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} .t-footer .t-footer-curseNetwork .t-footer-browse>li.t-footer-wikiLinks>a { top:60px; } .t-footer .t-footer-curseNetwork .t-footer-browse>li>ul { display:none; } .t-footer .t-footer-curseNetwork .t-footer-browse>li>ul:before,.t-footer .t-footer-curseNetwork .t-footer-browse>li>ul:after { content:""; display:table; } .t-footer .t-footer-curseNetwork .t-footer-browse>li>ul:after { clear:both; } .ie8 .t-footer .t-footer-curseNetwork .t-footer-browse>li>ul { zoom:1; } .t-footer .t-footer-curseNetwork .t-footer-browse>li>ul>li { float:left; width:143px; margin:0 20px 2px 0; } .t-footer .t-footer-curseNetwork .t-footer-browse>li>ul>li a { display:block; background:#2c2c2c; padding:0 3px; } .t-footer .t-footer-curseNetwork .t-footer-browse>li>ul>li a:hover { background:#383838; color:#ff5f14; } .t-footer .t-footer-curseNetwork .t-footer-browse>li>ul.j-list-selected { display:block; } .t-footer .t-footer-curseLinks { background:#191919; clear:both; } .t-footer .t-footer-curseLinks>ul { width:1000px; margin:0 auto; text-align:center; padding:30px 0; } .t-footer .t-footer-curseLinks>ul:before,.t-footer .t-footer-curseLinks>ul:after { content:""; display:table; } .t-footer .t-footer-curseLinks>ul:after { clear:both; } .ie8 .t-footer .t-footer-curseLinks>ul { zoom:1; } .t-footer .t-footer-curseLinks>ul>li { display:0; -moz-box-orient:vertical; display:inline-block; vertical-align:middle; margin:0 8px; font-size:11px; text-transform:uppercase; } .t-footer .t-footer-curseLinks>ul>li a { color:#666; } .t-footer .t-footer-curseLinks>ul>li a:hover { color:#ff5f14; } .t-footer .t-footer-createdBy { background:#101010; clear:both; text-align:center; color:#4d4d4d; padding:20px 0 40px; text-transform:uppercase; } .t-footer .t-footer-createdBy>* { display:0; -moz-box-orient:vertical; display:inline-block; vertical-align:middle; } .t-footer .t-footer-createdBy .curse-logo { background-image:url(../Img/icon-curse-logo-footer.png); width:35px; height:50px; margin:0 1em; } .t-footer .t-footer-createdBy .happy-pants { display:block; clear:both; margin-bottom:0; padding:20px 0 0; } .t-footer .return-to-top { background:url(../Img/icon-back_to_top.png) no-repeat right center; padding-right:24px; position:absolute; top:-30px; width:1000px; margin:0 auto; text-align:right; display:block; font-size:11px; font-weight:bold; height:30px; line-height:30px; } .t-footer .return-to-top a:hover { color:#ff5f14; } /* --------------------------------------------------------------------------- Footer ad hack, remove after code push -JB (4/18/13) - Specificity issues due to old code --------------------------------------------------------------------------- */ /* Temp Wrapper */ .show-ads { position: relative; } /* Header */ .show-ads .t-footer .t-footer-curseNetwork { border-top: none; } .show-ads .t-footer-curseNetwork > header:first-child { border-top: 1px solid #333; width: 50%; } .show-ads .t-footer-curseNetwork > header:first-child .t-footer-jumpLink { margin-right: 10px; position: relative; } .show-ads .t-footer-curseNetwork > header:first-child .t-footer-jumpLink:after { background: #151515; content: ""; height: 100%; position: absolute; left: 100%; width: 10px; } /* Featured Items */ .show-ads .t-footer .t-footer-curseNetwork .t-footer-featured .t-footer-featureItem { float: none; margin-left: 0; overflow: hidden; width: 50%; } .show-ads .t-footer .t-footer-curseNetwork .t-footer-featured .t-footer-featureItem h4 { float: left; position: relative; z-index: 2; } .show-ads .t-footer .t-footer-curseNetwork .t-footer-featured .t-footer-featureItem dl { border-radius: 0 8px 8px 0; height: 91px; overflow: hidden; padding-left: 28px; position: relative; top: 11px; left: -10px; width: auto; } /* Remove 3rd & 4th featured sites */ .show-ads .t-footer .t-footer-featureItem:nth-child(3), .show-ads .t-footer .t-footer-featureItem:nth-child(4) { position: absolute; left: -99999px; } /* Med Rect */ .show-ads .footer-ad-medRect { margin-right: -490px; position: absolute; top: 45px; right: 50%; } Horrible Rubberbanding only when Body Blocked!? - Page 2 - Guild Wars Forums - GW Guru
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Old Jun 02, 2008, 01:08 PM // 13:08   #21
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Quote:
Originally Posted by tmakinen
This is not a bug per se but instead an unavoidable consequence of game design decisions. ANet could 'fix' the issue any time at the cost of (a) requiring high speed DSL to play the game and (b) radically increasing the amount of servers/server bandwidth. Unfortunately, that would cost a lot of money that players are not throwing in on a monthly basis as is the case with many other online games. Would you tolerate, e.g., in-game product placement as an additional source of revenue, just to fix a minor issue?
That's fair enough, but what if the client didn't let you run through a body block in the first place? Isn't that just a matter of updating the client side?
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Old Jun 02, 2008, 01:58 PM // 13:58   #22
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Countless times I've lost my 1k entry fee for the UW cos those big bloody cows get me stuck against a wall, or trapped between them. Yunno, I think they need to go on a diet :/

It's just one of those things, though. You need to pull stuff away from small gaps before running past, or learn to take a big route around stuff, and if you can't, just accept that you might get stuck now and then. Most of the time you're not losing much more than your patience (1k isn't that hard to come by). No point getting upset about it or demanding changes that can't realistically be implemented at low cost by Anet.

Meh, games do weird stuff sometimes...that's just how they are.
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Old Jun 02, 2008, 03:16 PM // 15:16   #23
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Quote:
Originally Posted by Dylananimus
Countless times I've lost my 1k entry fee for the UW cos those big bloody cows get me stuck against a wall, or trapped between them. Yunno, I think they need to go on a diet :/
Yeah, it just happened to me. Went in UW, cleared chamber, started my usual route, avoided mobs, made it to bridge... rubberbanded at the wall. "WTF". I go again... rubberbanded again. The third time I turned around using the WASD keys, noticed a bunch of aatxes attacking the air. "Oooookay. I rubberbanded FAR". I couldn't go back to my original spot, so I used the /stuck command. It sent me in the middle of the aatxe ball, but I could leave the ball, run around, yet they wouldn't follow me, which means I was still stuck. I spammed /stuck, but it was useless. I could move around but wouldn't leave my spot anyways... /resign.

Annoying bug is annoying. >_<
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Old Jun 02, 2008, 03:27 PM // 15:27   #24
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This has always happened to me, and I've learned to deal with it. It's quite simple, really...if running, stay a GOOD DISTANCE away from enemies/mobs...don't try to squeeze through that tiny opening between that NPC and that wall...if something feels "wrong" (no enemies are spawning, or you are taking damage for no apparent reason), hit /stuck...if you can't back out or squeeze through, GG.


It should be fixed but for reasons mentioned....probably won't.
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Old Jun 02, 2008, 03:55 PM // 15:55   #25
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Happened to me when i was (trying) to farm UW
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Old Jun 02, 2008, 04:57 PM // 16:57   #26
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happens to me running people to droks, and it is possibly the most annoying thing ever. I think I'm moving, but then BAM! I'm in the middle of a bunch of trolls.
Luckily, [glyph of swiftness][deadly paradox][shadow form][death's charge] gogogo
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Old Jun 02, 2008, 05:00 PM // 17:00   #27
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um rubberbanding is a part of gw and is easily avoided with some experiences. When you see yourself running through enemies and they stop its an easy hint.
Just dont run near walls as it almost always leads to rubberbanding. Click, attack or move backwards etc will get you to your correct position.
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Old Jun 02, 2008, 05:03 PM // 17:03   #28
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When running my daughter's char from Ascalon to LA, I once found myself running right through a warp point and into the portion of the next zone you can see, standing there for a good 15 seconds then rubber banding back a good 45-60 seconds worth of running distance and getting squished by a mob or 4!!

Very annoying indeed

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Old Jun 02, 2008, 07:00 PM // 19:00   #29
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Quote:
Originally Posted by Thanks Spiderman
That's fair enough, but what if the client didn't let you run through a body block in the first place? Isn't that just a matter of updating the client side?
The client isn't "letting" you run through a body block; the client does not think a body block exists in the first place. It thinks there's a big enough hole between the monsters that you can and did run through. The problem is that the hole your client let you run though doesn't exist on the server, so you're going to get yanked back the next time your client's display is reconciled with the server's reality.

The problem could be minimized by doing automatic resyncs more often, resulting in smaller rubberbands. But that comes at the cost of requiring really, really good connection speed and much more bandwidth, particularly on a-net's side. And that's expensive. Probably prohibitively expensive.

The problem could be eliminated by completely removing the client's ability to predict positioning and always wait for the server to send it a new state. But that would require ludicrously fast connection speeds and even more bandwidth. That's definitely prohibitively expensive.

A third option would be to try to make the client "smart" enough to recognize situations where you just went through a small hole between monsters and to ask the sever for a resynch whenever that happens. That would solve most of the rubberbanding issues without too much of an increase in connection speed or bandwidth requirements. Why doesn't a-net do this? I'm not sure if (a) they haven't thought of it, (b) they can't get just-went-through-a-small-hole detection working well, (c) it turns out that you pass through so many small holes that the bandwidth increase wouldn't be trivial after all, or (d) they're afraid of malicious/stupid people crashing the servers by getting into situations that cause their clients request a huge number of resynchs in a short period.
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Old Jun 02, 2008, 07:32 PM // 19:32   #30
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Usually when this happens to me, I will have just passed a mob or an NPC. If it's a mob - which it usually is - you'll notice you're taking damage when you shouldn't be. Usually if you run back towards the mob for a second, the game will resynchronize it self a lot quicker than if you just keep running along. I've noticed though - that this is happening a lot more often than it used to - especially for the last few months.
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Old Jun 02, 2008, 07:48 PM // 19:48   #31
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get bodyblocked lots....and never seem to figure it out until AFTER I am dead (or the battle is over)....and I always use my mouse for movement unless I am mapping then I use both.
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Old Jun 02, 2008, 09:56 PM // 21:56   #32
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Since day one ive had that i can brish by an ennemy and jump back a bit or suddenly end up miles back because i was surrounded -.-
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Old Jun 02, 2008, 10:34 PM // 22:34   #33
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This has been in the game since I started Guild Wars.

It's come to the point when in HA and running relics or some other map that body blocking becomes a good tatic -- the second we see someone body blocked we yell at them over TS/Vent.

Now they know to type /stuck.
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Old Jun 03, 2008, 04:57 AM // 04:57   #34
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Quote:
Originally Posted by Infectious
/stuck is your friend, learn to use it like the rest of the community have
Thats a very good win. =D
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Old Jun 03, 2008, 04:59 AM // 04:59   #35
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Quote:
Originally Posted by Thanks Spiderman
Not much to this, just as the title says. I occassionaly suffer from terrible rubberbanding (about 4 seconds worth) however I've noticed it only EVER happens when I am body blocked by either a group of enemies or a single enemy and a wall.

Happens in both PvP and PvE.

Just wondering if anyone else has noticed the same.

I play with a reasonably high ping because I'm in Australia (averages 300-500ms) which I suppose could be the culprit.

300-500 average O.o stop complaining! (my averages on good day is around 500, bad days lol, don't even want to think about it, lets just say the dot is always sort of orangy never green)


PS: this is why mouse use in GW 2 should not be removed :P~

Last edited by pumpkin pie; Jun 03, 2008 at 05:01 AM // 05:01..
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Old Jun 03, 2008, 05:29 AM // 05:29   #36
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I really wish the /stuck command worked for Heroes,Olias got stuck in a bush
while vanquishing Skyward reach and i had to rezone 2/3 of the way through.
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Old Jun 03, 2008, 05:32 AM // 05:32   #37
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Quote:
Originally Posted by scythefromunder
Thats a very good win. =D
Sorry, I still do not understand how /stuck helps rubberbanding, because generally when you're rubberbanding you don't know until after.

It seems that at least some of 'the rest of the community' don't know either, so please enlighten us Infectious or someone else who is knowledgeable in this area. Appreciated.
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Old Jun 03, 2008, 05:46 AM // 05:46   #38
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theres solutions to getting out of it

for starters, recognise it fast (key giveayays: taking damage when it looks like nothing is hitting you, melee characters swinging weapons at nothing)

to get out of it, i find the fastest way is to click on the ground on all sides, in front of you and behind you. if that doesnt work, hit c + spacebar, then tab - spacebar, tab - spacebar, etc. really fast and it will get fixed. i used to run into this all the time when chestrunning, and i learned to avoid it mostly, and escape it before death when it does happen
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Old Jun 03, 2008, 06:01 AM // 06:01   #39
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Quote:
Originally Posted by Thanks Spiderman
Sorry, I still do not understand how /stuck helps rubberbanding, because generally when you're rubberbanding you don't know until after.

It seems that at least some of 'the rest of the community' don't know either, so please enlighten us Infectious or someone else who is knowledgeable in this area. Appreciated.
Actually, you can tell if you are rubberbanding when you are moving and you are taking damage. You just dont look like you are running and die without noticing. IF you are fast enough, /stuck gets you out before fatal damage.
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Old Jun 03, 2008, 06:50 AM // 06:50   #40
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i can almost never tell when im stuck till after my monk is asleep on the floor... i wish they could fix that : /
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