#Raid Overkill Live Protection

1 messages · Page 1 of 1 (latest)

exotic inlet
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Since the last update, the in game chat is more than ever slow as hell and is leading to a lot of synchronization problems between crew members when attacking.
I know that UHL clan are subscribing to discord call for attacks and registration queue... But the game should proposed a way to make the UX / UI of attacks not third party dependent.

Still don't know how, but having a "on line" live list of connected people with their status on live like "Attacking {{Head}} With {{Deck}}" Could be very useful.

Perhaps also a small pop-up message during an attack to warn the player than someone also started an attack.

I know that with the arrival of the API, my request have "no chance" to leads to something but I am / we are feeling very disappointed that your game needs extra tools to have a minimum required UX / UI for a better raid experience.

Don't take it as an offense on your work but just a strong feedback that at least the in game chat should be fixed and raid follow-up must be enhanced as a multiplayer point of view and not a sum of single players.

Thanks and have a nice day

wintry glen
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Thank you for the feedback. Due to the game being offline by default and with online components, we can't reliably show what players are actively attacking at a given moment as the server has no concept of a player during a hit, only when a player pre-validates an attack and then when it is eventually submitted (if they submit it at all).

No changes were made to the in-game chat refresh rate. I'll get the team to investigate this if you are experiencing that it's slowed down after the 5.30.0 update 👍

silver inlet
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Could we not get a mark next to someone's name then if they have recently pre-validated an attack?

wintry glen
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Feasibly yes, but the game wouldn't know when they submit a hit or when to remove the mark, and also you wouldn't know when a player has prevalidated unless you refreshed your raid after they had prevalidated. So overall due to the game not being online-only, there's limitations on showing this sort of "live" data. This is why we generally have things such as leaderboards cached every few minutes, it gives a semi-live setup while not requiring a constant internet connection