(edited by Account.9832)
Getting randomly teleported in JP
Ok, it’s getting ridiculous now. I systematically get a loading screen (and get teleported back to the lobby) after jumping on the second snowflake. I’ll assume the server is just having a brainfart, and that it’ll be fixed by tomorrow.
Same thing is happening to me, not all the time but enough that is becoming very annoying.
I guess I’m not the only one. Here’s a video:
Would be nice to know that the developers are at least aware of this…
I get the feeling that the game is sending me back to the lobby when a different player falls off.
BTW, this is still happening, though not as frequently as in the first day. I get teleported out randomly in maybe 1 out of each 6 or 7 runs.
BUMP on this, it’s a little sad not being able to finish because of random teleports.
It’s lag. The position on your client is not matching up to the position on the server. It gets desynchronized.
It’s lag. The position on your client is not matching up to the position on the server. It gets desynchronized.
No, it’s not lag. If it was lag, you’d still see your character fall, only with a delay. You would also see irregular movement on other players. Both my personal experience and the video above show perfectly smooth motion. If packets with my character’s position weren’t getting through, neither would packets with the other characters’ positions. The fact that my client is receiving updates about the other players’ positions makes it obvious that my own character’s position is also being updated frequently by the server.
This doesn’t happen anywhere else, only in this JP. I’m almost sure the bug has something to do with applying the teleport to the wrong player. I say that because one time I genuinely fell from a platform and was not teleported to the lobby. I just fell all the way to the ground and died. I bet when that happened to me, some other player got teleported without falling.
Also, the video above shows a player being knocked down on a platform, which again seems to suggest he’s being “hit” by something that was meant for another player (ex., maybe a snowball, being thrown at a different player in the lobby).
Looks like some bug in the JP is confusing player IDs.
(edited by Account.9832)
It’s lag. The position on your client is not matching up to the position on the server. It gets desynchronized.
No, it’s not lag. If it was lag, you’d still see your character fall, only with a delay. This doesn’t happen anywhere else, only in this JP.
I’m almost sure the bug has something to do with applying the teleport to the wrong player. I say that because one time I genuinely fell from a platform and was not teleported to the lobby. I just fell all the way to the ground and died. I bet when that happened to me, some other player got teleported without falling.
Also, the video above shows a player being knocked down on a platform, which again seems to suggest he’s being “hit” by something that was meant for another player (ex., maybe a snowball, being thrown at a different player the lobby).
Looks like some bug in the JP is confusing player IDs.
As I responded to the last thread on this.
Probably lag. On your client, you’re jumping normally. To the server, you’re walking off a ledge.
Has happened to me once in this puzzle. But having seen a friend lagging badly a while back, some weird things can happen where your client and server desync with your character’s position. Such as walking off a cliff to your death whilst still on top of it.
You don’t see yourself walking off a cliff on your client, but others will see you doing so.
As I responded to the last thread on this. Probably lag. On your client, you’re jumping normally. To the server, you’re walking off a ledge.
And, as I responded above (read the post above yours), that would not produce these symptoms, even assuming IP didn’t have a way to reorder packets and ensure they’re applied in order (which it does) and assuming GW2’s netcode didn’t have lag compensation built in (which I’m sure it does – as do virtually all games made in the last 10 years). The server can look at packet timestamps and know what your client was seeing even if you have high latency.
The lag would apply equally to your fall and to the server’s command to show you a loading screen. In other words, you would simply lose control of your character (ex., a short client freeze), then see it fall off, and then get the loading screen. If the command to teleport you is reaching your client, then the update to your character’s position would also be reaching your client.
This doesn’t happen in any other jumping puzzle or anywhere else in the game.
Also, “lag” wouldn’t explain how a player can get knocked down on a platform (see video above), when there is nothing nearby with the ability to knock down players. The game is clearly applying an effect to the player that was not meant for that player.
BTW, what you see other players do is not a reliable representation of what they’re doing or even of what the server thinks they’re doing. Consistency is only maintained between the server and each client, not between different clients.
(edited by Account.9832)
This just happened to me, a second time.
Not game breaking, but a little frustrating.
As I responded to the last thread on this. Probably lag. On your client, you’re jumping normally. To the server, you’re walking off a ledge.
And, as I responded above (read the post above yours), that would not produce these symptoms, even assuming IP didn’t have a way to reorder packets and ensure they’re applied in order (which it does) and assuming GW2’s netcode didn’t have lag compensation built in (which I’m sure it does – as do virtually all games made in the last 10 years). The server can look at packet timestamps and know what your client was seeing even if you have high latency.
The lag would apply equally to your fall and to the server’s command to show you a loading screen. In other words, you would simply lose control of your character (ex., a short client freeze), then see it fall off, and then get the loading screen. If the command to teleport you is reaching your client, then the update to your character’s position would also be reaching your client.
This doesn’t happen in any other jumping puzzle or anywhere else in the game.
Also, “lag” wouldn’t explain how a player can get knocked down on a platform (see video above), when there is nothing nearby with the ability to knock down players. The game is clearly applying an effect to the player that was not meant for that player.
BTW, what you see other players do is not a reliable representation of what they’re doing or even of what the server thinks they’re doing. Consistency is only maintained between the server and each client, not between different clients.
You really don’t know what you are talking about. When some one is lagging to the server, you see them rubber band a lot on your client whilst on their client they are walking normally.
Ever wondered at times when people fall to their death, you res their body where you see them and once ressed they teleport to another location? The new location is where they were on their client, but where you saw them is where the server thought they were.
This is desynchronization.
I watched your video, you were jumping normally yes. How ever the server didn’t think so and teleported you because it thought you were walking off the ledge. Usually desynchronization isn’t usually a hassle until you get to places where you can fall off cliffs to your death. You could be walking/jumping normally on your client, whilst the server is showing you walking off a cliff to your death. Thus whilst walking/jumping normally, the server reports back to your client that you just fell to your death and you suddenly die. In this case, falling to the bottom and teleporting back to the start of the Winter Wonderland puzzle.
Argue all you want. But this is pretty much what is happening. Lag is definitely a factor in this. As this has only happened to me once in 300 runs of farming this puzzle for presents.
You really don’t know what you are talking about. When some one is lagging to the server, you see them rubber band a lot on your client whilst on their client they are walking normally.
I guess you didn’t bother to read my previous post’s last paragraph (and don’t really understand how modern netcode works).
I worked for the 2nd largest games publisher in the world for 7 years, and although it wasn’t my main job, I also wrote parts of the netcode in two games – coincidentally around 2001 (which was when most games made the transition from “classical” netcodes to lag-compensated netcodes).
I do know what I’m talking about.
As this has only happened to me once in 300 runs of farming this puzzle for presents.
So, you admit this has only happened to you once but somehow you think that qualifies you to make definitive statements about the issue and its cause…?
(edited by Account.9832)