Open GoogleCodeExporter opened 9 years ago
I think some things are still useful as hourly values vs daily values, but why
not both? Small resource pool players may have more use for hourly than large
resource pool players. Plotting overall level ups would be best handled by a
daily or even a weekly graph. There could be hourly granularity data stored in
one element off the root of data, say h72, another for daily, say d60, yet
another for weekly, say w52.
I know that the income estimation in Bank and Land currently make some use of
History data for hourly income to plan short term income gains, things that may
not be handled as well with larger granularity increments. LevelUp uses it to
guesstimate the hourly experience gain, which can fluctuate in the short term
depending on your use of energy on quests or monster, or whether or not you are
buying refills in a given span or not. I wouldn't want my income or level up
planning skewed for a month or two because of my play patterns during Arena or
some such, but certainly it should reflect that during Arena, without needing
weeks to gather enough history.
I think there's a good case for several granularities of data storage there.
Original comment by lur...@hotmail.com
on 2 Jan 2011 at 7:28
I think changing storage to per-day (or some other granularity) would be
difficult to do if it was for some data and not others.
On the other hand - the only thing that cares about the "per xyz" display is
the user, so how about improvements to the Charts / dashboard page itself.
Having a quick look at History.makeGraph - might change the third arg to an
object, then it can have better per-graph options.
The graphs that are in there currently are the "coded this cool new thing and
we need something to show for it" ones - so they definitely could do with some
tweaking.
I'd like to see the graphs in there maybe have two select boxes. The first
would be the list of known graphs (so need to come up with more) - the first
option being a dash etc, and the second being "per hour / per day". When you
turn on one graph you get another pair of options below for another graph so
users can have as many, or as few, graphs as they want.
There's a definite positive reason for getting it done - and I'm sad to say
that some of it has been on my todo list for a while lol
Original comment by RycochetTM
on 2 Jan 2011 at 1:14
i think a good idea for history is the storage of all loot drops with % for
every monster killed... if all is storaged in a central online server db,
sended from all scripter user is really great
Original comment by carlo.so...@gmail.com
on 2 Jan 2011 at 11:41
History itself is a purely number-orientated worker. It's designed to let you
perform mathematical operations on things that have happened (and will probably
remain so). Storing other types of data, such as types of loot drops (as
opposed to X common, Y uncommon, Z rare) is outside it's abilities etc.
Talking about this with lurgid definitely makes it worth adding different
granularities.
Currently it stores 168x hour (1 weeks worth), but thinking it might be worth
adding 31x day and 52x week granularity.
There is also a strong case for untyped data - ie, a FIFO type queue of
undetermined length.
I'm planning to change the storage from the current Object(hour:{key:value,
...}) type to an Array based system.
Access to types should remain almost identical, however a "setup" function will
exist for new types - to specify whether it's hour/day/week and several other
options to be determined for display etc.
Original comment by RycochetTM
on 9 Jan 2011 at 7:38
Original issue reported on code.google.com by
0Artifi...@gmail.com
on 2 Jan 2011 at 6:48