Delay public user API by 1min
about 9 hours ago
MARLIS
116 Total Respect
MARLIS
116 Respect
about 9 hours ago
Responses
about 8 hours ago
SHREDDERCHU
178 Total Respect
SHREDDERCHU
178 Respect
about 8 hours ago
To add onto your comment about torn, unlike torn, here you can finish the fight just by clicking a button once, so in torn the fight would still take a couple of seconds even if you started the fight instantly, here the fight would just be done instantly instead. So having the API only update for this 1-4 times per minute seems fair to not give scripters an unfair advantage, when they don't risk getting their target sniped mid-fight.
This suggestion is reference to this comment I made on another suggestion. Now that I am once again being constantly attacked immediately after medding out, I also have a personal incentive to make it harder to abuse the API.
First, I'll state that the API should not give the player using it a significant advantage over players who don't. And by getting live data about every player, you can easily just spam their endpoint to know when someone uses medouts to leave the hospital.
The suggestion isn't necessarily this exact proposed change, instead I'd be happy with any solution that fixes this problem. For example, one could also add a timeout per key and queried player or reduce the amount of allowed queries per minute for an individual player. The delay could also be decreased or increased, depending on what fits better. Just something to make it somewhat playable.
There were a couple concerns mentioned in the linked thread, so let me address those:
If you have other suggestions to fix the problem, feel free to add a comment. I know this suggestion might be controvertial, but I think many will agree that the API should only be used as a tool for better game management rather than a gameplay edge over other players.