#169517: "Active player clocks do not show that time remaining is decreasing during animations."
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Detalus apibūdinimas
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• Jei ekrane matote kokį nors klaidos pranešimą, įklijuokite jį čia.
In Carcassonne, scoring animations occur after a player completes features during their turn. In other words, the animations occur at the beginning of the following player’s turn. Unfortunately the time-remaining clock of the following player doesn’t reflect the fact that their time is being consumed while the animations are running.
Hitting refresh (F5) does fix the problem (during the current animation only), and it would no longer be a problem if players could disable animations (see suggestion here: boardgamearena.com/bug?id=169514 ), but hopefully there is also another way to address this predictable clock discrepancy that works well with animations.
Additional details:
The “time remaining clocks” of players and spectators do not count down while animations are occurring. This can be seen in two streaming video excerpts showing an 8 second delay and a 17 second delay (links pasted below). Although the active player’s clocks resume counting down once the animations have finished, they start with the time remaining that the player had before their turn started, rather than with the correct time remaining that also reflects the time it took for the animations to run. Because of this, even under the best connection circumstances, players and spectators see a clock that suggests that the active player has more time remaining than they actually have. Although the active player’s time remaining is “reset” to be consistent with the BGA server’s time once they’ve finished their turn, the time discrepancy persists throughout their turn, making it possible for them to run out of time without realizing it. The two video clips show that clock discrepancies due to animations can be as much as 17 seconds.
Examples:
8 second delay: www.youtube.com/clip/Ugkxa58R5JPxlensRsux1AWFtNnmj_h38GVm
17 second delay: www.youtube.com/clip/UgkxSoBfYPO4q_W3AFiMh3sxiDCX5ClGa7ZU -
• Prašome paaiškinti, ką norėjote padaryti, ką padarėte ir kas atsitiko
• Kokia tavo naršyklė?
Google Chrome v136
-
• Prašome nukopijuoti / įklijuoti tekstą, rodomą anglų kalba, o ne savo kalba. Jei turite klaidos nuotrauką (rekomenduojama padaryti), galite panaudoti Imgur.com bei nuotrauką įkelti bei čia įklijuoti nuorodą.
In Carcassonne, scoring animations occur after a player completes features during their turn. In other words, the animations occur at the beginning of the following player’s turn. Unfortunately the time-remaining clock of the following player doesn’t reflect the fact that their time is being consumed while the animations are running.
Hitting refresh (F5) does fix the problem (during the current animation only), and it would no longer be a problem if players could disable animations (see suggestion here: boardgamearena.com/bug?id=169514 ), but hopefully there is also another way to address this predictable clock discrepancy that works well with animations.
Additional details:
The “time remaining clocks” of players and spectators do not count down while animations are occurring. This can be seen in two streaming video excerpts showing an 8 second delay and a 17 second delay (links pasted below). Although the active player’s clocks resume counting down once the animations have finished, they start with the time remaining that the player had before their turn started, rather than with the correct time remaining that also reflects the time it took for the animations to run. Because of this, even under the best connection circumstances, players and spectators see a clock that suggests that the active player has more time remaining than they actually have. Although the active player’s time remaining is “reset” to be consistent with the BGA server’s time once they’ve finished their turn, the time discrepancy persists throughout their turn, making it possible for them to run out of time without realizing it. The two video clips show that clock discrepancies due to animations can be as much as 17 seconds.
Examples:
8 second delay: www.youtube.com/clip/Ugkxa58R5JPxlensRsux1AWFtNnmj_h38GVm
17 second delay: www.youtube.com/clip/UgkxSoBfYPO4q_W3AFiMh3sxiDCX5ClGa7ZU -
• Ar šis tekstas yra translation system? Jei taip, ar jis buvo išverstas daugiau nei 24 valandas?
• Kokia tavo naršyklė?
Google Chrome v136
-
• Prašome paaiškinti siūlomą pakeitimą tiksliai ir glaustai, kad būtų kuo lengviau suprasti, ką jūs siūlote.
In Carcassonne, scoring animations occur after a player completes features during their turn. In other words, the animations occur at the beginning of the following player’s turn. Unfortunately the time-remaining clock of the following player doesn’t reflect the fact that their time is being consumed while the animations are running.
Hitting refresh (F5) does fix the problem (during the current animation only), and it would no longer be a problem if players could disable animations (see suggestion here: boardgamearena.com/bug?id=169514 ), but hopefully there is also another way to address this predictable clock discrepancy that works well with animations.
Additional details:
The “time remaining clocks” of players and spectators do not count down while animations are occurring. This can be seen in two streaming video excerpts showing an 8 second delay and a 17 second delay (links pasted below). Although the active player’s clocks resume counting down once the animations have finished, they start with the time remaining that the player had before their turn started, rather than with the correct time remaining that also reflects the time it took for the animations to run. Because of this, even under the best connection circumstances, players and spectators see a clock that suggests that the active player has more time remaining than they actually have. Although the active player’s time remaining is “reset” to be consistent with the BGA server’s time once they’ve finished their turn, the time discrepancy persists throughout their turn, making it possible for them to run out of time without realizing it. The two video clips show that clock discrepancies due to animations can be as much as 17 seconds.
Examples:
8 second delay: www.youtube.com/clip/Ugkxa58R5JPxlensRsux1AWFtNnmj_h38GVm
17 second delay: www.youtube.com/clip/UgkxSoBfYPO4q_W3AFiMh3sxiDCX5ClGa7ZU • Kokia tavo naršyklė?
Google Chrome v136
-
• Kas buvo pavaizduota ekrane, tave užblokavus (juodas ekranas? Nepilna žaidimo sąsaja? Klaidos pranešimas?)
In Carcassonne, scoring animations occur after a player completes features during their turn. In other words, the animations occur at the beginning of the following player’s turn. Unfortunately the time-remaining clock of the following player doesn’t reflect the fact that their time is being consumed while the animations are running.
Hitting refresh (F5) does fix the problem (during the current animation only), and it would no longer be a problem if players could disable animations (see suggestion here: boardgamearena.com/bug?id=169514 ), but hopefully there is also another way to address this predictable clock discrepancy that works well with animations.
Additional details:
The “time remaining clocks” of players and spectators do not count down while animations are occurring. This can be seen in two streaming video excerpts showing an 8 second delay and a 17 second delay (links pasted below). Although the active player’s clocks resume counting down once the animations have finished, they start with the time remaining that the player had before their turn started, rather than with the correct time remaining that also reflects the time it took for the animations to run. Because of this, even under the best connection circumstances, players and spectators see a clock that suggests that the active player has more time remaining than they actually have. Although the active player’s time remaining is “reset” to be consistent with the BGA server’s time once they’ve finished their turn, the time discrepancy persists throughout their turn, making it possible for them to run out of time without realizing it. The two video clips show that clock discrepancies due to animations can be as much as 17 seconds.
Examples:
8 second delay: www.youtube.com/clip/Ugkxa58R5JPxlensRsux1AWFtNnmj_h38GVm
17 second delay: www.youtube.com/clip/UgkxSoBfYPO4q_W3AFiMh3sxiDCX5ClGa7ZU • Kokia tavo naršyklė?
Google Chrome v136
-
• Į kurias taisykles neatsižvelgiama BGA žaidimo versijoje
In Carcassonne, scoring animations occur after a player completes features during their turn. In other words, the animations occur at the beginning of the following player’s turn. Unfortunately the time-remaining clock of the following player doesn’t reflect the fact that their time is being consumed while the animations are running.
Hitting refresh (F5) does fix the problem (during the current animation only), and it would no longer be a problem if players could disable animations (see suggestion here: boardgamearena.com/bug?id=169514 ), but hopefully there is also another way to address this predictable clock discrepancy that works well with animations.
Additional details:
The “time remaining clocks” of players and spectators do not count down while animations are occurring. This can be seen in two streaming video excerpts showing an 8 second delay and a 17 second delay (links pasted below). Although the active player’s clocks resume counting down once the animations have finished, they start with the time remaining that the player had before their turn started, rather than with the correct time remaining that also reflects the time it took for the animations to run. Because of this, even under the best connection circumstances, players and spectators see a clock that suggests that the active player has more time remaining than they actually have. Although the active player’s time remaining is “reset” to be consistent with the BGA server’s time once they’ve finished their turn, the time discrepancy persists throughout their turn, making it possible for them to run out of time without realizing it. The two video clips show that clock discrepancies due to animations can be as much as 17 seconds.
Examples:
8 second delay: www.youtube.com/clip/Ugkxa58R5JPxlensRsux1AWFtNnmj_h38GVm
17 second delay: www.youtube.com/clip/UgkxSoBfYPO4q_W3AFiMh3sxiDCX5ClGa7ZU -
• Ar taisyklių pažeidimas matomas žaidimo atkartojime? Jeigu taip, kuris veiksmo numeris?
• Kokia tavo naršyklė?
Google Chrome v136
-
• Kurį žaidimo veiksmą norėjai atlikti?
In Carcassonne, scoring animations occur after a player completes features during their turn. In other words, the animations occur at the beginning of the following player’s turn. Unfortunately the time-remaining clock of the following player doesn’t reflect the fact that their time is being consumed while the animations are running.
Hitting refresh (F5) does fix the problem (during the current animation only), and it would no longer be a problem if players could disable animations (see suggestion here: boardgamearena.com/bug?id=169514 ), but hopefully there is also another way to address this predictable clock discrepancy that works well with animations.
Additional details:
The “time remaining clocks” of players and spectators do not count down while animations are occurring. This can be seen in two streaming video excerpts showing an 8 second delay and a 17 second delay (links pasted below). Although the active player’s clocks resume counting down once the animations have finished, they start with the time remaining that the player had before their turn started, rather than with the correct time remaining that also reflects the time it took for the animations to run. Because of this, even under the best connection circumstances, players and spectators see a clock that suggests that the active player has more time remaining than they actually have. Although the active player’s time remaining is “reset” to be consistent with the BGA server’s time once they’ve finished their turn, the time discrepancy persists throughout their turn, making it possible for them to run out of time without realizing it. The two video clips show that clock discrepancies due to animations can be as much as 17 seconds.
Examples:
8 second delay: www.youtube.com/clip/Ugkxa58R5JPxlensRsux1AWFtNnmj_h38GVm
17 second delay: www.youtube.com/clip/UgkxSoBfYPO4q_W3AFiMh3sxiDCX5ClGa7ZU -
• Ką reikia padaryti, kad iššauktum šį žaidimo veiksmą?
-
• Kas įvyko kai bandei tai padaryti (klaidos pranešimas, žaidimo būsenos pranešimas, ...)?
• Kokia tavo naršyklė?
Google Chrome v136
-
• Kuriuo žaidimo metu problema atsirado (koks buvo tuometinis žaidimo nurodymas)?
In Carcassonne, scoring animations occur after a player completes features during their turn. In other words, the animations occur at the beginning of the following player’s turn. Unfortunately the time-remaining clock of the following player doesn’t reflect the fact that their time is being consumed while the animations are running.
Hitting refresh (F5) does fix the problem (during the current animation only), and it would no longer be a problem if players could disable animations (see suggestion here: boardgamearena.com/bug?id=169514 ), but hopefully there is also another way to address this predictable clock discrepancy that works well with animations.
Additional details:
The “time remaining clocks” of players and spectators do not count down while animations are occurring. This can be seen in two streaming video excerpts showing an 8 second delay and a 17 second delay (links pasted below). Although the active player’s clocks resume counting down once the animations have finished, they start with the time remaining that the player had before their turn started, rather than with the correct time remaining that also reflects the time it took for the animations to run. Because of this, even under the best connection circumstances, players and spectators see a clock that suggests that the active player has more time remaining than they actually have. Although the active player’s time remaining is “reset” to be consistent with the BGA server’s time once they’ve finished their turn, the time discrepancy persists throughout their turn, making it possible for them to run out of time without realizing it. The two video clips show that clock discrepancies due to animations can be as much as 17 seconds.
Examples:
8 second delay: www.youtube.com/clip/Ugkxa58R5JPxlensRsux1AWFtNnmj_h38GVm
17 second delay: www.youtube.com/clip/UgkxSoBfYPO4q_W3AFiMh3sxiDCX5ClGa7ZU -
• Kas įvyko kai bandei atlikti žaidimo veiksmą (klaidos pranešimas, žaidimo būsenos pranešimas, ...)?
• Kokia tavo naršyklė?
Google Chrome v136
-
• Aprašykite rodomą problemą. Jei turite klaidos nuotrauką (rekomenduojama padaryti), galite panaudoti Imgur.com bei nuotrauką įkelti bei čia įklijuoti nuorodą.
In Carcassonne, scoring animations occur after a player completes features during their turn. In other words, the animations occur at the beginning of the following player’s turn. Unfortunately the time-remaining clock of the following player doesn’t reflect the fact that their time is being consumed while the animations are running.
Hitting refresh (F5) does fix the problem (during the current animation only), and it would no longer be a problem if players could disable animations (see suggestion here: boardgamearena.com/bug?id=169514 ), but hopefully there is also another way to address this predictable clock discrepancy that works well with animations.
Additional details:
The “time remaining clocks” of players and spectators do not count down while animations are occurring. This can be seen in two streaming video excerpts showing an 8 second delay and a 17 second delay (links pasted below). Although the active player’s clocks resume counting down once the animations have finished, they start with the time remaining that the player had before their turn started, rather than with the correct time remaining that also reflects the time it took for the animations to run. Because of this, even under the best connection circumstances, players and spectators see a clock that suggests that the active player has more time remaining than they actually have. Although the active player’s time remaining is “reset” to be consistent with the BGA server’s time once they’ve finished their turn, the time discrepancy persists throughout their turn, making it possible for them to run out of time without realizing it. The two video clips show that clock discrepancies due to animations can be as much as 17 seconds.
Examples:
8 second delay: www.youtube.com/clip/Ugkxa58R5JPxlensRsux1AWFtNnmj_h38GVm
17 second delay: www.youtube.com/clip/UgkxSoBfYPO4q_W3AFiMh3sxiDCX5ClGa7ZU • Kokia tavo naršyklė?
Google Chrome v136
-
• Prašome nukopijuoti / įklijuoti tekstą, rodomą anglų kalba, o ne savo kalba. Jei turite klaidos nuotrauką (rekomenduojama padaryti), galite panaudoti Imgur.com bei nuotrauką įkelti bei čia įklijuoti nuorodą.
In Carcassonne, scoring animations occur after a player completes features during their turn. In other words, the animations occur at the beginning of the following player’s turn. Unfortunately the time-remaining clock of the following player doesn’t reflect the fact that their time is being consumed while the animations are running.
Hitting refresh (F5) does fix the problem (during the current animation only), and it would no longer be a problem if players could disable animations (see suggestion here: boardgamearena.com/bug?id=169514 ), but hopefully there is also another way to address this predictable clock discrepancy that works well with animations.
Additional details:
The “time remaining clocks” of players and spectators do not count down while animations are occurring. This can be seen in two streaming video excerpts showing an 8 second delay and a 17 second delay (links pasted below). Although the active player’s clocks resume counting down once the animations have finished, they start with the time remaining that the player had before their turn started, rather than with the correct time remaining that also reflects the time it took for the animations to run. Because of this, even under the best connection circumstances, players and spectators see a clock that suggests that the active player has more time remaining than they actually have. Although the active player’s time remaining is “reset” to be consistent with the BGA server’s time once they’ve finished their turn, the time discrepancy persists throughout their turn, making it possible for them to run out of time without realizing it. The two video clips show that clock discrepancies due to animations can be as much as 17 seconds.
Examples:
8 second delay: www.youtube.com/clip/Ugkxa58R5JPxlensRsux1AWFtNnmj_h38GVm
17 second delay: www.youtube.com/clip/UgkxSoBfYPO4q_W3AFiMh3sxiDCX5ClGa7ZU -
• Ar šis tekstas yra translation system? Jei taip, ar jis buvo išverstas daugiau nei 24 valandas?
• Kokia tavo naršyklė?
Google Chrome v136
-
• Prašome paaiškinti siūlomą pakeitimą tiksliai ir glaustai, kad būtų kuo lengviau suprasti, ką jūs siūlote.
In Carcassonne, scoring animations occur after a player completes features during their turn. In other words, the animations occur at the beginning of the following player’s turn. Unfortunately the time-remaining clock of the following player doesn’t reflect the fact that their time is being consumed while the animations are running.
Hitting refresh (F5) does fix the problem (during the current animation only), and it would no longer be a problem if players could disable animations (see suggestion here: boardgamearena.com/bug?id=169514 ), but hopefully there is also another way to address this predictable clock discrepancy that works well with animations.
Additional details:
The “time remaining clocks” of players and spectators do not count down while animations are occurring. This can be seen in two streaming video excerpts showing an 8 second delay and a 17 second delay (links pasted below). Although the active player’s clocks resume counting down once the animations have finished, they start with the time remaining that the player had before their turn started, rather than with the correct time remaining that also reflects the time it took for the animations to run. Because of this, even under the best connection circumstances, players and spectators see a clock that suggests that the active player has more time remaining than they actually have. Although the active player’s time remaining is “reset” to be consistent with the BGA server’s time once they’ve finished their turn, the time discrepancy persists throughout their turn, making it possible for them to run out of time without realizing it. The two video clips show that clock discrepancies due to animations can be as much as 17 seconds.
Examples:
8 second delay: www.youtube.com/clip/Ugkxa58R5JPxlensRsux1AWFtNnmj_h38GVm
17 second delay: www.youtube.com/clip/UgkxSoBfYPO4q_W3AFiMh3sxiDCX5ClGa7ZU • Kokia tavo naršyklė?
Google Chrome v136
Raportų istorija
Papildyti šį raportą
- Kitas stalo ID / ėjimo ID
- Ar F5 išsprendė šią problemą?
- Ar problemos atsirado keletą kartų? Kiekvieną kartą? Atsitiktiniu metu?
- Jei turite klaidos nuotrauką (rekomenduojama padaryti), galite panaudoti Imgur.com bei nuotrauką įkelti bei čia įklijuoti nuorodą.
