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 Multiattack button 
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Joined: Fri Jan 28, 2011 5:55 am
Posts: 102
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Combat takes a long time because you can only take tiny, 5 energy steps, and each one has to travel from your computer to the server, be processed, and go back to your browser before you can take the next. Therefore it would save both user time and system bandwidth if there were a way to submit multiple attack requests at a time.

Let me explain what I mean by this. Imagine the attack function is something like this:

attack() {
if(defender hull > 0 AND attacker hull > 10%) then {
deduct 5 energy from attacker
calculate and deal damage to defender
calculate and deal damage to attacker
} else do nothing
}

Now imagine adding a new button next to any attack button that simply says "x5" or "x10" or some other appropriate number X. That button will call this function:

multiattack() {
for i = 1 to X {
attack()
}
}

The update of the client takes the sum of all the successful attacks and sends them in one packet, rather than five or ten. Since it still calls the attack() function, it still acts like you pressed the normal attack button multiple times, including stopping if either side can no longer fight. So even if an enemy dies with three hits, hitting it with a x5 button will only take 15 energy, but it will take less time.

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Thu Jun 26, 2014 8:14 pm
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Joined: Thu Apr 24, 2014 3:57 pm
Posts: 423
Location: England
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A really good idea, but this has been suggested time and time again, on threads several months or even years old. It isn't a major problem, more of a convenience for NPCers and a few of the stronger PvPers. Don't expect it to come out any time soon.

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Thu Jun 26, 2014 8:30 pm
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Joined: Fri Jan 28, 2011 5:55 am
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Does Dan realize that this sort of thing would reduce server loads? I would think that would be important to him.

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Thu Jun 26, 2014 10:09 pm
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Joined: Thu Apr 24, 2014 3:57 pm
Posts: 423
Location: England
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With the various faults already in the game, the decline rate for the amount of players is steadily dropping. IF I was Dan, my first priority would be longevity, keep the game going. I have never really experienced any major server lag, outside of my own rubbish connection. I would assume, it doesn't affect too many of us, because if it was a massive problem, Dan would fix it. Just my thoughts on the matter, a lot expanded from previous arguments.

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Thu Jun 26, 2014 10:14 pm
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Joined: Fri Jun 25, 2010 1:16 am
Posts: 3824
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3Davideo wrote:
Does Dan realize that this sort of thing would reduce server loads? I would think that would be important to him.

Actually, I think it is more of an issue of keeping mobile player from playing well.


Thu Jun 26, 2014 11:01 pm
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ODragon wrote:
3Davideo wrote:
Does Dan realize that this sort of thing would reduce server loads? I would think that would be important to him.

Actually, I think it is more of an issue of keeping mobile player from playing well.


Good point, mobile devices are harder to repeatedly click on.

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Thu Jun 26, 2014 11:05 pm
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Joined: Mon Apr 25, 2011 2:37 am
Posts: 2637
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Yes! I never pvp from my phone and hunting elites takes forever.
+1

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Fri Jun 27, 2014 6:11 am
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