Lag making Incarnate Trials too easy?


 

Posted

Was doing BAF earlier and we all had some pretty bad lag going on. It allowed us to target and damage the escapees before they were out. And in some cases the npcs would rubber band back to their spawn points making the escape part way too easy. Not that we would have failed with all the damage we had but I can easily see this being cake walk on the part after that when some of the npcs did not even fight back.


Bump and Grind Bane/SoA
Kenja No Ishi Earth/Empathy Controller
Legendary Sannin Ninja/Pain Mastermind
Entoxicated Ninja/PSN Mastermind
Ninja Ryukenden Kat/WP Scrapper
Hellish Thoughts Fire/PSI Dominator

Thank You Devs for Merits!!!!

 

Posted

Yeah, with the amount of server lag that goes on, the enemies rubberband like crazy, sometimes stopping in the same place for several seconds - powers recharge slower as normal (seems to be about the same as the prisoners extra lag) but the clock ticks down the same, so you end up finishing with less prisoners spawning total.

For some strange reason (maybe the same reason?) the Incarnate Pets stick around longer when this happens.

Had one last an extra 2 mins the other day - a good indication as to how much lag we had going on during the escapee phase.


-Proud leader of Captain Planet's Magical Friends

 

Posted

Well, I do believe that the timers on the trials somehow escape the server slow downs. This effect may be very helpful on something like the escapee phase of the BAF. However, it is very detrimental during an attempt to get the Lambda badges for not using acids or grenades.

You can notice your powers taking longer to activate/recharge (and of course the enemies have the same issue), but the timers still actually countdown real time. One would think server slow down would also slow down the clock.


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

It's nothing new. Escapees (or halloween traicks) have always been targettable before they were out, even with zero lag.

What we experience now is we still can target them before they're out (just when they spawn inside the buildings) and we keep hitting them untill they are fully out for the games but we just don't see them.


 

Posted

On the flip side of this I get massive lag on the crate hunt in the Lambda, basically mini rubber banding. Just keeping up with the team is tough, because I will walk into walls, etc. It is the worst on the crates, the tubes are not as bad, although it happens a little.


 

Posted

Server-side lag always benefits the player. It's like you've sped up. It also allows you to move faster since the server will often accommodate your moves and update itself to what you're doing. Things that would require split second decisions can be done at a more leisurely pace.

It benefits you until your powers have refreshed in your tray, but not by the server's time, so, you click on buttons that do nothing at the moment, or, you move so far that the servers say, "I really don't think so, so, I'm moving you back *here*" and you rubberband.


Speeding Through New DA Repeatables || Spreadsheet o' Enhancements || Zombie Skins: better skins for these forums || Guide to Guides

 

Posted

Quote:
Originally Posted by Zombie Man View Post
Server-side lag always benefits the player. It's like you've sped up. It also allows you to move faster since the server will often accommodate your moves and update itself to what you're doing. Things that would require split second decisions can be done at a more leisurely pace.

It benefits you until your powers have refreshed in your tray, but not by the server's time, so, you click on buttons that do nothing at the moment, or, you move so far that the servers say, "I really don't think so, so, I'm moving you back *here*" and you rubberband.
I loathe server side lag on my Perma dom. I have a 205% global recharge before any external buffs are applied. Durring the escape phase of the BAF server side lag goes through the roof which causes my normal 2 second recharge powers to sometimes actually take up to 10 seconds to work again, even though the icon is no longer grayed out. hero stats has confirmed some of my longer recharge powers taking up to 50% longer to recharge even though once again the icon show ready it really sucks when every power in my chain gives me the not ready sound, and all are lit up


Leader/Founder of Order Sixty-Six Guardian Server

 

Posted

I think the lag actually killed Marauder in our MoLambda run last night. We had something like 8 seconds left on the clock and he was still at about 5% health. It had been laggy from the moment we started fighting him, but it got really quiet for a moment and none of our attacks could fire off... then all of the sudden he just crumpled to the ground.

Uhhh... yay? Go us?


Main Hero: Chad Gulzow-Man (Victory) 50, 1396 Badges
Main Villain: Evil Gulzow-Man (Victory) 50, 1193 Badges
Mission Architect arcs: Doctor Brainstorm's An Experiment Gone Awry, Arc ID 2093

-----
Quote:
Originally Posted by Nethergoat View Post
it's NEVER too late to pad your /ignore list!

 

Posted

Quote:
Originally Posted by Zombie Man View Post
Server-side lag always benefits the player. It's like you've sped up. It also allows you to move faster since the server will often accommodate your moves and update itself to what you're doing. Things that would require split second decisions can be done at a more leisurely pace.

It benefits you until your powers have refreshed in your tray, but not by the server's time, so, you click on buttons that do nothing at the moment, or, you move so far that the servers say, "I really don't think so, so, I'm moving you back *here*" and you rubberband.
Well I am kind of counting on it to help players. It seems like the only time any real pressing issues around that get fixed are the ones that benefit players. So in a sense if this gets exploited they will have to address it sooner rather than say 5 years from now. Its sad that we still have insane lag in the ITF and crazy missing map parts on the last mission of the LGTF, oh but let there be an exploit that gets fixed the same day.


Bump and Grind Bane/SoA
Kenja No Ishi Earth/Empathy Controller
Legendary Sannin Ninja/Pain Mastermind
Entoxicated Ninja/PSN Mastermind
Ninja Ryukenden Kat/WP Scrapper
Hellish Thoughts Fire/PSI Dominator

Thank You Devs for Merits!!!!

 

Posted

Quote:
Originally Posted by EvilRyu View Post
Well I am kind of counting on it to help players. It seems like the only time any real pressing issues around that get fixed are the ones that benefit players. So in a sense if this gets exploited they will have to address it sooner rather than say 5 years from now. Its sad that we still have insane lag in the ITF and crazy missing map parts on the last mission of the LGTF, oh but let there be an exploit that gets fixed the same day.
Add there huge lag during 1st and 2nd missions of Kahn. That lag was introduced with i18 release IIRC.