more war realistic and fair?
  • 112 posts
  • Page 6 of 8
Matty wrote:
Yes, that is because the site doesn't save per chat line what you read, so there is no way I can know that.

Not sure on how to store all that without flooding the database though, and not sure if it's worth it.
"Strength doesn't lie in numbers, strength doesn't lie in wealth. Strength lies in nights of peaceful slumbers." ~Maria
Vexer wrote:
I agree not worth it. We need as few queries to the database as possible. We can't save everything.

What could be done though is a check to see if any chat is newer than the timestamp of when you ended your turn. This would be close enough although if you checked the chat between turns then you would still get a red tab.
Matty wrote:
You see, that's why I love some input, pretty smart Vexer, that might just as well work pretty well.

Log info isn't loaded by default, so it'll be one extra query per page load, but no problems there.
"Strength doesn't lie in numbers, strength doesn't lie in wealth. Strength lies in nights of peaceful slumbers." ~Maria
cbt711 wrote:
Can you also do a check to see if the last thing YOU type yourself is the last chat input? Obviously you've seen the chat up to date if you were the last one to type there.
Cireon wrote:
You don't have to save per line per user if that line is read. You can just save per chatbox per user what the last viewed line is. As in the game chats only very few players will actually look at the chat, that will result in at most eight records per game for the team chat. You could also mark the game chat (which I would personally like a lot), which could be more, but even then it is highly unlikely that you will every have more than 100 records per game, which is nothing compared to some other things.
“This is how humans are: We question all our beliefs, except for the ones that we really believe in, and those we never think to question.”
- Speaker for the Dead, O.S. Card
Matty wrote:
Basically adding a column to the players table, hmmz, that's easy.
"Strength doesn't lie in numbers, strength doesn't lie in wealth. Strength lies in nights of peaceful slumbers." ~Maria
Cireon wrote:
Yeah, that won't work if you also want to have non-players (say: observers) to be able to have their public chat marked as unread, so a separate table would be a slightly more flexible solution :)

For those not interested in thechnical mumbo jumbo: there's nothing to read here ;)
“This is how humans are: We question all our beliefs, except for the ones that we really believe in, and those we never think to question.”
- Speaker for the Dead, O.S. Card
Matty wrote:
But those players can't read team chat anyways, so they won't have that red bar around it anyway :)
"Strength doesn't lie in numbers, strength doesn't lie in wealth. Strength lies in nights of peaceful slumbers." ~Maria
Cireon wrote:
Matty - Aug 10, 12:14 PM
But those players can't read team chat anyways, so they won't have that red bar around it anyway :)
I would still like some sort of line above the last unread post. Or for example show the time of unread entries bold, on either chat.
“This is how humans are: We question all our beliefs, except for the ones that we really believe in, and those we never think to question.”
- Speaker for the Dead, O.S. Card
Vexer wrote:
@BETA you are in the wrong thread. That is a sametime bug not team game bug.

Looks like purple made an attack at the same second his capital got defeated. I bet his troops did get switched to black but then back to purple. His attack was sent after his capital was defeated but before the territory was switched. Then the territory was switched before the attack was processed. When the results of the attack were saved it turned back to purple. I'll add it to the list.
cbt711 wrote:
If a player in a team game misses enough turns to get kicked, he/she should lose ALL the points for the team and his/her teammate just keeps their points. The teammate shouldn't suffer imho. Too harsh? Not harsh enough?
Sygmassacre wrote:
Ooh interesting point.
2 sides I guess....
1) It seems fair since in most cases it would probably cost you any chance of winning the game.
2) You should really make sure you "choose" your team mates wisely.

In some cases it may not be helped but to miss two turns in a row but then maybe they just miss a few turns sporadically and don't get kicked for it but cost the game anyway. I for one have never missed a long term turn (that I can recall). All my missed turns have been from speed games so if anyone ever needs a long term, reliable team mate just holla, holla, holla

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A Harmonic Generator Intermodulator
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UltrasPlot wrote:
Yeah I did this to cbt once since my internet broke off... Sorry. :(

I agree that the player who gets kicked should lose all points.