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Re: Invisible monsters - bug, or sadism?

Posted: Wed Jan 26, 2005 12:36 pm
by lyrah68
please post this bug through the email or other tickets. I am not totally sure that posting a bug here would get the full attention of the devs. Which needless to say...this issue qualifies as important.

If you are willing, you could try a Fyros, or a Tryker, neither of these races has Ragus es in newbie land, so you could get the feel of the game without that new and serious bug. Once it is fixed you can return to your Matis.

Re: Invisible monsters - bug, or sadism?

Posted: Wed Jan 26, 2005 12:55 pm
by aylwyne
I've noticed this same thing many times recently. You'll get attacked by a mob that you can't see. Then, after a while, the mob just appears as if out of nowhere. My friends and I have seen this happen quite a bit and in watching the mobs, we noticed something that may explain it.

Last night, in Fount, I was in the lake waiting for some Kincher to clear out so I could rez my friend. The Kincher were busy killing Izam in the area before they left. What I noticed was that the Kincher would still be running through the animation of attacking one Izam after it had already moved on to the next.

We noticed the same during the invasion in Bounty Beaches. A mob would kill one of us and then a minute later, the mob would appear and go through the animations for the attack that it had already performed.

It seems to me that there's some kind of discrepency between the internal timings of actions and the time it takes to draw the animations. It doesn't look like the system is allowing the mob to skip some of the animations to catch up to where it really is.

I'm guessing that for each action the mob performs, an animation gets placed on a queue to be rendered. Whether through lag or a timing mismatch, this queue ends up taking longer to process than the actions themselves. This leads to the "invisible mob" because the mob is attacking you but still being rendered doing its previous set of actions.

During the time in BB, we watched this go on for about 5 minutes. It wasn't a momentary lag issue. It happened exactly the same for three of us that were communicating via Teamspeak. We were all seeing the same strange behavior at exactly the same time. If it were a simple momentary lag spike, it probably wouldn't have had that duration or been exactly the same for all three of us.

Re: Invisible monsters - bug, or sadism?

Posted: Wed Jan 26, 2005 1:59 pm
by lyrah68
And for those that get the "invizo pulled mob" lag bug,
First a description,
You are grouped, tank runs out and pulls mob, runs to group, HP bar is dropping, but you see NO mob. Sometimes this can last until the mob hits the ground.

If you are offensive (not healer), target the tank, using the group menu, then assist (IF you can target and right click it is in that menu). The mob pops into your target window, you can either attack melee or nuke now.

I have noticed that in groups with LOTS of nukers or special effects weapons...I end up with Invizo mobs ALOT (with a high end DSL connection no less!), Good thing I am a healer!!!!

Re: Invisible monsters - bug, or sadism?

Posted: Wed Jan 26, 2005 2:46 pm
by dguy1
[QUOTE=lyrah68]And for those that get the "invizo pulled mob" lag bug,
First a description,
You are grouped, tank runs out and pulls mob, runs to group, HP bar is dropping, but you see NO mob. Sometimes this can last until the mob hits the ground.

Another thing that seems to help here is quickly change your "hands" bar.
I hit CTRL-2, CTRL-1 real fast..it seems to force an update.

Re: Invisible monsters - bug, or sadism?

Posted: Wed Jan 26, 2005 3:05 pm
by lariva
Yeh, thats your client lagging behind the server - i doubt they can fix it;

Figure the pattern:

Server Sends out a notification - there is a mob
You client misses it (UDP - unreliable protocol)
You keep shooting the mob (or just looking at it)
You client continues to show you the location of them mob it was notified last about
The server, however, assumes your client has been updated, and moves the mob over.


Now, if a server were to wait for confirmation from your client:

two people attack a mob
One person is on a very slow connection
The second person ether
- Has to be syncronized with the first (i.e. player on a good connection will play just as fast as a player on a slow connection
- Can continue attacking the mob which cant move because its position has not been syncronized with the client.

How did other games did it? They used TCP; that led to a slew of other problems related to lag where as your client would simply stop responding for a few seconds - end result is the same; in one case the client keeps responding in the other it freezes.

aylwyne wrote:I've noticed this same thing many times recently. You'll get attacked by a mob that you can't see. Then, after a while, the mob just appears as if out of nowhere. My friends and I have seen this happen quite a bit and in watching the mobs, we noticed something that may explain it.

Last night, in Fount, I was in the lake waiting for some Kincher to clear out so I could rez my friend. The Kincher were busy killing Izam in the area before they left. What I noticed was that the Kincher would still be running through the animation of attacking one Izam after it had already moved on to the next.

We noticed the same during the invasion in Bounty Beaches. A mob would kill one of us and then a minute later, the mob would appear and go through the animations for the attack that it had already performed.

It seems to me that there's some kind of discrepency between the internal timings of actions and the time it takes to draw the animations. It doesn't look like the system is allowing the mob to skip some of the animations to catch up to where it really is.

I'm guessing that for each action the mob performs, an animation gets placed on a queue to be rendered. Whether through lag or a timing mismatch, this queue ends up taking longer to process than the actions themselves. This leads to the "invisible mob" because the mob is attacking you but still being rendered doing its previous set of actions.

During the time in BB, we watched this go on for about 5 minutes. It wasn't a momentary lag issue. It happened exactly the same for three of us that were communicating via Teamspeak. We were all seeing the same strange behavior at exactly the same time. If it were a simple momentary lag spike, it probably wouldn't have had that duration or been exactly the same for all three of us.

Re: Invisible monsters - bug, or sadism?

Posted: Wed Jan 26, 2005 3:12 pm
by aylwyne
lariva wrote:Yeh, thats your client lagging behind the server - i doubt they can fix it;

The thing is, it's not specific to my machine. Everyone in our group sees the exact same incorrect mob behavior at exactly the same time. All of our clients are in sync with each other just not with the server. To me, this indicates a bug in their client/server code.

If it was simply the client being a slow machine and not able to keep up, then it wouldn't be totally consistent for everyone.

Yes, there are times when one person lags and doesn't see a mob before the rest. But this is not what I'm describing here. That problem is definitely client lag (either network or PC).

I think there's some bad timings in their code. It seems like the client is forcing all of the animations to occur rather than letting the animation for an attack to be skipped if it happened in the past.

Also, my machine is new and very fast so if it's a limitation there, I can only imagine what happens for people on mid-range machines.

Re: Invisible monsters - bug, or sadism?

Posted: Wed Jan 26, 2005 3:20 pm
by aylwyne
Just to be clear on the behavior I'm describing....

I'm not talking about momentary lag spikes. In the situation described in Bounty Beaches, the mob was over 20 seconds behind itself and it NEVER caught up. It got to the point where it was killing someone but on everyone's screens it was still going through the motions of the person it killed 2 ago. Literally. And this was showing on everyone's screen in exactly the same way.

Once we finally managed to get everyone rezzed and in the lake, we continued to watch the mob go through attack motions for about 30 seconds until it had finally caught up with all of the actions it had performed.

I think there are two distinct issues. There's client-server lag in the placement of mobs. This is where the mob shows in one place on someone's machine but maybe a slightly different placement on someone elses.

But I think there's a second problem that isn't due to network or machine latency. Even on a fast network connection and high speed machine, mobs can get out of sync with their actions which also leads to the situation described in this thread where you're getting attacked by an "invisible mob".

Re: Invisible monsters - bug, or sadism?

Posted: Wed Jan 26, 2005 3:43 pm
by lariva
I suppose it is from the same reason, if a mob's location is X and your X+ 10
updates are sent out X+5 and X+10, the rest is extrapolated by the client, well if you miss 2 updates - the mob never moves as far as your client is aware. And then you get range error, when trying to cast on it, because your client validates the range instead of sending it to the server.
...

It is screwed up, I wish they would have switched to TCP based connections - too late for that though.



aylwyne wrote:Just to be clear on the behavior I'm describing....

I'm not talking about momentary lag spikes. In the situation described in Bounty Beaches, the mob was over 20 seconds behind itself and it NEVER caught up. It got to the point where it was killing someone but on everyone's screens it was still going through the motions of the person it killed 2 ago. Literally. And this was showing on everyone's screen in exactly the same way.

Once we finally managed to get everyone rezzed and in the lake, we continued to watch the mob go through attack motions for about 30 seconds until it had finally caught up with all of the actions it had performed.

I think there are two distinct issues. There's client-server lag in the placement of mobs. This is where the mob shows in one place on someone's machine but maybe a slightly different placement on someone elses.

But I think there's a second problem that isn't due to network or machine latency. Even on a fast network connection and high speed machine, mobs can get out of sync with their actions which also leads to the situation described in this thread where you're getting attacked by an "invisible mob".

Re: Invisible monsters - bug, or sadism?

Posted: Wed Jan 26, 2005 3:47 pm
by aylwyne
lariva wrote:I suppose it is from the same reason, if a mob's location is X and your X+ 10
updates are sent out X+5 and X+10, the rest is extrapolated by the client, well if you miss 2 updates - the mob never moves as far as your client is aware. And then you get range error, when trying to cast on it, because your client validates the range instead of sending it to the server.
...

It is screwed up, I wish they would have switched to TCP based connections - too late for that though.

I suppose it is possible that everyone's clients are missing packets at the same rate, just unlikely unless it's something getting dropped close to the server.

In problem I described, there's a definite solution. If a mob is out of sync on the next update from the server, the client needs to force the mob into the correct placement. In the situation I described, this never happens until the mob is completely done with combat actions.