#169517: "Active player clocks do not show that time remaining is decreasing during animations."
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| # | Status | Votes | Game | Type | Title | Last update |
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Penerangan yang terperinci
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• Sila salin/tampal mesej masalah yang anda dapat lihat di skrin, jika ada.
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 -
• Tolong jelaskan apa yang anda ingin buat, apa yang telah anda buat dan apa yang telah terjadi
• Apakah browser anda?
Google Chrome v136
-
• Tolong salin/lekat teks yang dipaparkan dalam bahasa inggeris dan bukannya bahasa anda. Sekiranya anda ada screenshot bug ini (amalan yang baik), anda boleh gunakan Imgur.com untuk muatnaik dan copy/paste pautan itu di sini.
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 -
• Adakah teks ini tersedia dalam sistem terjemahan ? Jika ya, adakah ia diterjemahkan selama lebih daripada 24 jam?
• Apakah browser anda?
Google Chrome v136
-
• Tolong jelaskan cadangan anda dengan tepat dan ringkas supaya semudah mungkin untuk memahami apa yang anda maksudkan.
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 • Apakah browser anda?
Google Chrome v136
-
• Apa yang dipaparkan pada skrin apabila anda disekat (Skrin kosong? Antara muka permainan? Mesej ralat?)
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 • Apakah browser anda?
Google Chrome v136
-
• Bahagian peraturan yang mana tidak dihormati oleh penyesuaian BGA
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 -
• Adakah kelanggaran peraturan boleh dilihat di ulangan permainan? Jikanya ya, pada langkah berapa?
• Apakah browser anda?
Google Chrome v136
-
• Apakan tindakan yang anda mahu lakukan?
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 -
• Apa yang anda cuba lakukan untuk mencetuskan tindakan permainan ini?
-
• Apa yang berlaku apabila anda cuba melakukan ini (mesej ralat, mesej bar status permainan, ...)?
• Apakah browser anda?
Google Chrome v136
-
• Pada peringkat mana semasa permainan , masalah itu berlaku (apakah arahan semasa permainan tersebut)?
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 -
• Apa yang berlaku apabila anda cuba melakukan tindakan permainan (mesej ralat, mesej bar status permainan, ...)?
• Apakah browser anda?
Google Chrome v136
-
• Tolong jelaskan masalah pemaparan. Sekiranya anda ada screenshot bug ini (amalan yang baik), anda boleh gunakan Imgur.com untuk muatnaik dan copy/paste pautan itu di sini.
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 • Apakah browser anda?
Google Chrome v136
-
• Tolong salin/lekat teks yang dipaparkan dalam bahasa inggeris dan bukannya bahasa anda. Sekiranya anda ada screenshot bug ini (amalan yang baik), anda boleh gunakan Imgur.com untuk muatnaik dan copy/paste pautan itu di sini.
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 -
• Adakah teks ini tersedia dalam sistem terjemahan ? Jika ya, adakah ia diterjemahkan selama lebih daripada 24 jam?
• Apakah browser anda?
Google Chrome v136
-
• Tolong jelaskan cadangan anda dengan tepat dan ringkas supaya semudah mungkin untuk memahami apa yang anda maksudkan.
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 • Apakah browser anda?
Google Chrome v136
Laporan masa lalu
Tambah sesuatu untuk laporan ini
- ID meja yang lain / gerakkan ID
- Adakah F5 meyelesaikan masalah ity?
- Adapah masalah itu berlaku beberapa kali? Selalu? Sekali-sekala?
- Sekiranya anda ada screenshot bug ini (amalan yang baik), anda boleh gunakan Imgur.com untuk muatnaik dan copy/paste pautan itu di sini.
