Reconnection Service

Alatortilla
Alatortilla Posts: 17 Just Dropped In
I've lost so many points for myself and our coalition due to ingame bugs and freezing, and having to restart the application.

-PROBLEM:

The game crashes a lot. This is an issue because of the time limited events with limited attempts.

-SOLUTION:

I propose an incorporated reconnection function like other online games have. Whether the the game crashes, freezes, or if you just accidently close the application, you could easily connect back to the match you were in.

Comments

  • octal9
    octal9 Posts: 593 Critical Contributor
    unfortunately the match is stored locally.

    it would be nice if they created a local database that saved the current match's state - they could utilize their shiny new battle log to restore a crashed match.
  • Muche
    Muche Posts: 57 Match Maker
    If the battle log internally stores only the information that it displays, then it's not enough to restore the match state yet.
    It would need to have additional information - spell targets (buffs in particular), cards in hand and library (due to selective fetches such as Seek the Wilds), all gems of battlefield (so it's not possible to intentionally crash the app to get better board).
  • AngelForge
    AngelForge Posts: 325 Mover and Shaker
    But why does it constantly check the internet connection when the game is stored on the device?
    And also, doesn't storing all that information on the device make it easy to change it (easy to cheat)?
  • octal9
    octal9 Posts: 593 Critical Contributor
    AngelForge wrote:
    But why does it constantly check the internet connection when the game is stored on the device?
    I'm not sure what the reason for the heartbeat is. But the match3 logic is 100% local, which brings us to:
    AngelForge wrote:
    And also, doesn't storing all that information on the device make it easy to change it (easy to cheat)?
    Yes.
  • AngelForge
    AngelForge Posts: 325 Mover and Shaker
    octal9 wrote:
    AngelForge wrote:
    But why does it constantly check the internet connection when the game is stored on the device?
    I'm not sure what the reason for the heartbeat is. But the match3 logic is 100% local, which brings us to:
    AngelForge wrote:
    And also, doesn't storing all that information on the device make it easy to change it (easy to cheat)?
    Yes.

    Thank you for that information. icon_e_smile.gif

    But I'm kind of shocked. So, there is the answer to when "The cheating will ever end".
    Never, if that is not changed, right?
  • THEMAGICkMAN
    THEMAGICkMAN Posts: 697 Critical Contributor
    AngelForge wrote:
    octal9 wrote:
    AngelForge wrote:
    But why does it constantly check the internet connection when the game is stored on the device?
    I'm not sure what the reason for the heartbeat is. But the match3 logic is 100% local, which brings us to:
    AngelForge wrote:
    And also, doesn't storing all that information on the device make it easy to change it (easy to cheat)?
    Yes.

    Thank you for that information. icon_e_smile.gif

    But I'm kind of shocked. So, there is the answer to when "The cheating will ever end".
    Never, if that is not changed, right?

    Some say that the battle log was introduced for that reason, but Octal9 is the expert here.
  • octal9
    octal9 Posts: 593 Critical Contributor
    AngelForge wrote:
    Thank you for that information. icon_e_smile.gif

    But I'm kind of shocked. So, there is the answer to when "The cheating will ever end".
    Never, if that is not changed, right?
    No problem.

    The current hacked APK has been brought about by a single person; if Hibernum manages to break what he's doing, that will stem the tide for a bit. But that won't solve it completely - I fear the only way to do that is to move to a server authority model, and that will require a) a game rewrite and b) much more hardware on their side of things. I don't think it'll happen. There may be a way for them to simply utilize that heartbeat validate game triggers? I don't know - would be cheaper than running the full match3 server side though.
    Some say that the battle log was introduced for that reason, but Octal9 is the expert here.
    To be 100% clear, cryptography/security is my weakest point. If there's no way to encrypt the battle log before sending it off then there's no way for it to be used (because there's no way you can't ensure it wasn't tampered with).