DeletedUser23365
Thanks for the great advice as always.
... it would be nice to see a response from an admin to give us some hope. Glad to see the facebook video showing they are going to put a little effort into it.
Guess what happens for Walmarts when demand significantly exceeds supply? Also, some businesses think of other alternatives when faced with frustrated customers, especially when it causes a fall in purchasing their merchandise - diamonds. So take the shields off all day long or put them on for only 12 hours; and clear the maps monthly - but do something if not increasing server capacity -- oh yeah, and we have space in cities for 2 more settlements let do that to mess up GVG -- and ironic; because they said on InnoGamesTV December they were going to address GVG.What I can't understand is why everybody thinks there should be no lag when literally every serious GvG player goes there at the same time pretty much every single day. That is literally like going to Walmart on Black Friday when it opens and expecting there to be no lines. The logical and simplest fix for GvG lag is to spread out the usage over the whole day instead of all within 30 minutes. I have never experienced lag in GvG, but that's because I never go there near recalc.
Honestly, do you expect Inno to invest in enough bandwidth/server capacity for the whole day when most of it will only be used for 30 minutes? That's just economic folly and no company interested in the bottom line at all would do that. Nor would an intelligent customer expect them to. When I go to any store and there aren't enough cashiers, I understand the economic reason for that. If I don't want to stand in huge lines, I go at off peak hours. Same principle here.
*3 years from diamond purchase for account - people complained so it was extended. And if they log into the forums then it's still counted as active.and the worlds which others tried or accidentally clicked on and have not played in a year... there some server space.
I seriously doubt that inactive accounts are contributing to lag at recalc. Kind of like cars in salvage yards don't contribute to road congestion, ya know?There are 8500+ pages of members in E-N world; so probably about 5000 x 10 x 20 players that could be removed for servers if InnoGames would delete those that have not played in a year (as they said they would do about 6 months ago); and the worlds which others tried or accidentally clicked on and have not played in a year... there some server space.
You can hardly compare Walmart opening additional checkout lanes when more people want to PAY for stuff to a drain pipe backing up because it's rains too hard. Now that settlements have been introduced, it doesn't matter how many cultures are introduced, each city can only have one active Settlement at a time.Guess what happens for Walmarts when demand significantly exceeds supply? Also, some businesses think of other alternatives when faced with frustrated customers, especially when it causes a fall in purchasing their merchandise - diamonds. So take the shields off all day long or put them on for only 12 hours; and clear the maps monthly - but do something if not increasing server capacity -- oh yeah, and we have space in cities for 2 more settlements let do that to mess up GVG -- and ironic; because they said on InnoGamesTV December they were going to address GVG.
The problem with lag at recalc is recalc. The number of inactive worlds on the server have nothing to do with the GvG issue. Dead cities aren't playing GvG resulting in BANDWIDTH issues and bandwidth issues can happen at any point between your computer and the server.There are 8500+ pages of members in E-N world; so probably about 5000 x 10 x 20 players that could be removed for servers if InnoGames would delete those that have not played in a year (as they said they would do about 6 months ago); and the worlds which others tried or accidentally clicked on and have not played in a year... there some server space.
There are 8500+ pages of members in E-N world; so probably about 5000 x 10 x 20 players that could be removed for servers if InnoGames would delete those that have not played in a year (as they said they would do about 6 months ago); and the worlds which others tried or accidentally clicked on and have not played in a year... there some server space.
IDK the last ingame mod who told me to post here since they had no control over it and the game developers read the forums religiously.. You obviously are continuing the btch and moan session when I said I am not going to pick apart everyones comments and argue back and forth. I asked for suggestions for a fix and you are continuing to restart it.That's funny. Where did you get the idea that Inno administrators respond on this forum to whiners (or anyone else)? Why would anyone at Inno want to take time away from working on the game to oversee what'd be merely a b!tch & moan session.
And if they did, why in the world would you think it'd give you "some hope" & you'd perhaps stop whining? You just looked at the recent facebook video that talks about GvG, yet you still currently profess no hope + a keen desire to continue whining.
The only forum that this might be true of is the Beta forum, not this one. This is why we have the Proposal process and sub-forum.IDK the last ingame mod who told me to post here since they had no control over it and the game developers read the forums religiously.
I really think changing the defense armies' boosts to include an era-appropriate base along with the guild support pool numbers, and changing the AI program that controls them to the same as the C-Map would go a long way to alleviate the issue. The idea behind it is that it would slow down the fighting considerably by forcing more players to manually battle instead of auto. This will help spread out the load on the bandwidth. In fact, it would also change GvG into a real fighting feature rather than what it is now, which is a high-level attack GB/Rogue army slugfest that depends mostly on who can click the fastest. No real fighting ability is needed at all now. I mean, when your siege army can disappear in less than 10 seconds, how much actual fighting is going on? None, that's how much.Back to ideas on how to fix the issue?
I think it would, but I think approaching it from the aspect of making it more playable to manually battle as opposed to auto battling would be more effective than merely deleting the auto battle button.So do you think getting rid of Autobattle option would show a significant improvement?
Well, my idea isn't to delete the auto button, but to modify the defense boosts and the AI that controls it to make it less beatable on auto. The auto button would still be there with my suggestion, but it would be less likely to be used since the battle would be more competitive than it is currently. And the back and forth between server and player device would be more spread out with manual fighting than with auto. There would probably be a lot of GvGers opposed to my idea, because many of them have developed their cities to maximize the benefit of auto battling GvG. But if the choice is between lag and battling manually, to me that's a no brainer.Well everyone will continue to use the auto button until its deleted. If the auto button would be deleted then making troop availability better to speed up manual fighting a little (not showing injured troops option, only showing certain age troops after reloading when fighting in AA option, only showing 8 max per troop at a time, etc) Now will loading manual fight create a new mass lag issue if everyone starts using this feature again? I am sure people will say they are certain it will but obviously we wont know unless it was implemented and we would have to go through the entire process again. If only we had a developer here to answer questions... But I forgot we mean nothing to Inno on this forum.