PS: Another solution would be to remove the whole white screen effect and just add a 4s stun to it and re-name the skill to "Stun Grenade" instead of "Flash Bang". That would remove the whole lag walk problem.
Posted 24 August 2017 - 09:30 AM
PS: Another solution would be to remove the whole white screen effect and just add a 4s stun to it and re-name the skill to "Stun Grenade" instead of "Flash Bang". That would remove the whole lag walk problem.
Posted 24 August 2017 - 09:35 AM
The lagwalk you said is the easy lagwalk and it would be ok if it's like that. I personally still face the lagwalk like old Flashbang means people will continously run n hit the wall until the Flashbang duration ends.
And for people those were against adding stun to Flashbang with the same duration like Flashbang's duration then I have to say they're just not wise adult people. The evidence is that they can't point out why exactly they were against it or what will be the difference. Only "omg 4s stun so op omg no" while it gives the same effect as Flashbang's effect (can't move or use skill)
Listening to people without no real explanation for their comments won't be a good choice I would say.
And for the nerf I'm talking about Flashbang duration. From your last night explanation people who were hit by Flashbang won't be able to move or attack by 4 seconds but atm it's only 3 seconds. You can whether use a stopwatch to check or check the vid you just posted on YouTube. It's atm 1s fade in, 2s white and 1s fade out. Not 1s fade in, 3s white and 1s fade out as you said.
We never touched the white screen in any way. However I don't care if we add a stun or not, if we remove the white screen (which causes all the problems) or not, if we rename the skill or not. This is a thing you have to clarify between each other because it finally makes no difference for us or the skill at all. DIscuss it, discuss the length you want for the stun, with stun, without stun, a longer white screen, shorter white screen... whatever. It mainly affects PvP so it's your turn now.
Edit: If someone wants to hear my personal opinion as developer - to get rid of the problem the solution would be to add a stun of x seconds and removing the white screen completely. This would be the most stable solution.
Posted 24 August 2017 - 09:53 AM
4s stun and no white screen effect to make sure there won't be lag-walk with this skill anymore. Same behaviour as it was always intended.
Thank you for giving some stopping power to Destroyers, even if it's only one skill which is not instant it will already help a lot to compete with the other classes in PvP. We still don't have any AoE CC, but we'll see in the future.
Posted 24 August 2017 - 09:59 AM
We never touched the white screen in any way. However I don't care if we add a stun or not, if we remove the white screen (which causes all the problems) or not, if we rename the skill or not. This is a thing you have to clarify between each other because it finally makes no difference for us or the skill at all. DIscuss it, discuss the length you want for the stun, with stun, without stun, a longer white screen, shorter white screen... whatever. It mainly affects PvP so it's your turn now.
Edit: If someone wants to hear my personal opinion as developer - to get rid of the problem the solution would be to add a stun of x seconds and removing the white screen completely. This would be the most stable solution.
Posted 24 August 2017 - 10:02 AM
Posted 24 August 2017 - 10:30 AM
Who are you to tell the developer that the white screen isn't the problem? I told you the white screen is. What is necessary or not is not your decision tbh. and it's out of your knowledge about the code insight. I would appreciate if you wouldn't try to teach me how to code.
So finally your options are:
- keeping the white screen and the lag walk how it is now
- having a white screen and adding a stun of 4s (including a short "lag walk" at the end)
- removing the white screen and adding a stun
This are your options, there is no other compromise available. Directed at everyone: discuss it and pick one.
Otherwise we will pick the last option: stun without whitescreen, renaming the grenade to "stun grenade" and all the problems are gone.
Posted 24 August 2017 - 10:43 AM
Posted 24 August 2017 - 11:12 AM
Who are you to tell the developer that the white screen isn't the problem? I told you the white screen is. What is necessary or not is not your decision tbh. and it's out of your knowledge about the code insight. I would appreciate if you wouldn't try to teach me how to code.
So finally your options are:
- keeping the white screen and the lag walk how it is now
- having a white screen and adding a stun of 4s (including a short "lag walk" at the end)
- removing the white screen and adding a stun
This are your options, there is no other compromise available. Directed at everyone: discuss it and pick one.
Otherwise we will pick the last option: stun without whitescreen, renaming the grenade to "stun grenade" and all the problems are gone.
Posted 24 August 2017 - 11:43 AM
And he's saying don't make claims like that when you don't know what you're talking about. Sounds fair to me.What I said is if you add the stun effect with same duration like Flashbang's duration then the white screen won't be a problem because the stun effect will be there to stop the lagwalk => so it's what I meant not necessary because the stun will stop the lagwalk itself.
Posted 24 August 2017 - 12:52 PM
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Posted 24 August 2017 - 12:59 PM
The idea behind stun which makes lag walking harder is it forces other player's client to change animations to that of a stunned posture instead of an idle position, very similar to how barbarian works except it's a projectile and it's splash range is very very limited and player's are still prone to knockdowns/launches, Definitely option 2 would be the most ideal, but i question why would it lag walk if they're stunned for the entire duration? even if they did lag walk they'd be walking with the stun's built in movement speed debuff. But I'm not against the last one either given the same duration.
Edited by Apocryphos, 24 August 2017 - 01:05 PM.
Posted 24 August 2017 - 01:14 PM
And he's saying don't make claims like that when you don't know what you're talking about. Sounds fair to me.
If removing the white screen effect fixes it then you should totally do that. No point in evaluating a gimick over an actually working game. It's not really even a cool effect. And you don't need to change the name, flash granade stunning fits very well thematically anyway.
So if changing it to a stun removes the lag walk, could you explain what makes stuns different to say knock ups/downs which do have lag walks? Just interested.
Posted 24 August 2017 - 01:35 PM
Posted 24 August 2017 - 01:46 PM
Feel like 3 second stun is good enough. Or something like 3 at level 1 and increase it by .25 after every level to 4 seconds at level 5. Removing the white screen is perfectly fine with me.
Edited by Agitodesu, 24 August 2017 - 01:48 PM.
Posted 24 August 2017 - 02:25 PM
Feel like 3 second stun is good enough. Or something like 3 at level 1 and increase it by .25 after every level to 4 seconds at level 5. Removing the white screen is perfectly fine with me.
Posted 24 August 2017 - 02:33 PM
white screen is part of the skill for me. try to test white screen and three or four second stun. if it still lagwalks you still can remove it. if it works there is no need to remove it. only can tell that the opponents did not lagwalk at the 1.5 stun + whitescreen. so it should work for 3 seconds + whitescreen too.
Posted 24 August 2017 - 08:19 PM
white screen is part of the skill for me. try to test white screen and three or four second stun. if it still lagwalks you still can remove it. if it works there is no need to remove it. only can tell that the opponents did not lagwalk at the 1.5 stun + whitescreen. so it should work for 3 seconds + whitescreen too.
Posted 24 August 2017 - 08:32 PM
That's good logic. You'd think that works but yet the developer with years of coding experience and access to the source code says it doesn't. Go figure.With the last Flashbang 1.5s stun they still lagwalk. They can't move or attack in the stun duration but after the stun effect ends, lagwalk starts.
It was like this:
Enemy got hit by Flashbang => stunned and Can't move or attack for 1.5s => lagwalk for the rest 2.5s of Flashbang duration.
Sometimes it didn't lagwalk yes but most of the time it was like that so if you keep the white screen then the stun duration should be the same as Flashbang's duration so none lagwalk will happen.
Edited by Precrush, 24 August 2017 - 08:33 PM.
Posted 24 August 2017 - 10:00 PM
So popcorn is able to remove the flash, but not change the flight path, Is it possible to just reuse a certain skill like h.e grenade or fire/caused bomber animation's for it's flight path?
Here's an idea let player's move around in flashbang(like a 4 second silence), But change fire grenade to stun grenade, this way the flight path is similar to h.e grenade, It won't hurt the class because the skill is superseded by N2 Ammunition. (also please be a no hit stun, so it still bypasses twin block and same duration's and cooldowns)
Edited by Apocryphos, 24 August 2017 - 10:04 PM.
Posted 24 August 2017 - 10:31 PM
So popcorn is able to remove the flash, but not change the flight path, Is it possible to just reuse a certain skill like h.e grenade or fire/caused bomber animation's for it's flight path?
That's basically correct. The flash itself is part of the animation which does not cause the problem and the flash wouldn't be removed. What would be removed is the white screen effect (fade in -> white screen -> fade out) the players can see when they're hit by the grenade.
I will try to explain this but I am not sure if I can explain it understandable for everyone:
If you throw a flash bang grenade the animation is played for all people seeing it: The one who throws it and also people surrounding the one who throws it. Everyone will see the thrower throwing the grenade and the "star"-shaped flash when the animation ends. Now we are at the point that the players who have been hit need to see the white screen effect - and this is the problem. The white screen effect is "created" by an external script which is used as a damage effect and not by the animation. The script needs to be synchronized for all players seeing the one who is hit for all enemies which have been hit by it. The problem here is that external scripts are not synchronized by the server but by the client and here it comes to the problem with different pings. Since the synchronization request from the server always has different ping times (for people living in the US region around 45~60 ms, for people from EU around 200 ms and for people from the SEA region up to 400 ms) you surely can imagine that the synchronization of the client with this script does not work correctly.
Let's take this case as an example:
Someone from the US region throws a grenade. The request that the grenade is thrown reaches the server after around 30ms (because a ping is the time a request needs to be sent and answered). The client located in the US gets the request to synchronize (start) the external script after 60ms while the client located in the EU gets this request after around 130ms and someone in the SEA region might geht the request after 230ms. This results in the script on the different clients are de-synchronized which causes the "lag walk".
Posted 24 August 2017 - 10:43 PM
Did he say it doesn't work if they add stun effect with the duration same as Flashbang's duration? Did he say it? He only said he didn't do it last time because of some crying babies who was crying about 4s stun duration tho those people can't have an explanation why they were against it or can't point out the difference between stun effect and Flashbang effect (both effects make enemy not able to move or attack). You may have a good point but read or think carefully before you say something.That's good logic. You'd think that works but yet the developer with years of coding experience and access to the source code says it doesn't. Go figure.
Honestly I don't think there's any point in discussing this much further since it really makes little difference either way. I say go with the option that has the least amount of issues and then we can all move on, that's my final verdict.
Edited by easykill1215, 24 August 2017 - 10:48 PM.
Posted 24 August 2017 - 10:45 PM
Did he say it doesn't work if they add stun effect with the duration same as Flashbang's duration? Did he say it? He only said he didn't do it last time because of some crying babies who was crying about 4s stun duration tho those people can't have an explanation why they were against it or can't point out the difference between stun effect and Flashbang effect (both effects make enemy not able to move or attack). You may have a good point but read or think carefully before you say something.
Did you read the post I just posted above of yours? I said it causes lag walk if we keep the white screen effect, because the white screen effect is what causes it (because the script is still running as long as we want to keep the white screen, stun effect or not)
You may have a good point but read or think carefully before you say something.
This is a good advice you should follow yourself first.
Posted 24 August 2017 - 10:55 PM
We have gathered enough information on that problem and the opinions of the community about it now.
I have quoted the idea/suggestion of Apocryphos in a separate topic to give the community the chance to discuss about it because it can be overlooked by us in this topic.
If you want to discuss this idea it please refer to this topic:
https://forums.warpp...ternative-idea/
Posted 24 August 2017 - 11:01 PM
Did you read the post I just posted above of yours? I said it causes lag walk if we keep the white screen effect, because the white screen effect is what causes it (because the script is still running as long as we want to keep the white screen, stun effect or not)
This is a good advice you should follow yourself first.
Posted 24 August 2017 - 11:35 PM
You should look at the link popcorn sent, thats the best alternative brought up.
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