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Old Jan 06, 2007, 08:34 PM // 20:34   #21
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I have rubberbanded while just running in a straight line through an area. This is not a dismissable problem.
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Old Jan 06, 2007, 09:38 PM // 21:38   #22
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Quote:
Originally Posted by nytestalker
use click 2 move. Its server side, you wont rubber band.

Personally, I use WASD and c2m. I c2m long distances, OR whenever im getting through a pack of bodies.

Dont just complain about something, learn to work WITH it.

If you know your opponet is WASD'ing (which isnt hard to tell once you use c2m for a bit) c2m through a large mass of mobs/players, and most likely he will rubberband.
I click to move all the time, and I'm rubberbanded fairly frequently, so that's not a solution. As for the last paragraph, you're talking pvp, and the OP is talking pve, so again, not a solution.
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Old Jan 06, 2007, 09:39 PM // 21:39   #23
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Quote:
Originally Posted by nytestalker
use click 2 move. Its server side, you wont rubber band.

Personally, I use WASD and c2m. I c2m long distances, OR whenever im getting through a pack of bodies.

Dont just complain about something, learn to work WITH it.

If you know your opponet is WASD'ing (which isnt hard to tell once you use c2m for a bit) c2m through a large mass of mobs/players, and most likely he will rubberband.
Any tips on how to tell if a stone summit is "WASD'ing"? :P

Nah seriously, I am not talking about in pvp, I'm refering to pve. But I will try your suggestion about clicking through a pack rather than using keys. That said though, this isn't something you should have to learn to work with. It's something that should be fixed.
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Old Jan 06, 2007, 09:48 PM // 21:48   #24
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Quote:
Originally Posted by Zeph
Any tips on how to tell if a stone summit is "WASD'ing"? :P
They get this shifty look in their eyes and start jittering. Just a little, so you can barely see it, but it's there. Must be all that Red Bull; keeps 'em from sitting still.
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Old Jan 06, 2007, 10:07 PM // 22:07   #25
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Rubberbanding is harming the fun factor in PvE AND PvP.

PvE running and survival situations are getting completely unbearable with rubberbanding.

Any PvP bodyblocking situation can make rubberbanding cost the team a death that would not happen if there was rubberbanding. Rubberbanding is not linked to player skill, so I guess the "player skill > all" premisse is getting a lot hurt here if you have the unluck of being rubberbanded.

How do I think a solution could be worked out? There will need to be more "refreshing" between the server and the client (yes, more bandwidth usage from both parts, hurting the current network which is even usable in 56k connections [not really on certain situations, but you get the idea) or improve the prediction system.

My knowledge is limited to these pretty inconsistent solutions, as I'm not really into this issue besides experiencing it. It's just a complaint of something that is currently harming the fun factor and creating frustating situations that would never have happened if the rubberbanding was minimized. Some players might have not even been able to bear with the rubberbanding and just quit, imagine a new player experiencing rubberbanding on his first days, it will simply make him put the game aside as in his view it's "poorly designed". I'm just showing viewpoints, not being aggressive or anything, but I don't want my favorite game to be the No. 1 in rubberbanding, which happens at other MMOs aswell but in such a frequent rate for some people.
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Old Jan 06, 2007, 10:29 PM // 22:29   #26
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I totally Agree with the op that it has gotten worse. One time in UW (not referring to the "one time at band camp ". I was trying to get past the obsidian behemoths while standing in one of their traps. I rubber banded TWICE there. With 30hp or so i barely got by them.

@The mods Please don't put this thread in the tech corner like you put mine . This phenomenon is spreading and it can't just be that all these people have a poor internet connection.
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Old Jan 06, 2007, 10:31 PM // 22:31   #27
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Even Guru get's rubberbanding now .Double post

Last edited by mr_groovy; Jan 06, 2007 at 10:37 PM // 22:37..
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Old Jan 06, 2007, 10:41 PM // 22:41   #28
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Yeah ive had this happen to me before.
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Old Jan 06, 2007, 10:57 PM // 22:57   #29
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I concur with others that lag in general has gotten a lot worse. Entering an explorable area takes much longer than it used to be in the original game. Party members dropping out has also become more frequent.
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Old Jan 07, 2007, 12:34 AM // 00:34   #30
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Here's another example for the collection, happened a few mins ago whilst trying to get a staff for my hero mm.

Notice, again, I have passed the 2 warriors that are killing (and did kill) me.



Note that the fps/ping monitor is green, there was no lag. Thats also on a different computer (my home system rather than my work one) than the pic I posted in the start thread.


Damn this is sooo frustrating!!

@ nytestalker: I tried your c2m method and it made no difference, I still got the same rubberband nonsense.

Last edited by Zeph; Jan 07, 2007 at 12:40 AM // 00:40..
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Old Jan 07, 2007, 02:05 AM // 02:05   #31
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The only difference I've found between clicking and keyboard movement is that if it's a tight squeeze between two obstacles, clicking won't get you between them (you get hung) while using the keyboard movement will. I have two npc's in my gh like this - can't click my way between them, but I make it with the keyboard.
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Old Jan 07, 2007, 02:48 AM // 02:48   #32
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I dont lag with C2m.

Of course. I dont lag to much with wasd either.

My ping stays stead around 100ms, fps around 20 (i run on max settings 1600x1200, no AA, no shadows)

As for WASD'ing past NPC's, it could be the collision boxes. The pathing system might have a value for them that is actually larger, so the pathing system says no, while WASD says its ok.

BTW. The pathing system for guildwars is quite nice, anyone play Archlord? No system, either your guy can walk straight to something, or you collide and stop..... I am quite happy with guildwars pathing.
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Old Jan 07, 2007, 03:13 AM // 03:13   #33
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Good to see it is not just me with problems of late. The lag I am getting is really bad this week. Then again it gets bad right before updates.
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Old Jan 07, 2007, 03:26 AM // 03:26   #34
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agreed with the OP...this has been driving me INSANE and its been happening to me frequently since the nightfall release. i never once had this problem before that update.

my guildies and i joke about it as the "anti-running code", as it seems to happen more often if you are using running speed skills. i was running a guildie from beacon's to LA and i kept getting stuck on the ettins in the cave. i'd find myself stuck in places i completely ran around and never touched.
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Old Jan 07, 2007, 06:04 AM // 06:04   #35
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For those saying it's the "Anti-Running" system, it happens aswell with people carrying flags and relics, which theorically reduces their movement speed by 50%, and they still warp

I guess this is the "Anti-Movement-Change" system. If you get slowed or hastened, it happens. I guess the client isn't predicting correctly with altered movement speeds (you or the npcs/other players).
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Old Jan 07, 2007, 10:35 AM // 10:35   #36
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Quote:
Originally Posted by Seren!ty
I have this rarely but I think it's caused by lag. (delay between you and the server) so I don't think there is much ANet can do about it.
Upgrade there servers? Get more, take loads off.
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Old Jan 07, 2007, 11:09 AM // 11:09   #37
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Ive had this problem countless times, more so since NF. I can only assume its a lag problem. The character on your computer moves forwards, but on the server they are still in a previous position and when the two reconnect and sync, it sticks you bac to the earlier postion.

Basically when you get hit by lag, and your computer is still moving in that instance, but the server isnt, it has to correct it.

It happens in two ways usually for me;

Either I and the entire party are in running through a location and then suddenly and inexplicably, we bounce back to a location behind us which we just passed.

It can be anywhere up to a few meters.

Or you continue to move and your henches or heroes just stop in one location. You continue to move, but eventually your dragged back to where your heroes/henches are.

Its not a bad thing, unless like you, your shot into a, agroing area. But its damn annoying when it happens continually over and over again.

Unfortunately I dont see it getting fixed. I expect its a safety measure to ensure that the instance on your pc is in sync with the server side. And they have to correct one another is their not.
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Old Jan 07, 2007, 11:16 AM // 11:16   #38
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thx to rubberbanding i falied TWICE to run my guildie from destynys Gorge to Thirsty river. and this is a really easy run

its very frustrating, anoying, killed the only character i was gonna get survivor for (screw that now), and really messes up aggro (which is the key to succed in a Coop)

this is gotten so bad that im scared to leave my GH
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Old Jan 07, 2007, 02:34 PM // 14:34   #39
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The last day or so the game has randomly chosen to start being almost unplayable for an hour or so for me (rubberbanding, err7's every 2 minutes, etc) then it'll be normal again for awhile...and repeat.

I assume it isn't my connection because I test it during these things and it is perfectly fine outside of guild wars (and GW's new little indicator shows my ping and FPS as normal). Added to the fact that the game just randomly goes back to working perfectly after awhile of being like that.


I hope it clears up soon :\
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Old Jan 07, 2007, 02:54 PM // 14:54   #40
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You should see Relic runs in HA now. Ever since Anet added their "/Stuck" command it's been so terrible. You'll run past the body blockers and then after like 60 seconds get sent straight back in the middle of em. -. - Or Be body blocking someone and then you gale them and they appear 15 feet away, thats fun!

I've noticed that even the Axises in towns are very off ever since they added the /stuck command. It's seems to be causing alot of problems with the axises which create the rubber banding etc.

Anyhoo I don't get the problem much in pve but thats also because I do not pve alot. :P Hopefully Anet fixes it soon, makes relic runs a task for both teams D:
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