Original issue 1264 created by gschizas on 2012-04-10T00:00:07.000Z:
My FS username is Butcherer.
Issue: in order to be able to fight multiple targets in GvG conflicts (especially when fighting in multiple conflicts at the same time, to make better use of RL time and received buffs), you need to open at least one tab for each target player and keep shuffling between players, refreshing the pages to see if there are any buffs on them, then clicking on the attack player link/button. As each page needs some time to load, and a browser with 15+ open FS tabs isn't exactly lightning fast, the whole process ends up taking more RL time than needed, keeps you locked in front of the computer mostly waiting for pages to load and uses a lot of system resources.
Proposed solution: add a series of shortcuts to the guild conflicts page that allow you to fight a set of selected targets without leaving that page. This could be done as follows:
1) When looking at a potential target's profile page, you can mark the player as a GvG target by pressing on a button in the actions section.
2) Once the conflict with that guild is initiated, you can see all marked targets below the guild name in the conflicts page, one per row.
3) Next to each target player in the conflicts page, you can see what buffs it has (with a button to refresh the list of buffs), and a set of buttons / links for basic actions (attack, remove from list, see last combat, etc.). Maybe also add a timer to show how much time has passed since the last attack.
The expected result is that GvG fights will waste much less RL time, because the player can do other things while fighting (read his email, drink his coffee, play another game etc.) and less system resources will be used (due to less tabs open in the browser). With the proper implementation, even less server resources will be used, as certain pages will only be partially loaded during this process (for example the player profile page, where you just want the buffs, you'll only need to load the page source for that, instead of the whole thing, with images, scripts running and pulling in even more resources, etc.)
Comment #1 originally posted by gschizas on 2012-04-10T11:57:59.000Z:
P.S. I already have code written for this functionality, though as a different script that I (or someone) would first have to integrate into FSHelper if this enhancement is approved.
Original issue 1264 created by gschizas on 2012-04-10T00:00:07.000Z:
My FS username is Butcherer.
Issue: in order to be able to fight multiple targets in GvG conflicts (especially when fighting in multiple conflicts at the same time, to make better use of RL time and received buffs), you need to open at least one tab for each target player and keep shuffling between players, refreshing the pages to see if there are any buffs on them, then clicking on the attack player link/button. As each page needs some time to load, and a browser with 15+ open FS tabs isn't exactly lightning fast, the whole process ends up taking more RL time than needed, keeps you locked in front of the computer mostly waiting for pages to load and uses a lot of system resources.
Proposed solution: add a series of shortcuts to the guild conflicts page that allow you to fight a set of selected targets without leaving that page. This could be done as follows:
1) When looking at a potential target's profile page, you can mark the player as a GvG target by pressing on a button in the actions section. 2) Once the conflict with that guild is initiated, you can see all marked targets below the guild name in the conflicts page, one per row. 3) Next to each target player in the conflicts page, you can see what buffs it has (with a button to refresh the list of buffs), and a set of buttons / links for basic actions (attack, remove from list, see last combat, etc.). Maybe also add a timer to show how much time has passed since the last attack.
The expected result is that GvG fights will waste much less RL time, because the player can do other things while fighting (read his email, drink his coffee, play another game etc.) and less system resources will be used (due to less tabs open in the browser). With the proper implementation, even less server resources will be used, as certain pages will only be partially loaded during this process (for example the player profile page, where you just want the buffs, you'll only need to load the page source for that, instead of the whole thing, with images, scripts running and pulling in even more resources, etc.)
Thank you