No worries, I fully understand. Just something to consider as the more peaceful alternative to a lawsuit.
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I think nobody really wants to sue Supercell because of this issue. We just want it to be fixed!
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So, I've been reading up on this error, and I have an idea as to why this is occurring. Perhaps this will shed a bit more light to supercell employees.
So, from what I understand here, anytime a server related action takes place, the countdown timer will then display an incorrect time remaining toward the completion of a project within the game.
Is it possible that there is a function pausing the timer, or preventing communication with the server on a small scale level?
To clarify, you prioritize a server response before the timer's server response, and thus, with each passing response taking a priority, even in milliseconds, over the timer, it will be held back ever so slightly each time, incorrectly displaying the build time for each building.
Wouldn't the solution to this be a service call, which took time started on the server, then the player logs in, and it will subtract the current time on the server?
So, to put number into this:
Let's say Jim, starts building his town hall at 12:00PM. For the sake of this example, the town hall takes an hour to build.
The server then records that Jim started construction of his town hall at 12:00HR.
Jim then goes off and does a bunch of other server related junk with the game and returns to his town.
Server will then do the following calculation: CurrentTime - StartTime = RemainingTime.
So, Since the server already has the value for StartTime = 12:00HR, it obtains the information for CurrentTime = 12:30HR, then it determines that Jim has 30 Minutes, and displays a countdown from that point.
In terms of doing this over longer periods of time. Such as days, then you could alter the way time is recorded.
So in terms of recording the time. You will have YR:MNTH:DAY:HR:MNT
So StartTime, instead of appearing as 12:00, would instead appear as 2014:01:23:12:00
Thus, when the calculation takes place. it would be: ((2014:01:23:12:30) - (2014:01:23:12:00)) = 0000:00:00:30
Alright, I think I worked this out in my head.
So, three Variables
TimeRequired
TimeStarted
TimeCompleted
TimeRequired is updated to server when the player begins the structures build cycle. Thus 01:00 is added.
TimeStarted is recorded by the server, the exact server time the player began his build cycle. (12:00HR)
TimeCompleted is equal to TimeStarted + TimeRequired which equals (13:00HR)
Now, another two variable: TimeDisplayed & CurrentTime
TimeDisplayed = TimeCompleted - CurrentTime
TimeDisplayed = 13:00 - 12:40
TimeDisplayed = 00:20HR
I think that's what I wanted to get out.
Its a little shifty, but I hope it helps. Maybe this could better regulate time? I don't know. Keep me posted, sometimes I cannot get what's in my head out properly.
*EDIT* I don't want it to seem like I was swearing, i didn't realize a certain word was blocked on here. So, I'm not swearing, I changed the word to shifty.
I noticed this glitch without realizing it a few times. This makes sense. Is there a known average amount of time added? Like five hours ir two hours etc etc
My hidden tesla upgrade took 2 hours and 20 minutes more than what it was supposed to so it finished at midnight instead of eariler
I'm sure they know about this issue. It's not well hidden from those who are good at forum navigation. But why fix a "problem" that ultimately helps force players to buy gems to gem the extra time? Of course I think it's rotten business and poor service, but that's my opinion. There are many SC employees who would likely disagree with my opinion.
I didn't believe this until I actually tested it for myself. I set a timer on my phone for 30 minutes and began training a dragon. Logged off 4 times and checked the timer. My phone said the dragon should be done in 27 minutes. My barracks thought otherwise and said there was 28 minutes remaining. I have tested this with other troops as well and got the same 15 seconds added on to training time each time I log off.
For players like me who play for many 15 minute intervals during the day, this glitch will add hours to my build times!
That's the second report of the inflation being 15 seconds per village reload, both reports very recently. Let's see if we can get some more confirmations on that (I'll test it myself too when I have some time). Perhaps SC decided 5-6 seconds per village load wasn't enough? >.>
This issue appears to be isolated to Supercell games. I tested a number of other games similar to COC and those times were consistent with my stopwatch. Hay Day and COC were the only 2 that added time after logging off.