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Response time

taks

Member
Now that I'm in the correct forum!

Is the current response time through the interface what we can expect moving forward, or are there improvements planned? I figured the lag over the weekend might be due to the downtime, but hasn't changed since that was fixed. As it stands, I can't see switching between multiple characters (PCs, monsters, or otherwise) in real time.
 
We've completely overhauled the way in which that will work for GMs running campaigns (as demoed at Gen Con this year). This should result in a much more seamless experience for GMs controlling multiple characters (or players with minions, for that matter). Be on the lookout for more details with that as the campaigns functionality gets closer to launch.
 
OK. I assume that will make the build process quicker as well?

Somewhat. Broadly speaking, there's 2 parts.

1) In the case of campaigns/running combats, there's a lot of extra overhead intended for character building-only that's not needed during a combat or other encounters (for instance, no one will be changing their class mid-encounter). This allows us to use lighter-weight representations of the characters for tactical display and control, making everything extra fast in that case. These improvements won't apply to character building however, where we DO need the full representation of the character, leading to:

2) General performance improvements to make everything faster, whether in the context of campaigns/combat or character building. There's still a lot of places we can optimize in big ways, as well as performance bugs that have crept in that we need to squash. We fixed a few of these in the update we deployed today, but there are more to hunt.
 
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