Creature Handler Archive
Thread: Possible cause of can't tame that bug (Updated)
Ok been thinking about this and I think it may be due to where the client thinks you are on the planet.
Bear with me for a second.
I have noticed this since the cu went live. On customer service forum I agreed with a gentleman who said the planets clocks are off sinc. of coarse he got responses that its his video card lol. It wasn't
Going out into sci-fi world here. There is a space time disturbance going on lol.
Remember sliding across the floors while sittingin a med center for example. The devs thought this was caused by the client not realising where you were. There are two types of clients that should be in sync. As anyone with an active firewall will tell you when you login (first time or after a patch) you have two areas to allow firewall access. The devs said that there is a variance of, I remember correcly, of 5 meters. This is why they thought as you slid across the floor and were relocated that the clients were doing a lil resync and placing you in where one thought you were.
Confused yet lol. Sorry it's easier to understand than to describe.
Post CU, there has been reports of planet clocks not updating correctly (Too long to explain), I have noticed that pets will all of a sudden wander (Not agro bug) about 10m - 15maway and juststand there., during combat a creature can look as though its 20m away but is hitting you and you can hit him, when its killed it slides next to you, reports of creatures still hitting you with ranged attacks when your over 100m away, (for example causing agro while on a speeder you appear to be very far away after the mob attacks butit keeps hitting you for a few more min.In cantina's trying to watch or listen toan entertaineryou get a message saying your too far away.
So taking all of this into consideration it appears as though the clients are not updating correctly and although you visually appear to be in one spot the other client thinks your 2 minutes back in time lol. bad analogy but it fits. It doesn't update and sync with the other client it doesn't knowyour now in a cantina for example but thinks your at the spaceport and too far away to listen to a musician.
This may be whats causing the can't tame that bug, one client thinks your 100m away while the other client shows you as next to the baby. Just as you get the error with an entertainer your getting the error with the tame. Although the message doesn't say your too far away from the baby I think this is actually the case.
Theoretically it makes sense proving it could be quite difficult though.
Food for thought and if anyone has a better grasp of the client system feel free to correct whats in error here or add to it.
Message Edited by jopenack on 05-13-2005 11:02 AM
Message Edited by jopenack on 05-14-2005 07:44 PM
Replied to this in the other thread, but then thought I'd come here and mention that I've seen the same thing with pets wandering off about 10 - 15m. Or maybe not.
One example: last night on Dathomir, I had 3 pets out. I was standing in one spot letting myself heal up and watching basketball. After a short time (didn't actually time it), 2 of my pets wandered off in exact opposite directions from me while the third pet didn't move. Another short time later, the 2 pets moved again - almost like they were on a delayed patrol. (The third pet didn't move). Kind of cool, actually. Except because mobs now aggro our pets, I stored my pets because I was afraid they'd wander too close to a mob.
Would the client not updating correctly account for this behavior?
Not sure DeBudo,maybe? I wish I knew more on how the clients communicate and what does what.
Another thing I noticed the first week after the cu went live when pets had problems following us. I would run to pointsA&B and realise my pets stopped or were lagging behind, I would run back towards them and yell the follow comand in spatial (rarely use /tellpet). This would get them moving again but they would follow the path I had justtravelled from and not come to me directly, this is when I first noticed this time lagg so to speak. I thought it wierd that they would follow the exact same path I had just used even if I was next to them and said the follow command.
Message Edited by jopenack on 05-13-2005 11:41 AM
Jope,
This makes a lot of sense to me. It explains also things like the entertainer bug Angur mentions, it explains why a kashyyykian bantha I thought I rooted 30m away was doing melee damage on me, it explains why I get hit by ranged fire from mobs I just passed when I'm nominally 150m past them, it explains why critter corpses slide 25m from where they supposedly fell to at my feet.
It may also explain why some people can't seem to damage other ships when fighting in space. They are hitting the darn things directly, from their perspective, but that's their cllient lying to them about their position with the other client that actually checks for damage.
It's obvious that something in the CU has radically changed the way the clients interact, and the devs don't have a handle on it yet. I'm sure it will take months for them to sort it out, but this is one of the consequences of radically changing the game just to meet a marketing deadline. Of course, SOE/LA don't care, Ep III will generated many new suckers who will buy the game and play it for at least one billing cycle before they toss up their hands and quit.
Message Edited by jopenack on 05-14-2005 08:01 PM
I think there may be a cooralation judging by the way they dissapeared tonight and how the game thought i was in a different area,
Maybe one aspect of the game see's you next to the spawn or wp and initiates the spawn but the other half thinks your 1k away and then retracts the spawn,
mission spawns will not stay active (materialised) if you are not close enough to them, a long time ago people would get missions and leave for the night and others would randomly kill the lair, the person would then get paid when they logged back in. Devs changed it so that mission spawns only materialise once the player is in range.
So theoretically yes it could very well explain it.
You know this sounds like about a month after launch where critters would slide, and things could not be properly conned. If anyone has the initiative you could always go look it up. I just figure if its a damn near similar problem then it probabally has the same cause. The devs I think chalked it up to client stability then.
Ponders a very scarey thought the return of combined and cloned weapons. A shiver just ran down my spine.
yea thats what made me think of it, sliding across the floor in a med center always made me laugh, i mentioned it above, a dev once said it wasa client issue and there was a 5m varience, although we are now at a varience that far exceeds that lol.
I read in tiggs bug thread someone else was saying some of the same things as me,
Edited = I reported this in Tiggs "In Live Issues Thread" Tonight
Message Edited by jopenack on 05-14-2005 11:16 PM
jopenack wrote:
Ok been thinking about this and I think it may be due to where the client thinks you are on the planet.
Bear with me for a second.
I have noticed this since the cu went live. On customer service forum I agreed with a gentleman who said the planets clocks are off sinc. of coarse he got responses that its his video card lol. It wasn't
Going out into sci-fi world here. There is a space time disturbance going on lol.
Remember sliding across the floors while sittingin a med center for example. The devs thought this was caused by the client not realising where you were. There are two types of clients that should be in sync. As anyone with an active firewall will tell you when you login (first time or after a patch) you have two areas to allow firewall access. The devs said that there is a variance of, I remember correcly, of 5 meters. This is why they thought as you slid across the floor and were relocated that the clients were doing a lil resync and placing you in where one thought you were.
Confused yet lol. Sorry it's easier to understand than to describe.
Post CU, there has been reports of planet clocks not updating correctly (Too long to explain), I have noticed that pets will all of a sudden wander (Not agro bug) about 10m - 15maway and juststand there., during combat a creature can look as though its 20m away but is hitting you and you can hit him, when its killed it slides next to you, reports of creatures still hitting you with ranged attacks when your over 100m away, (for example causing agro while on a speeder you appear to be very far away after the mob attacks butit keeps hitting you for a few more min.In cantina's trying to watch or listen toan entertaineryou get a message saying your too far away.
So taking all of this into consideration it appears as though the clients are not updating correctly and although you visually appear to be in one spot the other client thinks your 2 minutes back in time lol. bad analogy but it fits. It doesn't update and sync with the other client it doesn't knowyour now in a cantina for example but thinks your at the spaceport and too far away to listen to a musician.
This may be whats causing the can't tame that bug, one client thinks your 100m away while the other client shows you as next to the baby. Just as you get the error with an entertainer your getting the error with the tame. Although the message doesn't say your too far away from the baby I think this is actually the case.
Theoretically it makes sense proving it could be quite difficult though.
Food for thought and if anyone has a better grasp of the client system feel free to correct whats in error here or add to it.
Message Edited by jopenack on 05-13-2005 11:02 AM
Message Edited by jopenack on 05-14-2005 07:44 PM
OMG jope... your absalutly right. I know exactly what your talking about. and Yes this has happened before. Alot of bugs have generated from this as you recall back in the day when the devs would fix a bug they would say they have fixed client stability.
This is a huge problem (not a bug) This triggers bugs. and glitches in the game. This would also explain for the extreme amount of lag and twitching and rubberbanding issues when you are in a city. This is the main reason why CH isnt functioning right and if they fix this they will repair many of the bugs we are getting 1. single spawn creatures 2. pet follow 3. pet attack 4. taming bug 5. creature agressing from 100m away bug 6. things you attacked still attacking you even if your far away (babies no being able to be tamed long after you left them alone) 7. fighting will be fixed as moves won't be so out of speed.. in other words sometimes it takes about 20 seconds to do an attack when My speed is 1.8 I could go on for a while as this screws around with the game. Yes it effects the enterainer problem too. Everything mentioned.
This should be issued right away, but not as a bug but as a game glitch that needs to be looked over. I am sure they know but we should tell them what it is causing.
Message Edited by ArchiieBarrett on 05-14-2005 11:09 PM
yup, the more I play and experience the "bugs" the more I believe its the client issue,
today i set a camp and myself and the pets slid right out about 5-10m lol.
I aslo realised that the mission spawn lairs dissapear if more than one group member takes missions, If only one person takes a mission the lairs spawned normally, it was on lok with a group of 2 but it may help anyone who's watching this thread.