You can play battalion fights if you want, but you’re going to constantly see things that look like bugs or cheats. The underlying technology just doesn’t support a true head to head game. The game is designed around Player vs Environment content and Player vs Player-Owned-Environment-Controlled content. It’s for moving units around to attack AI bases, quarries, strong points, and parked battalions. The regional map is not and never was intended for simultaneous PvP. When the server tells the browser what the actual position should be, a battalion will leap ahead to get to where it’s supposed to be. The server and the client constantly disagree on where something should be. “You absolutely, 100% cannot rely on the apparent travel speed of other players on the regional map. It appears to “skip” to X10, Y10, even though it was never actually at X20, Y20.Īll of this being said, it’s simply not a cheat, but rather just a side-effect of how the regional map systems were designed and how they’re currently intended to behave.Īs Battlehouse Developer bh-nirgal once said: Player B’s client has batt A at X20, Y20 when it gets the server message that it actually stopped at X10, Y10.Server tells the rest of the world that batt A has stopped at X10, Y10.In the time it takes for Player A’s “Halt” command to get from Player A to the server to player B, player B’s client keeps animating batt A’s expected progress towards X100,Y50.Player A tells batt A to “Halt” when it’s at X10, Y10.Player B sees batt A start heading from X0,Y0 to X100,Y50.Server accepts instruction, tells the rest of the world what’s happening.Player A tells batt A to go from X0,Y0 to X100,Y50.Here’s a more specific breakdown of how it all works: If the player seeing the “batt skip” is either running on a slow connection, or experiencing any temporary connection hiccups in their browser it, it can result in that player’s browser taking several milliseconds to properly update the map with the halted battalions true location as it’s stored in the game server. This situation can occur on the regional map when players use the “halt” command on a battalion before it reaches it’s destination. What we want to officially drive home today is the explanation that this type of battalion behavior is 99% of the time NOT a cheat, and is usually just the result of a little bit of client-side browser lag. This often allows the other player the ability to attack your battalion before you can even get to them and get a chance to click “Attack”. But the one thing all of these instances have in common is that a player who’s trying to attack another player’s battalion on the regional might occasionally see instances of “battalion lag” wherein it can appear as if the batt you’re trying to attack skips ahead by a hex or two, or skips back by several hexes. Players call this suspected cheat many things when they see it happen: “batt skipping”, “batt jumping”, “batt flickering”, “batt speed hacking”, etc. Since we don’t have a lot of immediate content projects to talk about right now, the purpose of this particular dev blog entry is going to be to touch on a long standing game issue that has causing a lot of player confusion for some time now (and stirring up a ruckus recently on our Discord server): suspected battalion movement/attack cheats on the regional map. It’s been a little while since we’ve been able to grace you all with a Dev Blog, as the current Developers Roadmap has temporarily been “on hold” while we continue to press forward and make solid progress on our “Project New Horizons”. Welcome to the 15th installment of the Battlehouse Dev Blog, a place where fans of all Battlehouse games can enjoy regular behind the scenes peaks into the minds of Battlehouse Developers and Staff. □ Attention Thunder Run, Days of Valor, Mars Frontier, War Star Empire, Battlefront Mars, and Firestrike Commanders:
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |