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  1. #1
    Unregistered Guest
    Game can remember who I have thrown a pie at so why cant it remember who I have attacked ??

  2. #2
    Unregistered Guest
    There much fewer Sexy rank 1 players then Moe ranks 1 players (Around 150 players rank 1 sexy players) to get 60 kills per hour you need to find youself in 60 sek and press attack. On avarage you need 12 refresh to find youself - is 12 refresh in 60 sek is that imposible?? There are 3-5 times more Moe players so it would be hard to do for a moe player.

    All the top player are sexy rank 1 players.

    I tested by making same deck as one of the top players - I got 1 defence win in 30 min he had 30 defence wins in same 30 min ????? How can this be posible ?????

  3. #3

    Join Date
    Jul 2015
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    Quote Originally Posted by Unregistered View Post
    Game can remember who I have thrown a pie at so why cant it remember who I have attacked ??
    Because remembering something is not caching.
    Caching is keeping that data it remembers floating on memory (or any fast-access space) so you don't have to spend the resources it takes to go fetch that data from the database it remembers it in

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    Quote Originally Posted by YoshiEnVerde View Post
    Because remembering something is not caching.
    Caching is keeping that data it remembers floating on memory (or any fast-access space) so you don't have to spend the resources it takes to go fetch that data from the database it remembers it in
    Virtual servers work in a simple way:
    You keep your data in one server (or set of servers), and your logic in another server (or set of virtual servers like in this case).
    That's what allows a hundred virtual servers to work at the same time: They all share the same data space.

    Caching is used to avoid the need of accesing that shared data space as much as posible (as using local data will always be faster than asking for data from the data space).
    As such, distributed caching becomes a big nightmare.

    The virtual servers are pretty much a huge set of small pieces of code, with no state being saved between request and request.
    The virtual servers do one simple thing: Recieve a Request -> Process It -> Ask Data Space for Needed Data -> Return Response to App.
    They don't remember who you pied, unless they ask the data space for that info.
    Making an algorithm that filters certain players based on time since you attacked them means multiplying the complexity (and cost) of the search service by at least 3 or 4 times, and it's quite slow already (anything that takes lapses in the range of seconds is considered glacial in web services)

    - - - Updated - - -

    Quote Originally Posted by Unregistered View Post
    There much fewer Sexy rank 1 players then Moe ranks 1 players (Around 150 players rank 1 sexy players) to get 60 kills per hour you need to find youself in 60 sek and press attack. On avarage you need 12 refresh to find youself - is 12 refresh in 60 sek is that imposible?? There are 3-5 times more Moe players so it would be hard to do for a moe player.

    All the top player are sexy rank 1 players.

    I tested by making same deck as one of the top players - I got 1 defence win in 30 min he had 30 defence wins in same 30 min ????? How can this be posible ?????
    It's not the 12 refresh per minute that is a problem, it's refreshing and checking your name isn't there, which takes cognitive action beyond the reactive action of clicking over and over.
    Also, we're not talking about 60 kills per hour. We're talking about 100 to 200 kills per hour (top5 players rake in def counts of 300 to 400 in 2 to 3 hs). That's 20 to 30 seconds per attack, meaning 12 refreshes in 2 that time, or 1.5 to 2.5 seconds to refresh and check the names.

    The request for names alone takes more than 1.5 seconds, and I've lost count of how many times I realized the opponent I was looking for was one of the six displayed after I had clicked refresh.
    PPS ID: 853603 (YoshiEnVerde)
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