"This actually saves you bandwidth" - maybe it's actually for mobile players, but not for PC users..
"This is browser dependant, since we can’t control browser behavior. Most browsers close the connection for inactive tabs, and since the combat is partly client-based, you get the disconnect which will count as an escape from battle. So you will loose the battle in-case you switch tabs for too long (More than a minute probably)" - another reason for bad raitng.
Most popular MMO games on Kong don't lose connect if user just leave game's tab...
lost for words for this strange developers position ~_~
We dream of a complete server-processed combat, however it's more a matter of money, than our position. When we can afford it - we will make it this way.
We can have up to 100000 daily players with client processed combats, while this amount of players will be a lot lower if we make combats server-processed right now (with our current servers). Thanks for understanding.
This is browser dependant, since we can't control browser behavior. Most browsers close the connection for inactive tabs, and since the combat is partly client-based, you get the disconnect which will count as an escape from battle. So you will loose the battle in-case you switch tabs for too long (More than a minute probably).
This actually saves you bandwidth. You can have the game opened in a tab and it doesn't use your internet connection, until you open it again. Unlike some other games which create a load on your network if opened.
We dream of a complete server-processed combat, however it's more a matter of money, than our position. When we can afford it - we will make it this way. We can have up to 100000 daily players with client processed combats, while this amount of players will be a lot lower if we make combats server-processed right now (with our current servers). Thanks for understanding.