#169517: "Active player clocks do not show that time remaining is decreasing during animations."
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Descripción detallada
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• Por favor, copia/pega el mensaje de error que ves en tu pantalla, si hay alguno.
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 -
• Por favor, explica lo que querías hacer, lo que hiciste y lo que pasó
• ¿Qué navegador estás usando?
Google Chrome v136
-
• Por favor, copia/pega el texto mostrado en inglés en lugar de en tu idioma. Si tienes una captura de este error (buena práctica), puedes usar Imgur.com para subirla y copiar/pegar el enlace aquí.
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 -
• ¿Está este texto disponible en el sistema de traducción? Si es así, ¿ha sido traducido hace más de 24 horas?
• ¿Qué navegador estás usando?
Google Chrome v136
-
• Por favor explica tu sugerencia de manera precisa y concisa para que sea lo más fácil posible entender lo que quieres decir.
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 • ¿Qué navegador estás usando?
Google Chrome v136
-
• ¿Qué había en la pantalla cuando se quedó bloqueado? (¿mensaje de error?, ¿pantalla en blanco?, ¿una parte de la interfaz del juego?)
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 • ¿Qué navegador estás usando?
Google Chrome v136
-
• ¿Qué parte de las reglas no se ha respetado en la adaptación de 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 -
• ¿La infracción de las reglas es visible en la repetición de la partida? Si es así, ¿en qué jugada?
• ¿Qué navegador estás usando?
Google Chrome v136
-
• ¿Qué acción de juego querías realizar?
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 -
• ¿Qué es lo que trataste de hacer para activar esta acción del juego?
-
• ¿Qué sucedió cuando lo hiciste (el mensaje de error, mensaje en la barra de estado del juego, ...)?
• ¿Qué navegador estás usando?
Google Chrome v136
-
• ¿En qué etapa de la partida ocurrió el problema? ¿Cuál era la instrucción actual del juego?
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 -
• ¿Qué sucedió cuando trataste de hacer una acción de juego (mensaje de error, mensaje en la barra de estado del juego, ...)?
• ¿Qué navegador estás usando?
Google Chrome v136
-
• Por favor, describe el problema de visualización. Si tienes una captura de este error (buena práctica), puedes usar Imgur.com para subirla y copiar/pegar el enlace aquí.
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 • ¿Qué navegador estás usando?
Google Chrome v136
-
• Por favor, copia/pega el texto mostrado en inglés en lugar de en tu idioma. Si tienes una captura de este error (buena práctica), puedes usar Imgur.com para subirla y copiar/pegar el enlace aquí.
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 -
• ¿Está este texto disponible en el sistema de traducción? Si es así, ¿ha sido traducido hace más de 24 horas?
• ¿Qué navegador estás usando?
Google Chrome v136
-
• Por favor explica tu sugerencia de manera precisa y concisa para que sea lo más fácil posible entender lo que quieres decir.
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 • ¿Qué navegador estás usando?
Google Chrome v136
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- ¿Se resolvió el problema al pulsar F5?
- ¿Apareció el problema varias veces? ¿Cada vez? ¿Aleatoriamente?
- Si tienes una captura de este error (buena práctica), puedes usar Imgur.com para subirla y copiar/pegar el enlace aquí.
