Okay, Gunbound is well known for its lag and its glitches. There is also a lot of confusion on this topic. So I figured I'd write a little bit about what I've gathered. Simply put, it can be said that the Gunbound servers often times have difficulty communicating with user computers. Continue reading to find out more complex theories. First off, and most importantly:
The lag in game that disallows further play is usually not because of one person, it's usually because of Gunbound's server instability!
It's a huge game, and users connect from all over the place. And sometimes, it appears that Gunbound just chooses some random player to start "lagging" and despite their location or computer specs, they freeze up the game, which may or may not work after he or she leaves. It almost seems as if the Gunbounder server was unable to keep up with the activity of the game, and did not communicate well with 1 or more users, and it freezes. But don't jump to pointing a finger, the problem could and probably would involve multiple users, and even if the suspected users leave, often times the game will freeze.
I've often thought on how to help reduce this server lag myself. It's been my conclusion that the best way is reduce the amount of places users connect from, reduce users, reduce overfilled databases, and server attacks. Basically meaning, promote the GLS server for Latin users, delete inactive accounts, and prevent hacking. Hack programs usually run hundreds of passwords a minute (sometimes over a thousand) on the Gunbound server. That's huge and probably causes a lot of lag.
When a person leaves a game, sometimes the game itself will cease to function. This doesn't mean one person in the game is lagging it up (although it could be). If I had to assume what happens, I would say that the game server has a hard time registering the person who left. I also believe this problem is caused by gunbound server instability, AS WELL, as user lag. But, not the type of user lag cleared by one single person. Perhaps a few people in the game are running on sub-PAR computers, and another few are on dial-up. With this combining with gunbound server instability, either the server can't fully register that a user has left, or perhaps it can't quite make the other users in the game quite register the user left.
Random shot of god, undead people, mobile "popping" (jumping up and down). This happens sometimes, I am completely unaware of how or why. Although it often kicks in on the first kill of the game (in my experience only for the other team...) and 1 kill will cause 2 deaths and a shot of god bonus. Mobile locations are where they are on both sides of the game, so people see hits and damage, while others see misses, leading to people who appear to be "undead" and continue to stay alive after over 2000 damage sometimes. It makes things terribly confusing. But, this glitch where mobiles aren't where they appear can happen in light forms as well. I've been in a game where on my screen I was on a flat surface, but on my friends screen I was in a hole.
Wrong Mobile Glitch.
This glitch has only happened once, but a friend of mine thought he had ice, but he really had boomer. He would fire ice shots, but the shot would go where the boomer shot should go. And my other friend, in the game, saw him as a boomer. It was really odd and chances of it happening are apparently very slim.
Lag Myths.
User who can't dance is the user who lags. This is definitely false, sometimes it happens to be true, but very often it is not. Example, player 1 goes, and shoots, before the next persons turn, player 2 leaves the game cause it to freeze. Now the game is stuck on player 1, and he won't be able to dance as his turn never finished. The game is frozen, and in this case, the one who can't dance is not the lagger.
LAN Problems
I often play with a few other members of the guild in the same house, and as we do not have a T1 or T3 line, we tend to run into some problems. In game, sometimes only one of us will see someone who is ready, as ready. So when you hear us saying "USERNAME re ready" it is for that reason. Other times, information from a persons shot will not be sent to one of our computers, so that person does not see anything a certain user does, and can thus cause some pretty funny looking shots/holes. If this happens, the game will lag during that persons turn, and eventually will kick whoever can't see a person shooting.
Keep in mind, Gunbound tells the key who is lagging
Despite whether or not they have some godly computer with a T3 line as everyone who lags seems to have, it will tell the key, and sometimes other users, who is lagging, with a yellow line of text. After 5 turns of this, that person will be kicked, and game will often continue as normal. Now, I also believe that it also involves more people than just the laggers when the game is lagging, so they are not the only reason for the lag, it is also often the distance or weak connections of the other players (or so it seems).