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Thread: Saving your favorite raids/replay.

  1. #1
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    Saving your favorite raids/replay.

    Have you guys ever had a really cool raid on the go and wish you can save it at the spot. Well I was thinking SUPERCELL should have an update to where you are allowed to save your favorite raids on your phone, SD card or any other device you're using to play COC.


    If you guys like this, please support it so SUPERCELL may approve of this idea and make my wish come true.

  2. #2
    Forum Veteran ColonelAwesome's Avatar
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    This is requested a lot, and I bet supercell has thought of it before.
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    or...

    or.... save them to a different section in the logs... (attack/defence)

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    Quote Originally Posted by AnthonyVince View Post
    I'm afraid it would still cause too much lag.
    The notion that the ability to save replays will induce lag is ridiculous. Lag is caused by a server's traffic (internet bandwidth usage and CPU usage), not the amount of data stored on the server. It's not like we'll be replaying our replays 24/7.
    Adding this option will not create lag.

    I agree that saving up to 10 or so favorite replays is a good idea.

  5. #5
    He who has not yet claimed his title dahimi's Avatar
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    This isn't practical. The replays are not videos. There is a reason why all replays are wiped after maintenance.

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    Quote Originally Posted by dahimi View Post
    This isn't practical. The replays are not videos. There is a reason why all replays are wiped after maintenance.
    Yeah, I disagree with the notion of being able to save it to an SD card. we should just be able to view it in CoC for later video recording ourselves.

    The reason they're all wiped after maintenance is space-saving. A lot amount of space will need to be made on CoC's servers for these replays. but if there are a static number of replays allowed to be saved, though, (ten seems like a good number), at least the amount of space required is predictable.

    It would be worth the extra space, in my opinion.

  7. #7
    Forum Superstar WarrenJames's Avatar
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    Quote Originally Posted by WarrenJames View Post
    Technically, it is not hard, since it is likely a script that runs a battle through the client's game engine. Though the problems I see are...

    • Technical issues when clients update, which could render scripts buggy because they use old commands, or things go out of synch from different unit parameters.
    • Fears of giving people even greater access to reverse engineering the game code and protocols, by giving a digital copy of the script of commands.
    • Or countermeasures for the above are too awkward and over so little gain that it isn't worth developing.

    It is just a guess, but they are some of my best guesses from my experience and knowledge of computers.
    Quote Originally Posted by Thenotsosmartone View Post
    Although they look valid reasons they really are not.

    Well maybe the old code part is, but that is just bad programming. With the money they are making bad programming is just not acceptable as an excuse.

    The reverse enginering part, lets be honest, the people with the knowlegde to do so dont need this extra part of information. The people without the knowlegde wont be able to do it even with this information. And although I can understand SuperCell wants to keep they interllectual property they should also know that it is impossible if they send it to players owned devices.

    The little gain part also looks like a valid reason. But it is always a question about effort vs gain, it is a little effort so the gain doesnt have to be big. Dont forget that because they are not giving the option people are looking for alternative ways to still get the data. That is just putting players up to ♥♥♥♥ing the game to get the info. Yes, before posting here I did check if I could easily get the info by simply monitoring network traffic. (for the ones with the same idea, no it isnt that easy otherwise I would not even bothered by responding to this tread.)
    Quote Originally Posted by WarrenJames View Post
    My assumption for the 'old code' part is based on the fact they clean out all the replay info with each major maintenance update. Why? Not because it is fun to tick off players, but likely as a safe guard from glitches. They likely never designed the replays, yet, to have reverse comparability, plus the likely highly optimized code could be sensitive to any variable change. If it is a true replay, and you change the stats of a unit, or the AI in some way, it will just stray off into some weird direction given enough time or permutations, and not be faithful to the original battle, which was based on older code that will no longer be used.

    I said give more access to people to reverse engineer. Anyone, given time and resources could ♥♥♥♥ the game, but why open yourself up even more by exposing more info than needed? They'd have to come up with new code that may have to operate on a different method than thier more optimized server code just to show the same replay without giving out too much.

    Which goes back to the last part about 'is it worth the effort for the gain'. If they had forethought on replays being saved and downloaded, they likely would have planned that better from the start. But maybe core legacy code and operation methods are forcing them to stay with what they have, since remaking it could be a major chore...
    ...
    or not.

    Like I said, best educated guess, given what I know, and what I've seen them do.
    Quote Originally Posted by rwelshjr View Post
    Your assumption of 'Old Code' is not wrong actually, its pretty close in fact. Aside from the individual instances of software running on all of our devices there is also a very large software instance running on the SC servers. These servers are clustered so its one instance running across many servers that work together to carry the load of the many thousands of connections to it that it has at any given time. (This software is as much part of your session as the part running on your device which is why we all see what happens when the connection to it breaks).

    So the guys that think replays should be available and that they could easily 'leave a copy of the old code' available are missing that point. They would have to have 'a copy of the old code' up and running on a server farm for it to be of any use. (and then a switching mechanism to know which server farm to connect you to based on what version the attack you are replaying had run under and if an update has gone out for everyone's device software too then all these bets are off anyhow.) Server farms literally cost millions, especially ones with the capacity that COC needs to run.

    So I hope that made sense. Its really just an explanation and confirmation that what you are telling people here is correct.

    Those that really want to save their replays can use 3rd party stuff to record them as videos. I know the videos take space is the complaint but these same guys that say its to much to expect them to provide storage space for their replays and how much that would be for them then turn around say that it should be easy for SC to do the storage. Kind of a contradiction. (Its too expensive to earn the money for a car but I see no reason why Dad should have a problem)

    I think the OPs point was just war stats downloadable in a form we could then do our own spreadsheets or whatever and that would indeed be good. In another post I was speaking against 'auto management' tools but this is not one. This would be more something for a leader that wants to take the bull by the horns to be more on top of his clan than the guy that wants the game to do it for him.
    Bam! Relevant! Ironicly, I posted my stuff under the wrong assumption. Was tired at the time and misread. But here it works for the topic
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