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Game Logs Delayed By An Hour Is Too Long!


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#21 Bilbo

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Posted 25 October 2016 - 02:27 PM

View PostchucklesMuch, on 25 October 2016 - 02:16 PM, said:

The only one that I wanted to check was killing/kkmd a huntsman... as I don't always pay much attention to green? notification words that appear on screen during the game when in the middle of a fight.

Whether you killed one isn't that hard to determine. Whether you did the most damage might be difficult, I guess.

#22 chucklesMuch

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Posted 25 October 2016 - 06:17 PM

View PostBilbo, on 25 October 2016 - 02:27 PM, said:

Whether you killed one isn't that hard to determine. Whether you did the most damage might be difficult, I guess.


1 v 1 - sure np. And I probably should more often but when there are multiple red and or multiple blue all firing at each other, especially when there is a delay in notification (and no coms calling targets). I don't always know, my focus is their avatar doll (what is damaged), humanoid or other shape and trying to shield what ever part(s) my mech are damaged. (maybe its just not a memorable mech shape to me yet)
Have had a number of games where I dont recall seeing let alone engaging huntsman... yet i have the kill/kmdd for it.

Edited by chucklesMuch, 25 October 2016 - 06:18 PM.


#23 Rhialto

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Posted 25 October 2016 - 06:56 PM

Question is why they had to go as long as 1 hour?

PGI, are you reading?

#24 jss78

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Posted 25 October 2016 - 11:12 PM

It's mildly annoying. On weekdays, I might get a very short playing window. So during this event I might want to quickly do my match-score total >=500 games, within the half an hour or so that I've got.

In practice I take a pencil and write down my match scores and calculate the sum, and stop when I'm done.

I'd like it very much if the client kept some kind of a record of past games. Say during current day or session, you could go back to see the result screens, like in World of Warships.

#25 Rhialto

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Posted 26 October 2016 - 05:13 AM

There is no reason going from 15 to a full hour, it's called regression while it should be the opposite, going from 15 to shorter as they fine tune the code and improve the hardware.

I can understand though testing from 15 to 30 a few times to see how it improves and what impact it gives in the end then work on improving to get back to 15 but from 15 to 30 then a full hour? No. What's their plan now, leave it this way all the time or they are working to improve this? We don't know.

#26 Alexander Garden

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Posted 26 October 2016 - 09:35 AM

I know the hourly update is a bit of a drag coming off previous Loot Bag events where the periodicity was ~15 minutes, but the hourly update for this Event is a necessity to ensure the database servers aren't overly stressed. There are a lot of distinct event challenges running simultaneously right now, more so than past events of a similar nature, and with all those events running simultaneously we need to space out the updates a bit more than usual.

#27 Rhialto

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Posted 26 October 2016 - 10:41 AM

View PostAlexander Garden, on 26 October 2016 - 09:35 AM, said:

and with all those events running simultaneously we need to space out the updates a bit more than usual.

Well Sir, thank you very much for this information. "than usual" let me believe it will revert back to shorter time in the future.

I was also thinking one of the reason could be about all the new data you pick up Russ was talking about recently which let you do more with events, even some weird one like "The Flea" Posted Image





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