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Offline Atico

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Re: Game doesn't save https://elementscommunity.org/forum/index.php?topic=50644.msg1091333#msg1091333
« Reply #12 on: August 08, 2013, 03:51:23 pm »
The same problem is with upgrading cards. Upgrade card -> return to menu -> game isn't saved = no upped cards (electrum isn't used, fortunately).

I also lost few upped cards won in Arena because Arena->Menu = no save.
« Last Edit: August 08, 2013, 08:19:53 pm by Atico »

Offline ColorlessGreen

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Re: Game doesn't save https://elementscommunity.org/forum/index.php?topic=50644.msg1091398#msg1091398
« Reply #13 on: August 08, 2013, 09:22:00 pm »
Just as a FYI to everyone reading this and worrying about it:

If you didn't know, you can manually save by going in to "your deck" and back out.

I'm currently in the habit of doing that every time right before closing a window. I assume this problem will be fixed in the not-distant future, but this habit will prevent it from affecting you in the interim.

Offline zanzarino

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Re: Game doesn't save https://elementscommunity.org/forum/index.php?topic=50644.msg1091441#msg1091441
« Reply #14 on: August 09, 2013, 02:02:06 am »
Problem fixed.

The game is not going to save going back to the menu if nothing changed (a waste, server-side), but it will now save if anything changed (score, electrum, win, lost, cards in the storage).

Offline rob77dp

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Re: Game doesn't save https://elementscommunity.org/forum/index.php?topic=50644.msg1091454#msg1091454
« Reply #15 on: August 09, 2013, 03:20:27 am »
Problem fixed.

The game is not going to save going back to the menu if nothing changed (a waste, server-side), but it will now save if anything changed (score, electrum, win, lost, cards in the storage).

Out of curiosity, the checking for change of many variables (score, electrum, results (w/l), cards in collection, etc) is faster or better than a quick save?  (I know very little of programming and database processes but am curious if this is the case.)
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Offline ColorlessGreen

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Re: Game doesn't save https://elementscommunity.org/forum/index.php?topic=50644.msg1091458#msg1091458
« Reply #16 on: August 09, 2013, 03:59:04 am »
Problem fixed.

The game is not going to save going back to the menu if nothing changed (a waste, server-side), but it will now save if anything changed (score, electrum, win, lost, cards in the storage).

Out of curiosity, the checking for change of many variables (score, electrum, results (w/l), cards in collection, etc) is faster or better than a quick save?  (I know very little of programming and database processes but am curious if this is the case.)

No idea if this is what he did, but as an example, it could be set up so that client-side it stores your w/l/elec/deck/whatever as of last save, and when the game triggers a save, it compares your current w/l/etc to the at-last-save w/l/etc and only communicates with the server if there's a change. There's other possibilities.

Offline Abekongen

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Re: Game doesn't save https://elementscommunity.org/forum/index.php?topic=50644.msg1095624#msg1095624
« Reply #17 on: September 01, 2013, 07:01:26 am »
I was very lucky and won two rare cards in a single spin. However, the game didn't register/save and I don't have the cards after all. Going back to the menu or not, this is poor behavior for any distributed solution. What if I lost internet connection? What if the server didn't respond? This is especially critical because winning rare cards is - well, rare - and it's a big letdown for any user not to have their winnings registered. This will probably make me stop playing, because I can no longer trust the game's implementation. Also I wasted hours trying to win those cards and all that was for nothing.

As ColorlessGreen suggests, the developers should implement a client-side saving mechanism, so that all updates are stored locally on disk as soon as the updates happen. The updates can later (normally within a second) be sync'ed with the server. This ensures, that if the internet connection, browser, server or any other fails before the server-side update is registered, the client may later retry the update to the server when everything is again up and running. This pattern is a standard pattern in distributed computing and should also be used here.

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Re: Game doesn't save https://elementscommunity.org/forum/index.php?topic=50644.msg1095625#msg1095625
« Reply #18 on: September 01, 2013, 07:36:11 am »
Have you tried turning it off and on again?
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Offline ColorlessGreen

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Re: Game doesn't save https://elementscommunity.org/forum/index.php?topic=50644.msg1096049#msg1096049
« Reply #19 on: September 09, 2013, 06:37:18 pm »
I was very lucky and won two rare cards in a single spin.

Does this mean that, in one pull of the slots, the slots resulted in something like:

[Rare #1] [Rare #2] [Other card]

If that is the case, then the reason the game didn't save the cards you won is that you didn't win any cards. In order to win a card from the slots, all three slots must match, at which point you win one copy of the card.

Offline rob77dp

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Re: Game doesn't save https://elementscommunity.org/forum/index.php?topic=50644.msg1096057#msg1096057
« Reply #20 on: September 09, 2013, 07:19:12 pm »
I was very lucky and won two rare cards in a single spin. However, the game didn't register/save and I don't have the cards after all. Going back to the menu or not, this is poor behavior for any distributed solution. What if I lost internet connection? What if the server didn't respond? This is especially critical because winning rare cards is - well, rare - and it's a big letdown for any user not to have their winnings registered. This will probably make me stop playing, because I can no longer trust the game's implementation. Also I wasted hours trying to win those cards and all that was for nothing.

As ColorlessGreen suggests, the developers should implement a client-side saving mechanism, so that all updates are stored locally on disk as soon as the updates happen. The updates can later (normally within a second) be sync'ed with the server. This ensures, that if the internet connection, browser, server or any other fails before the server-side update is registered, the client may later retry the update to the server when everything is again up and running. This pattern is a standard pattern in distributed computing and should also be used here.

I have only very very basic understanding (in the grand scheme of it all) of the internet and applications/games being programmed.  However, client-side saving on a game with such a draw for cheating as this one (refer:  first several months Elements was released and used the mochi high score stuff for T-50!) is just begging for cheating.  Client-side to me means a player has opportunity (yes, it would be by hacking but server-side just seems harder to hack, right?) to cheat more than with server controlled information access/editing.
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