I want to first thank those who helped me to get Puffin on my ZTE-Android in working condition. It works like a charm and I am somewhat happy (still learning around it) that I can take my gaming on the road without lugging my laptop around. However, I would suggest those who want to play the game via that route to get a wi-fi connection as the following con I have with utilizing such:
So, I was contemplating on how data can go so fast on a game that is supposed to be a flash game in the first place to be played by all. If I were to do the math, the download stream would be at 50 MB per minute coming from R2's servers. Most mobile games I played are longer lasting than what I had done for Wartune. In fact, Youtube lasts for about 10 minutes if I played a video via a fresh data load with no wi-fi available (on a test, not an every day thing).
So, I wonder, what is being pushed out to the players that accessed the game from their computers at that rate? Could it contribute to the lag we get often at times? The average data speed is around 3-5 MB/s worldwide on a download stream via the internet provider (some are lower and some are higher). I've read some posts in the past few years (yeah, I have been a member for a long time, folks) that some were even suggested that they should not run any streaming service type of programs while playing the game; and I even went up to bat with them in asking why if I was on a 30 MB/s connection. I can play other games while streaming youtube or even watching a few movies or chatting up a storm with friends (that's why I got the connection). I now have 60 MB/s so I should have done more from my terminal instead of having to wait like I had done in the past (oh dial up, how I missed thee..... NOT).
Perhaps the developers need to check their coding and remove elements that would cause lag like, I don't know, the swirlies perhaps, or the background moving image only can be found when a player goes into full screen (that flaming steaming bit) but is lurking in windowed mode somewhere; or the various reporting elements that one should be sufficient (not 4-6k embedded onto .sol files when I did a SpyBot S/D scan each week; like really, who needs THAT many?); or maybe that Javascript anomaly that I kept hearing about that grab analytics in real time rather in fragment of times.
I don't know, but 50 MB/s worth of data being pushed out all at once is kind of a red flag for me, especially on a game.
- It eats up data really fast.
So, I was contemplating on how data can go so fast on a game that is supposed to be a flash game in the first place to be played by all. If I were to do the math, the download stream would be at 50 MB per minute coming from R2's servers. Most mobile games I played are longer lasting than what I had done for Wartune. In fact, Youtube lasts for about 10 minutes if I played a video via a fresh data load with no wi-fi available (on a test, not an every day thing).
So, I wonder, what is being pushed out to the players that accessed the game from their computers at that rate? Could it contribute to the lag we get often at times? The average data speed is around 3-5 MB/s worldwide on a download stream via the internet provider (some are lower and some are higher). I've read some posts in the past few years (yeah, I have been a member for a long time, folks) that some were even suggested that they should not run any streaming service type of programs while playing the game; and I even went up to bat with them in asking why if I was on a 30 MB/s connection. I can play other games while streaming youtube or even watching a few movies or chatting up a storm with friends (that's why I got the connection). I now have 60 MB/s so I should have done more from my terminal instead of having to wait like I had done in the past (oh dial up, how I missed thee..... NOT).
Perhaps the developers need to check their coding and remove elements that would cause lag like, I don't know, the swirlies perhaps, or the background moving image only can be found when a player goes into full screen (that flaming steaming bit) but is lurking in windowed mode somewhere; or the various reporting elements that one should be sufficient (not 4-6k embedded onto .sol files when I did a SpyBot S/D scan each week; like really, who needs THAT many?); or maybe that Javascript anomaly that I kept hearing about that grab analytics in real time rather in fragment of times.
I don't know, but 50 MB/s worth of data being pushed out all at once is kind of a red flag for me, especially on a game.
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