
Dec 22 2009, 11:57 PM
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Join Date: Oct 17 2009
Posts: 3
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Quote:
Originally Posted by Cow Cavrone
Folks (SlashKey.)
The new release 'speed' is just plain god-awful. Let me clarify: The bigger the farm is, the exponentially larger the time factor becomes. I love your game, don't get me wrong...but users (especially those with dual farms) can't be wasting an hour of their time trying to get their farms harvested, plowed and seeded. (especially when it took @15 minutes before.)
To be fair, I understand the reason 'why' you made the changes. The collisions were annoying to be sure. However the current solution, while seemingly effective, may not have been the most optimal approach.
TECHNICAL SUGGESTIONS:
1) Consider limiting the number of hires per harvest /plow events. Keep in mind, each hire is an entire 'dedicated thread' on the server, which has to reconcile an independent instance of your farm's display and updated data status. So, 5 hires Plus you.. equals 6 instances of your farm to appease the working group's sense of status and progress during the job. The LESS threads you burden the server (especially at presentation layer) , the BETTER the traffic responses (I.e Server requests for updates) If I am wrong about this , please accept my apologies.
2) The random order of clicks on a field might impact the arrays that index the events. To be sure, more than one hire on the farm will cause havoc regarding collisions, Note: the bug is a symptom of the server trying to decide precedence between two simultaneous inputs (i.e two plow events in the same space and/or at the same time. Hint (You would never have that problem if you only had one hire on the job) . SO you can see why your current release doesn't necessarily rank efficient in resolving this bug.
3) Granted, what fun is only one hire...and since the time duration of farming is driven by amount of labor...were back to the "Black hole" of user time. In that respect, your new release does indeed maintain the benefit of multiple hires...thus sustains the fun. So here is my suggestion:
Like you did for the farm owner's harvesting, plowing and seeding... Consider increasing a hire's harvest and plow tool to 4 or greater plots per click event. Therein lies your balance and the reduction of collisions. The manner in which you have currently designed your cursor's highlight feature (when hovered over a set of plots), appears to inherently help the players avoid collisions. (You 'have' to hover precisely over a section and wait for the yellow to light up) This method 'controls' the player's 'click ahead' and yet affords the 'click ahead' to be used.
Just my 2 bytes
Grant (Cow Cavrone) Lvl 60
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Wow you have some great ideas...hope they listen. I have ofter wondered why we couldn't harv. like 4 plots at a time and plow 4 plots for other people like we can on our farms. love the ideas...
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