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Forum > Suggestions > Tighten up the time the games run.
Oakdad
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I can understand having a needed window to run the games in but 38 min. before the listed time seems a tad to long.
Can't we tighten this up some?
 
alindyl
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nope. With scrims on demand it seems even more likely that games are going to need the entire hour to run so that they finish by the time noted. Even with the hour sometimes games run behind.

Why is it a big deal if your game finishes earlier than the specified time? Don't put off game planning to the last hour before your game is scheduled to sim and you shouldn't run into a problem.

Btw consider this: There are perhaps, on average, 150 plays in a game. 16 games per league, and maybe 8 leagues per hour? That's 19,200 plays. Toss in 32 scrimmage games (equivalent to 2 leagues worth of games) pushes the average # of plays to around 24,000 plays per hour. 400 plays per minute, 6.6(repeating) plays per second.

This of course doesn't take into account overtime games, CPU games that are more than 150 plays per game usually (lots of kickoffs for TD's) server issues, and so on.

So having bort "tighten things up" isn't really going to happen right now. Maybe some optimization or more servers if the user base expands when the game goes live (of course that will mean more plays being simmed)
 
T2
Killuh
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Originally posted by alindyl
nope. With scrims on demand it seems even more likely that games are going to need the entire hour to run so that they finish by the time noted. Even with the hour sometimes games run behind.

Why is it a big deal if your game finishes earlier than the specified time? Don't put off game planning to the last hour before your game is scheduled to sim and you shouldn't run into a problem.

Btw consider this: There are perhaps, on average, 150 plays in a game. 16 games per league, and maybe 8 leagues per hour? That's 19,200 plays. Toss in 32 scrimmage games (equivalent to 2 leagues worth of games) pushes the average # of plays to around 24,000 plays per hour. 400 plays per minute, 6.6(repeating) plays per second.

This of course doesn't take into account overtime games, CPU games that are more than 150 plays per game usually (lots of kickoffs for TD's) server issues, and so on.

So having bort "tighten things up" isn't really going to happen right now. Maybe some optimization or more servers if the user base expands when the game goes live (of course that will mean more plays being simmed)


I agree with this.
 
Myd
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Originally posted by alindyl
nope. With scrims on demand it seems even more likely that games are going to need the entire hour to run so that they finish by the time noted. Even with the hour sometimes games run behind.

Why is it a big deal if your game finishes earlier than the specified time? Don't put off game planning to the last hour before your game is scheduled to sim and you shouldn't run into a problem.

Btw consider this: There are perhaps, on average, 150 plays in a game. 16 games per league, and maybe 8 leagues per hour? That's 19,200 plays. Toss in 32 scrimmage games (equivalent to 2 leagues worth of games) pushes the average # of plays to around 24,000 plays per hour. 400 plays per minute, 6.6(repeating) plays per second.

This of course doesn't take into account overtime games, CPU games that are more than 150 plays per game usually (lots of kickoffs for TD's) server issues, and so on.

So having bort "tighten things up" isn't really going to happen right now. Maybe some optimization or more servers if the user base expands when the game goes live (of course that will mean more plays being simmed)


Makes sense to me.
 
hatchman
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Originally posted by alindyl
nope. With scrims on demand it seems even more likely that games are going to need the entire hour to run so that they finish by the time noted. Even with the hour sometimes games run behind.

Why is it a big deal if your game finishes earlier than the specified time? Don't put off game planning to the last hour before your game is scheduled to sim and you shouldn't run into a problem.

Btw consider this: There are perhaps, on average, 150 plays in a game. 16 games per league, and maybe 8 leagues per hour? That's 19,200 plays. Toss in 32 scrimmage games (equivalent to 2 leagues worth of games) pushes the average # of plays to around 24,000 plays per hour. 400 plays per minute, 6.6(repeating) plays per second.

This of course doesn't take into account overtime games, CPU games that are more than 150 plays per game usually (lots of kickoffs for TD's) server issues, and so on.

So having bort "tighten things up" isn't really going to happen right now. Maybe some optimization or more servers if the user base expands when the game goes live (of course that will mean more plays being simmed)


well put -1 to OP
 
this_guy1015
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Originally posted by Myd
Makes sense to me.


Originally posted by TenTwo
I agree with this.


Originally posted by hatchman
well put -1 to OP


Well apparently alindyl killed your idea on first post.
 
Myd
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Originally posted by this_guy1015
Well apparently alindyl killed your idea on first post.


One shot... one kill...
 
We_Rule
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Originally posted by this_guy1015
Well apparently alindyl killed your idea on first post.


boom, headshot?
 


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