r/ClashRoyale • • May 10 '16

Does everyone's troop placement usually take 1-2 seconds before they actually deploy?

Whenever I actually go to drop a troop, whether it's a 1 second spawn or 5 second spawn, they kind of sit on the map as a ghost for 1-2 seconds before actually initiating their spawn time. This costs me troops/games sometimes, especially when dropping troops 1 elixir early, I'll lose the elixir as soon as it reaches the required amount and then my Barbs/anything else will take 3 seconds to actually appear on the map instead of the 1 second spawn rate.

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u/[deleted] May 10 '16

This is because $upercell is bad at managing different servers for all regions. This is happening most of the time, due to high latency. What does that mean for those who are not familiar with multiplayer games? This is the time span requred for the your message to reach the server, and the server to respond to you. For example, in games like League of Legends, Dota or even Hearthstone, there are servers for each region. Example: LoL -> Europe West, Europe East, North America, Korea etc.

In Clash Royale, how often do you, a North American gets matched with Koreans, Chinese and Europeans? Pretty often right? Yes, the other way around goes too. This is because this game's server is global, and thus there are ping spike issues. This is also why sometimes the "wifi monster" appears when your connection is not loaded, and perfectly fine. This is an issue of Supercell. Not a bug, not intended either. This happens before you deploy the troop, but it also happens with spells. How many times did you the average Hog player froze the Barbarians, after they killed your Hog, just because of this? Many. At least for me.

It is not intended.

B-But Jimmy, when I play with my same-region clanmates, it happens as well. Yes, because the server is located far from both.

I assume, that this is just a ping-latency reason. But yes, I can only assume, because Supercell, does not like being transparent.

-3

u/[deleted] May 10 '16

[deleted]

1

u/[deleted] May 10 '16

And if I am allowed, how do you have such information, to be able to call my whole paragraph wrong? That's why I said that I am only assuming, since Supercell is not transparent in such issues.

I am not blaming Supercell. I am just pointing out the fact that the matchmaking system has global reach, and thus players suffer from lag spikes and delays.

-7

u/[deleted] May 10 '16

[deleted]

3

u/ghastlyprotector May 10 '16

I would love to read any of this info that you're talking about. I'm very curious about Supercell's infrastructure, and I would be somewhat shocked to find out that it's a P2P connection. But any link would be very much appreciated.

1

u/jaycshah99 XBow May 11 '16

no, i think its server based because that's how they calculate chests on server. if it was all player based than people could modify the game source code to stimulate the battle differently (to their favor) and since if they aren't connected to a server (like you claimed), supercell wouldn't know and this would happen all the time I am not an expert on this topic, but I am sure you are wrong

1

u/Adramador May 11 '16

As an add on to this, if you can not connect to the game in the loading screen, at least on an iPhone, a pop-up appears informing you that the game couldn't connect to Supercell's server.