#169517: "Active player clocks do not show that time remaining is decreasing during animations."
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Detil Deskripsi
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• Mohon salin/tempel pesan error yang Anda lihat di layar, 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 -
• Mohon jelaskan apa yang ingin Anda lakukan, apa yang kemudian Anda lakukan, dan apa yang terjadi
• Apa browser yang Anda gunakan?
Google Chrome v136
-
• Harap salin/tempel teks yang ditampilkan dalam bahasa Inggris alih-alih bahasa anda. Jika Anda memiliki screenshot bug ini (disarankan), Anda dapat menggunakan Imgur.com untuk menguploadnya dan memberi tautannya 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 teks ini tersedia dalam translation system? jika iya, itu bisa diartikan lebih dari 24 jam
• Apa browser yang Anda gunakan?
Google Chrome v136
-
• Tolong jelaskan saran Anda secara tepat dan ringkas sehingga semudah mungkin untuk memahami apa yang Anda maksud.
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 browser yang Anda gunakan?
Google Chrome v136
-
• Apa yang tampil di layar ketika Anda tidak dapat berjalan (Layar kosong? Hanya tampil sebagian antar-muka? Pesan error?)
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 browser yang Anda gunakan?
Google Chrome v136
-
• Bagian mana dari peraturan yang tidak diterapkan dengan tepat oleh 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 -
• Apakah kesalahan peraturan dapat dilihat dari ulangan permainan? Jika ya, pada langkah ke berapa?
• Apa browser yang Anda gunakan?
Google Chrome v136
-
• Aksi permainan apa yang ingin Anda 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 coba lakukan untuk memunculkan aksi permainan ini?
-
• Apa yang terjadi ketika Anda melakukannya (pesan error, pesan status permainan, ...)?
• Apa browser yang Anda gunakan?
Google Chrome v136
-
• Pada langkah ke berapa masalah tersebut muncul (apa petunjuk permainan saat itu)?
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 terjadi ketika Anda mencoba untuk melakukan aksi permainan (pesan error, pesan status permainan, ...)?
• Apa browser yang Anda gunakan?
Google Chrome v136
-
• Mohon jelaskan masalah tampilannya. Jika Anda memiliki screenshot bug ini (disarankan), Anda dapat menggunakan Imgur.com untuk menguploadnya dan memberi tautannya 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 • Apa browser yang Anda gunakan?
Google Chrome v136
-
• Harap salin/tempel teks yang ditampilkan dalam bahasa Inggris alih-alih bahasa anda. Jika Anda memiliki screenshot bug ini (disarankan), Anda dapat menggunakan Imgur.com untuk menguploadnya dan memberi tautannya 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 teks ini tersedia dalam translation system? jika iya, itu bisa diartikan lebih dari 24 jam
• Apa browser yang Anda gunakan?
Google Chrome v136
-
• Tolong jelaskan saran Anda secara tepat dan ringkas sehingga semudah mungkin untuk memahami apa yang Anda maksud.
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 browser yang Anda gunakan?
Google Chrome v136
Laporkan riwayat
Tambahkan hal lain di laporan ini
- ID meja / nomor langkah lainnya
- Apakah F5 menyelesaikan masalah?
- Apakah masalah tersebut telah muncul beberapa kali? Setiap kali? Tidak tentu?
- Jika Anda memiliki screenshot bug ini (disarankan), Anda dapat menggunakan Imgur.com untuk menguploadnya dan memberi tautannya di sini.
