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  1. #1
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    Quote Originally Posted by YoshiEnVerde View Post
    Because to get 240~360 def wins in 3hs (as top5 was doing), you would need to run at least 25 to 40 alt accounts. And, while you can search for yoursel quite well with one or two alts, having 40 of them find you in 10 minutes or less, at the same time? That's just insane
    Ranking list is not updated all the time so there can be jumps but I have not seem players getting more 60 def wins per hour - I an account can give 6 wins per hour so 10 alt accounts is all that is needed to become first. Even the player who became no. 1 in first half only got like 600 def wins per day. With 2-3 computer that is doable if you play 10-12 hours per day and have 10-20 alts.
    If you have 2-3 computers it is even easyer to run many alt. We got 11000+ account in this event so I am cetain there are a few crasy people who would do just that.

  2. #2
    You don't need a bunch of computers, just different browsers installed. Nutaku games are browser based, after all.

  3. #3
    Unregistered Guest
    2 computer with 6 browers on each then you locked into all 12 accounts at same time - I am not going to test this but sound easy - If some people are willing to spend 2000$ to win an event they might be willing it install 6 browers too...

    If players could only attack each other player once per day problem solved. Cant be too hard to code it so server remember who attacked who.

  4. #4

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    Quote Originally Posted by Unregistered View Post
    2 computer with 6 browers on each then you locked into all 12 accounts at same time - I am not going to test this but sound easy - If some people are willing to spend 2000$ to win an event they might be willing it install 6 browers too...

    If players could only attack each other player once per day problem solved. Cant be too hard to code it so server remember who attacked who.
    The hard part isn't in having 12 accounts open at the same time. I don't even need 2 computers for those.
    The problem is in effectively attacking yourself with those 12 accounts at the same time.

    You haven't even tried finding yourself from an alt account, have you?
    You have to keep clicking the update button (which, by the way, actually takes a second or two to refresh the page) until one of the six names is your main account. That's sifting through more than 200 players until you find the exact match.
    Sometimes, you get it in the first update or two. Sometimes it takes over 30 updates.
    What is fact, is that you can't do it more than a few times every 5 minutes.

    Let's say you have good luck, and you always manage to do all three attacks in 3 minutes. That means you have to do that 12 times in 10 minutes (time it takes to regen the 2 focus you last used). That's 36 minutes there.

    It doesn't matter how many alt accounts you open at the same time, you only have two hands (up to two mice in use) and one brain (look and process one screen at the time).
    Even if you were capable of multitasking this for more than one screen at a time, you're still limited by your two hands.
    And that doesn't even take into account time spent just switching between accounts (even if it's only a couple seconds for ALT+TAB to render another browser in the screen).

    Just throwing puddings to the alt account is easier and faster.
    PPS ID: 853603 (YoshiEnVerde)
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  5. #5
    I'd say the best fix specifically to this event, is to limit or completely eliminate refreshing opponents. The simplest implementation that pops into my head for them to do this is to just have the server cache the results a player gets for each possible query type, and clear them when the player attacks. There aren't enough players that the size of the cache will be much of a problem (and of course the second i post, i think of something simpler, and requires you to cache even less information). All being said, they probably won't implement something like that, but it would close pretty much all of the cheap and easy loopholes with this particular event.

  6. #6

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    Quote Originally Posted by xero View Post
    I'd say the best fix specifically to this event, is to limit or completely eliminate refreshing opponents. The simplest implementation that pops into my head for them to do this is to just have the server cache the results a player gets for each possible query type, and clear them when the player attacks. There aren't enough players that the size of the cache will be much of a problem (and of course the second i post, i think of something simpler, and requires you to cache even less information). All being said, they probably won't implement something like that, but it would close pretty much all of the cheap and easy loopholes with this particular event.
    You're making a basic mistake here, thinking there's only one server involved. Nutaku manages the server load with services from Amazon AWS, so there's actually dozens of virtual servers being spun up and down all the time (Meh, all the time being a relative term for those that know how virtual servers are instanced and spun)
    PPS ID: 853603 (YoshiEnVerde)
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  7. #7
    I'm not making a mistake per say, i'm just not taking into account their environment, even if they are in AWS and dynamically scaling and all that jazz, the simplest solution is still the same. There's just some additional wrinkles due to things like logical physical hardware mappings, replication, and other wonderful software "wacky-ry" that will complicate things a bit.

    The cache can be distributed. Sharding it on say... user hash would do the trick, the hash mapping to a virtual node so that physical nodes can be expanded collapsed, and replaced underneath through some sort of magical re-balance/re-shard operation. They probably don't need to dynamically scale for this deployment. I wouldn't be surprised if its still setup to do so, since its pretty common for web based games, having a couple under their belt already they probably design to make it possible to scale as a matter of standard procedure at this point... (its a good feature to have available incase your player base suddenly explodes, or dwindles... which of course it does naturally over the course of each and every day)

    Basically I was assuming they have storage/cache that is reliable and available for each player, and i'd say that's pretty reasonable. considering you have an inventory, stamina and life counters, cards, and many other things stored/cached that are specific to you, just tack the results from the query on to the end of that. =)
    Last edited by xero; 07-25-2015 at 08:42 AM.

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