Lanx timing bug

  • Hello everyone. i want to learn and ask about lanx timing. few days ago i md someone and i lanxed him in same second because of the fleet i locked may be full so i did not want someone to interfere.

    its bugged and we could not hit. i opened ticket. i share yohdh's answer;

    As already explained by the SGO this it not any bug.

    The game is designed this way.

    You should have give at least 1 second.

    Kind regards,

    yohdh

    i accept this.




    today i md someone and locked him 1 sec later as suggested. someone locked him in same second and he hit. let me explaing how is game designed?




    Circumciser Nestor

  • Hi Toljin, Its all about good cirumstance of the game. Yesterday a nice +0 went truly fine (for the same reason to bypass someone else at +1).
    If you have sufficient fleets, try to send +0 + 1 +2 otherwise grab a unique chance, its a bit a lottery nowadays

  • Hello toljin

    Well you did good going into 1 - 2 sec difference , since the game is bugged on many ways !

    10 years ago or more you could go on same second if lanx shows your fleet behind enemy fleet it would be a clean fight
    nowdays if you go on same second even if shown on lanx you are behind , a server lag can occur or many different problems.

    Ofcourse somebody between your attack can squeeze if there is enought room!

    Unfortunately for you that happened here and you lost your prey , he can even squeeze his recycles before your attack !

    Unlucky and better luck next time

    Don´t Drink Water, Fish have Sex in it :sixstars::sixstars::sixstars:

  • The reason this happened is probably because you synchronized the target before the mission reached the debris field on its way. This caused you to be allocated in the same second as the target, but in sequence 1, while the target, after hitting, was placed in the event manager in sequence 2 (eventHandler).


    If this wasn’t the case, it might have happened due to lag.


    One suggestion is to always synchronize in the same second, and when the attack is close, if there are no threats of someone stealing the target, then you delay by 1 second to ensure the target.


    Another suggestion is to split your fleet into two, one in the same second and the other in the following second. This way, you can better manage the risk of losing the target.


    I hope this helps. Cheers!

  • I think like the guy above, the order of processing by server probably depends on the order of sending, OR the order of last action that happened. So if it reached the target after you sent your attack, the return may be placed in the fleet handler after your attack...

    Yeah it's all ridiculous.