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real time games

eml

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this site is turning to garbage- playing a real time game is just a race for the clock as you cant move ahead. New Sherriff- i propose you stop all real time gaming until the site is reasonably playable.
 

NewSheriffInTown

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What do you mean by - "race for the clock as you cant move ahead"?

Would it help if all RT game were 5 minute turns?
 
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rob6483

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I'm not so sure. Some nights I've played, it can take a full minute from the time you click "Start Turn" to being able to deploy, and then 10-30 seconds per deploy/attack/reinforce move. And you basically miss a turn if something freezes and you have to reload the page. It seems to depend pretty heavily on time of day (maybe site traffic?), but there are definitely times when Real Time is essentially unplayable due to the slowness. I generally just stick to small maps for that reason - nothing any bigger than Classic, and preferably something small like Nukes! or Duck n Cover.

I don't know if I'd be in favor of halting Real Time altogether, but in its current state, I can see it being a big turn off for new players. Eliminating 3-minute may be helpful, but it's hard to say.
 
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bouttreefiddy

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When I first came to this site I played real time games exclusively. If they hadn't been offered, I don't think I'd be here now, and real time games didn't run any smoother back then. I definitely wouldn't shut them off.
 
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NewSheriffInTown

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Yes, stopping RT games altogether is a very unappealing option.

I'm going to change them to 5 minute turns, and then wait and see if Marcos' next update might help.

I know it's been said before, but during the last update he encountered some unexpected problems and improvised on the spot. He thinks this might be causing the current slowness. He's working on a proper fix and will hopefully have it ready next week. Until then, we'll try 5 minute turns.

Thanks!
 
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B1G4NF

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The 5 minute time limit helps for sure, but by far the biggest issues I have with r/t games is, the round counter and record tab. They don't work properly, haven't for a long time. That's what, in my opinion, causes the long pauses (sometimes lasting 10 minutes plus) following missed turns.

Easy to get confused, when the round counter stays at round 1 the entire game, unless of course you refresh the browser, but even that is a risk, since there is no guarantee the game will reload once you leave it!

Doesn't stop me playing them though... It just adds to the drama!
 
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NewSheriffInTown

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the round counter and record tab. They don't work properly... Easy to get confused, when the round counter stays at round 1 the entire game

Oh yeah, the round counter and record tab, I forgot about those. They're not even on the list. I'll create an issue for them right away. They will probably get a low priority, but they should definitely be on the list.

So just to clarify,

1) R/T game: Round counter does not advance when a new round has started
2) R/T game: Record Tab does not update (while an opponent is making their moves)
3) Casual game: Record Tab does not update (while an opponent is making their moves)

Is that correct?

What about the round counter during Casual games? Anyone know?
 
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bouttreefiddy

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Oh yeah, the round counter and record tab, I forgot about those. They're not even on the list. I'll create an issue for them right away. They will probably get a low priority, but they should definitely be on the list.

So just to clarify,

1) R/T game: Round counter does not advance when a new round has started
2) R/T game: Record Tab does not update (while an opponent is making their moves)
3) Casual game: Record Tab does not update (while an opponent is making their moves)

Is that correct?

What about the round counter during Casual games? Anyone know?

The round counter has always worked for me in casual games.

In real time games, I saw you put the note on the lobby screen to click Jump to Next when a player's clock runs out and the game freezes. I thought this was a really good idea since a lot of new players don't know the work arounds to a lot of the bugs. Another thing that might be nice to add, letting them know that you can't refresh while another player is attacking or the map won't load. When I play real time I get that question from new players a lot.

Also, I've had a lot less problems since you switched it to 5 minutes.
 
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masterjskye

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Another thing that might be nice to add, letting them know that you can't refresh while another player is attacking or the map won't load.

Shit, I never even knew that.
 
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NewSheriffInTown

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"you can't refresh while another player is attacking or the map won't load"? Really? Odd....
 
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Bluebonnet

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:withstupid: sry, i agree. no better emoticon


When I first came to this site I played real time games exclusively. If they hadn't been offered, I don't think I'd be here now, and real time games didn't run any smoother back then. I definitely wouldn't shut them off.
 
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Sebrim

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"you can't refresh while another player is attacking or the map won't load"? Really? Odd....

If there is any change in the map between you clicking to 'refresh' and the map being fully loaded, it won't load. It therefore is always a good idea to refresh during an AWOL players turn :p
 
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NewSheriffInTown

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Okay, so we think we fixed all the issues that were causing the slowdowns. The real-time games are still at 5 minutes. Let me know if you notice a speed difference when playing real-time, and if you think I should change the classic 4 player game back to 3 minutes.

Thanks.
 
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BeanZ

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This was my response after the update...
See here

I played another three games after and they all seemed to go pretty quick compared to before, we'll need some more input before it goes back to 3mins but I'm sure happy :)
 
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Sebrim

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I had a real-time game yesterday, where there was a glitch, and we were all thrown out mid-turn. After a couple of minutes, we had all 4 been able to return and play the game to the end. But until that does no longer happen, real-time remains a gamble
 
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Sebrim

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Oh yeah, the round counter and record tab, I forgot about those. They're not even on the list. I'll create an issue for them right away. They will probably get a low priority, but they should definitely be on the list.

So just to clarify,

1) R/T game: Round counter does not advance when a new round has started
2) R/T game: Record Tab does not update (while an opponent is making their moves)
3) Casual game: Record Tab does not update (while an opponent is making their moves)

Is that correct?

What about the round counter during Casual games? Anyone know?

Just an update: I can confirm that the round counter issue is not limited to Real Time. If you stay in-game during a round shift, the round counter does not update, also in casual. It simply becomes reddish, indicating that it does not show the current round (just as when you change the round counter manually to see how the board looked like in earlier rounds).
 
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NewSheriffInTown

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Just an update: I can confirm that the round counter issue is not limited to Real Time. If you stay in-game during a round shift, the round counter does not update, also in casual. It simply becomes reddish, indicating that it does not show the current round (just as when you change the round counter manually to see how the board looked like in earlier rounds).

Thanks. I've made a note on the "to do" list that casual games are also affected.

Thanks.
 
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