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Author Topic: 19.11.2014 Changelog  (Read 11035 times)

cirn0

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19.11.2014 Changelog
« on: November 19, 2014, 09:37:44 PM »

Just a small one. The reputation stuff is a primer for more changes regarding the reputation system.

Changes:
- CTF Flags no longer have collision
- CTF EXP reduced ( The exp reward was only temporary till the advanced faction system is setup )
- Removed reputation requirements for platoon invites / entry into the heart
- Removed reputation trade for relics

More ZC Revamp!
- Score gain rate scales with conflict size
- Zones now take 3600 points AND no enemy presence to capture
- Gain 1 point per person per second (Max 6 / second)

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Captain Chilly

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Re: 19.11.2014 Changelog
« Reply #1 on: November 20, 2014, 02:29:22 AM »

"removed reputation trade for relics"

that's kinda unnecesssary

Myakot

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Re: 19.11.2014 Changelog
« Reply #2 on: November 20, 2014, 02:36:37 AM »

"removed reputation trade for relics"

that's kinda unnecesssary
You don't need relic->rep trade if rep is not required for A+ quests\platoon requests.
On the other hand, it is a big step in solving the PK problem (which was present when more players were around, but still, for the future)
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mAdman

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Re: 19.11.2014 Changelog
« Reply #3 on: November 20, 2014, 04:12:48 AM »

Nice ZC change, seems pretty bulletproof, well done.
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greenthumb

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Re: 19.11.2014 Changelog
« Reply #4 on: November 20, 2014, 04:58:34 AM »

whats the rate of reward scale? for 1 on 1 and 6v6 for example?

Also what am i supposed to do with 1000+ relics? Maybe make the junk trader buy them?
« Last Edit: November 20, 2014, 05:02:45 AM by greenthumb »
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naossano

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Re: 19.11.2014 Changelog
« Reply #5 on: November 20, 2014, 05:35:12 AM »


- Removed reputation requirements for platoon invites / entry into the heart


I would rather have those requirements increased, although the removed reputation trade for relics is a good move.

What will be the purpose of reputation in the future ? It was a key feature, since the very concept of the server, a few years back. I set AOP appart from other servers. I hope it will remain important in preventing/allowing players to do stuff.
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Myakot

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Re: 19.11.2014 Changelog
« Reply #6 on: November 20, 2014, 05:39:10 AM »

Quote
I hope it will remain important in preventing/allowing players to do stuff.
Too many TKs and you get kicked out of your faction. Seems pretty important to me ;P. And once again, removing that imbalanced "ha-ha I have dolla-dolla-relic-bills and I can kill whoever I want" made regaining that rep not that easy. AFAIR other ways are performing assignments, pvp and ZC? (And mb new CTF, unfortunatelly enough I'm a douche that doesn't have the time to play FO :( )
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naossano

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Re: 19.11.2014 Changelog
« Reply #7 on: November 20, 2014, 09:06:18 AM »

The question of the reputation remaining important is still relevant for the normal people that don't TK.
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cirn0

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Re: 19.11.2014 Changelog
« Reply #8 on: November 20, 2014, 10:49:19 AM »

In the future you will be receiving a salary from your Faction. Based on your reputation, your salary will be different. Your reputation will decay over time towards a baseline in which you will no longer be paid if you do not remain active and contributing to your faction.

The salary will also be affected by the amount of players in your faction and how much income your faction has. Faction income will be depended on the game world state, we will start off with it being directly affected by Zone's controlled and expand this concept toward every activity.

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3.14

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Re: 19.11.2014 Changelog
« Reply #9 on: November 20, 2014, 12:49:22 PM »

Is there a "a projected earnings graph" for this, that You promised someone to send? ^^
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Teela

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Re: 19.11.2014 Changelog
« Reply #10 on: November 20, 2014, 02:53:17 PM »

Again all praises for your efforts but it seems at least something is still broken.

We just went into paradise valley to cap it. 2 went in first, rest followed later. We were 6 people today but the timer got stuck at 16% for no appearant reason.
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greenthumb

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Re: 19.11.2014 Changelog
« Reply #11 on: November 20, 2014, 03:05:43 PM »

most likely becouse 16% of 3600 seconds = 10 minutes, thus the time you should capture the zone with 6 people
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cirn0

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Re: 19.11.2014 Changelog
« Reply #12 on: November 20, 2014, 03:07:25 PM »

I'll change it to show the actual points gained so we can all have a better idea of how this thing is working (I have no idea).
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Teela

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Re: 19.11.2014 Changelog
« Reply #13 on: November 20, 2014, 03:19:05 PM »

Good plan. Just had a small run in with 3 brahminboys in GE. They killed us. Then the timer got stuck at 37%. They waited for another 10 minutes then gave up. Something really seems to be broken or not displaying correctly.

Thanks for all the effort though. You seem to be on the right track.
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greenthumb

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Re: 19.11.2014 Changelog
« Reply #14 on: November 20, 2014, 10:24:22 PM »

i dont know whats behind the code, but IMO you ll need new instance/variable adopting previous percentage on each moment player entering/leaving the zone and rate calculated for amount of players at this moment

(1 Player in zone ~ P:=P+1=1) Lets say, player P1 is entering zone Z at time t1=0:00~ 0 minutes, then  timer T1=0% and rate R1=1/3600% added to T1 each second.

(2 Players in zone ~ P:=P+1=2): If any of players(P2) from same faction is entering zone Z at the time t2=10:00,~ 10,00 minutes, then T2=T1+R1*60*(t2-t1) = 0+1/3600*60*(10,00-0,00)=16,66%, rate becomes R2=2/3600% added to T2 each second.

(3 Players in zone ~ P:=P+1=3): If third player(P3) is entering zone Z at the the time t3=15:00 ~ 15,00 minutes, then T3=T2+R2*60*(t3-t2)=16.66+2/3600*60*(15,00-10,00)=33,33%, rate becomes ofc R3=3/3600% added to T3 each second.

(4 Players in zone ~ P:=P+1=4): If next player P4 is entering Z at the time t4=18:20~ 18,33 ~ T4=T3+R3*60*(t4-t3)=33,33+3/3600*60*(18,33-15,00)=50%, rate becomes R4=4/3600% added to T4 each second.

Now consider player leaving/dieing in zone Z:

(3 Players in zone ~ P:=P-1=3): Player P4 has died/left zone Z at the time t5=20:50 ~ T5=T4+R4*60*(t5-t4)=50+4/3600*60*(20,83-18,33)=66,66%, rate becomes R5=R3=3/3600% added to T5 each second.
.
.
.
Now consider reaching player limit of zonecontrol  (P:=0 or P:=7)
MIN
(0 Players in zone ~ P:=P-1=0): Player PX has left/died in zone Z at the time tX<60 minutes minutes, then TX<100%, rate becomes RX=R0=0/3600% ,Zone control stops, zone Z belongs to previous faction.

MAX
(7 Players in zone ~ P:=P+1=7): Player PY has entered zone Z at the time tY<60 minutes, then TY<100%, rate is not changed RY=R6=6/3600% still added to TY each second.


Actual timer T evaluation

Consider each entering/leaving player counter C, so everytime player leaves, dies or enters zone Z,counter becomes C:=C+1, then timer T evaluation is

T=TC+RC*60*(t-tC)

where:
T is actual timer since the begining of ZC [%]
t is actual timer since the begining of ZC[minutes]
TC is time of last player entry/leave [%]
tC is time of player entry/leave [minutes]
RC is rate determined by last player entry {0/3600...6/3600} [%]



Succesful ZC:

If timer reaches 100%(T>=100%), ZC stops, zone Z belongs to faction of players P.
« Last Edit: November 20, 2014, 11:01:29 PM by greenthumb »
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Myakot

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Re: 19.11.2014 Changelog
« Reply #15 on: November 20, 2014, 11:18:29 PM »

About the last part : don't forget that you have to eliminate enemy forces also.
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greenthumb

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Re: 19.11.2014 Changelog
« Reply #16 on: November 20, 2014, 11:23:14 PM »

I believe enemy forces have to eliminate yourself before time runs out, am i wrong?
Yeah actualy I am, but i am not gona edit previous post, since it should be simple condition, also if enemy enter the zone, timer T will keep running till 100%, but zone wont be taken unless there is 100% and no enemies in zone

Another case would be if first faction was defeated and only enemy players left, in such situation i believe ZC should start for actual number of these players right after, unless they were owners previously.

@topic: i have figured out way easier solution for evaluating timer working with just with number of players in zone, but i ll type it down tomorow and if it will be actualy needed.
« Last Edit: November 21, 2014, 12:37:53 AM by greenthumb »
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Niamak

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Re: 19.11.2014 Changelog
« Reply #17 on: November 21, 2014, 03:32:20 AM »

Now the core have motion sensors everywhere, it's crazy and not safe anymore.  ;D
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nailbrain

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Re: 19.11.2014 Changelog
« Reply #18 on: November 21, 2014, 05:57:04 AM »

why zc has again to be regressed to toilet camping ? current system is even worse than initial point system
and for who will open mouth how good is this zc ill point te most obvious fact PvP droped again badly
overcomplicating things dictated by developers grand vision for the game leads to ruin
best game is easy to learn and hard to master
the so called flaw of quick capture was the reason for alot of movement and alot of very good fights for all the sides we all made great battles
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Myakot

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Re: 19.11.2014 Changelog
« Reply #19 on: November 21, 2014, 06:03:20 AM »

@nailbrain
It's an ongoing revamp, may be wait untill all the changes are set in place and then make assumptions? Besides, I can't see how can this be a toilet camping, when you HAVE to kill enemies in the location in order to capture it, not just sit there and wait for the timer.
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