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Experience Arrow

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This Post:
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201968.3 in reply to 201968.1
Date: 11/9/2011 2:08:19 PM
Overall Posts Rated:
105105
It just a small think but there is no Arrow shown when the experience pops up. I think it would be easy to change!!
Totaly right.

This Post:
00
201968.4 in reply to 201968.1
Date: 11/9/2011 3:06:16 PM
Overall Posts Rated:
12001200
Agree with you, I've never understood why every skill has an arrow but experience.

This Post:
00
201968.5 in reply to 201968.4
Date: 11/9/2011 4:29:59 PM
Overall Posts Rated:
959959
Agree with you, I've never understood why every skill has an arrow but experience.



cause every skill have a specific time in the week, when the arrow comes and get removed, and they are many special cases , when you like to combine it with the game calculation to make it one week. It is not impossible to implement and you can find solutions without making it processing heavy, but the only thing you could use from the skill up arrow is the arrow symbol.

This Post:
00
201968.6 in reply to 201968.5
Date: 11/9/2011 5:04:58 PM
Overall Posts Rated:
105105
Agree with you, I've never understood why every skill has an arrow but experience.



cause every skill have a specific time in the week, when the arrow comes and get removed, and they are many special cases , when you like to combine it with the game calculation to make it one week. It is not impossible to implement and you can find solutions without making it processing heavy, but the only thing you could use from the skill up arrow is the arrow symbol.
Nonsense.
It is exactly the difference between a periodic event (skills improved due to training) and an interupt event (experience skill).
When the experience is changed on the game do an additional action and add the "complicated" arrow to the apropriate places.

This Post:
00
201968.7 in reply to 201968.6
Date: 11/9/2011 5:24:50 PM
Overall Posts Rated:
959959
Agree with you, I've never understood why every skill has an arrow but experience.



cause every skill have a specific time in the week, when the arrow comes and get removed, and they are many special cases , when you like to combine it with the game calculation to make it one week. It is not impossible to implement and you can find solutions without making it processing heavy, but the only thing you could use from the skill up arrow is the arrow symbol.
Nonsense.
It is exactly the difference between a periodic event (skills improved due to training) and an interupt event (experience skill).
When the experience is changed on the game do an additional action and add the "complicated" arrow to the apropriate places.


the tricky part is removing it again ;) And that have to work in another system, then the skill up.

From: Kukoc

This Post:
00
201968.8 in reply to 201968.1
Date: 11/9/2011 5:36:07 PM
Overall Posts Rated:
13361336
We can't presume something is easy if we do not know the code. Training skill arrows pop at training and stay there before the next training happens. With experience, the pop happens during the game. We do not know how complex the training code is. What get's checked and how are arrows generated.
Agree with you, I've never understood why every skill has an arrow but experience.
Game shape does not have an arrow aswell. Although it pops/drops at training. So there must be a different kind of calculation for it. Experience on the other hand does not have a drop at all. Perhaps game days are a huge strain on the servers and running that check, might not be optimal.
If needed, people might check for the pops manually, as you know, when the pop can occure. I check for exp pops after every training.
I think this suggestion has some merit though. If it is relativly easy to implement, it would be a good addition. What we need to thing about is, how long will the arrow stay? It pops after a game, get's removed after the next game (regardless if the player plays or not, because training arrows stay until the next training update)?

This Post:
00
201968.9 in reply to 201968.7
Date: 11/9/2011 5:52:11 PM
Overall Posts Rated:
105105
Agree with you, I've never understood why every skill has an arrow but experience.



cause every skill have a specific time in the week, when the arrow comes and get removed, and they are many special cases , when you like to combine it with the game calculation to make it one week. It is not impossible to implement and you can find solutions without making it processing heavy, but the only thing you could use from the skill up arrow is the arrow symbol.
Nonsense.
It is exactly the difference between a periodic event (skills improved due to training) and an interupt event (experience skill).
When the experience is changed on the game do an additional action and add the "complicated" arrow to the apropriate places.


the tricky part is removing it again ;) And that have to work in another system, then the skill up.

Setting a single event to be called after the requested time? It does not sound hard for me.

Basically, they probably go over all players once every week or something on a specific time.
What they will have to do in addition to current pop-up (and the suggested arrow addition) will be arrow-removal.

It is very simple, on any case.

This Post:
11
201968.10 in reply to 201968.9
Date: 11/9/2011 6:22:12 PM
Overall Posts Rated:
13691369
It is very simple, on any case.


Pure facts again, as usual. Not a tiny bit of opinion at all. Pure facts, pure truth.

Zwei Dinge sind unendlich, die Dummheit und das All...
This Post:
00
201968.11 in reply to 201968.9
Date: 11/9/2011 6:46:58 PM
Overall Posts Rated:
959959
in the training, you already go through all player to do such task. Else it is about organtionell effort(which cost space and might affect database speed and ability), or you check out most player every day(besides friday, and most sundays) for nothing which goes also on speed.

But yes it is not "so" difficult, and with a smart solution even not so server heavy - but it will work different then the training arrow which is my point. Since it was mentioned, why one think is already implemented and the other not, cause you simply can not take the code from the training arrow, for the xp arrow.

This Post:
00
201968.12 in reply to 201968.10
Date: 11/10/2011 12:49:45 AM
Overall Posts Rated:
105105
It is very simple, on any case.


Pure facts again, as usual. Not a tiny bit of opinion at all. Pure facts, pure truth.
On this case? Yes it is.
Adding a code that just turn off a flag and update the display (which is done anyhow) is simple.

You are trying to attack with a plastic sword (or arrow, just to make this related to this thread...) whenever you can, and it is kind of pathetic.

Last edited by Pini פיני at 11/10/2011 12:50:16 AM

This Post:
00
201968.13 in reply to 201968.11
Date: 11/10/2011 12:54:13 AM
Overall Posts Rated:
105105
in the training, you already go through all player to do such task. Else it is about organtionell effort(which cost space and might affect database speed and ability), or you check out most player every day(besides friday, and most sundays) for nothing which goes also on speed.

But yes it is not "so" difficult, and with a smart solution even not so server heavy - but it will work different then the training arrow which is my point. Since it was mentioned, why one think is already implemented and the other not, cause you simply can not take the code from the training arrow, for the xp arrow.

1) There is an update that affects the "experience" skill.
2) There is a code that updates the display.
So, even if it would have been used in a not code-efficient manner, it could just be copied to the place where the skill is updated and perform it there.

In addition, as both work on the same page, I will guess that those parts of the code are on the same file, but this is a pure guess.

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