Rubber banding= Annoying
Rotgut The Unholy
Is there any way to fix that annoying rubber band effect? Like when I run forward sometimes I get warped back, and it isn't lag because Im getting a good ping/FPS.
Valerius
if what your saying is what i'm thinking about...
then either log out then sign back in ... or do an emote... like "/jump"
then either log out then sign back in ... or do an emote... like "/jump"
Mavrik
Sometimes I can run past something in the environment... be past it and then rubberband back like I was caught on it lol then I need to make my way around. Its annoying when trying to run from something... "going going gone..... NOPE!"
ForeverGoNe
I exactly know what you're talking about.
Heh, clever name for it, rubber-band effect. Anyways, at elona when you first go out and aggro the the minos by the edge, my 55 goes in and aggros them, I run back out and just as I'm about to turn around the corner, I get warped back to the side of the ledge with 2 minos hitting me, I have no PS on.
It's hella annoying and it always gets to me (meaning I cuss everytime this happens).
Heh, clever name for it, rubber-band effect. Anyways, at elona when you first go out and aggro the the minos by the edge, my 55 goes in and aggros them, I run back out and just as I'm about to turn around the corner, I get warped back to the side of the ledge with 2 minos hitting me, I have no PS on.
It's hella annoying and it always gets to me (meaning I cuss everytime this happens).
Starsky-sama
Everytime I get that, it is lag that does it or the game's collission detection. Either my own internet or it's the GW server that has that "burp" in that moment in time.
And o yez...it is annoying.
And o yez...it is annoying.
M3lk0r
Its the game engine+server. Its been designed to only use the least possible bandwith available. I dont know what they call it here, but in CS it was called "interpolation"
Most probably server side as nothing is calculated client side in MRPGs.
Most probably server side as nothing is calculated client side in MRPGs.
Charrbane
Quote:
Originally Posted by M3lk0r
Its the game engine+server. Its been designed to only use the least possible bandwith available. I dont know what they call it here, but in CS it was called "interpolation"
Most probably server side as nothing is calculated client side in MRPGs. |
Kate Bloodspirit
Rubber banding occurs when someone in the instance starts lagging, therefore "forcing" everyone else in the instance to update their positions to the last position gotten from the "laggy" person.
If rubber banding were to be eliminated, the serialization that keeps everything in game syncronized would be over and soon you'd start seeing people die before their health bars are dry, people getting spiked through walls, spells getting interrupted out of "luck", and god knows what else.
Rubber banding is annoying everyone agrees. However, it's healthy for the game and fair for all players in that specific instance.
The only way to fix rubber banding is to get everyone to use reliable and fast internet connections/CPU's, which is kinda hard =/
If rubber banding were to be eliminated, the serialization that keeps everything in game syncronized would be over and soon you'd start seeing people die before their health bars are dry, people getting spiked through walls, spells getting interrupted out of "luck", and god knows what else.
Rubber banding is annoying everyone agrees. However, it's healthy for the game and fair for all players in that specific instance.
The only way to fix rubber banding is to get everyone to use reliable and fast internet connections/CPU's, which is kinda hard =/
snikerz
hmm yeh i also know what you mean
i've learned to accept it however, anet don't fix stuff like that.
i've learned to accept it however, anet don't fix stuff like that.
SirShadowrunner
Another form of this I believe is when you hit a skill and it just sits there
and flashes, for seconds, I have been in the FoW spider cave and had to watch my character almost degen to death from spider poison before he started to
attack again, that can make you very paniciky.....
and flashes, for seconds, I have been in the FoW spider cave and had to watch my character almost degen to death from spider poison before he started to
attack again, that can make you very paniciky.....
M3lk0r
Quote:
Originally Posted by Charrbane
Your explanation...... it does nothing!
|
Or do you mean my explanation meant nothing?
Mister Overhill
I've got a fast connection, but even with just a team of henchies, it can get pretty bad sometimes. Had henchmen only up at Thunderhead this afternoon, zone one, and things were jumping around all over the place. Zone two was nearly empty and ran smooth as silk.
Kate Bloodspirit
Quote:
Originally Posted by Mister Overhill
I've got a fast connection, but even with just a team of henchies, it can get pretty bad sometimes. Had henchmen only up at Thunderhead this afternoon, zone one, and things were jumping around all over the place. Zone two was nearly empty and ran smooth as silk.
|
Cirian
I find I rubberband less if I click on a bit of ground and let the server work out the pathfinding for me, than if I use the cursor keys to make my own route.
If I do use the cursor keys, I give any objects with collision a wide berth. The route you take on your client isn't quite the same as the one the server sees because of interpolation (used to save bandwidth), so if you take a corner too closely on your client, then when the server does the interpolation it might decide you snagged the corner and it teleports you back...
Sometimes clicking teleports me forward when I snag something though... and things don't synch up for a while, and it gets disorientating... that's annoying too
So anyway, I sometimes click and sometimes use the cursor keys depending what I think will get me there and avoid a nasty warp
If I do use the cursor keys, I give any objects with collision a wide berth. The route you take on your client isn't quite the same as the one the server sees because of interpolation (used to save bandwidth), so if you take a corner too closely on your client, then when the server does the interpolation it might decide you snagged the corner and it teleports you back...
Sometimes clicking teleports me forward when I snag something though... and things don't synch up for a while, and it gets disorientating... that's annoying too
So anyway, I sometimes click and sometimes use the cursor keys depending what I think will get me there and avoid a nasty warp
Lord Cooper
i sometimes get the same thing even in outposts.. ill move then when i stop i take a step backwards.
bloody annoying in a mission though cos it interupts spells. like i can click say meteor shower and get autorun to range then it takes a step back justas i start casting thus interupting me!
bloody annoying in a mission though cos it interupts spells. like i can click say meteor shower and get autorun to range then it takes a step back justas i start casting thus interupting me!
beanerman_99
I get rubberbanding on teams, with henchs, solo....doesn't matter, I get it all the time. I have cable connection so I don't think its my connection. I never used to get it when I started playing 6 months ago. About 3 months ago it started happening at rare times. Now it is occuring with greater frequency. Its very aggrevating, especially when you are with real people. They curse you for just standing around. I hate. I still see my character moving, I am still taking damage, I see others running around, but I am just standing there and my skill bar is flashing but not casting. Then all the sudden I jump backwards to where no one is even around me. I don't know what causes it or how to fix it.
ForeverGoNe
Quote:
Originally Posted by SirShadowrunner
Another form of this I believe is when you hit a skill and it just sits there
and flashes, for seconds, I have been in the FoW spider cave and had to watch my character almost degen to death from spider poison before he started to attack again, that can make you very paniciky..... |
I think what you're talking about is a lag spike, where you're lagging, but the position for other players aren't updated and they just see you as normally before you get updated to the current situation again.
Kate Bloodspirit
Quote:
Originally Posted by beanerman_99
I get rubberbanding on teams, with henchs, solo....doesn't matter, I get it all the time. I have cable connection so I don't think its my connection. I never used to get it when I started playing 6 months ago. About 3 months ago it started happening at rare times. Now it is occuring with greater frequency. Its very aggrevating, especially when you are with real people. They curse you for just standing around. I hate. I still see my character moving, I am still taking damage, I see others running around, but I am just standing there and my skill bar is flashing but not casting. Then all the sudden I jump backwards to where no one is even around me. I don't know what causes it or how to fix it.
|
Archonus
That is probably the best explanation. To make it a bit simpler, I'll explain a bit.
___RPG games use coordinate systems to determine where a character is.
By doing this the client and server has to constantly communicate back and forth and relay the coordinates to the other players so the positions properly update on their screens.
This is what "usually" causes dialup to lag (because it has to keep up with downloading coordinate packets, then some more packets that tell what each person is currently doing, then some more that have to do with monsters or whatever it is in the game.)
However, Guild Wars uses a vector system based off coordinates. Instead of constantly relaying coordinates to the server, it relays a vector. Using the vector it can "guess" where a character is going. Downloading a vector every second or so for 8 people takes much less bandwidth than downloading coordinates constantly.
Now for the issue with high-bandwidth people (DSL, Cable, etc.). Because Guild Wars uses vectors and only sends them every X amount MS or Seconds, having a high-speed connection does not help considerably when it comes to relaying information about where your character is. The reason being is it still sends vectors, and like Cirian said:
Say you are approaching a corner and happen to move around it right after your GW client sends a vector to the server.
The server receives the vector, then it receives the vector maybe from right after you moved around it.
The server will perform some collision detection based on the vectors. Because you were moving toward the corner when it sent the first vector and around it when it sent the second vector, the server decides "Hey he can't go through that wall, put him right back behind it."
Now I may have just typed all that for nothing, but I know the server uses vectors and that's my theory on how it uses them and the reason you "rubber-band".
___RPG games use coordinate systems to determine where a character is.
By doing this the client and server has to constantly communicate back and forth and relay the coordinates to the other players so the positions properly update on their screens.
This is what "usually" causes dialup to lag (because it has to keep up with downloading coordinate packets, then some more packets that tell what each person is currently doing, then some more that have to do with monsters or whatever it is in the game.)
However, Guild Wars uses a vector system based off coordinates. Instead of constantly relaying coordinates to the server, it relays a vector. Using the vector it can "guess" where a character is going. Downloading a vector every second or so for 8 people takes much less bandwidth than downloading coordinates constantly.
Now for the issue with high-bandwidth people (DSL, Cable, etc.). Because Guild Wars uses vectors and only sends them every X amount MS or Seconds, having a high-speed connection does not help considerably when it comes to relaying information about where your character is. The reason being is it still sends vectors, and like Cirian said:
Quote:
The route you take on your client isn't quite the same as the one the server sees because of interpolation (used to save bandwidth), so if you take a corner too closely on your client, then when the server does the interpolation it might decide you snagged the corner and it teleports you back... |
The server receives the vector, then it receives the vector maybe from right after you moved around it.
The server will perform some collision detection based on the vectors. Because you were moving toward the corner when it sent the first vector and around it when it sent the second vector, the server decides "Hey he can't go through that wall, put him right back behind it."
Now I may have just typed all that for nothing, but I know the server uses vectors and that's my theory on how it uses them and the reason you "rubber-band".