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[Patch 1.0.0.136: Lulu] General Discussion - Page 267

Forum Index > LoL General
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Remember guys, this is the general discussion thread. Keep whine/QQ posts in the appropriate QQ memorial thread! Thanks!
Craton
Profile Blog Joined December 2009
United States17295 Posts
Last Edited: 2012-04-11 23:13:01
April 11 2012 23:08 GMT
#5321
Of course it does. That doesn't mean that putting additional load on a server won't cause an effect to its performance.

It's really difficult (pretty much impossible) to actually say one way or the other without actually knowing the underlying information.

There's a ton of options they have on mitigating the additional demand ranging from when and how often the pages are saved or pulled from the server, making the feature optional, adding more hardware just for this kind of thing, etc. And that's if they even feel the added performance costs even need addressing with the current architecture.
twitch.tv/cratonz
yenta
Profile Blog Joined April 2006
Poland1142 Posts
April 11 2012 23:44 GMT
#5322
I think its laughable to say that pulling a small string very infrequently will cause a load on the servers.
Trutacz Practice Discord - https://discord.gg/PWF7Pv
0123456789
Profile Blog Joined November 2010
United States3216 Posts
April 11 2012 23:45 GMT
#5323
Why doesn't riot add more servers. Every time I log on, there's a queue now. Don't be cheap riot! U making teh bank.
jcarlsoniv
Profile Blog Joined January 2010
United States27922 Posts
April 11 2012 23:55 GMT
#5324
On April 12 2012 08:45 0123456789 wrote:
Why doesn't riot add more servers. Every time I log on, there's a queue now. Don't be cheap riot! U making teh bank.


Come back and do the duos with me again!
Soniv ||| Soniv#1962 ||| @jcarlsoniv ||| The Big Golem ||| Join the Glorious Evolution. What's your favorite aminal, a bear? ||| Joe "Don't call me Daniel" "Soniv" "Daniel" Carlsberg LXIX ||| Paging Dr. John Shadow
Acechi
Profile Joined December 2009
United States50 Posts
April 11 2012 23:59 GMT
#5325
I think the new patch notes are already out, right here.
All in all the time
Kenpachi
Profile Blog Joined August 2009
United States9908 Posts
April 12 2012 00:06 GMT
#5326
yeah i think thats right. ts the PTR notes which were available for some time now
Nada's body is South Korea's greatest weapon.
wei2coolman
Profile Joined November 2010
United States60033 Posts
Last Edited: 2012-04-12 00:08:58
April 12 2012 00:08 GMT
#5327
Sunfire cape change should be a buff, right? Since it's true damage, ergo can't be reduced by MR.

Bruisers usually build witsend or hexdrinker, while AD carries build QSS (or BVeil), Usually putting their MR +100, which is around 50% reduction. So 1% truedamage should be a nice improvement.
liftlift > tsm
wei2coolman
Profile Joined November 2010
United States60033 Posts
April 12 2012 00:08 GMT
#5328
On April 12 2012 08:44 yenta wrote:
I think its laughable to say that pulling a small string very infrequently will cause a load on the servers.

the butterfly effect is not something to scoff at.
liftlift > tsm
Logrus
Profile Joined September 2010
United States228 Posts
Last Edited: 2012-04-12 00:13:51
April 12 2012 00:11 GMT
#5329
WOWOW I just discovered I can actually rebind my keys the way I want!!

It's always bugged me SO MUCH that I can't assign default cast a shift modifier, ie shift+q for normal cast and q for smartcast. And I could swear I saw this functionality on pro streams particularly Salce. Also I was pissed I coulnd't rebind ~ to something better like X.

apparently I just had to edit the input config file directly instead of try to do it through the fail in game interface

here's my new UBER BINDINGZ for those interested

[GameEvents]
evtCameraLockToggle=[Shift][y]
evtOpenShop=[p]
evtPlayerHoldPosition=[x]
evtCastSpell1=[Shift][q]
evtCastSpell2=[Shift][w]
evtCastSpell3=[Shift][e]
evtCastSpell4=[Shift][r]
evtSmartCastSpell1=[<Unbound>]
evtSmartCastSpell2=[<Unbound>]
evtSmartCastSpell3=[<Unbound>]
evtSmartCastSpell4=[<Unbound>]
evtCastAvatarSpell1=[Shift][d]
evtCastAvatarSpell2=[Shift][f]
evtSmartCastAvatarSpell1=[<Unbound>]
evtSmartCastAvatarSpell2=[<Unbound>]
evtShowHealthBars=[Shift][l]
evtToggleMinionHealthBars=[<Unbound>]
evtPlayerAttackMove=[a],[g]
evtUseItem1=[<Unbound>]
evtUseItem2=[<Unbound>]
evtUseItem3=[<Unbound>]
evtUseItem4=[<Unbound>]
evtUseItem5=[<Unbound>]
evtUseItem6=[<Unbound>]
evtSmartCastItem1=[1]
evtSmartCastItem2=[2]
evtSmartCastItem3=[3]
evtSmartCastItem4=[4]
evtSmartCastItem5=[5]
evtSmartCastItem6=[6]
evtPlayerAttackMoveClick=[Shift] [Button 2]
evtSmartPlusSelfCastSpell1=[q]
evtSmartPlusSelfCastSpell2=[w]
evtSmartPlusSelfCastSpell3=[e]
evtSmartPlusSelfCastSpell4=[r]
evtSmartPlusSelfCastAvatarSpell1=[d]
evtSmartPlusSelfCastAvatarSpell2=[f]
evtCameraSnap=[Space]
evtSelectSelf=[<Unbound>]
evtSelectAlly1=[F1]
evtSelectAlly2=[F2]
evtSelectAlly3=[F3]
evtSelectAlly4=[F4]
evtDrawHud=[<Unbound>]
evtSelfCastSpell1=[<Unbound>]
evtSelfCastSpell2=[<Unbound>]
evtSelfCastSpell3=[<Unbound>]
evtSelfCastSpell4=[<Unbound>]
evtSelfCastAvatarSpell1=[<Unbound>]
evtSelfCastAvatarSpell2=[<Unbound>]
evtEmoteJoke=[Alt][1]
evtEmoteTaunt=[Alt][2]
evtEmoteDance=[Alt][3]
evtEmoteLaugh=[Alt][4]
evtPlayerStopPosition=[s],[t]
evntPlayerPingCursor=[h]
evntPlayerPingCursorDanger=[b]
evtUseItem7=[v]
evtOnUIMouse4Pan=[<Unbound>]
evtChampionOnly=[n]


EDIT : OMG WOAAAAH they promised bug fix and QOL buffs for Teemo and instead HUUUGE TEEMO NERF wow
"Down, down into the pile, into the great slag heap, window onto the ends of time and space, where nothing is to be seen at the end, I went, between walls forever afire, never burnt down..." -Merlin, Prince of Chaos
WaveofShadow
Profile Blog Joined April 2010
Canada31495 Posts
April 12 2012 00:15 GMT
#5330
On April 12 2012 09:08 wei2coolman wrote:
Sunfire cape change should be a buff, right? Since it's true damage, ergo can't be reduced by MR.

Bruisers usually build witsend or hexdrinker, while AD carries build QSS (or BVeil), Usually putting their MR +100, which is around 50% reduction. So 1% truedamage should be a nice improvement.

That looks like a huge buff, but also likely fake. A bunch of those notes were not on the PBE at all (ie Kog'Maw nerfs) and seem kinda fishy, like someone made them up in reaction to IPL4. (Also the grammar is bad in some places but it's possible this is a translation, I guess.)
twitch.tv/waveofshadow ||| Winner of AHGL's So You Think You Can Cast! ||| Juicy Dad for lyfe ||| 'idk i get a kick out of stupid things' - Jarms Yarng
Ferrose
Profile Blog Joined September 2010
United States11378 Posts
April 12 2012 00:19 GMT
#5331
On April 12 2012 09:08 wei2coolman wrote:
Sunfire cape change should be a buff, right? Since it's true damage, ergo can't be reduced by MR.

Bruisers usually build witsend or hexdrinker, while AD carries build QSS (or BVeil), Usually putting their MR +100, which is around 50% reduction. So 1% truedamage should be a nice improvement.


You'd think that they'd increase the price of it if they made it deal true damage.
@113candlemagic Office lady by day, lonely woman at night. | Official lolicon of thread 94273
nojitosunrise
Profile Joined August 2011
United States6188 Posts
April 12 2012 00:26 GMT
#5332
Patch to come out Thurs/Friday according to LoL korea.
turdburgler
Profile Blog Joined January 2011
England6749 Posts
April 12 2012 00:26 GMT
#5333
On April 12 2012 09:19 Ferrose wrote:
Show nested quote +
On April 12 2012 09:08 wei2coolman wrote:
Sunfire cape change should be a buff, right? Since it's true damage, ergo can't be reduced by MR.

Bruisers usually build witsend or hexdrinker, while AD carries build QSS (or BVeil), Usually putting their MR +100, which is around 50% reduction. So 1% truedamage should be a nice improvement.


You'd think that they'd increase the price of it if they made it deal true damage.


well right now its trash so idk im happy to see it buffed.
Chiharu Harukaze
Profile Joined September 2011
12112 Posts
April 12 2012 00:29 GMT
#5334
On April 12 2012 07:41 obesechicken13 wrote:
Show nested quote +
On April 12 2012 00:34 Chiharu Harukaze wrote:
On April 12 2012 00:26 wei2coolman wrote:
What they need to save are my key bindings!!! and allows me to have different smartcast/keybinding for each champion.....

Saving player settings creates a lot of stress on the sever. When mastery pages where first introduced, they were local-only because the servers were not ready for it at the time. There was a lot of clamouring on the forums to the Devs about it and that's why there has been the move to push them server-side. While you may think it's not terribly memory intensive, it really adds up when you have millions of players all constantly trying to connect to the central database, and then having to share that information between other databases. It's the same reason even a 1% increase in search efficient is so important to Google. They're dealing with things on such a large scale, and with so many ripple effects it gets messy pretty fast.

Keybindings would face a similar problem, especially if you had one for each champion. The main question is "Do we have a need for it?" Most people tend to either smartcast everything, or regular cast everything. Not that many people realisitcally have special keybinds for different champions. The amount of stress the servers would have to deal with some constant query requests really isn't worth it to deal with the small number of people who would benefit from this. If you really want a million custom keybinds and can't be bothered to change them in the in-game menu, just have the ini files saved in a directory somewhere and drag them into the Config folder before a game. And if you can't be bothered to do that, then you probably weren't really going to benefit from those keybinds that much, were you?

I really don't buy this. I'm sure significantly more bandwith goes through the server in game than what can be put in a small text file.

That's like saying your mortgage costs more than the fuel for your car. It probably is, but you can't just ignore it either.

I do not know how the mastery servers are being set up, but it would probably go something like this. A query is sent to server for userlookup The server runs search algorithm over millions of users based. I don't know whether the client knows your primary key associated with your account or not. If not, that's another query that needs to be run. The server also needs to check your summoner level, requiring another query. Finally this information gets returned to the client. Now run this every single time someone goes into champion select, or someone loads a profile, or when a game initialises. There are approximately 20+ games that start per second on average. Don't know figures for Profile Views. But it's really not a trivial matter.

On April 12 2012 09:11 Logrus wrote:
WOWOW I just discovered I can actually rebind my keys the way I want!!
[...]

Why is this still new to people. It's not like I made a thread all about doing this sort of stuff and even went and found every possible keybind and input command...

On April 12 2012 08:59 Acechi wrote:
I think the new patch notes are already out, right here.

Some wrong stuff in there. The stuff datamined off the PBE on lolpro.com is probably more accurate.
It's like, "Is the Federation's Mobile Suit some kind of monster?"
Ryuu314
Profile Joined October 2009
United States12679 Posts
Last Edited: 2012-04-12 00:29:47
April 12 2012 00:29 GMT
#5335
tbh if they changed sunfire to 1% max hp true damage it'd be a small buff for teamfighting, but right now, you buy sunfire mostly to increase your splitpushing capabilities on champs who can't push very well, like shen. So in those scenarios, it's a nerf.

On April 12 2012 08:44 yenta wrote:
I think its laughable to say that pulling a small string very infrequently will cause a load on the servers.

you clearly haven't been playing on the same shitty servers as I have lol
MooMooMugi
Profile Blog Joined January 2011
United States10531 Posts
Last Edited: 2012-04-12 00:38:23
April 12 2012 00:37 GMT
#5336
Sunfire cape actually does more because MR affects it..
Especially in late game where most champions are 3k HP or higher?
|LoL & SC2 IGN both my username| Just livin' the baylife| Hearthstone ID: MooMooMugi#1544| Dank Memer since 2011
HazMat
Profile Blog Joined October 2009
United States17077 Posts
April 12 2012 00:40 GMT
#5337
I'm happy Ghost is getting use again.
www.youtube.com/user/ShakeDrizzle | League and SSBM content creator | Armada's Youtube Editor
Juicyfruit
Profile Joined May 2008
Canada5484 Posts
April 12 2012 00:40 GMT
#5338
The problem is that even late-game it doesn't exactly make much of a difference. 3000HP = 30dps which is kinda sad.
obesechicken13
Profile Blog Joined July 2008
United States10467 Posts
Last Edited: 2012-04-12 00:54:47
April 12 2012 00:47 GMT
#5339
On April 12 2012 09:29 Chiharu Harukaze wrote:
Show nested quote +
On April 12 2012 07:41 obesechicken13 wrote:
On April 12 2012 00:34 Chiharu Harukaze wrote:
On April 12 2012 00:26 wei2coolman wrote:
What they need to save are my key bindings!!! and allows me to have different smartcast/keybinding for each champion.....

Saving player settings creates a lot of stress on the sever. When mastery pages where first introduced, they were local-only because the servers were not ready for it at the time. There was a lot of clamouring on the forums to the Devs about it and that's why there has been the move to push them server-side. While you may think it's not terribly memory intensive, it really adds up when you have millions of players all constantly trying to connect to the central database, and then having to share that information between other databases. It's the same reason even a 1% increase in search efficient is so important to Google. They're dealing with things on such a large scale, and with so many ripple effects it gets messy pretty fast.

Keybindings would face a similar problem, especially if you had one for each champion. The main question is "Do we have a need for it?" Most people tend to either smartcast everything, or regular cast everything. Not that many people realisitcally have special keybinds for different champions. The amount of stress the servers would have to deal with some constant query requests really isn't worth it to deal with the small number of people who would benefit from this. If you really want a million custom keybinds and can't be bothered to change them in the in-game menu, just have the ini files saved in a directory somewhere and drag them into the Config folder before a game. And if you can't be bothered to do that, then you probably weren't really going to benefit from those keybinds that much, were you?

I really don't buy this. I'm sure significantly more bandwith goes through the server in game than what can be put in a small text file.

That's like saying your mortgage costs more than the fuel for your car. It probably is, but you can't just ignore it either.

I do not know how the mastery servers are being set up, but it would probably go something like this. A query is sent to server for userlookup The server runs search algorithm over millions of users based. I don't know whether the client knows your primary key associated with your account or not. If not, that's another query that needs to be run. The server also needs to check your summoner level, requiring another query. Finally this information gets returned to the client. Now run this every single time someone goes into champion select, or someone loads a profile, or when a game initialises. There are approximately 20+ games that start per second on average. Don't know figures for Profile Views. But it's really not a trivial matter.

Well I think they have one table for every user. You only need to find the user once. This query shouldn't take long and in fact you should have it right when someone logs into the client. The connection is already established. Now finding the information about things like summoner levels takes O(1) time aka constant time. The load should be minimal if the coding was done correctly.
And it's always possible to not have to load a file over and over if one creates a temporary backup on the client side and just syncs it up with the server whenever necessary.


On April 12 2012 09:08 wei2coolman wrote:
Show nested quote +
On April 12 2012 08:44 yenta wrote:
I think its laughable to say that pulling a small string very infrequently will cause a load on the servers.

the butterfly effect is not something to scoff at.

I think the butterfly effect is more about small actions having large consequences in the way our universe works. Like every time I move my arm I displace air that could create tornados in australia or influence a supernova in a galaxy far away. It's not about small things like multiple people waving their arms adding up to big things.


Also I'm also calling BS on the patch notes with sunfire cape getting true damage. It's a community consensus that sunfire is a bad item and there have been people calling for it to do true damage for no good reason but giving it true damage is just retarded. "We're gonna make this farming item make you better at slow drawn out fights against tanks."
I think in our modern age technology has evolved to become more addictive. The things that don't give us pleasure aren't used as much. Work was never meant to be fun, but doing it makes us happier in the long run.
Jaso
Profile Blog Joined April 2010
United States2147 Posts
April 12 2012 00:55 GMT
#5340
On April 12 2012 09:40 Juicyfruit wrote:
The problem is that even late-game it doesn't exactly make much of a difference. 3000HP = 30dps which is kinda sad.


That's even stronger than the old 40 magic damage per second...
derp
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