Post Mon Sep 22, 2014 9:29 am

Priorities and bugs

With this post I want to summarize a little bit but mainly emphasize what I think are the biggest priorities for the success of this new game. These are things that should be solved because they make people question the quality of the game and discourage players from spending gold.

1. Client-server communication
2. Connectivity
3. Crashing

all can lead to:
4. Troop Loss

One: Data between client and server: This one is a huge deal. I don't know if the sever pushes data to the client, pulls from the client, or if the client pushes or pulls data to or from the server, or all those things. This was a problem also in original HK but not as big a deal because it is a much simpler game. The following issues are related this problem, where the action that happens in the client is not received by the server and vice versa, causing outdated data to be displayed to the player, and causing the client to behave improperly:

- amount of map energy incorrect
- task progress not being counted
- enhancement duration incorrect
- starvation (crop bug - this is where crop runs out and replenishing crop ......doesn't prevent 1/2 damage penalty.)
- combat commands having no effect
- transports not showing in Market Detail
- dispatches not showing in Actions window
- Challenge Dragon Cave not showing reset precisely at turnover
- "changing" scout reports
- etc.

Some of the above happen often, some happen seldom. But they still happen. All have been reported by me in more detail in the Forums, in-game Feedback, or direct email.

Basically, every action and result that is prompted using the client needs to be updated to the server immediately and every action and result that is performed by the server needs to be updated to the client immediately. We have to have correct data between server and client at all times.

Two: Connectivity. There are often times (there are infinite reasons for this) when connectivity will be less than ideal. Something could be happening at either end, or in between. During such times, the client will continue to operate as if it has the full bandwidth and strong connection it thinks it needs. I don't think this is a good idea, especially for combat situations. The client should be programmed to not perform certain tasks when connection is poor. A symbol or notice should flash warning of poor connection and some functions may not work properly. For combats, this can result in loss of an entire army. And if gold was used to support this army, the paying player will be very upset. It has happened to several of us in beta. I suggest combat should be cancelled or paused when there is poor connectivity, as well as other game functions that result in loss when internet connectivity is spotty.

Three: Crashing. I don't know what more can be done about this one, but people are still complaining about it in the release version 1.0.1. This of course happens mostly at times when the client needs all of the device's resources, which of course is when a player least wants it to crash, with the same devastating effects as my other 3 points.

Four: Troop Loss. The first three items above can result in troop loss which is the worst thing to happen to a player. I believe beta 9.1.4 is very similar to release v.1.0.1 so the troop loss bug inside oases probably still exists. This is the one where a defender of an oasis does combat in the oasis. The troops in that oasis can disappear, or if killed in battle, the barracks still counts the troops as alive. I have not tested this with v. 1.0.1 (yet).

In conclusion, I hope the devs really look at these things and try to solve the negative consequences they would have on the players' experiences and the success of this very promising game.

Cheers.
iPhone 4S 32G
iOS 7.1.2 (11D257)
RotK beta version - current as of date of post