attacks to go off and sometimes they are instant? With no chases, no attacks, no cpu spikes, no lag spikes, no drops in internet speeds?

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