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Offline EvaRiaTopic starter

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Re: Suggested Changes to PvP Timer/Timeout System https://elementscommunity.org/forum/index.php?topic=20624.msg264555#msg264555
« Reply #12 on: February 05, 2011, 05:38:04 am »
The most important thing right now is that we must test out possibilities.

The timer system should be simple enough to alter that we could try several test runs until we get something to work.


Also, so long as I have permission to release the link, I have a video (Which I showed Zanz) that gives an in-depth look into what happens when the game desyncs.

The problem with releasing it is that the information could be exploitable, and  I don't want any abuse to happen.

Zanz has slightly altered the timer since then, but he honestly made it a bit worse... (I won't give out details).

In any case, we should try and catch him in chat as soon as possible and discuss this as a group.

Re: Suggested Changes to PvP Timer/Timeout System https://elementscommunity.org/forum/index.php?topic=20624.msg264561#msg264561
« Reply #13 on: February 05, 2011, 05:48:05 am »
The problem here is we are seeing one side. You have a solution, but to most of us, all it means is that PvP will be fixed.
I'm not sure the average person (me) is understanding everything that is going on here (would this be difficult to implement, would this cause the pvp server to be more buggy in other areas ect).
Really what I'm reading is 'Insta 100% Magic Fix to PvP and Desync Errors!' (which is something that I am sure the whole community, bar the hypothetical people who intentionally tirgger desyncs, would want), and maybe this is just me, but I need to really know what is going on before I agree. Because as of now, I may as well be agreeing to a poll 'do you not like deysncs?'.

(No offense intended to your method here, I just don't understand the implications behind it. Expanding a little, without the use of overly techical words, perhaps in a spoiler for spoilt people like me would be awesome)

Offline EvaRiaTopic starter

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Re: Suggested Changes to PvP Timer/Timeout System https://elementscommunity.org/forum/index.php?topic=20624.msg264574#msg264574
« Reply #14 on: February 05, 2011, 06:18:03 am »
I have already made it as clear as I possibly could to explain the problems without the use of images.

I have a video that would explain things perfectly, but I need permission to disclose it, because it can be considered an exploit.

So, if I can get permission, I will of course provide a better explanation.

Offline Pineapple

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Re: Suggested Changes to PvP Timer/Timeout System https://elementscommunity.org/forum/index.php?topic=20624.msg267071#msg267071
« Reply #15 on: February 08, 2011, 04:33:59 pm »
Yeah, I'm the one who voted "old system."

I have two reasons:
   1. This "new system" will have to be implemented, which would take time and effort from zanz. It may also cause new bugs to arise or cause more problems.
   2. The "new system" does not exactly solve the problem. In the "old system", the timers are not in sync, and P1 ends up facing AI while P2 is facing P1. If the "old system" does not kick the P2 after the AI switch, then why would the "new system" work in kicking P2 after P1 attempts to kick him? Maybe I don't understand this system, but to me it just looks like you're adding a button to give people with slow internet the ability to face a quick AI match when doing PvP, or you're adding a button to give people with slow internet the ability to make their opponent automatically lose their match.

So the problem would not become solved, and therefore the losses in adding the "new system" aren't worth the gains.

Please explain how the "new system" solves the problem of one person's timer being at 40 while another person's timer is at 0.

Offline EvaRiaTopic starter

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Re: Suggested Changes to PvP Timer/Timeout System https://elementscommunity.org/forum/index.php?topic=20624.msg267206#msg267206
« Reply #16 on: February 08, 2011, 09:23:52 pm »
In general, the person's timer at 40 will be the green timer, most likely from slow frame-rate from tabbing out.
The yellow timer will generally be the one at 0.

In the old system, when that yellow timer hits 0, then the AI will take over and the game is lost to desync.

In the system I am proposing, when that yellow timer hits 0, it switches to "Waiting for your opponent" until that green timer either has time to catch up, or until your opponent finishes his turn, instead of instantly disconnecting you.

This effectively "Resyncs" the timers (Both will hit 0), preventing the AI from taking over by itself until it becomes obvious that your opponent really isn't responding properly.

The button gives you control over when the AI takes over. This means that if your opponent has to leave for a bit, or got distracted from the game, you have the option of either waiting for him to complete his turn still, or you can switch to the AI.

Depending on the situation, the loss is the other player's fault for being unresponsive, but if you are playing an important match like a tournament match and one or the other player needs to answer the phone or something similar, they can just let their opponent know and put the match on hold for a small moment.

As for implementation, I realize that this is something that takes a bit of effort to implement. I have talked to Zanz about it, he has seen this thread, and I think the best option regarding this is to find him in chat at some period of time and to talk about it.

There can always be a bit of time for testing, and if it really doesn't work, we can always revert.

But desync is a really frustrating and serious issue that needs to be solved at some point, so why not at least try to solve or at least lessen it now rather than later?

I hope this answers some questions, if you still have some, please ask :)

kitty45

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Re: Suggested Changes to PvP Timer/Timeout System https://elementscommunity.org/forum/index.php?topic=20624.msg267213#msg267213
« Reply #17 on: February 08, 2011, 09:34:53 pm »
Please remove this if it does not belong here but I have another suggestion for Pvp1 and Pvp2 for better
connections     http://elementscommunity.org/forum/index.php/topic,20706.0.html

Offline Pineapple

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Re: Suggested Changes to PvP Timer/Timeout System https://elementscommunity.org/forum/index.php?topic=20624.msg267622#msg267622
« Reply #18 on: February 09, 2011, 12:48:21 pm »
Sorry, I misinterpreted the system. Considering that this will make desyncs completely disappear, this system is extremely good for "important" matches. I'm all for this new system, it is definitely better than the current system, as desyncs are frustrating in official matches.

However, as wizelsnarf mentioned, this slows down each pvp game to the speed of the slowest person. That makes this system far from perfect, and some might argue that they would rather let the desync happen and let them play against AI or against a minor desync than to wait up to 80 seconds per turn for a slow person to go.

Offline EvaRiaTopic starter

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Re: Suggested Changes to PvP Timer/Timeout System https://elementscommunity.org/forum/index.php?topic=20624.msg268411#msg268411
« Reply #19 on: February 10, 2011, 11:25:03 pm »
Well, another vote against has shown up, and I feel obliged to ask why again.

I understand there are issues, so we mind as well discuss them.

If you vote against it, please explain why you chose to vote against it.

Offline az4rel

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Re: Suggested Changes to PvP Timer/Timeout System https://elementscommunity.org/forum/index.php?topic=20624.msg273664#msg273664
« Reply #20 on: February 19, 2011, 03:54:25 am »
Well, another vote against has shown up, and I feel obliged to ask why again.

I understand there are issues, so we mind as well discuss them.

If you vote against it, please explain why you chose to vote against it.
maybe a troll or 2? since they have not replied in like a week.

lskpiano

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Re: Suggested Changes to PvP Timer/Timeout System https://elementscommunity.org/forum/index.php?topic=20624.msg278139#msg278139
« Reply #21 on: February 25, 2011, 02:57:31 am »
omg yes please!!! this is my major frustration with pvp. i would play pvp much more if this was fixed.

also this is the best explanation of the mechanics of the desync error i've seen yet. good job eva.

Offline Time_lord_victorius

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Re: Suggested Changes to PvP Timer/Timeout System https://elementscommunity.org/forum/index.php?topic=20624.msg286713#msg286713
« Reply #22 on: March 09, 2011, 03:20:01 am »
new system FTW. nuff said. its just oozing with awesome
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Offline gumbeh

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Re: Suggested Changes to PvP Timer/Timeout System https://elementscommunity.org/forum/index.php?topic=20624.msg322645#msg322645
« Reply #23 on: April 29, 2011, 03:08:51 pm »
I hate red desyncs so much. My opponent's cards are effectively "cloaked" by the BS random stuff that has shown up, making CC and PC useless. To top it all off, one or both of us is gaining or losing health inexplicably each round. #1 reason I don't PVP much is because of how frustrating the servers are. Playing vs other people is actually rather fun, in theory.

 

anything
blarg: