Announcement

Collapse

Forum Rules [Updated 12/21/2016]

MAIN RULES OF THE FORUMS

Please respect your community. Respect each other as you all enjoy the same thing – The Game.

We encourage open and friendly discussion of the game and the Community. Moderators and Staff have final decisions on all matters, and are here to make sure that the Community remains a friendly, fun place appropriate for players of all backgrounds, ages and groups.

It is the forum member's responsibility to stay up to date on forum rules and to honor the behavior outlined.

PURPOSE OF THE FORUMS

These forums provide an area for constructive player discussions of the game. It also allows players to
help each other identify bugs and issues, and help each other reproduce and resolve them.

These forums are not the most direct way to contact support. If you’re having an issue with your game and you need direct assistance, please tap on the FAQ/Support tab within the game.

CHANGES OR IMPROVEMENT

Please make sure to stay updated on these rules by reviewing this page from time to time.

SET RULES

This is a private board. As such, decisions made are final.
We reserve the right to remove any message board content without notice for any reason.


Rule 1: Responses to rule violations
Violating these rules will result in warnings, either formal or informal, suspensions, banning, or other sanctions.

Rule 2: Respect other users on the forums
- Do not make attacks or insult other users, either in the forums or through private messages. Disagreements and debates are fine, but don’t make it personal.
- Do not attack groups. This includes professions, races, religions, sexual orientations, genders, incomes, or even vague groups like “you people.”
- Do not use ill terms which are offensive to groups, do not “flame”, “troll.” or “haze”.

Rule 3: Respect the forum purpose and structure
- Make your posts in the appropriate forum.
- Please use the Search function. If a relevant thread already exists, please post there instead of creating a new thread about the same topic. Duplicate threads will be closed to keep the forums orderly and easy to navigate.
- Keep off-topic posts in the off-topic forum.
- Don’t start discussions about games that are not ours.
- Do not cross-link to other message boards or websites unless approved by a moderator.

Rule 4: Respect the law
- Do not post anything illegal under U.S. law, or encourage other users to break the laws of the U.S. or their country of residence.
- Do not encourage users to break terms of service. This includes giving information about how to find scripts, exploits, or cheats, as well as arranging to buy or sell accounts or virtual goods.

Rule 5: Respect the audience
Think about who you're talking to. Users may be as young as 13 on these message boards, and may be male or female, and from countries across the globe.
- Keep your language civil. Profanity is frowned on.
- Do not post Adult Material, inappropriate graphic sexual content in any format, or links to sexually explicit sites.
- Do not post graphic images or explicit descriptions of violent acts.
- Do not use an avatar or signature that could offend other users. They have to look at it a lot.

Rule 6: Respect privacy
- Do not post any private emails or private messages unless you have the explicit permission of each person involved in the exchange.
- Do not post private communication between customer support, members, moderators, or administrators on these forums, or anywhere else. (This include support ticket responses)
- Do not post any information covered by a non-disclosure agreement or beta testing agreement. Even if you somehow have inside information about our competitors, for legal reasons we don’t want to hear it.
- Do not post Facebook information about other forum users.
- Do not post any private information about other users.
- Do not post in-game information in an attempt to have other players attack your target. Be careful to not cross the line into bullying.

Rule 7: Do not spam
- Do not post repeatedly about the same topic.
- Do not spam users on the forums or through private messages.
- Do not start a thread without actual purpose.
- Do not start a thread about a news story or article unless you make it clear what the story is about, and offer your own opinion to start a discussion.

Rule 8: Respect your account
- Do not share your account information with other individuals. You will be held responsible for any rules violations that occur under your account.
- Do not create new accounts or use other tricks to avoid suspensions or bans.
- Do not create ‘sock puppet’ accounts – multiple accounts created just so that you can agree with yourself and make it seem like your ideas have more support than they do.
- Never include your e-mail address or any other personal information in posts.

Rule 9: Respect the Moderators
- Do not post using the color red. This color is reserved for moderators.
- Do not impersonate moderators. Do not claim to speak for the moderators.

Rule 10: Respect the decisions of the moderators
- The moderation teams reserves the right to warn, suspend, or permanently ban users judged to be acting against the spirit of the rules, even if the user is following the letter of the rules.
- Do not argue with moderators about moderator decisions. You can disagree with a moderator’s opinions, just like any other poster, but when they post moderator actions in red text, it is considered final.
- Moderators have no access to your game account. If you have an issue you must contact customer service.

Generally, BE NICE. There is nothing wrong with being nice to each other.
See more
See less

Flexible General Alliance

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Flexible General Alliance

    Make all generals linkable in an alliance.

    Fix 2nd hero bonus according to type, ie +critical = +33%, +attack = +50%

    Fix 3rd hero bonus according to type, ie +critical = +16%, +attack = +25%

    Let any set be made, player may mix and match types.

    eg, Dolomar plus Sorkan plus Caine would give you:

    5% bonus crit + 121 attack vs monsters + 0.5% bonus damage vs monsters

  • #2
    What about Orc King, with a Solara primary, and an Evalice secondary?
    ~VoV~

    Comment


    • #3
      Ohhhhh I could link Sano to one questing general at a time, then only do the quests requiring that general, throughout all the lands.
      ~VoV~

      Comment


      • #4
        As an aspiring coder, this would be a ridiculous amount of extra code that would be needed to link generals, and we all know how good the devs are at maintaing their existing code as it is.
        Rank 24, always looking for actives who want to have a good time killing everything

        Comment


        • #5
          Originally posted by KingMC18 View Post
          As an aspiring coder, this would be a ridiculous amount of extra code that would be needed to link generals, and we all know how good the devs are at maintaing their existing code as it is.
          as a junior level coder I think it could be as simple as this:
          Code:
          function applyGeneralBonus($player_id) {
               $current_player=getplayer($player_id);
               switch($current_player->equipped_general) {
                    case 'Dolomar':
                         apply_bonus_critical('Dolomar');
                         break;
                    case 'Sorkan':
                         apply_bonus_attack('Sorkan');
                         break;
                    ......      //add a function call for every possible general
               }
               switch($current_player->primary_general) {
                    case 'Dolomar':
                         apply_bonus_critical_primary('Dolomar');
                         break;
                    case 'Sorkan':
                         apply_bonus_attack_primary('Sorkan');
                         break;
                    ......      //add a function call for every possible general
               }
               switch($current_player->secondary_general) {
                    case 'Dolomar':
                         apply_bonus_critical_secondary('Dolomar');
                         break;
                    case 'Sorkan':
                         apply_bonus_attack_secondary('Sorkan');
                         break;
                    ......      //add a function call for every possible general
               }
          }
          // sample function could look like
          function apply_bonus_attack_secondary($general) {
               global $attack_modifier;
               $secondary_general=get_general($general);
               $attack_modifier += floor($secondary_general->attack_bonus*BONUSTYPECONSTANT); // BONUSTYPECONSTANT= 0.25 in this case
               return true;      
          }
          It's not rocket science ...

          Comment


          • #6
            Originally posted by dances with wolves View Post
            as a junior level coder I think it could be as simple as this:
            Code:
            function applyGeneralBonus($player_id) {
                 $current_player=getplayer($player_id);
                 switch($current_player->equipped_general) {
                      case 'Dolomar':
                           apply_bonus_critical('Dolomar');
                           break;
                      case 'Sorkan':
                           apply_bonus_attack('Sorkan');
                           break;
                      ......      //add a function call for every possible general
                 }
                 switch($current_player->primary_general) {
                      case 'Dolomar':
                           apply_bonus_critical_primary('Dolomar');
                           break;
                      case 'Sorkan':
                           apply_bonus_attack_primary('Sorkan');
                           break;
                      ......      //add a function call for every possible general
                 }
                 switch($current_player->secondary_general) {
                      case 'Dolomar':
                           apply_bonus_critical_secondary('Dolomar');
                           break;
                      case 'Sorkan':
                           apply_bonus_attack_secondary('Sorkan');
                           break;
                      ......      //add a function call for every possible general
                 }
            }
            // sample function could look like
            function apply_bonus_attack_secondary($general) {
                 global $attack_modifier;
                 $secondary_general=get_general($general);
                 $attack_modifier += floor($secondary_general->attack_bonus*BONUSTYPECONSTANT); // BONUSTYPECONSTANT= 0.25 in this case
                 return true;      
            }
            It's not rocket science ...
            easier said/typed than done. there's a lot more that needs to be considered and with a server or servers that handles millions or so transactions per day, it's questionable such code is that easy to put
            Last edited by solkyro; 04-22-2013, 04:08 AM.
            the final goodbye has come

            Comment


            • #7
              Originally posted by solkyro View Post
              easier said/typed than done. there's a lot more that needs to be considered and with a server or servers that handles millions or so transactions per day, it's questionable such code is that easy to put
              Oh, you think so?

              I would comment that adding bonuses to a given attack sequence (player 1 duels player 2) is NOT that complicated if you already have code in place to add the equipped general's bonus in your process. Since you have one function to add the equipped general's bonus it is merely repeating it twice more for primary link and secondary link.

              The game already prevents rapid clicking ('You trip and stumble while trying to attack' or 'Patience Warrior, you may not attack again so soon'), and processing 2 more function calls is like nanoseconds.

              Anyway, what do we pay these guys at Phoenix Age to do, sit around and collect our money?

              Comment


              • #8
                Originally posted by dances with wolves View Post
                Oh, you think so?

                I would comment that adding bonuses to a given attack sequence (player 1 duels player 2) is NOT that complicated if you already have code in place to add the equipped general's bonus in your process. Since you have one function to add the equipped general's bonus it is merely repeating it twice more for primary link and secondary link.

                The game already prevents rapid clicking ('You trip and stumble while trying to attack' or 'Patience Warrior, you may not attack again so soon'), and processing 2 more function calls is like nanoseconds.

                Anyway, what do we pay these guys at Phoenix Age to do, sit around and collect our money?
                but then do you truly know how their servers work ? while we can see much of their public processes, there's a lot more to it. simple solution to stuff that have been stated here over and over again for the past years didn't take days or weeks to be implemented. majority didn't happen, some took months, others years and a precious few for weeks or days. there may have been various reasons to it but their general output is like what i said earlier: easier said/typed than done.

                FYI, money doesn't make implementation faster on CA.
                Last edited by solkyro; 04-22-2013, 04:49 AM. Reason: addendum
                the final goodbye has come

                Comment


                • #9
                  Originally posted by dances with wolves View Post
                  as a junior level coder I think it could be as simple as this:
                  Code:
                  function applyGeneralBonus($player_id) {
                       $current_player=getplayer($player_id);
                       switch($current_player->equipped_general) {
                            case 'Dolomar':
                                 apply_bonus_critical('Dolomar');
                                 break;
                            case 'Sorkan':
                                 apply_bonus_attack('Sorkan');
                                 break;
                            ......      //add a function call for every possible general
                       }
                       switch($current_player->primary_general) {
                            case 'Dolomar':
                                 apply_bonus_critical_primary('Dolomar');
                                 break;
                            case 'Sorkan':
                                 apply_bonus_attack_primary('Sorkan');
                                 break;
                            ......      //add a function call for every possible general
                       }
                       switch($current_player->secondary_general) {
                            case 'Dolomar':
                                 apply_bonus_critical_secondary('Dolomar');
                                 break;
                            case 'Sorkan':
                                 apply_bonus_attack_secondary('Sorkan');
                                 break;
                            ......      //add a function call for every possible general
                       }
                  }
                  // sample function could look like
                  function apply_bonus_attack_secondary($general) {
                       global $attack_modifier;
                       $secondary_general=get_general($general);
                       $attack_modifier += floor($secondary_general->attack_bonus*BONUSTYPECONSTANT); // BONUSTYPECONSTANT= 0.25 in this case
                       return true;      
                  }
                  It's not rocket science ...
                  You would have it run a switch statement with every possible general in it EVERY TIME a user uses a combined general to do a SINGLE action? so if you wanted to hit a monster 10 times, you would run the 3 switch cases 10 times and each switch case would have over 100 possible cases?

                  That is just for one user using 1 combined general 10 times. Can you imagine the strain on the server it would have if 100k users were doing 10 actions a day with combined generals? Now think of how many actions you use per day, and you can imagine how bad the strain on the servers would be.
                  Last edited by KingMC18; 04-22-2013, 05:27 AM.
                  Rank 24, always looking for actives who want to have a good time killing everything

                  Comment


                  • #10
                    Originally posted by KingMC18 View Post
                    You would have it run a switch statement with every possible general in it EVERY TIME a user uses a combined general to do a SINGLE action? so if you wanted to hit a monster 10 times, you would run the 3 switch cases 10 times and each switch case would have over 100 possible cases?

                    That is just for one user using 1 combined general 10 times. Can you imagine the strain on the server it would have if 100k users were doing 10 actions a day with combined generals? Now think of how many actions you use per day, and you can imagine how bad the strain on the servers would be.
                    Ok. Look at attacking a monster with 8 pieces of equipment and an equipped general. From my point of view, and I remind you that I wrote that code for readability rather than efficiency, adding two more equipped generals is relatively simple.

                    The part where you account for elemental resistance, piercing, attack or defense bonus of your general could simply be repeated twice for primary and secondary linked general. Each general is much like each piece of equipment, boots, weapon, armor or similar. From that perspective you can see how simple it should be.

                    How do you think loadout code interfaces with guild battle code? Bonuses from equipped items, general, and class skills are already calculated when you click the loadout button, and when you click the duel button in guild battle those bonuses are merely read from what is stored in your character object due to the loadout code.

                    Comment


                    • #11
                      Originally posted by dances with wolves View Post
                      Ok. Look at attacking a monster with 8 pieces of equipment and an equipped general. From my point of view, and I remind you that I wrote that code for readability rather than efficiency, adding two more equipped generals is relatively simple.

                      The part where you account for elemental resistance, piercing, attack or defense bonus of your general could simply be repeated twice for primary and secondary linked general. Each general is much like each piece of equipment, boots, weapon, armor or similar. From that perspective you can see how simple it should be.

                      How do you think loadout code interfaces with guild battle code? Bonuses from equipped items, general, and class skills are already calculated when you click the loadout button, and when you click the duel button in guild battle those bonuses are merely read from what is stored in your character object due to the loadout code.
                      Right there. Repeated twice. You are in essence tripling the server load needed to hit a monster, or hit a person, or hit anything in the game. I seriously doubt their servers can handle 3x the load they barely handle right now.

                      There's a reason why the generals link to similar generals, it's because they don't have to repeat all their code 3x to do a single action, they can just add one extra step to find out how many generals are allied with the one being used.
                      Rank 24, always looking for actives who want to have a good time killing everything

                      Comment


                      • #12
                        Orc King + Banthus + Miri

                        Ftw!!!
                        ~VoV~

                        Comment


                        • #13
                          Lol kingmc18 you talk like you know about servers and code.

                          Well sry but do you even know what your talking about on server side issues? This is a TbSG. Not an Mmo. No animations no character control/movement.

                          I can run CA off my home computer all I would need to do is increase my RAM, and make array HDs.
                          I only know a little about code, but I know a lot about server side contol regarding hardware and software.

                          Comment


                          • #14
                            Originally posted by Jackals View Post
                            Lol kingmc18 you talk like you know about servers and code.

                            Well sry but do you even know what your talking about on server side issues? This is a TbSG. Not an Mmo. No animations no character control/movement.

                            I can run CA off my home computer all I would need to do is increase my RAM, and make array HDs.
                            I only know a little about code, but I know a lot about server side contol regarding hardware and software.
                            You talk as if you know more about the game than the devs. In reality most people here do not know how the game works and what would go into the changes people are requesting, so it's all speculation. The Devs are the only ones to truly know how the game works and what would go into any new change, we all just assume one way or another. I highly doubt you could run CA off your home computer unless you sunk quite a bit of money into server capacity, RAM or no RAM the game is used by hundreds of thousand of people monthly, I don't feel that any one computer could support even a fraction of that without some serious modifications.

                            I only speak from what I know, which is the idea behind the code. Without knowing how the devs have coded the actions necessary to fight monsters, I can only speculate that this would take a crap-ton of extra processing power due to having to have way more redundant code whereas the current way to align generals means that they can simplify the bonus code to way more reasonable levels.

                            Again, just speaking from what I do know. That's all any of us can do, only the Devs have the knowledge to know for sure.
                            Rank 24, always looking for actives who want to have a good time killing everything

                            Comment


                            • #15
                              The bottleneck is the 1 call to the database to read the "state" of the character. You can make any number of math calculations and data reads in comparison to the time it takes to read from the database, on the server at the back end. One more call to the database to write the results of the action, and that's it.

                              So again, accounting for 3 equipped generals over 1 equipped general is merely a matter of data reads and math calculations, not duplicate calls to the database.

                              'Patience Warrior, you cannot attack so soon' to prevent excessive clicking and to provide a time window of seconds between clicks. It is an eternity.

                              Comment

                              Working...
                              X