DNA3000 wrote: » I think what most people want is a more responsive champion help feature. I don't think anyone wants a literal help all button, because pushing it would almost certainly screw up your gameplay given the current state of the game's backend. Consider all of those "check network" messages you see in Youtube streamers' rank up videos. They often happen when they are using a lot of rank up resources to rank up a champion. Something about doing that is getting serialized and taking a long time, causing client delays. We can wish upon a star for that backend work to be faster, but until it is faster any client control that can flood the back end is a dangerous thing to give to the players. What ever is going on, it appears to be worse than it was six months ago or a year ago. There's a number of technical possibilities, from Google architecture changes to back end server changes to meltdown patching, unpatching, and repatching. Whatever it is, it is clearly mucking up more than just champion help requests.
Fluffy wrote: » #servercrash
RichiesDad79 wrote: » Fluffy wrote: » #servercrash Would not be a server crash as you d be sending only one packet of information instead of many back to back to back. This would actually relieve a ton of strain on the server.
JohnnyVsTheContest wrote: » Honestly, I'd prefer they remove the function from arena entirely. Shorten the refresh timers to what they are with help. Maybe keep quest energy help, but increase loyalty elsewhere and not tie it to the help button.
MorbidCuriosity wrote: » Who remembers when you actually had to enter each champs' arena profile--and then press the "Ask for Help" button? When the current "help" button was implemented it was seen as a God-send. My my my... look at how spoiled these Millennial gamers are. I kidd... A "Help All" button would be an amazing feature to implement.
DNA3000 wrote: » RichiesDad79 wrote: » Fluffy wrote: » #servercrash Would not be a server crash as you d be sending only one packet of information instead of many back to back to back. This would actually relieve a ton of strain on the server. The network is not the problem. The problem seems to be the processing of the requests. The suggestive evidence of this is the fact that we do have buttons that ask the server to do a lot of stuff at once: when we rank up champions we are asking the server to spend a lot of ISO simultaneously to increase out champion rank. A year ago and more this was an instantaneous operation virtually all of the time. Now, that button seems to actually cause a noticeable delay in the game. There's also some strong evidence that the actual requests (and most game activity) gets sent to Google cloud systems for initial processing before being sent to the back end game servers (I traced the traffic a while back when we had the Really Big Slowdown). It seems more likely that the bottleneck is in the back end servers than the Google cloud app servers. So allowing the game client to send a lot of requests to the front end (with a big button that submitted all the requests in one single super-request) would most likely just flood the back end servers with work which are more likely to be outpaced by the front end servers than vice versa.