DeletedUser
Guest
The lag factor
Well, I have very fast connection and normally experience that things happen instantly. So, if it's possible not to have lag, I'm quite certain I haven't. Would seem very strange to me if I did. If the hundreds of attacks I have launched in Phi, I have never had a result outside the +/- 13 seconds offset by the anti-timer. So, if I ever got +13 in any of those attacks, I didn't lag as this would have meant my attack arrives before whatever I'm timing it for (a CS, most likely). If you are saying that others can use the method I describe of sending on a specific second and recalling on another second without having to do it a second early, I might be mistaken, though. Unless they simply do the calculations differently, of course
Maybe it's the way it's calculated by my tool that leaves me with my assumption. The way I understand the calculation, is this: If I launch an attack at 11:00:00 and recall five seconds later at 11:00:05, then the army should take another five seconds to return, meaning it would return at 11:00:10. However, we don't know the programming behind this, whether the recall only starts the next second or whether the army only arrives back after those five seconds have passed.
I believe people who actually have lag will notice and account for this. You're right, of course, that they need to test it to know how it actually works for them. However, what I want to do it to make a general guideline. I will assume that half of the people playing Grepolis will be able to do so with less than a second of lag. Thus, the guidelines must take base in lagless conditions, where people who experience lag can adjust.
Well, I have very fast connection and normally experience that things happen instantly. So, if it's possible not to have lag, I'm quite certain I haven't. Would seem very strange to me if I did. If the hundreds of attacks I have launched in Phi, I have never had a result outside the +/- 13 seconds offset by the anti-timer. So, if I ever got +13 in any of those attacks, I didn't lag as this would have meant my attack arrives before whatever I'm timing it for (a CS, most likely). If you are saying that others can use the method I describe of sending on a specific second and recalling on another second without having to do it a second early, I might be mistaken, though. Unless they simply do the calculations differently, of course
Maybe it's the way it's calculated by my tool that leaves me with my assumption. The way I understand the calculation, is this: If I launch an attack at 11:00:00 and recall five seconds later at 11:00:05, then the army should take another five seconds to return, meaning it would return at 11:00:10. However, we don't know the programming behind this, whether the recall only starts the next second or whether the army only arrives back after those five seconds have passed.
I believe people who actually have lag will notice and account for this. You're right, of course, that they need to test it to know how it actually works for them. However, what I want to do it to make a general guideline. I will assume that half of the people playing Grepolis will be able to do so with less than a second of lag. Thus, the guidelines must take base in lagless conditions, where people who experience lag can adjust.