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Feedback Terminal => Suggestions => Topic started by: Nagitof on August 25, 2008, 01:35:39 PM



Title: Multi Research
Post by: Nagitof on August 25, 2008, 01:35:39 PM
I dont know if you caan right now but if you run several reseach of the same program are you reseaching several times faster?

Once I get reply I'l continue.


Title: Re: Multi Research
Post by: Krieger on August 25, 2008, 01:55:15 PM
I dont know if you caan right now but if you run several reseach of the same program are you reseaching several times faster?

Once I get reply I'l continue.
You can do it.


Title: Re: Multi Research
Post by: Nagitof on August 25, 2008, 02:04:52 PM
So it does research several times fast.

Wouldn't it be easier if there was a why on the research menu that would let reseach 2x, 3x, 4x, faster for 2x, 3x, 4x the CPU, Ram, and bandwidth(if it is requiord) and HPD. That way people dont need t ask question like wat I did. Makes it easier for all and if wat Krieger is telling the truth then its not adding a new feature just making it easier.


Title: Re: Multi Research
Post by: Magna Carta on August 25, 2008, 02:59:51 PM
Simple answer: 30 AP's. Parallel researching adds up.


Title: Re: Multi Research
Post by: DamascuS on August 25, 2008, 05:46:22 PM
Yup, i personally used around 2000 APs in under an hour with parallel researching.


Title: Re: Multi Research
Post by: Theraze on August 25, 2008, 07:38:25 PM
Yeah... your suggestion would take out the only limiting factor currently existing keeping me from researching everything to v100 in an hour. Well, besides the 1,332,000 HPD needed for each. But seriously, if I could just overdrive my research and get it for 30 AP for a 2000 power research... that would be pretty. -_-


Title: Re: Multi Research
Post by: Nagitof on August 26, 2008, 12:30:23 PM
Parallel and what I'm suggesting is the same thing but in one run utillity. Cost the same AP.

eg.

Parallel
       Details                                                    CUP         ram         BW                            Cost of AP      Cost of HPD
research 'PasswordProtect v0.2' 1h                  200         10000         0                                  30                  80/100
research 'PasswordProtect v0.2' 1h                  200         10000         0                                  30                  80/100
research 'PasswordProtect v0.2' 1h                  200         10000         0                                  30                  80/100
research 'PasswordProtect v0.2' 1h                  200         10000         0                                  30                  80/100
research 'PasswordProtect v0.2' 1h                  200         10000         0                                  30                  80/100

total...                                                          1000        50000         0                                  150                 400/500

In the end:  PasswordProtect v0.23
Time: 1h

Multi

     Details                                                     CPU           RAM         BW                           Cost of AP         Cost or HPD
research 5x 'PasswordProtect v0.2' 1h            1000          50000         0                                150                  400/500

In the end:  PasswordProtect v0.23
Time: 1h


All it does is make less cludder or the Running Software and make noobies undrestand how to it right away.
See not doing anything bad or unfare just helping a bit for the some people. Unless you dont want to others to get help.



Title: Re: Multi Research
Post by: Sirrobert on August 26, 2008, 07:17:31 PM
  80/100

 :read: :confused2: :21:

 :helpsmilie:


Title: Re: Multi Research
Post by: Magna Carta on August 26, 2008, 07:25:16 PM
  80/100

 :read: :confused2: :21:

 :helpsmilie:

Normal research costs 100 HPD/hour; gold takes out 20%, so it *only*  :14: costs 80 HPD/hour.


Title: Re: Multi Research
Post by: Theraze on August 26, 2008, 09:00:40 PM
Really, do you want to make something that screws with Sir Emi's AP calculations? Right now, it's 30 AP regardless of time... for the incredibly rich/bored, you can research up 100 points in an hour as 100 jobs for 3000 AP, or 100 points in 100 hours as one job for 30 AP. Why screw with what works? If you can't be bothered to remember how many times you hit refresh, you probably don't really need it. -_-


Title: Re: Multi Research
Post by: Nagitof on August 27, 2008, 12:05:33 AM
Like said before, it doesnt change anythig but how easy it gets to do this. There is NO cons about it. If there is then it is there because of the way it is now.


Title: Re: Multi Research
Post by: gs 059 on August 27, 2008, 01:57:13 AM
the only con is that it would take siremi about 10 minutes to do this if he is doing it when after 10 strait nights of no sleep and does not want to randomly make a bunch of bugs...


Title: Re: Multi Research
Post by: Andreas on August 27, 2008, 08:11:14 AM
But then we can look at the other possible scenario;
Emi had a good nights sleep, take some coffee before the usual log in on the comp. There he sees this suggestion and decides that it wont take so long time and (my ladies and gentlemen, this does not happen to often:) He updates in the favour of everyone posting in this thread. (Exept for Theraze.)


Title: Re: Multi Research
Post by: Theraze on August 27, 2008, 09:19:57 AM
No... How many of you guys are actually coders? With over 5 years working on games and how that part actually gets done and affects things, in a variety of coding languages? :16:

What this would do is make him have to completely change the part where AP cost is triggered, as well as likely throwing in another value to keep track of how many instances are being run per process. All he has to do right now to calculate AP cost is check on what type of job is being finished. With the multiplier, that doesn't happen, as he is having it actually use more than just the hours to calculate how many points of research have been added...

The point is, it's a relatively major coding change that would need to be poked in lots of areas, not just the one. -_- And would almost certainly have highly exploitable bugs for weeks, and that's only if it's babysat... the bugs could last for months/years otherwise.


Title: Re: Multi Research
Post by: Witcher on August 27, 2008, 11:37:00 AM
Agreed, this is not a "simple" coding issue - this would be a significant overhaul in the way many aspects of the game work.

I've never "seriously" coded a game (yes, I've coded but I am not a good coder :16:) However I have worked as head of game QC for a few years and this is the kind of change to which I would assign 20-30 hours of QC testing time simply to detect the bugs, nevermind actually get around to fixing them.

Basically whenever you touch a game engine/routine/code you have to verify not only the process which you wanted to (in this case the multiple instance research) in every conceivable way (you'd be amazed) but also every other process which uses the same engine/routine/code. It really adds up. Very quickly.

If someone had proposed a change like this to me back then this would have been my evaluation:

1) Does this add anything new to the game? No - you can already do what is proposed.
2) Does enhance the gaming experience - Marginally - yes there is an improvement of the game interface but there are far more important improvements to be made
3) It would be a high risk measure resulting in significant resources dedicated both from coders and testers to little benefit for the players - I would therefore not recommend doing this in the presence of other higher priority projects (and heaven knows there are a lot of those)


Title: Re: Multi Research
Post by: Nagitof on August 27, 2008, 12:49:58 PM
Well when the game first started you could log on to a public server and kill any process you wanted. Then I posted a topic about stoping it from the where it starts. I swear 2 mins after Sir Emi replied. It was done. Ive have done some basic programing before and it dosnt take long. Plus Sir Emi does it as a job so I would think hes pro at it.


Title: Re: Multi Research
Post by: gs 059 on August 27, 2008, 05:08:21 PM
No... How many of you guys are actually coders? With over 5 years working on games and how that part actually gets done and affects things, in a variety of coding languages? :16:

What this would do is make him have to completely change the part where AP cost is triggered, as well as likely throwing in another value to keep track of how many instances are being run per process. All he has to do right now to calculate AP cost is check on what type of job is being finished. With the multiplier, that doesn't happen, as he is having it actually use more than just the hours to calculate how many points of research have been added...

The point is, it's a relatively major coding change that would need to be poked in lots of areas, not just the one. -_- And would almost certainly have highly exploitable bugs for weeks, and that's only if it's babysat... the bugs could last for months/years otherwise.

I actually do code, and when I think of how hard it would be to do this, it is mostly a little bit of making new drop downs and some copy/pasting of code...


Title: Re: Multi Research
Post by: Theraze on August 28, 2008, 09:25:15 AM
I agree with Witcher in this... as he says, it's not adding anything 'new' to the game, and while it has some slight benefit for the lazy, the risk isn't worth the additional time needed to verify it's not going to break other things.
/me shivers.
And please don't pretend that being a copy/paste coder counts as being aware of the consequences of completely changing the way the AP system works. ;)

Nagitof, it's not a matter of questioning whether or not it's POSSIBLE for Sir Emi to do it. Of course he COULD do it if he wanted to. The question is whether or not it's worth his time, what with all of the other issues waiting to be done, that actually DO add functionality or fix problems. This is the equivalent of having a scientist research how to make a pogo pole for vaulting with. :D It might be sort of cool when done, but it's not really worth his time. :D


Title: Re: Multi Research
Post by: Andreas on August 28, 2008, 09:33:55 AM
Lately weve noticed a lack of updates and other contacts with him. Thats because he worked on Dooms Day. If he is working a another project like D Day I would be most happy if he decided to do this instead and give us some more time before the game becomes too boring.


Title: Re: Multi Research
Post by: Nagitof on August 28, 2008, 08:28:13 PM
Im pretty sure this game is ran of a rented server that Sir Emi rented for all his games he made. So really to Sir Emi this is a past time. So its when he has the time to work on it, if there were more gold accounts then Sir Emi might try working on the bugs. Like I said it would take him only 30 mins to read the ideas he likes and try to make it better then add it to the updates. So if live maybe 1-2 months (its is a long time) Im sure there would be a lot more Gold members, causing  Sir Emi to do weekly update.


Title: Re: Multi Research
Post by: Theraze on August 28, 2008, 09:17:29 PM
AD, you realize that what you just said is basically this...

Quote
I really hate the way that Sir Emi actually has a plan for how he wants the story to unfold and would rather he code anything, even updates that duplicate things that are already possible, rather than actually working on the story as he envisions it.

Somehow, I don't think that is really hugely likely to be his choice. ;) Ultimately, the game is owned by the owner and/or coder. Whatever they see as the important changes WILL happen, and either the pbase stays or leaves. But in most cases, any actual good coder won't let most comments sway their vision... else you end up with a horrible hodgepodge. The issue comes when the changes actually cause more problems than they fix... then the coder is working at cross purposes. :)


Title: Re: Multi Research
Post by: Andreas on August 29, 2008, 08:33:25 AM
AD, you realize that what you just said is basically this...

Quote
I really hate the way that Sir Emi actually has a plan for how he wants the story to unfold and would rather he code anything, even updates that duplicate things that are already possible, rather than actually working on the story as he envisions it.
[/quote]
Not really. I have nothing against the storyline (I dont think many people have). But when hes adding AP and resets this all gets pretty boring. And a good game isnt boring, its entertaining. And all the small updates helps since its often them that are making the game. If you still have the same base parallell to this one and starts to give it other updates it would pretty soon be another game with not much in commo with this.


Title: Re: Multi Research
Post by: Nagitof on August 29, 2008, 10:45:06 PM
Can we plz get back to the multi researching.


Title: Re: Multi Research
Post by: Theraze on August 30, 2008, 12:07:02 PM
The point that I was making is that multi-researching is already in the game. To change it to work the way you want to though would take some severe changes to lots of little backend things and likely cause multiple exploits, not all of which would immediately be reported. At some point in 9 months or so, someone would offhand mention it in a post, and Sir Emi would then go nuts with the "WHA? That's not supposed to be that way!" thing that all coders do when someone mentions a bug as if it's supposed to be that way, and either multi-research will be completely removed or he'll end up getting very frustrated wandering through and figuring out what else can get exploited. At that point, the players will get annoyed because it will be different and more locked down, and this change, created to make YOUR life easier and not have to click the refresh button (Hint: F5 works too) will have been removed and caused further issues between Sir Emi and the loyal players just wanting to enjoy the game. :)


Title: Re: Multi Research
Post by: virus man on September 20, 2008, 12:26:11 PM
I want to bring this back up to the forefront.

Reasons why this should be looked at.
1> Server load.  right now I have over 1200 processes running on 1 server and that takes about 3 minutes to load up.
2> Cleaner look for the processes running page
3> Keeps all researches ending in a certain time grouped as 1 entry
4> It would fix the "Select all" + "Complete all selected" bug that I have found.  Basically those options don't work if you have to many processes running.

Now as for the AP nerf affecting this option I would say to allow it to reduce a "group" of researches by a set amount each time you click "Task Completed".  Either a Text box entry that is auto filled with the max you can do with your current AP or give a series of numbers you can click going up in groups of 2 until you reach 48, which is the max you can complete in a 24 hour period.

What are your thoughts Sir Emi?


Title: Re: Multi Research
Post by: siremi on September 20, 2008, 11:22:49 PM
I want to bring this back up to the forefront.

Reasons why this should be looked at.
1> Server load.  right now I have over 1200 processes running on 1 server and that takes about 3 minutes to load up.
2> Cleaner look for the processes running page
3> Keeps all researches ending in a certain time grouped as 1 entry
4> It would fix the "Select all" + "Complete all selected" bug that I have found.  Basically those options don't work if you have to many processes running.


I will certainly look into this virus man, having 1200 processes on the page would be a high strain. I knew the process list would do that, just need to find a way to sort them out and maybe filter / limit how many it can show on one page...

Your point 4 is not a bug, it's actually some sort of limit on the number of processes to complete at one time, aimed to reduce load a bit too.

I'll look into it and see what I can do.


Title: Re: Multi Research
Post by: Nagitof on September 24, 2008, 04:07:46 PM
So there has been an update that supported this (which I am grateful) but the point of it was so that there would be less running programs lines. It would all be in one line.


Title: Re: Multi Research
Post by: virus man on September 24, 2008, 04:11:45 PM
So there has been an update that supported this (which I am grateful) but the point of it was so that there would be less running programs lines. It would all be in one line.

He said that would be in a future update if you read the complete thread.   The back end is now in place for it so it won't take long but is further down on the queue of things to do than this initial update was.


Title: Re: Multi Research
Post by: Nagitof on September 24, 2008, 05:11:11 PM
Sweet, thanks.