[b34] self-sacrificing wins don't show up as won in vault
Moderator: Moderator
[b34] self-sacrificing wins don't show up as won in vault
If the player chooses (or needs to) sacrifice his or herself to close the Void portal or to spread the Way as a yeek, thereby winning the game, the character doesn't show up as a winner in the online characters vault. Of all the winners in the vault, none have sacrificed themselves. This kinda sucks.
Re: [b34] self-sacrificing wins don't show up as won in vaul
Real winners win the game of life. /shades
Re: [b34] self-sacrificing wins don't show up as won in vaul
I presumed i wasn't connected at the time of my only win, but perhaps i was on-line.
That the game auto deleted the save also wasn't cool as darkgod couldn't even fix it. All was gone, no trace on the web or on the pc. Well on the web is an alive character at level 50, but that's it.
That the game auto deleted the save also wasn't cool as darkgod couldn't even fix it. All was gone, no trace on the web or on the pc. Well on the web is an alive character at level 50, but that's it.
Re: [b34] self-sacrificing wins don't show up as won in vaul
The issue where game status is not updated in the vault is bigger than just wins. A significant number of my characters died locally but are still shown as "alive" in the vault because the final update (at time of death) never made it to the web server. This is pretty common for me if I'm playing at home, because my kids monopolize all the incoming bandwidth (feckin' YouTube), and performance for anything else that uses HTTP slows to a crawl. ToME 4 loves to time out quickly and fail under those conditions.
A longer time-out would only be a band-aid, alas. What's really needed is a message queueing system on the client side, which will periodically retry sending old messages to the web server the next time(s) the game is loaded. That's not a trivial thing.
A longer time-out would only be a band-aid, alas. What's really needed is a message queueing system on the client side, which will periodically retry sending old messages to the web server the next time(s) the game is loaded. That's not a trivial thing.