PDA

View Full Version : Demanding a fix for Snipe!



Psudoki
2009-09-01, 10:16 AM
I have decided that us MM and yes BM too. we should all band together and keep logging tickets till nexon fixes this issue, By the skill description (5 secs) we should be able to get 12 snipes a min. I was counting my snipes yesterday at Angeo, and to my utter dissapointment I am getting about 6 snipes a min on avg at most 8, this is anywhere from 800K-1.2mill dam per min we are missing out on. Guys that is VERY significant. And i dont feel its too much to ask that our skills work EXACTLY how they are suppose to. Its not a quest for more power, its simply a demand to actually have what we have already been given. I mean its like going to the store every week to buy a dozen of donuts, only to get home and find that you have 6-8 every time. And to say that 4th job has been out this long and no one has fixed it yet is so sad. so if they reduced the CD to 2 secs it will not be overpowered because it lags on that last sec for about 3-4 secs on avg. In over 100 casts of snipe it only was actually 5 secs about 5 times. So a 2 sec snipe would be 5-6 secs on avg instead of its current 8-10 sec BS.

Also I am convinced that this problem is not server lag, want proof? Go start the dilegent explorer quest, it has a countdown and a count up timer, that works in 5 secs intervals, I stared at this timmer intensly for over 3 mins, with a stop watch in hand and it hits the mark EVERY FUHKING TIME! If you dont believe me activate the medal quest for yourself and you will see, if a dumbass quest timer which has only been out for what a few months? can work on 5 secs intervals flawless why can't our FUHKING skills work, that have been made over a yr ago? We should demand a response, I will not rest, I will log tickets daily if i have to, I have my friends doing the same time, so brothers who's with me?

Takebacker
2009-09-01, 10:26 AM
You're going to log a ticket to nexon to upgrade their servers to the level of technology that probably won't be available until 5-10 years from now where it's processing power can recieve packets from your crummy computer tens, hundreds, or even thousands of miles to nexon HQ, process it, and send it back the same distance instantly?

Good luck with that.

It's server latency. Not only are they not going to give a f'uck about it, the people you're trying to complain to don't even know what the f'uck you're talking about. Give it up.

Dusk
2009-09-01, 10:35 AM
Why can't they make it work the way skills like CSB and BStep work? Plenty of skills in other games have cooldowns but yet they don't consistently lag for 1-2 seconds every cast. I have this problem with Air Strike as well.

Psudoki
2009-09-01, 10:38 AM
You're going to log a ticket to nexon to upgrade their servers to the level of technology that probably won't be available until 5-10 years from now where it's processing power can recieve packets from your crummy computer tens, hundreds, or even thousands of miles to nexon HQ, process it, and send it back the same distance instantly?

Good luck with that.

It's server latency. Not only are they not going to give a f'uck about it, the people you're trying to complain to don't even know what the f'uck you're talking about. Give it up.

see i thought it was server latency too at 1st, but explain to me how the timer in the diligent explorer quests works in 5 secs intervals flawlessly? If the real issire was sever lag then it would happen with all timers in game not just skills

Takebacker
2009-09-01, 10:43 AM
see i thought it was server latency too at 1st, but explain to me how the timer in the diligent explorer quests works in 5 secs intervals flawlessly? If the real issire was sever lag then it would happen with all timers in game not just skills

I'm near positive the clock/clocks in general in game is/are client side.

Psudoki
2009-09-01, 10:53 AM
I'm near positive the clock/clocks in general in game is/are client side.

that is a possibility that i have not considered but riddle me this. In the dojo the precise second it turns 12am PST I can gain more points (if i reached max the previous day) the dojo clock i know for sure has to be server side. I have done many things to test the possibility of it being a simple lag issue. I synced my comp time with internet PST settings, and reached max points in that day I waited in dojo at Mushy, waited till the moment it hit 12am PST and i was able to gain more points. I did it 5 secs earlier 10 secs earlier didnt work. but at the very sec of 12am PST it worked. I used to work for Ambiron Trustwave, a company that dealt with the network security for the Australian Stock Exchange, I know all about sever lag and latency issues. I have pinged the maple severs and my avg latency is 33ms. I have run all sorts of tests am i am reasonably convinced its not a lag or latency issue.

Takebacker
2009-09-01, 10:58 AM
that is a possibility that i have not considered but riddle me this. In the dojo the precise second it turns 12am PST I can gain more points (if i reached max the previous day) the dojo clock i know for sure has to be server side. I have done many things to test the possibility of it being a simple lag issue. I synced my comp time with internet PST settings, and reached max points in that day I waited in dojo at Mushy, waited till the moment it hit 12am PST and i was able to gain more points. I did it 5 secs earlier 10 secs earlier didnt work. but at the very sec of 12am PST it worked. I used to work for Ambiron Trustwave, a company that dealt with the network security for the Australian Stock Exchange, I know all about sever lag and latency issues. I have pinged the maple severs and my avg latency is 33ms. I have run all sorts of tests am i am reasonably convinced its not a lag or latency issue.

Probably because there isn't any requesting or special conditions involved. The server is likely coded with the condition of "at 12 PST reset everyone's point totals for that day to 0". It doesn't matter what you're doing, the second it hits 12 PST the server just does the action. Whereas with snipe the user has to activate the skill which goes into the whole sending of the information to the server, and then setting up a little cooldown period of 5 seconds yadda yadda.

Stereo
2009-09-01, 11:03 AM
Why can't they make it work the way skills like CSB and BStep work?

If it works that way, there's no visual indicator. And with a 5+ second wait you'd be missing by longer than a couple seconds anyway if you relied on that.


I did notice with HH that attempting to cast it during cooldown slows down the cooldown, not sure how much by.

Psudoki
2009-09-01, 11:07 AM
Probably because there isn't any requesting or special conditions involved. The server is likely coded with the condition of "at 12 PST reset everyone's point totals for that day to 0". It doesn't matter what you're doing, the second it hits 12 PST the server just does the action. Whereas with snipe the user has to activate the skill which goes into the whole sending of the information to the server, and then setting up a little cooldown period of 5 seconds yadda yadda.

i kinda see what you mean as in it has to ask permission then ur cooldown starts then it has to check again to see if it can work, but it can't release till the server gives it the ok again. that makes sense. But this is also assuming that this is how cooldown skills work, I dont know how they work, I would like to though if anyone has any insight into this please share. I would like nexon to do 1 of 2 things either

A.) Find a fix for this and if it is a lag/latency issue then

B.) change how cool downs work in the game in general to help with connectivity issues or reduce the cooldown timmers more to compensate for the avg 3-4 sec skill lag.

I know this seems petty for things like rez and Timeleap that have 30+min timers but its means everything to a class like us MM that extra 3-4secs means over a mill dam per min lost on avg...

although making it like boomstep would not be bad either, id rather have that than its current shape, i can reasonably keep track of 5 secs in my head, at least it would have the potential of working on time then

P.S.

here is another example of why i dont believe its not lag or latency, other things in the game work fine if you have a good connection like feeding my pet, I have 2 comps 1 laptop i have for shop mule and my desktop which i play my main char on just now in the FM when i was trading items to my shop mule i fed my pet and the time difference between him responding from frown to happy on my laptop was almost instantaneous. It was fractions of a sec. I had full view of both screens at once. Im not asking for perfect connectivity, Im simply asking for something reasonable and 3-4sec lag on a skill that is EXTREMELY time sensitive is completely unacceptable! If the server can register me feeding my pet within fractions of a sec how fuhkin hard is it to register a skill in under 1 sec?

Dusk
2009-09-01, 12:10 PM
If it works that way, there's no visual indicator. And with a 5+ second wait you'd be missing by longer than a couple seconds anyway if you relied on that.


I did notice with HH that attempting to cast it during cooldown slows down the cooldown, not sure how much by.

What visual indicator? Currently I just rely on experience to know about when I can Air Strike. I have a pretty good grasp of about how long 5 seconds is now.

KaidaTan
2009-09-01, 12:16 PM
Couldn't they just make the cooldowns for skills such as Snipe, Air Strike, Octopus, etc client sided?

I guess then hackers could take advantage of it, but spamming Snipe is hardly as good as many of the other hacks we've had in the past.


What visual indicator? Currently I just rely on experience to know about when I can Air Strike. I have a pretty good grasp of about how long 5 seconds is now.
He means that when you put Snipe (or Air Strike) on your quickslot, you can see it gray out and slowly turn back to white. If it were to work like CSB or BS, then the skill would not gray out and you'd have to guess when 5 seconds is up. I'm not saying it's terribly hard, just that 5 seconds is long enough that I'd rather have a visual indicator of when the skill is ready rather than guessing.

EmuAlert
2009-09-01, 12:31 PM
Couldn't they just make the cooldowns for skills such as Snipe, Air Strike, Octopus, etc client sided?

I guess then hackers could take advantage of it, but spamming Snipe is hardly as good as many of the other hacks we've had in the past.


He means that when you put Snipe (or Air Strike) on your quickslot, you can see it gray out and slowly turn back to white. If it were to work like CSB or BS, then the skill would not gray out and you'd have to guess when 5 seconds is up. I'm not saying it's terribly hard, just that 5 seconds is long enough that I'd rather have a visual indicator of when the skill is ready rather than guessing.

The visual indicator is especially useful when your snipe isn't maxed. How are you going to guess that 30 seconds have passed since the last time you used snipe? I really don't think that all of these should be client sided, maybe just the ones with short cooldowns. Otherwise, hackers could use smokescreen endlessly.

KaidaTan
2009-09-01, 03:29 PM
Otherwise, hackers could use smokescreen endlessly.
Because Godmode didn't already exist.

What I meant is that you could have the cooldown timers be clientsided instead of serversided, which is what I believe is causing this lag. It wouldn't change the existence of an indicator, which I fully endorse.

ArbalistMaster
2009-11-04, 10:16 PM
I finally maxed snipe the other day and went to do some tests with another MM firing snipe as soon as it cooled down as a parameter.
I'm pretty sure that what happens is the server runs a "has your cooldown completed" routine every 5 seconds, so if you keep shooting them as soon as they become available, it'll take 10 seconds to cooldown. but if you wait 3-4 seconds after the cooldown and shoot again, it will only take 6 or so seconds to cooldown because you still shot it within the same "cycle"
proof is that even if we started shooting at different times, we'd end up with cooldowns completing at the same time after 1-2 snipes, and then we'd keep shooting at the same time. So there's a 4 second window where you can shoot snipe and it will still cooldown at the same time, regardless of at what point in this window you shoot it.
The way KMS "fixed" it by changing snipe to 4 second cooldown would allow us to "ride" this 5 second "cycle" provided you time it right.

in essence, with the current way the server handles cooldowns, no cooldown can be lower than 5 seconds regardless of what the skill actually says(assuming several uses of the skill, you could fire a 1 second cooldown skill twice in 3 seconds if you fire the first at the end of the cycle, but from then on it would take 5 seconds); and getting 4 second cooldown in the data is probably the easiest feasible way for us to get a real 5 second snipe. Otherwise it would require some re-coding by nexon to have cooldowns (at least those of skills with very short cooldown times) to be evaluated every second instead of every 5 seconds.

Chameleonic
2009-11-04, 10:20 PM
Snipe should not have zero cooldown and should replace Strafe as our single target attack.:goggle:

Doctor Omega
2009-11-04, 11:43 PM
You want to know what I'm demanding a fix for? This bull[s]hit dragons breath + blizzard glitch. Snipe is annoying, yes, but no where near as annoying as disconnecting 10+ times in the span of four hours. I'm so goddamned sick of it I could puke. This [f]ucking bull[s]hit has to stop. I've tried to adapt to it, I've tried to overlook it,and I've even tried to ignore it. Enough is enough already. Disconnecting because of skills is just pure [s]hit on it's finest state. Fix these goddamned glitches Nexon. For the love of god, do your [f]ucking jobs. -_-

FluffyFoxxie
2009-11-05, 12:03 AM
You want to know what I'm demanding a fix for? This bull[s]hit dragons breath + blizzard glitch. Snipe is annoying, yes, but no where near as annoying as disconnecting 10+ times in the span of four hours. I'm so goddamned sick of it I could puke. This [f]ucking bull[s]hit has to stop. I've tried to adapt to it, I've tried to overlook it,and I've even tried to ignore it. Enough is enough already. Disconnecting because of skills is just pure [s]hit on it's finest state. Fix these goddamned glitches Nexon. For the love of god, do your [f]ucking jobs. -_-

Hmm, I used to get DC'd by it a whole lot, but now that I'm more cautious about doing it, it's not so much of an issue anymore. I stopped using blizz right after DB and just waited another second or so before firing blizz.


I finally maxed snipe the other day and went to do some tests with another MM firing snipe as soon as it cooled down as a parameter.
I'm pretty sure that what happens is the server runs a "has your cooldown completed" routine every 5 seconds, so if you keep shooting them as soon as they become available, it'll take 10 seconds to cooldown. but if you wait 3-4 seconds after the cooldown and shoot again, it will only take 6 or so seconds to cooldown because you still shot it within the same "cycle"
proof is that even if we started shooting at different times, we'd end up with cooldowns completing at the same time after 1-2 snipes, and then we'd keep shooting at the same time. So there's a 4 second window where you can shoot snipe and it will still cooldown at the same time, regardless of at what point in this window you shoot it.
The way KMS "fixed" it by changing snipe to 4 second cooldown would allow us to "ride" this 5 second "cycle" provided you time it right.

in essence, with the current way the server handles cooldowns, no cooldown can be lower than 5 seconds regardless of what the skill actually says(assuming several uses of the skill, you could fire a 1 second cooldown skill twice in 3 seconds if you fire the first at the end of the cycle, but from then on it would take 5 seconds); and getting 4 second cooldown in the data is probably the easiest feasible way for us to get a real 5 second snipe. Otherwise it would require some re-coding by nexon to have cooldowns (at least those of skills with very short cooldown times) to be evaluated every second instead of every 5 seconds.

Doesn't Bstep have a 1 second cooldown? how does that work?

Takebacker
2009-11-05, 12:04 AM
I finally maxed snipe the other day and went to do some tests with another MM firing snipe as soon as it cooled down as a parameter.
I'm pretty sure that what happens is the server runs a "has your cooldown completed" routine every 5 seconds, so if you keep shooting them as soon as they become available, it'll take 10 seconds to cooldown. but if you wait 3-4 seconds after the cooldown and shoot again, it will only take 6 or so seconds to cooldown because you still shot it within the same "cycle"
proof is that even if we started shooting at different times, we'd end up with cooldowns completing at the same time after 1-2 snipes, and then we'd keep shooting at the same time. So there's a 4 second window where you can shoot snipe and it will still cooldown at the same time, regardless of at what point in this window you shoot it.
The way KMS "fixed" it by changing snipe to 4 second cooldown would allow us to "ride" this 5 second "cycle" provided you time it right.

in essence, with the current way the server handles cooldowns, no cooldown can be lower than 5 seconds regardless of what the skill actually says(assuming several uses of the skill, you could fire a 1 second cooldown skill twice in 3 seconds if you fire the first at the end of the cycle, but from then on it would take 5 seconds); and getting 4 second cooldown in the data is probably the easiest feasible way for us to get a real 5 second snipe. Otherwise it would require some re-coding by nexon to have cooldowns (at least those of skills with very short cooldown times) to be evaluated every second instead of every 5 seconds.

Having the skill have a delay upwards of 5 seconds would be the best solution. Cooldowns suck.

Winry
2009-11-05, 12:21 AM
Hmm I don't even have db on my keyboard. Nor Blizzard. Guess that's what comes from having a gung ho training style learned from having FrostPrey 21 directly after SE and Boost, and maxing blind soon after.

Doctor Omega
2009-11-05, 09:54 AM
Well, I train at Chief Oblivion Guardians for four hours at a time, and without DB, I'd never level. The map has such a massive spawn. And, since their sprites/hitboxes are so big, DB is that much more useful. The EXP is great, the drops are great, and I love the map. I just wish this [s]hit would get fixed. I DC'd 8 times in four hours yesterday. I mean, for [f]uck's sake, I can't even use family 2x without fear of DCing and losing out on 2000-5000 rep. Enough is e-[f]ucking-nough already. I sometimes wonder what the hell Nexon does in place of actually doing their jobs.

Chameleonic
2009-11-05, 10:35 AM
Doctor Omega, Sybaris and a bunch of us sent tickets about this bug ages ago...they must still be "looking into it". :f3:

ArbalistMaster
2009-11-05, 02:44 PM
Doesn't Bstep have a 1 second cooldown? how does that work?
it's a skill delay, not a cooldown. It's entirely client sided. so, this:

Having the skill have a delay upwards of 5 seconds would be the best solution. Cooldowns suck.

I'd say having snipe be replaced at level 30 (the way aran works or something) with a new delay based snipe instead of a cooldown based would be best. The earlier levels are still long enough that the cooldown indicator is worth the while.


Snipe should not have zero cooldown and should replace Strafe as our single target attack.:goggle:
Then we'd see the strangest bandwagon of all: one that doesn't care about equips. lol

Takebacker
2009-11-05, 02:47 PM
it's a skill delay, not a cooldown. It's entirely client sided. so, this:


I'd say having snipe be replaced at level 30 (the way aran works or something) with a new delay based snipe instead of a cooldown based would be best. The earlier levels are still long enough that the cooldown indicator is worth the while.


Then we'd see the strangest bandwagon of all: one that doesn't care about equips. lol

I don't think it's possible to have delays of over 5 seconds, though that's only because there hasn't been one yet.

KaidaTan
2009-11-05, 02:50 PM
Couldn't they just make cooldowns entirely client-sided? Sure, that means hackers could screw with them, but that's really nowhere near as bad as the other summon and damage hacks we've had over the years. And how many hackers have Marksmen?

Takebacker
2009-11-05, 02:56 PM
Couldn't they just make cooldowns entirely client-sided? Sure, that means hackers could screw with them, but that's really nowhere near as bad as the other summon and damage hacks we've had over the years. And how many hackers have Marksmen?

The obvious risk is too high, lol.

KaidaTan
2009-11-05, 03:21 PM
The obvious risk is too high, lol.
Are you kidding? The best they could do is shoot a snipe every 0.72 seconds. I know NLs who are stronger than that already. And as far as hacks go, that's some pretty damn slow killing.

Takebacker
2009-11-05, 03:23 PM
Are you kidding? The best they could do is shoot a snipe every 0.72 seconds. I know NLs who are stronger than that already. And as far as hacks go, that's some pretty damn slow killing.

It's still faster than what it should be/what you could do.

Not to mention constant super transform/battleship, unlimited TLs, smoke shells, res, etc etc.

KaidaTan
2009-11-05, 03:30 PM
It's still faster than what it should be/what you could do.

Not to mention constant super transform/battleship, unlimited TLs, smoke shells, res, etc etc.
These things are all with hacks. If you're going to hack, why half-ass it with just that crap? And really... Smoke Shell? Godmode has existed forever, dude.

Takebacker
2009-11-05, 05:38 PM
These things are all with hacks. If you're going to hack, why half-ass it with just that crap? And really... Smoke Shell? Godmode has existed forever, dude.

I do believe godmode has been impossible since they've implemented tons of code against it, which was a long while ago. If you take any damage (or lack thereof) that the server did NOT calculate that you should have taken, it D/Cs you.

I don't really see what else you can hack to make killing a boss easier than this, though i did realize that no cooldown skills make TL useless, lol. Smoke shell is useless too since i don't think .WZ editing the monsters to never use magic attacks was fixed.

Pomegranate
2009-11-05, 08:04 PM
I do believe godmode has been impossible since they've implemented tons of code against it, which was a long while ago. If you take any damage (or lack thereof) that the server did NOT calculate that you should have taken, it D/Cs you.

I don't really see what else you can hack to make killing a boss easier than this, though i did realize that no cooldown skills make TL useless, lol. Smoke shell is useless too since i don't think .WZ editing the monsters to never use magic attacks was fixed.

I hacked a few times and you just get maple police for godmode. It works for liek a min before you dc and get the message.

KaidaTan
2009-11-05, 11:11 PM
I hacked a few times and you just get maple police for godmode. It works for liek a min before you dc and get the message.
What about the miss or 1 damage hacks?