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  • refs for Ha's

    11. 24. 2013 07:00

Recommend : 3

Krazysride

think its time to have someone oversee Ha's to make certain opposing teams are not using hacking tools to cause dc's.  Shame that sd hasnt got this fixed. Even worse when a fleet cant win strait up.

 

  • Re : refs for Ha's

    11. 24. 2013 08:51


Andreyeff

+1 :)
And don't forget to create a list of judges: at least 2 per tile (one for A and one for B).
Since there's 25 tiles, that's around 50 judges per single HA.
There are 7 HAs per week.

  • Re : refs for Ha's

    11. 24. 2013 09:15


devildog2

Originally Posted by Andreyeff

+1 :)
And don't forget to create a list of judges: at least 2 per tile (one for A and one for B).
Since there's 25 tiles, that's around 50 judges per single HA.
There are 7 HAs per week.



lol maybe you need to redo that math mate, hence all 25 tiles cant be opened at once

  • Re : refs for Ha's

    11. 24. 2013 09:58


freewolf61

sure why not. but who is going to be judges? normal players? tnf ?(do they even have enough people for something like that?)

  • Re : refs for Ha's

    11. 24. 2013 10:12


normpearii

Originally Posted by freewolf61

sure why not. but who is going to be judges? normal players? tnf ?(do they even have enough people for something like that?)


Hi Cena.


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Originally Posted by devildog2


lol maybe you need to redo that math mate, hence all 25 tiles cant be opened at once



Actually, all 25 tiles can be opened if all 25 tiles are captured or avaliable for attack and the attacking fleet is stupid enough to do so.  


The attacking fleet can open tiles, it has already captured. 

  • Re : refs for Ha's

    11. 24. 2013 11:49


devildog2

Originally Posted by normpearii

Originally Posted by freewolf61

sure why not. but who is going to be judges? normal players? tnf ?(do they even have enough people for something like that?)


Hi Cena.


*******************************************************************

Originally Posted by devildog2


lol maybe you need to redo that math mate, hence all 25 tiles cant be opened at once



Actually, all 25 tiles can be opened if all 25 tiles are captured or avaliable for attack and the attacking fleet is stupid enough to do so.  


The attacking fleet can open tiles, it has already captured. 




lol...you know what I ment

  • Re : refs for Ha's

    11. 24. 2013 11:54


Bangem

In the ideal world having impartial judges to over-see the HA's would stop a lot of suspected cheating and arguments; but in reality it would be extremely difficult to organise and implement such a huge task.

The amount of judges that would be required to carry out the proposed HA/HD duties on a regular basis would be a near to impossible task for anyone to administer IMHO.

  • Re : refs for Ha's

    11. 24. 2013 21:12


GrimReaper99

Your suggestion is quite unrealistic. If you know of something in use which causes a massive desynch of an entire HA tile, please open a support ticket and explain exactly what this would be and how its accomplished. Otherwise, it sounds as though you are simply crying about losing. It would take someone, probably a GM, to search the server logs, network logs and game engine logs, for the use of some type of cheat during the time of which your massive desynch happened, or just prior to it happening. Good luck getting anyone to do that. But, by all means, log the time at which it happens, each time it happens and open a support ticket with the data you collect. But this too, along with your suggestion, will fall upon deaf ears. Because the game has problems already, such as- crashing at the start or end of a game, desynch during a fleet war or desynch while playing a GB or other room, your problem is most likely caused by the fact that there are issues with the game, which have not and will never be fixed or that the issues are caused by a few people who know how to exploit the issues with the game.

Either way, your suggestion, I do not see it being a viable option, for the simple fact that having a "Referee" on either team, would mean that you would have to rely upon the integrity of those assigned to perform the task of being a referee. From what I've seen, you will not find such a person who is without a doubt, able to remain completely impartial and would have the integrity required to be that referee. Especially the sheer number of persons who would be required. You'd never know if your ref's account was being used by someone else, or that maybe it was created to use as a cheat during HA to gain info and on and on.. I would have to vote LoL NO to your suggestion.

This game wasn't designed to run on anything above Windows 98.. That should just about tell you why you have the desynch problem during HA in the 1st place.

 

  • Re : refs for Ha's

    11. 25. 2013 06:44


normpearii

Originally Posted by GrimReaper99

This game wasn't designed to run on anything above Windows 98.. That should just about tell you why you have the desynch problem during HA in the 1st place.

 




You had a great post until you made this incorrect assumtion...

NavyField was programmed for the NT based OSs: Windows 2000, not Windows 98. Core code was done in 2000&2001 based on a Mid-90s Sprite Engine (Which is probably assembly code) expanded during the 2001-2004 span to ~85% of the current code, and we've had patches ever since.

Desyncs are caused by client to server mismatches. Happen in every single multiplayer game in existance. The difference is the level of decay and prevention in place server and client side to control the problem from expanding out of control. Its like the game telephone. 
 

I've had NavyField HA style full blown desyncs in both Call of Duty Ghost and Battlefield 4. It does happen.


****************************************

Back on topic:

Spotting desyncs when the happen, visually, are extremely difficult. Your normally 5+ minutes into a full desync before its blantly obvious. Which obviously a 'judge' forcing a restart in that situation basically whatever time was spent before the desync happened in that tile.

Packets offer a post game log of the battle and inconsistancys between each consecutive packet make obvious signs for desync, however packets are recieved and sent so quickly, monitoring them live for details in impossible. They are, however, great for post game analysis for what caused the desynced and where it originated from in the first place. This is the only way to tell between a "forced" desync and a natural desync. Trust me, forced desyncs are very obvious when they are done, however, unless you notice it, trace the source while the force attempt is occuring, it is impossible to prove who did it. As the few occassions I've found a forced desync, a VPN or proxy was used and the IPs did not match anyone in the battle.


The fact of the matter is, we will never eliminate desyncs. However we can make them insignificant to the overall battle.

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