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alkyng

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Hi, I have a suggestion for hornet OD, 

some times when you play you get a no shot damage lag

so I suggest to add a buff to hornet OD to ignore this lag and deal damage to enemies 

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1 hour ago, asem.harbi said:

Hi, I have a suggestion for hornet OD, 

some times when you play you get a no shot damage lag

so I suggest to add a buff to hornet OD to ignore this lag and deal damage to enemies 

Wish that’d happen always... ?

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This kinda reminds me of this meme about how to make drones avoid collisions:

flat,1000x1000,075,f.u3.jpg

 

Jokes aside though, I'll clear up the misunderstanding.

Lag is the time it takes for information to travel between your device and the server. It's not something you can easily control or turn on and off. There do exist things called "lag switches", which intentionally increase your latency, but I won't get into that. In almost all cases the aim is to recude lag to a minimum amount. However, it cannot be removed completely unless you figure out a way to make stuff travel faster than light.

In case of the no damage bug, the problem is that information is not just delayed, but actually gets lost completely while it's going from your PC to the server, which is located in the Netherlands. So what's happening is that you make an action (press spacebar), and your PC registers that action and plays the animation of your turret firing a shot. But the server doesn't get the info about you making the shot, therefore it doesn't register the damage.

This is not something that can be easily fixed by making a simple little change to Hornet's OD. It's like saying that in order to cross a ravine where a bridge has collapsed, you have to wear a special hat that makes you think the bridge is still there. It's not gonna work.

So the only logical solution in this case is to figure out what's causing the bug, and fix the issue causing it. This would completely fix the bug not just for Hornet users, but for all turrets in the game. But bugs like that can be extremely difficult to pinpoint and fix without breaking anything else, which is why it's taking such a long time to do it.

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7 minutes ago, Maf said:

This kinda reminds me of this meme about how to make drones avoid collisions:

flat,1000x1000,075,f.u3.jpg

 

Jokes aside though, I'll clear up the misunderstanding.

Lag is the time it takes for information to travel between your device and the server. It's not something you can easily control or turn on and off. There do exist things called "lag switches", which intentionally increase your latency, but I won't get into that. In almost all cases the aim is to recude lag to a minimum amount. However, it cannot be removed completely unless you figure out a way to make stuff travel faster than light.

In case of the no damage bug, the problem is that information is not just delayed, but actually gets lost completely while it's going from your PC to the server, which is located in the Netherlands. So what's happening is that you make an action (press spacebar), and your PC registers that action and plays the animation of your turret firing a shot. But the server doesn't get the info about you making the shot, therefore it doesn't register the damage.

This is not something that can be easily fixed by making a simple little change to Hornet's OD. It's like saying that in order to cross a ravine where a bridge has collapsed, you have to wear a special hat that makes you think the bridge is still there. It's not gonna work.

So the only logical solution in this case is to figure out what's causing the bug, and fix the issue causing it. This would completely fix the bug not just for Hornet users, but for all turrets in the game. But bugs like that can be extremely difficult to pinpoint and fix without breaking anything else, which is why it's taking such a long time to do it.

What a wonderful explanation! Thanks Maf!

BTW, when you say the information gets lost in the no-damage bug, does it happen every time we press spacebar, or does it happen while the battle loads?

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10 minutes ago, Venerable said:

What a wonderful explanation! Thanks Maf!

BTW, when you say the information gets lost in the no-damage bug, does it happen every time we press spacebar, or does it happen while the battle loads?

Probably, since the no damage bug is caused because of the self destruction after spawning for several reason, the self destruction causes something to your device, so it won't send the "damage info" to the server. 

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24 minutes ago, At_Shin said:

Sir, what I do not understand is why our tank abruptly self destruct and then upon respawning the turret isn't able to deal damage to enemies.

I have faced normal lags (without abrupt self destruction) which caused my shots to not register with the server (damage was not dealt). I have also faced lags which caused the server to register damage a few milliseconds later than usual. 

What I absolutely  dislike  is the bug which causes abrupt self destruction which is followed by respawning with a turret which cannot deal damage.

Surprisingly,  the latter can be avoided by a simple equipment change in mobile tanki but not in PC Html5 tanki.

Lag (information arriving late), or loss of data between the server and your PC, can trigger the anti-cheat on the server side, or reconfirm your death. That would be a few of the possible reason. Zero damage is most likely due to missing information, the server/PC think you are not there (not in the database, or with no turret info), so when you shoot it does not see it (or have no turret damage data) and therefore do not calculate the damage, your PC register it as zero and the enemy got 0 damage. The sensible way to deal with that from the dev POV is to check regularly if you are in the battle and check the equipment (turret damage level). This mean extra string of communication, that slow down the server and increase traffic load. Or you could live in an area with better internet coverage (or closer to the server).
The problem is not simple to solve.

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9 hours ago, Maf said:

This kinda reminds me of this meme about how to make drones avoid collisions:

flat,1000x1000,075,f.u3.jpg

Jokes aside though, I'll clear up the misunderstanding.

Lag is the time it takes for information to travel between your device and the server. It's not something you can easily control or turn on and off. There do exist things called "lag switches", which intentionally increase your latency, but I won't get into that. In almost all cases the aim is to recude lag to a minimum amount. However, it cannot be removed completely unless you figure out a way to make stuff travel faster than light.

In case of the no damage bug, the problem is that information is not just delayed, but actually gets lost completely while it's going from your PC to the server, which is located in the Netherlands. So what's happening is that you make an action (press spacebar), and your PC registers that action and plays the animation of your turret firing a shot. But the server doesn't get the info about you making the shot, therefore it doesn't register the damage.

This is not something that can be easily fixed by making a simple little change to Hornet's OD. It's like saying that in order to cross a ravine where a bridge has collapsed, you have to wear a special hat that makes you think the bridge is still there. It's not gonna work.

So the only logical solution in this case is to figure out what's causing the bug, and fix the issue causing it. This would completely fix the bug not just for Hornet users, but for all turrets in the game. But bugs like that can be extremely difficult to pinpoint and fix without breaking anything else, which is why it's taking such a long time to do it.

What a wonderful explanation, I never thought someone will explain to me with this perfection.

flat,1000x1000,075,f.u3.jpg 

And this picture explain the meaning of topic exactly, lol??

if going to crash--- don't..... I liked it;?

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9 hours ago, At_Shin said:

@Maf  

Sir, what I do not understand is why our tank abruptly self destruct and then upon respawning the turret isn't able to deal damage to enemies.

I have faced normal lags (without abrupt self destruction) which caused my shots to not register with the server (damage was not dealt). I have also faced lags which caused the server to register damage a few milliseconds later than usual. 

What I absolutely  dislike  is the bug which causes abrupt self destruction which is followed by respawning with a turret which cannot deal damage.

Surprisingly,  the latter can be avoided by a simple equipment change in mobile tanki but not in PC Html5 tanki.

These things boggle my mind...

No, they both irrelated, no you don't face the no shot damage because you get spawn destruction,, but you get those both because you are lagging.

I think the spawn destruction is because you are a lagger and the system thought you a hacker, also the no shot damage comes because the lags.

And the milliseconds delay is because your internet, to be honest that didn't make a lot of difference in Tanki... but in game like agario and diepio that will make a big difference because anytime you die you will lose your progress,

also Tanki as I notice even if you lagged the game will assign your hits even after a few seconds.... except if you extremely lagging you will drop the flag?

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