#24727: "Loading game log history takes a lot of time"
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Detailed description
• Please copy/paste the error message you see on your screen, if applicable.
When returning to a turn-based game, the game log history is loaded. In other games, this is usually quite fast, but in The Crew, it takes a lot of time and takes more and more time as the number of missions increases. Is there a reason why it is quick in other games but so slow in The Crew? Is there a way to improve this?• Please explain what you wanted to do, what you did and what happened
• Which browser are you using?
Safari v13.1
• Please copy/paste the text displayed in English instead of your language. If you have a screenshot of this bug (good practice), you can use Imgur.com to upload it and copy/paste the link here.
When returning to a turn-based game, the game log history is loaded. In other games, this is usually quite fast, but in The Crew, it takes a lot of time and takes more and more time as the number of missions increases. Is there a reason why it is quick in other games but so slow in The Crew? Is there a way to improve this?• Is this text available in the translation system? If yes, has it been translated for more than 24 hours?
• Which browser are you using?
Safari v13.1
• Please explain your suggestion precisely and concisely so that it's as easy as possible to understand what you mean.
When returning to a turn-based game, the game log history is loaded. In other games, this is usually quite fast, but in The Crew, it takes a lot of time and takes more and more time as the number of missions increases. Is there a reason why it is quick in other games but so slow in The Crew? Is there a way to improve this?• Which browser are you using?
Safari v13.1
• What was displayed on the screen when you were blocked (Blank screen? Part of the game interface? Error message?)
When returning to a turn-based game, the game log history is loaded. In other games, this is usually quite fast, but in The Crew, it takes a lot of time and takes more and more time as the number of missions increases. Is there a reason why it is quick in other games but so slow in The Crew? Is there a way to improve this?• Which browser are you using?
Safari v13.1
• Which part of the rules was not followed by the BGA adaptation
When returning to a turn-based game, the game log history is loaded. In other games, this is usually quite fast, but in The Crew, it takes a lot of time and takes more and more time as the number of missions increases. Is there a reason why it is quick in other games but so slow in The Crew? Is there a way to improve this?• Is the rules violation visible on game replay? If yes, at which move number?
• Which browser are you using?
Safari v13.1
• What was the game action you wanted to do?
When returning to a turn-based game, the game log history is loaded. In other games, this is usually quite fast, but in The Crew, it takes a lot of time and takes more and more time as the number of missions increases. Is there a reason why it is quick in other games but so slow in The Crew? Is there a way to improve this?• What did you try to do to trigger this game action?
• What happened when you tried to do this (error message, game status bar message, ...)?
• Which browser are you using?
Safari v13.1
• At which step of the game did the problem occur (what was the current game instruction)?
When returning to a turn-based game, the game log history is loaded. In other games, this is usually quite fast, but in The Crew, it takes a lot of time and takes more and more time as the number of missions increases. Is there a reason why it is quick in other games but so slow in The Crew? Is there a way to improve this?• What happened when you tried to do this game action (error message, game status bar message, ...)?
• Which browser are you using?
Safari v13.1
• Please describe the display issue. If you have a screenshot of this bug (good practice), you can use Imgur.com to upload it and copy/paste the link here.
When returning to a turn-based game, the game log history is loaded. In other games, this is usually quite fast, but in The Crew, it takes a lot of time and takes more and more time as the number of missions increases. Is there a reason why it is quick in other games but so slow in The Crew? Is there a way to improve this?• Which browser are you using?
Safari v13.1
• Please copy/paste the text displayed in English instead of your language. If you have a screenshot of this bug (good practice), you can use Imgur.com to upload it and copy/paste the link here.
When returning to a turn-based game, the game log history is loaded. In other games, this is usually quite fast, but in The Crew, it takes a lot of time and takes more and more time as the number of missions increases. Is there a reason why it is quick in other games but so slow in The Crew? Is there a way to improve this?• Is this text available in the translation system? If yes, has it been translated for more than 24 hours?
• Which browser are you using?
Safari v13.1
• Please explain your suggestion precisely and concisely so that it's as easy as possible to understand what you mean.
When returning to a turn-based game, the game log history is loaded. In other games, this is usually quite fast, but in The Crew, it takes a lot of time and takes more and more time as the number of missions increases. Is there a reason why it is quick in other games but so slow in The Crew? Is there a way to improve this?• Which browser are you using?
Safari v13.1
Report history
I think it would be adequate to show the current mission log and the result of previous missions. Maybe like so:
<current mission start>
...
<current mission end>
Mission 2: commander y - success
Mission 1: commander x - success
Mission 1: commander y - fail
Fine on Windows 7 but slow on iPad.
Even when the VERY first mission is about to end.
I'd suggest either only loading the history, for the current mission; or better yet, just have a grid of all possible cards and showing which ones have already been played out, during the current mission.
Thanks!
Other games don't walk you through game history - its just there if you want to go see it. (saving cases where it is deliberately hidden of course)
A solution could be to load only the last N actions and loading N more actions on demand by clicking the arrows at the bottom of the log display.
This would also decrease server traffic loads.
There is no need to load the history of missions that are completed. Only the active missions is relevant!
But please fix this!!!
Either just show the last 2-3 mission or give a button to clear history.
Otherwise awesome game
Or just current mission when re-loading.
If you started your table in campaign mode, you can just leave it at the end of a mission and hit "rematch", that will re-start at the same point without loosing any progression.
Leaving this report so you can upvote.
If you started your table in campaign mode, you can just leave it at the end of a mission and hit "rematch", that will re-start at the same point without loosing any progression.
Leaving this report so you can upvote.
We finished a mission, abandoned the game and started a new one at the next mission.
Just to reduce the load times.
I think I once reported it as such, can't be sure.
The basic idea is that the framework should allow game to define natural breakpoints and the game would only keep info down to the last or previous last or previous previous... (configurable per game) breakpoint.
The tricky part is that the game must be able to restart from such a breakpoint without executing all the prior actions. This requires to save enough information in some kind of state object to properly reproduce the "board". (For instance, if you have a game where tokens can be placed on top of one another, you would need to redraw those tokens taking that piling up into consideration from a global state as you would no longer be able to always replay the actions that led to this piling up)
Tonight 2021-10-29, I already tried reload 4-5 times, still no luck getting all history. Very frustrating, plus it also puts unnecessary load on your servers.
I think this is a very weak implementation for performance. It should only load current game status at start +the last round of moves. Any more history should be on request only. This should probably be implemented for all games, i.e. probably in the framework.
Add to this report
- Another table ID / move ID
- Did F5 solve the problem?
- Did the problem appear several times? Every time? Randomly?
- If you have a screenshot of this bug (good practice), you can use Imgur.com to upload it and copy/paste the link here.