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Bump : Skill delay issue

Discussion in 'Feedback Archive' started by t0mas, Oct 10, 2015.

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  1. __JTB

    __JTB User

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    5 olympiad games: 1x dead on undying will; 1x dead on gravity barrier and even undying will was up; 1x my opponent died on undying will. So i guess bump or something.
     
  2. UnknownPower

    UnknownPower User

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    Just a few cents from a person that knows a little bit of networking programming?

    Lags are ever-present, in layman's terms, there is always a lag no matter how fast the server or your connection is. Yeah, that means there are lags on LAN servers between LAN players too, players who are 1 meter apart in the physical space. All the game clients are only supposed to mask those omnipresent lags with something magical called interpolation or extrapolation, they never remove any lags from the game.

    What is happening on your client and your opponent's client and the server itself are 3 different things. It actually seems like all those celes were activated only on your own client (they are client-side messages only and not confirmed by the server at all?) and take effect after a few seconds later on the server.

    The biggest problem seems to be no conditional code to test the game for inconsistencies and correct them.

    NCSoft does it the cheapskating, capitalist, super economist yet highly flawed way:
    - receive action message from the user client, immediately put it into motion
    - receive action message from the other user client, immediately make it work
    - all actions take place at the same time, somebody dies, gg, game over

    When the game code should be like (less optimised):
    - receive action message from the user client
    - receive action message from the other user client
    - compare both actions if they are nullifying each other (if conditionals or regular status checks to cancel out the effects), then fully correct and execute them
    - users get some proper server confirmation messages (what skills/debuffs actually landed), gf, somebody wins, somebody loses

    Seems like the custom-tailored Unreal Engine 2.5 begins to show its signs of old age, however, it is no excuse for bad or unused to their full extent server CPUs for faster computations and utterly terrible networking code that does not predict user's actions taking latency and lags into account while testing for contradicting statuses and then correcting them.
     
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  3. Padj1l

    Padj1l User

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    Problem still there with delay / dispa despite the fix atttempt :(
     
  4. cmec1

    cmec1 User

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    in some cases dispa not even working.. skill using but 0 effect
     
  5. MirOo

    MirOo User

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    i can confirm that. with tyrr cele same thing :(
     
  6. zauliuz

    zauliuz User

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    few times noticed that evi cele - gravity barrier not work at all.. for example used skill in oly, got skill crit 2x time. and all 26sec i was under stun from ebahuraspwnz. just rush rush rush and stun never fade out. also used steel mind, and next second i was dead.. with SM on..
     
  7. Vonak

    Vonak User

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    Hard donation make skills go through cele
     
  8. Padj1l

    Padj1l User

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    I heard best is to donate AND push harder on your keyboard. Ultimate combination.
     
  9. cmec1

    cmec1 User

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    thats not a delay issues.. but thats u not knowing how your skills work
     
  10. __JTB

    __JTB User

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    Gravity Barrier is definitely broken. Check out this fight from Burgis' point of view when the evi uses gravity barrier (1: 05: 09):



    (The delay issue was claimed to be fixed on 27th Dec, and the video was made on 30th Dec.)
    It shows that Burgis' client registers that the evi has cele on, so the server already applied the effect, but Burgis still proceeds to land 2 debuffs.
    bug1.jpeg bug2.jpeg bug3.jpeg
     
    Last edited: Jan 9, 2017
  11. cmec1

    cmec1 User

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    once again i can tell to u like i told to zauliuz.. nabs using skills when ever they want and they dont even know how they work!
    gravity barier+any imunity = no imunity ^^
     
  12. __JTB

    __JTB User

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    So it is not skill delay issue, but some other bug. Good to know, thanks.
     
  13. cmec1

    cmec1 User

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    it works as intended.. reported this long time ago and answer was: works as intended
     
  14. zauliuz

    zauliuz User

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    yep.. many skills works as intended.. try to play evi and you will understand what i'm talking about. not with full support party, but try solo ganks 1 vs 2+. you will see.. SM says it gives resist against knockback/stun/agro/pull etc... gl with that. it probably gives weak point for those.. grav barrier.. if you for example attacking and same time use that skill. 0 effect. skill used, effect not found..
     
  15. Seivlas

    Seivlas User

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    I've a really, really good stun setup (and good jewels) and still I cannot land a single stun or lure on you ^^

    But canceling target/petrify are the bane of the eviscerators.

    For information the same happens with Flash + Disparition. I suspect that there is a variable somewhere about targetable that is set to "no" when you use flash (or dispa) and is set back to "yes" when it goes off. If you use dispa, and you use flash 1s before the end of dispa, you'll be targetable as soon as you lose dispa, even if you still have 8 seconds of flash.

    Working as intented is really the lazy *** version of "this is a bug, but we won't do anything about it so deal with it :)"
     
  16. zauliuz

    zauliuz User

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    as i said before..
    work as intented
    [​IMG]

    or for example in oly with iss..
    [​IMG]
     
    Last edited: Jan 12, 2017
  17. cmec1

    cmec1 User

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    as seivlas wrote to u.. there is a thing like "set_targetable yes/no" and "set_imune" or etc.. once u use spalation u have imunyty so its turned to yes, once use gravity its switches again to no .. so u can get debufs.. that **** was reported long time ago and not only here, and they dont think its a bugg.. same as butter cannot be buttered ^^ learn to count and dont spam skills.. use it normaly and u will have no problem..


    anyway skill delays have big issue here, not only survivability ones, but totaly all, simply can take sumoner with 1500 casting speed and use all 4 marks on target, first mark gona be shown once 4th was casted already, or i on my iss can cast both cripling+shadow +2-3 auto attacks before it even appears
     
  18. rippie

    rippie User

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    Maybe a video can illustrate what is happening.
    I think its due to interaction with the server (2x) that the delay is pretty long, and very noticable.
    However i think this is the way bufs are designed, and is not easily changeable

    But I believe they could reduce it to only 1x the delay , which reduces the effect by 500milliseconds.

    The devs should piggybag character stat changes on the buf activation request to the server.
    currently it does not.

    it first requests the buf from client to server, server confirms you may have buf 500ms later.
    second the buf requests for your stat to be changed from client to server, server updates your stats serverside 500ms later you have the stat change.

    I have made a short video for you guys interested how this is visible; here ya go:

    Could you (= Innova) tell the Devs maybe that they _can_ fix 50% of the problem ? :) ty ty



    I stopped going to oly because of this ludicrous effect, maybe i will go into oly a bit more in the future if this gets fixed.
    of course if you are further away from the server the worse it gets. so maybe i will move to luxembourg to get lower pings, which will fix the problem for me :)
     
  19. comma

    comma User

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    :D:D:D
    maybe is better for u to move in the olly arena ... from +500 milliseconds -> 0 to -50 milliseconds delay :Laugh::Laugh::Laugh::Laugh:
     
  20. Oscar

    Oscar User

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    THERES A CHANCE, look what appeared in today's change logs on NCWest:

    http://www.lineage2.com/en/news/maintenance/server-maintenance-01252017.php
     
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