There should be a warning saying that you’re in a battle or an enemy is in a battle before you actually go to battle them. Like maybe put “in battle” on the button that says “battle” on it. Or if you’re in a battle put “you’re in a battle” on it. I just wasted 50 crystals because I refreshed so I could jump from 6th to 2nd (200 crystal difference in payout) but someone was already in a battle with me. Payout happened a few seconds after they ended the battle with me and I ended in 10th.
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In the time it takes to acknowledge the using crystals and clicking battle in the squad selection screen someone could have started a battle with you.
So then the complaints would be "it didn't say I was in battle so I refreshed then it said I was in battle.
to truly do this why would need to have a huge amount of server traffic and be pushing updates to all players in that screen.
Tbh, informing client app that the battle is ended will even SAVE traffic, because currently, when players dont know the state of their squad, they just keep pushing "Battle" button dozen times to enter the battle faster and save valuable seconds.
Returning the timeout for current battle will also show positive influence on traffic. As they can simply block buttons, and prevent spam of tries to enter the battle.
inbattle="1"
battletimeout="203"
converting this to network packages will make it several bytes that will save a lot of Kbytes per client.
I also think that we all understand the concept of not seeing the live state in the arena battle selection screen. There is also no automatic update to the ranking if it changes while you look at the screen. I do not see the problem of adding useful information for players to make educated decisions. There might be the problem that a ticking counter suggest an up-to-date information, but this could be handled with a simple text like this: "The info displayed in this screen might not be up-to-date!"
@Kyno: We had the discussion about the effect on traffic before (on another similar topic post) and you might recall that i disagree with you for similar reasons that @xtended2l brought forth. For a moderator you should really hold back with stating your opinions as if they were facts.
So you are suggesting this would be what the players want? To have a refresh rate slower than they can press a button? The average refresh ->press battle->"acknowledge message"-> repeat, is over 1 second to make it any faster than that would increase traffic... but I dont think players would want to wait longer. Connectivity would play more into a system like that, where someone with a slower connection could be waiting long to "stop being locked out" and then not get into a battle...
As a full time player I am also concerned about the game and its functionality. Just as you are.
I am only stating opinions, at no point did I say this cant work and here is the facts to prove it. I am sharing my understanding about the situation just as other are.
In addition to my previous image, this one will save a lot of traffic and player nerves as well:
I think it is self-explaining.
Got it for you
I see what your getting at, sorry for my misunderstanding.
The issue with this would be "is it accurate"
Not all battles take the same or even the full time. I'm not sure how you address the "player in battle" without server updates, currently it is a manual process which reduces traffic. Here would be server side which forces a base level of traffic.
Thanks
@leef: It does not have to be a case of sniping. If I end my climb close to the payout, and do not know if the person on the position is in the same payout it might be a legitimate attack. This mechanism would make it more obvious who is actively playing. Also it will help if multiple people are trying to get up to indicate that another one was faster than you were.
It would be nice if there was an indicator for all opponents with payout coming up at the end of the hour. This could also alleviate a lot of back and forth.
Regardless of who you chose to attack, it's the risk you take when refreshing just before pay-out. Changing it would make sniping easier no matter how you slice it, so i don't think it's a desirable change.
That would be fantastic, I just don't know how difficult it would be to put in place.
Sorry, i didn't mean to steal your idea, I honestly didn't read it before posting it here. But I agree with you.
I tried to collect all my thoughts here:
https://docs.google.com/spreadsheets/d/1hj8JjEM_YH9aoXR0ma4UnOkL1nONI79gZmMztLI37Z0/edit?usp=sharing
I have created a comparison table of how it should be, imo:
https://docs.google.com/spreadsheets/d/1hj8JjEM_YH9aoXR0ma4UnOkL1nONI79gZmMztLI37Z0/edit#gid=1506187983
This is the internet. If they added that there would be dozens of people intentionally sniping you to a lower payout for lolz with that added info.
I doubt it. Those people who intentionally sniped you are accountable for that and would be prone to getting sniped at their own payout as retribution. So just in the name of self-interest, most would not maliciously snipe. And those who did would learn better soon enough.
I understand your points but I still think it will have a lack of accuracy, and once you start locking out buttons that lack of accuracy can start to cost players more battles.
When you enter a bottle there is anywhere from a 10-20 second delay. I dont know if this is on my end or the server side but that could cause a discrepancy between the client and server timing.
There can also be a delay on the back end of the match if the timer runs out, that you show as locked to others.
Maybe these can all be ironed out or maybe they are built in "debounce" to account for communication and server handling. This becomes a bigger issue when you start talking about locking people out of being able to press the button.
It's all speculation on the difficulty but it does make for a lot of background work just to make it viable. Just to replace the "simple" push to check button we have now.
On a side note, there is also elements of strategy and gameplay to this that are just as useful to over come the situation you describe. It's in part a big game of chicken at PO, knowing you opponent and how quick you can beat them, waiting to the last second to attack or lock someone else.....
Players can push update button anyway, if they do not trust automatic update from the server...
I am using these strategies everyday btw... I forgot about this aspect))) Can't say its fair though, but I play this chicken game beter than opponents in my shard))