Tower Wars
Game determined by network or pc?
This game seems to be determined by the network or pc speed or something. I still see jumping units. And sometimes tower seems to just keep missing units for that or other reasons. How is a unit hit calculated? On what side? Is there server side calculations or just 2 clients (in a 1 vs 1 game)?
My tower don't seem to inflict the same damage as my oponents does on my units. I'm talking about unupgraded units. Thats weird right? I see this over and over again... it must be something that is caused by the way this game works... or not works for that matter.

Any ideas?

Seko
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Beiträge 113 von 13
Hsanrb 19. Juni 2013 um 11:35 
Are you using the same tower layout as your opponent. Density is stronger than numbers so 6 grouped towers will be more powerful than 6 towers making a line.
Even when using the same layout I notice these things. I know a good strategy makes a difference. Eventough I try I'm not a top player. But the units jumping 1 or 2 or even 4 squares really influence the game. Somethimes you ca clearly see something is wrong. A hamer hitting like 3 seconds later then the unit visible is passing. Based on the damage inflicted then also seems to happen on more direct towers like the arrrows.

My question is how the game calculates the hit and the damage and where. Because the connection could influence to the advantage of one of the players.Just as a network connection influence every computer program, as I know from my experience as a software deverloper.
I just saw cannons mis a target by 2 blocks, and cannon balls hitting floor, not exploding an keeping spinning before beeing removed after 3 seconds... this cannot be normal behaviour.
Gallaorn 19. Juni 2013 um 17:43 
Game is actually resolved on the server not the client so even if you lag, see weird graph glitches its still working fine on the server. Cannon dont miss, catapults do miss however.

To reinterate units dont actually jump 2-3 square. Your ping time with the server make it seems like they do but they dont.
I ment catapults...not canons...sorry for the confusion... english is not my first language.

But if all the game desicions are calculated on the server, then can server load be and issue?

If all calulcations done by the server, jumping units can be caused by the fact that my systems calculates how a unit moves forward from the last position the game got from the server. Then after some time the server gives information about the new position. If the server position differs from the position my system calculated the unit would be it would correct this by jumping the unit. What I find strange is then my system would be so off that it's needed to jump forward all the units 1 square every 5 seconds. Like the units acqually move mutch faster then my system calculates.If my system used the same calculations as the server, they cannot be that off all the time during one game. I don't see this with every game. But when it's in a game, it's usually during the whole game.
Zuletzt bearbeitet von sekorulez; 20. Juni 2013 um 2:35
then it would affect both player so it wouldnt give anyone any advantages. Trust me I played alot of games its fine on that end.

On the subject of catapults yea they miss alot. Only way to use them is with a fan and even then its not something i like doing. Cost alot and doesnt really work.
it only affects both players equally if the delay of both players is the same.
Gallaorn 20. Juni 2013 um 10:02 
Wrong. Its all on the server client has nothing to do with it. It may display glitchy on your client but the actual game is on the server so no latency cant be involved. The only thing i can see is that your command to create towers or send waves could arrive a few ms later to the server than someone closer to it but honestly i doubt that can affect the outcome of a game.

Want something to be really upset about? I just lost a game i was dominating and about to win because my internet connection went poof. Thats a waste of 12 points or about 5 games for me. Thats an unfair advantage and free point to someone who didnt deserve them. We need a reconnect feature but thats never going to happen.
Zuletzt bearbeitet von Gallaorn; 20. Juni 2013 um 10:07
Zetthen 20. Juni 2013 um 10:15 
I have also played quite a few games and also have played quite a few with lag.

My impression is that bandwidth and latency plays a very minor role in causing the lag (and the subsequent graphics glitches). Client side GPU rendering however plays a huge role - noticed either when I have played on a poor GPU computer, or with a lot of GPU intensive processes in the background. So, my advice would be to ensure that you close all other applications before you load TW, and see if it resolves the issues.

As for the effects on the game: The game play is server side as Gallaorn says, which means there is no advantage on damage. However, the reaction time delay and the incorrect visualization of units can cause severe problems as it means you are unable to for example:
- Upgrade towers as fast as you would like
- Place towers in the correct place to kill off a stray unit in the beginning
- react quick enough on opponent moves (eg. ensing zooms or shielders) that require changes in maze lay-out

TLDR: Game is resolved on server side, Lag is annoying as hell and can cause you to lose games and lag is most likely due to client side issues with GPU rendering (or latency)
Letts see, i'm currently running on:
Intel core i73610QM 2.3Ghz
8 GB ram
Nvidea Gefoce GT 650M - 2 GB memory
SSD harddisk

I noticed that even when playing single player the game has problem rendering when there is a lot of activity. I'm don't think this has to do with my specs, but the game programming. Framerate can drop to 15 at those points. I therefor run at low graphics specs, eventhough my system should be able to handle it just fine.

I have a 100mbit fireoptics internet connection. With a 4 ms ping during test at for instance speedtest.net
I wish they could tell if a game is cancelled due to the *server timed out* crash. I won 6 games today, and lost 3. Two of those were crashed, once I lost 8 points, the other 12. I'm right back to where I started lol. And I beat a top 10 player, to get 10 points earlier which was nice. But now for nothing lol.....aagh frustrating.
Unfortunately, it's ultimately practically impossible to tell the difference between a lost connection and an exploit. But I'll say this - if the server was having internet connection issues, it wouldn't report your loss or score change. And so, if the loss was counted against you, it implies that your connection was faulty.
yeah, i understand its fairly impossible - its just the worst thing when you're playing someone with like 886 points or something, and u lose 12. I think I benefitted from it today anyway, someone just suddenly quit early on, and I got 7. so....it all goes around I guess.
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Geschrieben am: 19. Juni 2013 um 9:11
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