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BVZRoma
Last seen 12 years ago
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Archive

2009

2009-10-11 15:43:31
rating 2.4
2009-09-10 20:41:26
rating 4
2009-06-08 12:33:59
rating 3.6
2009-02-03 13:15:03
rating 2.3
2009-02-03 13:15:03
29 votes, rating 2.3
Connection Tricks...nuffle shadow on that
In the last month my wireless connection began to blow up often, after having been nearly perfect in the first months of my contract. I'm beginning to think to change the provider, because I'm growing sick and tired to beg my opponents for a reload. In the last days this is beginning to happen twice a game...really too much for everyone's patience. But, apart my troubles with the connection, I begin to presume that I offended nuffle in one of my previous lives. My pc disconnects from the field often in key moments of a game...but I noticed this:
-when one of my players is SI or dead, this is always recorded on the savegame, and I have to keep my ugly result.
- when disconnects after an expulsion from the ref, the opposing player tryes again and the ref looks on the other way or even (in the lucky case that another 6 or 4 is made)the opposing coach is succeding in arguing the call! So another couple of DP fouls is waiting for me in next turns.
- on the other way, when disconnects after one of my scores, I'm forced nearly alwayes to repeat the TD procedure. And I swear that in the 80% of the cases, the snake eyes appears or some receptions to Ezone are failed, or my pass is intercepted or anything that could deny a signature and force me to turnover, exposing my teams to be soundly kicked in the "dominegratia" and to renounce to the 3SPP. I noticed that this happens very rarely to others. I blame the connection, but i can assure that not all players are so gentle and kind to pass the turn and let you repeat your score.
So I ask, why the savegame registers after a casualty and not after the last action (the turnover action, or the scoring one) made by a team? I'm quite sure of that, and think that this is not fair. I submit this just to give a suggestion for the improvement of the game...I care to keep intact my fame of unlucky player, so I do not want to widge more
P.S. Why after a reload happens so often that tere are 2 balls in play? Another thing that costed me much in terms of scoring, points or something similar. What cn I do to avoid that?
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Comments
Posted by JanMattys on 2009-02-03 13:18:28
1- Scommetto che usi Libero... capitava anche a me :/

2- Il 2-balls bug è conosciuto, è un problema di reload (note for all the other fumbblers: please someone copy/paste the solution of the two-balls bug for this guy...)

3- Giocare usando direct-connect invece di un proxy è molto, molto meglio in caso di disconnessioni.

4- Il savegame registra due files: il file INC è un file che salva a ogni fine azione, ed è di solito buggato in caso di disconnessioni perchè non è uguale per entrambi i giocatori... il file DAT, invece (che consiglio sempre di usare) salva a ogni touchdown e a fine turno, ed è salvato da entrambe le parti quindi è esente da bug dovuti a una de-sincronizzazione.
Posted by Juff on 2009-02-03 14:55:23
"I blame the connection, but i can assure that not all players are so gentle and kind to pass the turn and let you repeat your score."

They should, even if it takes a couple of reloads. Both coaches should do everything in their power to recreate the game as it was just before the crash/disconnect.

In one of the other examples you gave, a decent coach would have retreated the fouling player that wasn't sent off on the reload, and treat them as if they were off the pitch. (Or at least not argued after being caught the second time!)
Posted by peikko on 2009-02-03 15:35:49
Prolly same in english

How to solve the two ball client reload bug
reload with .inc
sync
end the turn
reload again with .dat
problem solved
Posted by Zombie69 on 2009-02-03 18:54:07
To expand on what Juff said, not just a decent coach, but any coach following Fumbbl rules. The rules clearly state that you must do everything possible to replicate the state of the game as closely as possible after a disconnection. This includes repeating multiple times until the same event occurs, or if it's too unlikely to be reproduced, moving a sent off player into a corner and not using him, etc.

You and your opponents need to start applying those rules.