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krisjaniz Mentor
Joined: 17 May 2009 Posts: 471
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Posted: Thu Mar 28, 2013 9:56 am Post subject: #90 - [Bug] Decrease Dominus payout (Added) |
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By eV:
http://sourceforge.net/p/dropshock/tickets/90/
More than 24 nodes provide 2fp per instead of the current 3fp.
Support, although I think it should be 1fp per. Would give a reason for the elseif($pay->count<=24) {$payOutFp=2;} to exist on line 6907. Otherwise it should just be changed to else $payOutFp=2;.
I don't see the added value of leaving out the final catchall in that line and letting an earlier assignment take care of it instead.
Can we vote on two things here - the current bugfix and a reduction to 1fp per node if more than 24 nodes are held by a single faction? I support both. _________________

Last edited by krisjaniz on Sun Mar 31, 2013 6:04 pm; edited 2 times in total |
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Dark Leth Council Member
Joined: 05 Jul 2005 Posts: 1498
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Posted: Thu Mar 28, 2013 11:05 am Post subject: Re: #90 - [Tweak?] Decrease Dominus payout |
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Any reason why? |
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krisjaniz Mentor
Joined: 17 May 2009 Posts: 471
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Posted: Thu Mar 28, 2013 11:43 am Post subject: Re: #90 - [Tweak?] Decrease Dominus payout |
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Dark Leth wrote: |
Any reason why? |
No idea, last I heard, eV had done something different than Vanoi wanted done. Probably should put this on hold for now. _________________
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krisjaniz Mentor
Joined: 17 May 2009 Posts: 471
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Posted: Thu Mar 28, 2013 2:38 pm Post subject: Re: #90 - [Tweak?] Decrease Dominus payout |
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Dark Leth wrote: |
Any reason why? |
eV updated code, support _________________
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Walterohdim Site Admin

Joined: 15 Jun 2006 Posts: 1629 Location: Somewhere with lots of doors
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Posted: Fri Mar 29, 2013 6:10 pm Post subject: |
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support if this makes the planet description correct _________________ Wannabee historian of Tinywarz. Through the building of myth we will build community. M. Scott Peck
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Slayer_666 Council Member
Joined: 20 Dec 2012 Posts: 226
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Posted: Sat Mar 30, 2013 3:17 am Post subject: |
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YAY |
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Walterohdim Site Admin

Joined: 15 Jun 2006 Posts: 1629 Location: Somewhere with lots of doors
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Posted: Sun Mar 31, 2013 3:23 pm Post subject: |
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Bumping as this is a Pass and needs to be pushed.
Walterohdim _________________ Wannabee historian of Tinywarz. Through the building of myth we will build community. M. Scott Peck
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krisjaniz Mentor
Joined: 17 May 2009 Posts: 471
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Posted: Tue Apr 02, 2013 3:16 pm Post subject: |
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Walterohdim wrote: | Bumping as this is a Pass and needs to be pushed.
Walterohdim |
If we want to be 100% honest here, it's not a pass.
Walterohdim wrote: | support if this makes the planet description correct |
It doesn't. It's just a workaround. You still can cap more than 24 nodes (contrary to the planet description), this just ensures that you don't get an extra bonus for it. A real fix is needed to address the >24 node issue. Or alternatively we could rework that planet completely. _________________
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Dark Leth Council Member
Joined: 05 Jul 2005 Posts: 1498
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Posted: Tue Apr 02, 2013 4:27 pm Post subject: |
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krisjaniz wrote: | Walterohdim wrote: | Bumping as this is a Pass and needs to be pushed.
Walterohdim |
If we want to be 100% honest here, it's not a pass.
Walterohdim wrote: | support if this makes the planet description correct |
It doesn't. It's just a workaround. You still can cap more than 24 nodes (contrary to the planet description), this just ensures that you don't get an extra bonus for it. A real fix is needed to address the >24 node issue. Or alternatively we could rework that planet completely. |
Are we certain? We specifically pushed a separate fix to make no more than 24 nodes cap-able. Ress never again went above that amount. Or was that just because there was no sense in them doing so? |
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krisjaniz Mentor
Joined: 17 May 2009 Posts: 471
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Posted: Tue Apr 02, 2013 4:55 pm Post subject: |
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Dark Leth wrote: | krisjaniz wrote: | Walterohdim wrote: | Bumping as this is a Pass and needs to be pushed.
Walterohdim |
If we want to be 100% honest here, it's not a pass.
Walterohdim wrote: | support if this makes the planet description correct |
It doesn't. It's just a workaround. You still can cap more than 24 nodes (contrary to the planet description), this just ensures that you don't get an extra bonus for it. A real fix is needed to address the >24 node issue. Or alternatively we could rework that planet completely. |
Are we certain? We specifically pushed a separate fix to make no more than 24 nodes cap-able. Ress never again went above that amount. Or was that just because there was no sense in them doing so? |
Well they just did it again this cycle...
Resurrected control 51% of planet
fed up fac control 2% of planet
Deliverance control 47% of planet
25, 1 and 23 nodes respectively... _________________
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Dark Leth Council Member
Joined: 05 Jul 2005 Posts: 1498
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Posted: Tue Apr 02, 2013 6:34 pm Post subject: |
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krisjaniz wrote: | Dark Leth wrote: | krisjaniz wrote: | Walterohdim wrote: | Bumping as this is a Pass and needs to be pushed.
Walterohdim |
If we want to be 100% honest here, it's not a pass.
Walterohdim wrote: | support if this makes the planet description correct |
It doesn't. It's just a workaround. You still can cap more than 24 nodes (contrary to the planet description), this just ensures that you don't get an extra bonus for it. A real fix is needed to address the >24 node issue. Or alternatively we could rework that planet completely. |
Are we certain? We specifically pushed a separate fix to make no more than 24 nodes cap-able. Ress never again went above that amount. Or was that just because there was no sense in them doing so? |
Well they just did it again this cycle...
Resurrected control 51% of planet
fed up fac control 2% of planet
Deliverance control 47% of planet
25, 1 and 23 nodes respectively... |
OK, I was given incorrect information.
Feel free to proceed with either path - you have my vote for both. |
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krisjaniz Mentor
Joined: 17 May 2009 Posts: 471
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Posted: Wed Apr 03, 2013 2:36 am Post subject: |
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Dark Leth wrote: |
OK, I was given incorrect information.
Feel free to proceed with either path - you have my vote for both. |
That's why I wanted to set the payout for >24 nodes to 1fp per node while we are at it.
Tried Dominus myself yesterday and I have to say the reward for capping nodes there is seriously lacking now. I understand that we wanted to make this planet better for everybody but for the casual player not wanting to spend their time on Dominus 24/7 this is an even worse proposition than the original.
So the planet will be populated by farmers who will just cap the nodes for vision, wait until UK drops to farm it and then run away screaming when the swarm arrives (disabling OOB movement practically guarantees it). I estimate that the planet will be empty for 2/3 of the cycle with just SG stealth salvaging everything that doesn't move there same as before. _________________
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Dark Leth Council Member
Joined: 05 Jul 2005 Posts: 1498
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Posted: Wed Apr 03, 2013 6:51 am Post subject: |
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krisjaniz wrote: | Dark Leth wrote: |
OK, I was given incorrect information.
Feel free to proceed with either path - you have my vote for both. |
That's why I wanted to set the payout for >24 nodes to 1fp per node while we are at it.
Tried Dominus myself yesterday and I have to say the reward for capping nodes there is seriously lacking now. I understand that we wanted to make this planet better for everybody but for the casual player not wanting to spend their time on Dominus 24/7 this is an even worse proposition than the original.
So the planet will be populated by farmers who will just cap the nodes for vision, wait until UK drops to farm it and then run away screaming when the swarm arrives (disabling OOB movement practically guarantees it). I estimate that the planet will be empty for 2/3 of the cycle with just SG stealth salvaging everything that doesn't move there same as before. |
Yeah, there needs to be some sort of alternative vision for the planet - there's been a few good proposals on the forum that we should take a look at. |
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