I think I'm done with PVP

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Comments

  • Pinko_McFly
    Pinko_McFly Posts: 282 Mover and Shaker
    simonsez wrote:
    And your opinion is informed by your extensive experience with network architecture and server loads?

    And your comment about the skip button shows you still don't understand how this works. The skip button is only hitting the server 10-15% of the times you press it. It's queuing and caching 6 or 8 targets at once. Which is precisely the reason why every 2 days we have to see a post identical to the one that began this thread.

    I assume my experience is a vast as yours since you didn't actually offer any insight as to what would be so problematic. I have enough experience working with servers to know what is a simple request to the server. Event ID, Player ID, Opponent ID and token for verifying the response. Server runs a simple query ( I can provide pseudo code for you if you like) and sends back the user's point total and response token.
    No I was not aware of how the skip worked. Hopefully you can realize that getting the user IDs, characters, character levels, character power-sets and event point totals for 6-8 people is a bit of a bigger request than what I was framing in the refresh suggestion (hint: it is). I'd say that is a good call on their part, but doesn't answer why they refuse to address the stale point totals.

    To everyone else, I realize this would not be as useful in the bloodbath that is top end play. Not everyone is there and based on how I do in PVP, I'd say at least 80% of the players finish below 800 points. If I stay unshielded anywhere in the 500-800 range overnite, I awake to a loss and when I go for a 64 point retaliation, I'd like it to at least be worth 64 points when I start the match. The varying points will go on until they figure out a better way to do PVP scoring, until then, people will keep offering suggestions on what they think will work. Read another post if this bothers you.
  • simonsez
    simonsez Posts: 4,663 Chairperson of the Boards
    I assume my experience is a vast as yours since you didn't actually offer any insight as to what would be so problematic.
    Not my job to offer insight on this, chief. That's the job of the devs, if they choose to do so. So unless and until they decide to divulge proprietary info concerning their network setups, I'll choose to believe them when they say real-time score updates would kill the servers. They don't need to lie about this. They've had no problem in the past simply saying "it's not a priority" to things we'd like to see. They don't need to make up fake excuses.
  • Pinko_McFly
    Pinko_McFly Posts: 282 Mover and Shaker
    It isn't the size of the request that is an issue, but the number of requests. A queue is (presumably) a tiny set of data. A digital flyspeck (darn well ought to be anyway.) It should take hundreds if not thousands of them to add up to a sizable request in terms of network resources (say, the equivalent of serving a web page).

    Valid point, but I will argue that the size is important in how quick the resources get cleared up. These servers should be set up to handle at minimum every average active user finishing a match at the same time and hitting the server for their results, ideally it should be set up to handle more.

    There are other ways such a refresh could be limited, once per node, not available until its 5 minutes stale. At this point your best get is to find a new node and attack (which violates the etiquette thread).

    And if the first PVP turned into an Ultron level debacle during the last 3 hours of every slice, turn it off.