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[ 8 posts ] |
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ExSeaD
Joined: Sat Oct 16, 2010 2:43 pm Posts: 494
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Currently this game works off the browser, this allows people to farm others until Dan made the page refresh. The problem I have with this browser based game is it takes time to load whenever you switch to legion tab or trade tab. What I suggest is to change the GUI format to a flash based; reducing the loading time for certain things like switching to different tabs or opening a mission.
_________________ No surrender.
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Fri Nov 04, 2011 3:39 pm |
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Vette
Joined: Thu Jul 14, 2011 6:41 pm Posts: 768
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-1
Flash is not the way to go for a very large list of reasons. If you're having slow connection problems, you should check your internet because it's not the game. On average, I can't even say "One" before it's loaded the whole game from the Facebook homepage.
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Fri Nov 04, 2011 8:35 pm |
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ODragon
Joined: Fri Jun 25, 2010 1:16 am Posts: 3824
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Vette wrote: -1
Flash is not the way to go for a very large list of reasons. If you're having slow connection problems, you should check your internet because it's not the game. On average, I can't even say "One" before it's loaded the whole game from the Facebook homepage. I can agree with your flash comment, I will disagree with your speed. I'm on high speed ethernet via my work account and the can just runs slow. Even when you are on and active, the game won't register what people are doing to you. I watched someone disable me because unless I collected resources, it didn't show my shields decreasing. The game needs refresh buttons in multiple spots to help with some of the problems.
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Fri Nov 04, 2011 8:53 pm |
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Vette
Joined: Thu Jul 14, 2011 6:41 pm Posts: 768
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ODragon wrote: Vette wrote: -1
Flash is not the way to go for a very large list of reasons. If you're having slow connection problems, you should check your internet because it's not the game. On average, I can't even say "One" before it's loaded the whole game from the Facebook homepage. I can agree with your flash comment, I will disagree with your speed. I'm on high speed ethernet via my work account and the can just runs slow. Even when you are on and active, the game won't register what people are doing to you. I watched someone disable me because unless I collected resources, it didn't show my shields decreasing. The game needs refresh buttons in multiple spots to help with some of the problems. Normally, at least as has been the case from what I've seen, whenever you click just about anything it refreshes. I mean, I've seen a trap go off or seen shield start to go down a little and I catch it and can wait and reapply traps to keep them up and repair if needed. The game does lag often times though, so that is true. But, talking about when it's at its average rate, that's the speed I'm talking about. For what it's worth, I'm also on ethernet and have 45up/45down mb speeds
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Fri Nov 04, 2011 8:57 pm |
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wolfprince01
Joined: Sun Sep 19, 2010 6:52 am Posts: 448
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ODragon wrote: I can agree with your flash comment, I will disagree with your speed. I'm on high speed ethernet via my work account and the can just runs slow.
Even when you are on and active, the game won't register what people are doing to you. I watched someone disable me because unless I collected resources, it didn't show my shields decreasing.
The game needs refresh buttons in multiple spots to help with some of the problems. I have a slower internet and it still loads in about 1-2 sec. Is it a work computer your on? Most places I worked at go for the $100-$300 pos computers. Most company's have extra firewall to there internet , this can slow everything down.
_________________ Take the Magic: The Gathering 'What Color Are You?' Quiz.Never argue with an idiot - they'll bring you down to their level then beat you with experience.
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Fri Nov 04, 2011 9:55 pm |
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Lone.Lycan
Joined: Wed Nov 10, 2010 2:44 am Posts: 3751
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ODragon wrote: Even when you are on and active, the game won't register what people are doing to you. I watched someone disable me because unless I collected resources, it didn't show my shields decreasing.
The game needs refresh buttons in multiple spots to help with some of the problems. if there were manual refresh buttons people would click them repeatedly increasing the server load... a more frequent refresh might be needed, but not one that is put into the hands of the gamer..... ...if you want a manual refresh, sit there at your computer buying and selling 1 dynite repeatedly... sure you'll lose a few thousand credits throughout the day, but what's a few thousand credits anyway
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Sat Nov 05, 2011 1:01 am |
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Matress_of_evil
Joined: Thu Jun 17, 2010 11:45 am Posts: 778
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Ideally, the game would have a mini-refresh that happened every couple of seconds. It wouldn't refresh the entire game like it currently does, it would just update stats, display popups, and the ship's log. This could allow for more interesting game effects too. Imagine having realtime shield recharges. I currently gain 206.95 shields per tick, which is every 42 seconds with my current modules. With a realtime shield recharge, I could get 3.44 shields per second instead. The existing shield recharge modules could then be rejigged to increase the amount of shields gained per tick by set amounts then. Of course this could result in a huge server drain. But we can dream... 
_________________"Anyone without a sense of humour is truly at the mercy of the rest of us." My folding@home stats  
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Sat Nov 05, 2011 10:02 am |
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Lone.Lycan
Joined: Wed Nov 10, 2010 2:44 am Posts: 3751
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a quick check to a server-side "dirty" flag every 5-10 seconds could probably be done
as for a realtime (per-second style) shield recharge.. that could be taken even a step further... realtime production... the "build a city, conquer the world" style games do realtime production...
the best i can figure is that for the visible effect, it's calculated client side per second for the visible effect, but calculated server side as needed... pretty easy to do... just need to know a value (like the last time your shields were hit), the date/time of that value, and the rate of increase
client-side it's mostly for the visible effect and so it doesn't have to keep querying the server... server-side if something happens to that value (like someone hits your shields), the dirty flag is set, the current value is calculated, it is capped if it exceeds cap, and then it is reduced by the amount of damage sustained...
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Officer Namba1 of The Unknown, Lv.666+ Dark Smuggler

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Sat Nov 05, 2011 4:43 pm |
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