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20 Mar 2007, 19:21
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#1
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Registered User
Join Date: Nov 2005
Posts: 846
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ticks?
how the hell is it possible that it take almost 2min for the damn ticker to turn?
dont come with that its a lot to load every tick cos its bs, pa is a little noobgame nowadays :/
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20 Mar 2007, 19:28
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#2
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Insomniac
Join Date: May 2003
Posts: 3,583
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Re: ticks?
Were you a coder you would understand that certain operations take x milliseconds to perform, and they all add up in the end.
sql queries in particular
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20 Mar 2007, 20:14
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#3
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Registered User
Join Date: Nov 2005
Posts: 846
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Re: ticks?
Quote:
Originally Posted by Phil^
Were you a coder you would understand that certain operations take x milliseconds to perform, and they all add up in the end.
sql queries in particular
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so a tick took 10 times longer then it was 15k players or erm 100 times longer at pa's peak?
i would say the coders suck atm to even think its an vaild option to have a shitcode around
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20 Mar 2007, 20:23
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#4
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Banned
Join Date: Feb 2006
Location: no where near you
Posts: 177
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Re: ticks?
ticks used to take ages back in the day
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Gimmick xxx
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20 Mar 2007, 20:27
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#5
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Insomniac
Join Date: May 2003
Posts: 3,583
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Re: ticks?
Quote:
Originally Posted by robban1
so a tick took 10 times longer then it was 15k players or erm 100 times longer at pa's peak?
i would say the coders suck atm to even think its an vaild option to have a shitcode around
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back at pa's peak there were several servers working in parallel on the tick, a different ( compiled ) language as opposed to an interpreted one these days, and a different database engine; not to mention a far more simplified ticking algorithm with less to do and less data to retrieve in order to process each planet.
Its not as simple as you would like to think
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20 Mar 2007, 20:28
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#6
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Registered User
Join Date: Nov 2005
Posts: 846
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Re: ticks?
Quote:
Originally Posted by Gimmick
ticks used to take ages back in the day
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a vw beetle had an aircooled boxer-engine with 36 hp in the past, somehow i dont think the present cars have that anymore
but hey, it worked as a charm it was only a bit slow, yay
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20 Mar 2007, 20:31
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#7
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Registered User
Join Date: Nov 2005
Posts: 846
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Re: ticks?
Quote:
Originally Posted by Phil^
back at pa's peak there were several servers working in parallel on the tick, a different ( compiled ) language as opposed to an interpreted one these days, and a different database engine; not to mention a far more simplified ticking algorithm with less to do and less data to retrieve in order to process each planet.
Its not as simple as you would like to think
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well for a decent coder its easy but well, decent ones doesnt got time for a dieing game i guess
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20 Mar 2007, 20:56
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#8
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Insomniac
Join Date: May 2003
Posts: 3,583
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Re: ticks?
The day you ever become such a coder, you will be qualified to pass judgement.
Of course if you ever became a decent coder you know know that code quality simply isnt the issue here.
the major bottleneck here will be the sql server; particularly the having to retrieve data from the database and then store it again after working on it.
Simple computation and interpretation of the scripts is trivial next to that
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20 Mar 2007, 21:20
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#9
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Registered User
Join Date: Nov 2006
Posts: 46
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Re: ticks?
at the end of th day why is 2 mins a big deal?
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20 Mar 2007, 22:10
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#10
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Bavarian Barbarian
Join Date: Feb 2005
Location: Bayern! Wos sunst?
Posts: 235
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Re: ticks?
Quote:
Originally Posted by Juffled
at the end of th day why is 2 mins a big deal?
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Because some people are just searching for things to complain about, thats all.
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20 Mar 2007, 22:40
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#11
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Registered User
Join Date: Dec 2006
Posts: 39
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Re: ticks?
2 mins out of tick of 15 mins is a LONG LONG time.
Especially as normal ticks (without the havoc) are way faster and there should be less to calculate also..
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21 Mar 2007, 00:05
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#12
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The BOFH
Join Date: Mar 2001
Posts: 463
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Re: ticks?
It would be nice if the ticker was faster, but I believe this isn't the main problem.
Many parts of the game being locked up during a tick is a problem. Players can't use resources during a tick, move fleets, etc. This is bad coding and should be addressed.
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21 Mar 2007, 00:24
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#13
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Commander
Join Date: Mar 2001
Location: .nz
Posts: 519
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Re: ticks?
gone are the days when PA went down for an hour every night at 4am
________
SC2 REPLAYS
Last edited by Kileman; 24 Feb 2011 at 22:26.
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21 Mar 2007, 00:29
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#14
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NE
Join Date: Dec 2001
Location: UK
Posts: 828
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Re: ticks?
Quote:
Originally Posted by Kileman
gone are the days when PA went down for an hour every night at 4am
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5hours downtime and roll backs dont bother me..
WHAT!?!.. 2minute for it to tick!?! that infuriates me!
robban1, your arguement is weak at best. i am actually embarrassed for u :/
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PEACE.
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21 Mar 2007, 00:34
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#15
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Registered User
Join Date: Dec 2006
Posts: 227
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Re: ticks?
then just dont play Robban, simple as, stop moaning about something so, well, pointless, 2min ticks in a 15min tick arent even that bad, seeing as u spend about 1min a tick actually doing something, ordering ships, sending fleets, transferring funds etc, should not take 13mins, lol, grow up
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21 Mar 2007, 01:19
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#16
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Registered User
Join Date: May 2005
Posts: 260
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Re: ticks?
Robban, get a clue before you take away the coders' merrits.
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21 Mar 2007, 01:23
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#17
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Registered User
Join Date: Nov 2005
Posts: 846
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Re: ticks?
ah i forgot that all here is leet coders thx god the db isnt bigger so you all can float around thinking that "its ok"
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21 Mar 2007, 14:16
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#18
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Pedantic hypocrite
Join Date: Jan 2001
Location: Back and to the left
Posts: 1,488
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Re: ticks?
According to people I know who have access to the code, a lot of code is very inefficient. However, the coders have to balance their time between adding new features, fixing bugs and optimizing old code. Since the optimization is balanced against 1 hour ticks, and not 15 minute ticks, I assume 2 minutes is seen as an acceptable maximum.
It's worth noting that this is an improvement upon the 4-5 minute ticks we saw only a few rounds ago.
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.......
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21 Mar 2007, 15:34
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#19
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Bolivian Alpaca
Join Date: Jun 2004
Posts: 912
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Re: ticks?
So now you are moaning because it take TWO whole minutes of waiting for you to issue new orders to your fleets on havoc?
Pathetic.
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21 Mar 2007, 17:52
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#20
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Registered User
Join Date: Nov 2005
Posts: 846
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Re: ticks?
Quote:
Originally Posted by .Disc.
then just dont play Robban, simple as, stop moaning about something so, well, pointless, 2min ticks in a 15min tick arent even that bad, seeing as u spend about 1min a tick actually doing something, ordering ships, sending fleets, transferring funds etc, should not take 13mins, lol, grow up
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well just join the ignorant mob who are pleased with a defect interface, still playing tetris?
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22 Mar 2007, 09:37
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#21
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Ex-Head Multihunter
Join Date: Sep 2003
Location: At home
Posts: 900
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Re: ticks?
Quote:
Originally Posted by robban1
how the hell is it possible that it take almost 2min for the damn ticker to turn?
dont come with that its a lot to load every tick cos its bs, pa is a little noobgame nowadays :/
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In round 4, the ticker took 45 minutes :P
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22 Mar 2007, 11:03
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#22
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[Vision]
Join Date: Jul 2001
Location: The Netherlands
Posts: 897
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Re: ticks?
But iirc it worked different back then. Fleet, research, construction and resources were updated @ the tick and after that you just had to wait (a long time) for the battle report of any attacks you were landing. So effectively you didn't really notice the long tick time (also because you were able to do anything you desired during the tick).
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22 Mar 2007, 11:13
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#23
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Inactive peon
Join Date: Jan 2003
Posts: 6,050
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Re: ticks?
Yes, bits of the ticker are inefficient (primarilly combat), but we do make improvements every round in efficiency of code (both in ticker and on game pages). However theese don't make a signficant different as some bits just do take time (the only big change would be through a radically different combat engine).
I personally don't think 2 minutes ticks are that much of an issue, and in fact some people have suggested that ticks taking say 15 of the 60 wouldn't really be an issue (if it wasn't for disabling parts of the game during the tick)
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