The daily curve

One definite challenge with RummyFight is to provide enough speeds of the servers to allow fast response times for the app. Every time there’s a fight opened, it must be fetched from the server. Every time a meld is done, it must be stored. Every time the lobby refreshes, it must provide accurate information etc etc. This is not as easy as it sounds since there are lots of players playing at the same time. At peak hours there are more than 600 database requests made per second and that’s quite a lot. I’m actually a bit surprised (and proud) that most database operations take less than 0.100 seconds to do.

Peak hours… yes. We do have peak hours.

It’s actually quite funny since it’s quite predictable. The most playing is made on Sunday afternoons and evenings (european time). The highest peak is also on late Sunday evening. Then everything goes down during the night (the american players obviously play less than europeans). Then during the day it’s a constant increase up until the evening followed by a big drop at about 11pm swedish time. This is probably due to the fact that RummyFight is very popular in the Netherlands and 11pm Swedish time is about 12pm dutch time. Time to go to bed, really.

But one challenge about all this is to dimension the servers to handle the peak hours, not the regular hours… and as you can see below, there’s quite a big difference betweeen days and evenings.

By the way, have you noticed that this curve is also a part if the “blue world-theme” we are using in the app? πŸ˜‰

Regarding iPhone-RummyFight: Still no reaction from Apple. Almost 6 days now without them even looking at the app. This makes me disappointed but unfortunately not surprised. I’ve been warned about Apple being the slowest player on the market and sadly this also seems to be correct. Hopefully they can make it up with quality instead.

5 Responses to “The daily curve”

  1. November 8, 2012 at 1:50 pm

    glad to see that you submitted the app – great job! once it becomes available, I will probably buy 5 copies (for friends/family), and will try to spread the word to others.

    just a suggestion though for server space, perhaps limit the number of fights per user to something like 10 or so. Currently, EA Scrabble has constant issues with their servers due to the high volumes (and poor management on their servers) – which of course leads to frustration by its users.

    another suggestion for the chat (and not sure if this is related to just my phone), but when typing, the auto-correct/suggested words do not appear. will this be enabled later on and for iphone version?

  2. November 8, 2012 at 8:12 pm

    Hi J-Lo.

    I am aware of the benefits of having a limitation of the amount of active fights but personally I don’t like such things so if it is possible I will keep it unlimited and hope people are not abusing it. There is however a limitation in the Android app of max 200 fights so it is not possible to start thousands at least πŸ˜‰

    But who knows what happens in the future. It might become a necessity to implement a limitation. We’ll see.

    Regarding the chat: Initially we used auto-correct on the Android version but lots of people were having problems with this since most of the communications are in english and people didn’t know how to change from their native language to engglish when writing… so we simply disabled it. Maybe I should add it as an option in Settings?

    The iPhone version has auto correct enabled though since the knowledge how to change languages are better there. I have however uttered the expression “Damn you auto correct” more than once during the development period πŸ˜‰

    • November 9, 2012 at 8:08 pm

      understood – like the idea of giving the user the option to enable/disable auto-correct.

      also, still waiting for an update to the rankings – perhaps go by a percentile instead? what is the formula?

      • November 9, 2012 at 10:23 pm

        Not gonna tell you πŸ˜‰

        But we do have a redesign of the statistics and rankings on our todo list. It’s one of the things we are planning on implementing next but we have waited with it until the iPhone version is out since we need to look at what kind of impact all those new players will have on the statistics.

  3. November 13, 2012 at 4:51 pm

    just trying to prep you for what to expect from iPhone users – they tend to whine a lot…. actually, I hear a lot of whining from android users too….

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