Description of problem:If you arriving to encounter you have to wait while current cycle of combatants' turns ends. Then a new cycle started and you included in it. Sequence determines who will play first and who next.
Sometimes and interesting thing happens when you arriving to encounter where another player already fighting in TB mode.
1) If you arrive on another player's turn or before it, he can use his APs to shoot you, and you won't have opportunity to take any actions until new cycle of turns.
2) When new cycle of turns starts, sequence determines order of turns. So:
- If he has higher sequence (or his sequence is same as yours but server decided give him to play first) he will unload another (SECOND) bunch of bullets in your body.
- If your sequence is higher (or same and you play first) then actually order of turns is saved (he didn't played twice in a row) but still he was played first even with lower sequence.
Here is example to make it clear:
Actors:
You - the guy who arrives
Player 1,
Player 2,
Player 3 - other players that currently farming encounter in TB mode
Critter 1,
Critter 2,
Critter 3,
Critter 4 - critters they farm
[Begin cycle]
1.
Critter's 1 turn - has 16 sequence
---------------------------------------------------------------------------<<<<<You arrive but can't do actions until next cycle.
2.
Player's 1 turn - has 14 sequence (equal to 7 PE with no trait or perks) Shoots you
3.
Critter's 2 turn - has 12
4.
Critter's 3 turn - has 12
5.
Player's 2 turn - has 12 (6 PE with no trait or perks) Shoots you
6.
Player's 3 turn - has 10 (5 PE with no trait or perks) Shoots you
7.
Critter's 4 turn - has 8
[End cycle]
Next cycle
According to your sequence - for example 12 (6 PE with no trait or perks)
and some random roll I suppose (because server have to choose where to place you - before, between or after 3,4,5)
you have placed between 5 and 6.
[Begin cycle]
1.
Critter's 1 turn - has 16 sequence
2.
Player's 1 turn - has 14 sequence (equal to 7 PE with no trait or perks) Shoots you
3.
Critter's 2 turn - has 12
4.
Critter's 3 turn - has 12
5.
Player's 2 turn - has 12 (6 PE with no trait or perks) Shoots you
6.
Your turn (if you have survived)
7.
Player's 3 turn - has 10 (5 PE with no trait or perks) Shoots you
8.
Critter's 4 turn - has 8
[End cycle]
In that example both players (
Player 1 with higher sequence than yours and
Player 2 with same sequence as your) made 2 turns before you.
Also
Player 3 (with lower sequence than yours) made one turn before you.
So here we have a problem of breaking the sequence or even double turn in a row.
That is how I see that problem. I can be wrong or just not precise, but it seems to me that it works like I've described. If you have any another info about arriving in encounter - please correct me.
Another problem is in bug that was reported in topic named
The Loading Screen Freezes If You Get Shot Before You Load The Encounter
Solution of problems:1) Make player arrive between cycles, not inside of it.
It gives us the right order of turns - according to combatants sequence. It allows to avoid double turns in a row.
It will also rise the majority of sequence, giving wider choice when generating character - maybe somebody will start to take "Kamikaze" trait or high perception (or even shitty "Earlier Sequence" perk
)
2) Make cycle not to start before all arriving players loaded the encounter (or with some pause for loading in case that player can get disconnected while loading and the game will freeze in waiting)
3) Make player appear in encounter after he loaded (even in Real-Time mode)
Allows us avoid bug with loading screen.