QUOTE(tenkicks @ Sep 3 2009, 13:26)

I'm not a programmer but I wonder if a downloadable client could help out a bit, instead of reporting to the server every attack maybe it could send a packet at the beginning/end of each round giving the fight details collecting the calculated reward and getting the new list of monsters.
It would be much easier to take a slightly longer load at the end of each round compared to an annoying lag between every click.
QUOTE(Tenboro @ Sep 3 2009, 13:37)

Oh yes, because client-side games are so impervious to manipulation and cheating. There's no getting around the roundtrip delay, but there are ways to camouflage the delay. It's not a priority at this point of time though.
This made me smile.
Server initializes round:
1. Real Life, HP: 250,000, MP: 500, SP: 150
Client Starts.
gdb sets variables: user->strength = 10,000, user->shield = 10,000, user->barrier = 10,000, user->evade = 10,000, user->resist = 10,000, user->sp = 10,000, user->main_hand->dmg_type = soul.
...
3 4 You are Victorious!
3 3 Real Life has been defeated.
3 2 You hit Real Life with haxorz for 1,000,000 damage.
3 1 You crit Real Life for 110,000 soul damage.
2 3 You dodge the attack from Real Life.
2 2 Your attack procs the effect Overwhelming Strikes on yourself.
2 1 You hit Real Life for 50,000 soul damage.
1 2 You dodge the attack from Real Life.
1 1 You hit Real Life for 50,000 soul damage.
----
Client Sends Results to Server.
The End.
It wouldn't be _quite_ that simple, but essentially that's how worthless a client for this game would be.
You _could_ make a client that simply holds the images and other objects and still sends the requests the way it's done now, but that's also essentially worthless since 99.99% of people have a browser cache big enough to hold that stuff anyway.
This post has been edited by DemonEyesBob: Sep 4 2009, 04:37