juress wrote:
That is still a lot of data, why do you think BF3stats.com has a queue system for this?
This is where the cache is useful.
ORFK wrote:
Well... and than? than you have to calculate the data for EVERY SINGLE dogtag to can generate the progress bar.
And what? There is almost nothing to do, except checking something like “sks_kills < 500” or “support_score < 2000000”. It is done on client side, so no problem on server side. And even a crap programming language such as javascript can handle this for thousands of dog tags without any problem.
Again I don't blame you because you decided to not do it. It is your thing. But I cannot figure out what is more difficult/terrible for server than additional stats on the weapon page (for EVERY weapon! <= wow).
And I don't get the idea of a cache that creates more traffic. The point of cache is to reduce it actually… It is not critical if the stats are not updated after each game, but only say upon request.
By the way appart this stats things, it can be useful to reorder dog tags, and pack them by type:
- ranks
- weapon types
- vehicule types (tier 1 & 2)
- game types
- kit type
- squad (repair, ressuply, …)
- weapons (tier 1 & 2)
- equipment (tier 1 & 2)
- missions
- promotions (alienware, dr. pepper, etc.)
- community challenges
- misc meddals (MVP, nemesis, avenger, …)
- misc (Dice, …)
Except for misc they all depend on a particular stat. Two examples above.