Forums › English Language Forums › Technical › Technical Issues

Search

Still taking damage while shielding

5 replies [Last post]
Fri, 09/07/2012 - 11:00
Purrifier's picture
Purrifier

Please, OOO, for mankind, fix this bug. Its as deadly as the stun bug; you see a devilite projectile incoming, you open your %100 stamina CoA, projectile still hits. You see a trojan charging to you, you open your non damaged shield, still took damage and get shocked. It makes me dont trust to shields, though.(I'll upload a video soon)

Fri, 09/07/2012 - 11:22
#1
Little-Juances's picture
Little-Juances

Isnt it a side effect of lag?

Fri, 09/07/2012 - 11:51
#2
Purrifier's picture
Purrifier

No, its not about lag. My lag spike was 3-4 while this was occuring. Its about shield opening action occurs slowly than the animation.
Note: Every problem is not about lag.

Sun, 09/09/2012 - 10:25
#3
Dukeplatypus's picture
Dukeplatypus
Yes, this is most definitely

Yes, this is most definitely a side-effect of lag. Your latency's not low enough for the server to recognize you shielded in time.

Sat, 09/15/2012 - 15:17
#4
Geekfox's picture
Geekfox
 

Force your region to "USA" or "Europe" to make sure the server puts you in the right server you're closest to. Maybe it got reset to "From IP"?

Tue, 09/18/2012 - 16:08
#5
Writhes's picture
Writhes
Things happen quick

Gotta remember how fast those things throw their pitchforks. The server has to send info to you telling your client the devilite threw so and so object while your pc then has to send info back to the server telling it you started a block.

In a game like spiral knights everything is instant reaction so there are some real drawbacks to lag and such because games like these tend to be more dependent on the server to determine what happens.

Now most fps type games allow client sides to be more dominant in order to avoid this, but in a mmo world in order to prevent cheating this simply can not happen.

Although you blocked on your client side the information telling the server you blocked might have been slightly slower. This is why lots of mmos and online games adopt a real time strategy type gameplay with casting and delayed spells and such. It gives the server time to synch actions.

I think the devs some what attemped to remedy this with the pre-action animated delays. Three green, yellow, or red lines right before an enemy does something. Unfortunately, some mobs simply do things too fast and this causes problems. The only true way to fix this issue would be to add more delay to the more problematic mobs.

Powered by Drupal, an open source content management system