Interaction experimental update
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QUOTE originally posted by scavengers
i wanted to give it a quick test for myself, and while it definitely slows me down by a considerable amount, i don't really mind that. gives me a chance to hydrate, check pms or discord messages, stretch or really anything. i like that it's a 'break' without being called that, stops my little goblin brain from being like 'now i don't want to because you told me to !'
i'm very aware of the fact that i'm an outlier in the rate that i click at, and if i have to take a little 'discomfort'/limiting for the site as a whole to run smoother, and the average user to have a better experience, then it really is a non-issue for me. Niet finding a way to allow the QoL and keybinds on the site while also finding ways to reduce the lag, rather than outright banning them is a privilege that i truly appreciate when a lot of pokemon clicker type websites HAVE banned them.
forgive me if a lot of this has been said before, i haven't had the chance to do much forum reading recently ^^;
QUOTE originally posted by Raziya
I am still noticing lag though between loading fields, I'm not sure if others are - every 4/5 fields or so it will just hang and spin a bit which it was doing before. Again, not the end of the world but just something I have noticed.
QUOTE originally posted by Niet
QUOTE originally posted by Raziya
I am still noticing lag though between loading fields, I'm not sure if others are - every 4/5 fields or so it will just hang and spin a bit which it was doing before. Again, not the end of the world but just something I have noticed.
In-between! While it's difficult to identify patterns in seemingly random blips in connectivity, occasionally it seems to be ISP-related, or even country-related somehow...
Interesting!
I have noticed it at times that would be very odd for it to be server related (like 8AM my time so 4AM server hah) when there are less than 400 active online users. But it's still overall less lag in the fields than it was before, at peak times or even slightly off peak I would hang every other field for way longer.
Having run the experiment for about a week, I've got some results to share:
- Overall, over 90% of users were not even impacted by the experiment at all. Of the remaining 10%, many were less affected by the experiment than they would have been by server lag under the old system.
- Instances of detected race conditions have been practically eliminated. You are now getting full credit for every interaction you make (so long as you don't leave the page too quickly!) It's difficult to accurately detect whether this has been totally fixed, but it's looking good.
- Overall feedback has been quite positive.
- Server CPU was not affected as much as I would like, but is definitely down a couple percent.
All in all, I'm happy with this outcome and so the experimental interaction system will be made official.
Just one note I will make: I noticed a few people trying to interact with more than one browser tab at the same time. Don't do this - this is exactly what led to the race conditions and data loss I mention above. It is fixed now, but you don't gain any time by trying to interact on multiple tabs - instead they will "fight" each other to get your data submitted safely, usually resulting in one tab totally lagging while the other handles its stuff. One tab, and just let the numbers tick down, okay?
Quick question about the multiple tabs- I like to have one tab with my party and one tab for interactions, so I can quickly hatch eggs and then get back to interacting. Would this cause issues?
Wanted Shinies
Yamask
Galarian Yamask
Ferroseed
Rufflet
Bunnelby
Swirlix
Passimian
Indeedee M
Indeedee F
Burmy F(3)
Pumpkaboo (Small, Average, Large)
Quibbit(Magma)
Quibbit(Charged)
Salandit F
Illumise
Wanted Albinos
Pumpkaboo (Small)
Illumise
Galarian Yamask
QUOTE originally posted by Niet
Just one note I will make: I noticed a few people trying to interact with more than one browser tab at the same time. Don't do this - this is exactly what led to the race conditions and data loss I mention above. It is fixed now, but you don't gain any time by trying to interact on multiple tabs - instead they will "fight" each other to get your data submitted safely, usually resulting in one tab totally lagging while the other handles its stuff. One tab, and just let the numbers tick down, okay?
Avatar credits: Melan Plusle & Minun Galaxy avatar made by Sharpy, (for my use only)
It is specifically "at the same time" that's an issue I've seen people running into. But the code handles it for you, so the only real impact is that it takes longer for you.
This is probably a silly question, but I want to make sure I’m not overloading the server. I have a lot of my pokemon set to notify me when their level/happiness reaches a certain amount. Does this bog things down at all or is it harmless for me to put that on like…. 500 pokemon?
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