QOL - Event Log Enhancements

  1. Event log needs a server timestamp.
  2. The time stamp needs the 3 letter timezone code after it.
  3. Add a column that says [system, NPC, Player] so people with the name Ruin System can be identified.
  4. The event log needs to be in a scroll enabled pane.
  5. The event log should contain the last 100 events.
3 Likes
  1. The event log should contain all events of the last 7 days.
2 Likes
    • Yes
    • IMO just keep it to “Server Time”, though I don’t mind if it’s “converted” to match the clients’ timezone on display.
    • Agreed.
    • Agreed.
    • Why limit to 100?
    • Yes, that makes more sense.

There is confusion often over what Timezone the server is located especially when the player base comes from multiple time zones … so I think the OP is proposing that putting the three letter universal code will be less confusing in the long run, the time stamp would probably based on the servers location …

Sure, but I’d much prefer it EITHER wrote it as Server Time, or (even better) convert it to “local time” depending on the client’s timezone. But it’s nitpicking, getting a timestamp at all is much more important than noodling over exactly what form it should take.

An alternative is instead of an exact timestamp, have it say “X minutes ago”, or “2 days ago”. Then you’d avoid the whole timezone thing, since it’s all relative to “now”, whatever that is. As long as it’s still sorted by a finer granularity than it displays as (server records exact time), that should be no problem.

Well the browser on my computer gets confused about where I live and keeps defaulting to a different state so if the game also gets confused and it converted to “my” local time then I’d never know if it was right or not. As the state it thinks I live in does not apply daylight saving/summertime changes but where I actually lives does. This nearly always occurs when I use the “click here to convert to your timezone” link in Funcom announcements.

Ditto for server time … esp if suddenly the server time is somehow reassigned …as it has happened and Funcom has to fix for a string of servers.

I guess I’m so used to having to play with people outside of my Timezone it’s not a big deal to convert time based on the three letter codes.

  1. Having written code like this before, Converting to local time is a royal pain. Also the other poster is correct the timezone was a simple way to see the timezone of the server. Also since the only other timestamps you see in the server are server timestamps, It should stay consistent.

  2. The event log is limited to 100 to decrease the load on the servers, I’m sure that is why it’s limited currently.

The event log can’t be unlimited.

Funcom has stated they are working on improving the event log … not sure if this has made it to the current test live version. It really needs work.
I’ve had items despawn to the decay system and never appear on the log where a few other items have. I’ve had thralls die whilst on follow and they didn’t appear in the log … I’m not sure what is and is not meant to show there so it’s hard to know if a bug or not.

As have I. I’ve not found it a particular problem to be honest. But YMMV. Obviously the downside is that it depends on the client to display accurate data, which you’d generally avoid if possible. In any case, I still prefer the “X (units) ago” approach.

You’re probably right. Though to be clear, I’m not suggesting the log updates every entry in real-time. That’d be a drain on performance no matter the length of the log.

The nature of a log entry is that it doesn’t change once it’s made, so if the client already has knowledge of (say) all events up to no. 200, the server doesn’t need to send them again. Since event logs are sequential, the system doesn’t have to be particularly complicated to do this efficiently.

Disclaimer: I haven’t looked into how the system works today. It might do all, or none, of these things already. Other than the timestamps, those I know are not there.

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