Landing time changing - amazing !!!

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MyName999
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Landing time changing - amazing !!!

Postby MyName999 » Mon May 27, 2013 5:29 am

In GW1 (but maybe in other wolrds too? I just saw this there recently), as me and mates sent attacks to a target, initial landing time was 08:00:17vt. Several minutes later, looking at the time again, it was 08:00:21vt !?!

What's happening! How can it be possible! It's not possible planning sieges if landing times changes for a single wave during their travel!!! Impossible to plan simultaneous attacks this way, and BattlePlanner as any other planners are unuseful!!!!

What's wrong here?

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Postby MyName999 » Mon May 27, 2013 5:30 am

Another thing I saw in GW1: no more medals!!!

Has it been choosed or is it another bug?

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Sponge
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Postby Sponge » Tue May 28, 2013 7:17 am

The landing times changing happens often in other worlds as well. Makes timing clears to arrive within a few seconds of scholars very difficult.
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Postby LordFirefall » Tue May 28, 2013 10:01 am

Land time creep has been around for a long time. Generally, it creeps uniformly, so attacks sent around the same time creep the same amount.
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Postby MyName999 » Wed May 29, 2013 6:02 am

For what I understood on the answer my ticket, landing time can be corrupted due to the phone's internal clock (I was told te reinitialise the clock while Valor is opened...), but initial landing time is the real one as based on Quark's servers.

Travel times always are right, at least once you refreshed...


FYI

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Postby LordFirefall » Wed May 29, 2013 6:21 am

MyName999 wrote:For what I understood on the answer my ticket, landing time can be corrupted due to the phone's internal clock (I was told te reinitialise the clock while Valor is opened...), but initial landing time is the real one as based on Quark's servers.


I haven't found that to be the case (corruption due to the internal clock, that is). I agree the landing time is based on Quark's servers, but when you do the math based on launch and walk time, there is still creep.
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Postby MyName999 » Thu May 30, 2013 5:47 am

LordFirefall wrote:I haven't found that to be the case (corruption due to the internal clock, that is). I agree the landing time is based on Quark's servers, but when you do the math based on launch and walk time, there is still creep.


INITIAL landing time is right, TRAVEL TIME is always right...

Landing time can change as you play, in the attack info window, at least that's what occured to me, but I didn't did the math in order to see if "CURRENT VALOR TIME" + "TRAVEL TIME" = "LANDING TIME"...

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Postby MyName999 » Thu May 30, 2013 5:47 am

At least that's what Quark said ...

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Postby MyName999 » Wed Dec 11, 2013 5:20 am

Lol I did the math; I think only the clock is right as during the travel, "Valor time + travel time = landing time" was false, and the result was always different...

Try it, it's fun, but it's just good to know that during an attack you can't be precise in joining a siege...

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Postby LordFirefall » Wed Dec 11, 2013 6:26 am

MyName999 wrote:Lol I did the math; I think only the clock is right as during the travel, "Valor time + travel time = landing time" was false, and the result was always different...

Try it, it's fun, but it's just good to know that during an attack you can't be precise in joining a siege...


The precision is directly proportional to how close you are to actual land time. If you're trying to match another players time to a 3-5 second window and your land time is 10 hours away, you'll probably not be successful. If its 10 minutes from now, you will likely be successful.
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