NATION

PASSWORD

[Region Locking] Something needs to be changed.

Bug reports, general help, ideas for improvements, and questions about how things are meant to work.

Advertisement

Remove ads

User avatar
SunRawr
Ambassador
 
Posts: 1209
Founded: May 30, 2011
Ex-Nation

Postby SunRawr » Sun Jul 15, 2012 3:22 pm

Jamie Anumia wrote:
SunRawr wrote:I'm not talking about blocks, I'm talking about going all the way through update in order of region size.

Oh. Apologies for misreading your post. I can still see an issue however, since I think, from what I can gather about [violet]'s comments that this would extend update, which is something that I'm sure both defenders and raiders want to avoid.

I believe she has said that she has the power to speed update up on the new server, though. If this slowed it down to an unacceptable level, she could fix it.


Plus what Bri said. I don't understand how the same amount of nations would update slower in that order.

User avatar
Jamie Anumia
Senator
 
Posts: 3797
Founded: Feb 15, 2012
Ex-Nation

Postby Jamie Anumia » Sun Jul 15, 2012 3:27 pm

SunRawr wrote:
Jamie Anumia wrote:Oh. Apologies for misreading your post. I can still see an issue however, since I think, from what I can gather about [violet]'s comments that this would extend update, which is something that I'm sure both defenders and raiders want to avoid.

I believe she has said that she has the power to speed update up on the new server, though. If this slowed it down to an unacceptable level, she could fix it.


Plus what Bri said. I don't understand how the same amount of nations would update slower in that order.

I accept the first point. However, remember that feeders and sinkers (in particular TRR) do have always varying populations, so surges would slow down update almost certainly to an extent if they updated in order of size.

User avatar
SunRawr
Ambassador
 
Posts: 1209
Founded: May 30, 2011
Ex-Nation

Postby SunRawr » Sun Jul 15, 2012 3:28 pm

Jamie Anumia wrote:
SunRawr wrote:I believe she has said that she has the power to speed update up on the new server, though. If this slowed it down to an unacceptable level, she could fix it.


Plus what Bri said. I don't understand how the same amount of nations would update slower in that order.

I accept the first point. However, remember that feeders and sinkers (in particular TRR) do have always varying populations, so surges would slow down update almost certainly to an extent if they updated in order of size.

Why would update take longer than it does now, though? Those regions all still update.. I'm really not grasping what you are talking about :?

User avatar
Jamie Anumia
Senator
 
Posts: 3797
Founded: Feb 15, 2012
Ex-Nation

Postby Jamie Anumia » Sun Jul 15, 2012 3:34 pm

SunRawr wrote:
Jamie Anumia wrote:I accept the first point. However, remember that feeders and sinkers (in particular TRR) do have always varying populations, so surges would slow down update almost certainly to an extent if they updated in order of size.

Why would update take longer than it does now, though? Those regions all still update.. I'm really not grasping what you are talking about :?

To be honest..I have no idea what I'm talking about now. I just get the feeling that updating in order of size would create some issue. However, I can see benefits to your suggestion for both sides since it would mean neither side would need to be online an entire update.

User avatar
Ballotonia
Senior Admin
 
Posts: 5494
Founded: Antiquity
Democratic Socialists

Postby Ballotonia » Sun Jul 15, 2012 3:36 pm

The reason I suggested small regions first is twofold:
1. Convenience to Invasion/Defense players, placing puppets in large regions where they can wait for the right time to jump, instead of continuously having to try to avoid update by being in some small region which still updates after other small regions which happen to be a target.
2. Some WA Census trophies have a large number of ties for first, with region order being the tie-breaker. Having large regions first means there might end up being a competition for 'largest region' just to get trophies. Imagine a puppet-creating frenzy, which I'd like to avoid. So if the large regions go first, we would also have to do rework on the WA Census code. At least to flip the order of ties.

The variance in my suggestion comes from shuffling the order of the update a bit (blocks), not from having a large number of nations update first. After all, any variance caused by updating large regions first can easily be accounted for by using a normal trigger.

Ballotonia
"Een volk dat voor tirannen zwicht zal meer dan lijf en goed verliezen, dan dooft het licht…" -- H.M. van Randwijk

User avatar
Jamie Anumia
Senator
 
Posts: 3797
Founded: Feb 15, 2012
Ex-Nation

Postby Jamie Anumia » Sun Jul 15, 2012 3:38 pm

Ballotonia wrote:The reason I suggested small regions first is twofold:
1. Convenience to Invasion/Defense players, placing puppets in large regions where they can wait for the right time to jump, instead of continuously having to try to avoid update by being in some small region which still updates after other small regions which happen to be a target.

So the point about not being required to be online a whole update unless targeting bigger regions would stand? Because If so, I'd definitely support an idea of putting small regions at either the beginning or end of update.

EDIT: Sorting out quote tags..
Last edited by Jamie Anumia on Sun Jul 15, 2012 3:38 pm, edited 1 time in total.

User avatar
Tramiar
Ambassador
 
Posts: 1162
Founded: Aug 30, 2005
Ex-Nation

Postby Tramiar » Sun Jul 15, 2012 3:42 pm

Jamie Anumia wrote:
Ballotonia wrote:The reason I suggested small regions first is twofold:
1. Convenience to Invasion/Defense players, placing puppets in large regions where they can wait for the right time to jump, instead of continuously having to try to avoid update by being in some small region which still updates after other small regions which happen to be a target.

So the point about not being required to be online a whole update unless targeting bigger regions would stand? Because If so, I'd definitely support an idea of putting small regions at either the beginning or end of update.

EDIT: Sorting out quote tags..

Update is already just an hour. How short do you want it anyway? You're not required to be online the whole time. An hour isn't so bad for defenders, and it gives raiders enough time to do our thing. I like the big regions in with the others, if for no other reason than we have the ability to attempt a few regions even if we have new guys that we have to move slow and explain things to.
Mallorea and Riva wrote:I too would ban myself if I saw me moving into my region.

Tramiar: *causes great injustices to natives and fenda-kind*
Spartzy: *prevents great injustices*
Tramiar: too late, they were already caused.
Spartzy: *stops great injustices*
Tramiar: *causes greater injustices, cannot be fixed until next update*
Spartzy: *quits the game*

User avatar
SunRawr
Ambassador
 
Posts: 1209
Founded: May 30, 2011
Ex-Nation

Postby SunRawr » Sun Jul 15, 2012 3:44 pm

1. Having to stay on the ball to make sure your puppets are safe sounds like a good idea to me. Adds more risk. That's part of why I like it. It would push everyone into being less lazy than before.
2. There would be a puppet creating frenzy either way. R/Ders would compete to have larger regions than the other and to keep them from shrinking.

Part of what I had in mind included shuffling the regions with the same number of nations in them. The order would be determined by the region's size during the previous major update, meaning that any growth since then would not be taken into consideration.

It's clear in my head, just hard to put into words. :/

User avatar
Zemnaya Svoboda
Diplomat
 
Posts: 867
Founded: Jan 06, 2004
Civil Rights Lovefest

Postby Zemnaya Svoboda » Sun Jul 15, 2012 6:05 pm

Ballotonia wrote:The reason I suggested small regions first is twofold:
1. Convenience to Invasion/Defense players, placing puppets in large regions where they can wait for the right time to jump, instead of continuously having to try to avoid update by being in some small region which still updates after other small regions which happen to be a target.
2. Some WA Census trophies have a large number of ties for first, with region order being the tie-breaker. Having large regions first means there might end up being a competition for 'largest region' just to get trophies. Imagine a puppet-creating frenzy, which I'd like to avoid. So if the large regions go first, we would also have to do rework on the WA Census code. At least to flip the order of ties.

The variance in my suggestion comes from shuffling the order of the update a bit (blocks), not from having a large number of nations update first. After all, any variance caused by updating large regions first can easily be accounted for by using a normal trigger.

Ballotonia


Given how few nations there are in GSL, I doubt WA Census trophies will be much of a cause for people to create loads of puppets.

User avatar
[violet]
Executive Director
 
Posts: 16215
Founded: Antiquity

Postby [violet] » Mon Jul 16, 2012 6:32 pm

Ballotonia wrote:However, the blocks idea could be combined with sorting the update order by number of nations (lowest first). That way, regions could be shuffled with their 'update neighbors' which are of comparable size. This would also make it easier to group them in blocks of roughly the same number of nations (except the very last part of the update, but that would then be 400+ nation regions, there's only about 20 of those.)


This sounds pretty good. I would imagine, though, that regions would switch blocks every now and again. E.g. new regions are created, nations move around, and Region X shifts from being at the 'large' end of Block #13 to the 'small' end of Block #14. This would cause a very large one-off variance in its update time. And possibly that might occur quite a lot, to regions that happen to exist on the cusps of two blocks.

User avatar
Unibot II
Senator
 
Posts: 3852
Founded: Jan 10, 2011
Ex-Nation

Postby Unibot II » Mon Jul 16, 2012 7:00 pm

Ballo, what kind of variance are you expecting?
Vocenae wrote:Unibot, you have won NS.
General Halcones wrote:Look up to Unibot as an example.
Member of Gholgoth | The Capitalis de Societate of The United Defenders League (UDL) | Org. Join Date: 25/05/2008
Unibotian Factbook // An Analysis of NationStates Generations // The Gameplay Alignment Test // NS Weather // How do I join the UDL?
World Assembly Card Gallery // The Unibotian Life Expectancy Index // Proudly Authored 9 GA Res., 14 SC Res. // Commended by SC#78;
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Duty is Eternal, Justice is Imminent: UDL

User avatar
Klaus Devestatorie
Minister
 
Posts: 2938
Founded: Aug 28, 2008
Anarchy

Postby Klaus Devestatorie » Mon Jul 16, 2012 11:34 pm

Also- how long until this would be introduced?

User avatar
Ballotonia
Senior Admin
 
Posts: 5494
Founded: Antiquity
Democratic Socialists

Postby Ballotonia » Mon Jul 16, 2012 11:39 pm

Unibot II wrote:Ballo, what kind of variance are you expecting?


The one we'd implement ;)

Seriously, there's numerous options involved for the shuffle algorithm alone. For some chosen X: a set block size (take x regions, shuffle, update), a varying block size (take y regions comprising of x nations total, shuffle, update), gradual shuffle (take x regions, shuffle, update 1 of them, add one more region, shuffle, update 1 of them, etc...) [nb: this would cause a non-symmetrical change in update distribution, with peaks of delay for a few random regions], etc... Then whatever shuffle algorithm we'd use would have parameters in it which allows us to tweak it to more/less variance.

Keep in mind the order of the daily data dumps would end up shuffled in the same way as well.

And as time goes by and regions grow / shrink they would see their update time move backward / forward. Going from 1 to 2 nations a region would see a delay in their average update moment of roughly 3.5 minutes. This effect is smaller as regions grow bigger. When going from 75 to 76 nations this effect would be about 10 seconds. And we'd have the interesting effect that a region's update moment would vary depending on region size changes of OTHER regions.

So, with this suggestion there'd be both a systemic (difficult, but technically still predictable) variance, and a non-predictable variance.

Klaus Devestatorie wrote:Also- how long until this would be introduced?


No clue, maybe even never. Right now we're just discussing. We need to provide ample time for everyone to weigh in, possibly come up with better ideas, raise problems we didn't think of, possible variations of the same idea, etc... I suspect if everyone were to go "woohoo, this is awesome!" this time might be shorter than if the response is "meh" or dead silence. And raising valid objections could have the effect of delaying/scrapping the whole idea. We'll see.

Ballotonia
Last edited by Ballotonia on Mon Jul 16, 2012 11:46 pm, edited 1 time in total.
"Een volk dat voor tirannen zwicht zal meer dan lijf en goed verliezen, dan dooft het licht…" -- H.M. van Randwijk

User avatar
Unibot II
Senator
 
Posts: 3852
Founded: Jan 10, 2011
Ex-Nation

Postby Unibot II » Mon Jul 16, 2012 11:59 pm

I don't think the system should promote more than 10 seconds of variance -- anymore and you'd have a new problem on your hands: unable to liberate regions. I dunno if variance is as big of a factor for the success of raids as it would be for liberations; but I know a professional raider can usually take ten people out in seven seconds + about three seconds of common hesitation.
Vocenae wrote:Unibot, you have won NS.
General Halcones wrote:Look up to Unibot as an example.
Member of Gholgoth | The Capitalis de Societate of The United Defenders League (UDL) | Org. Join Date: 25/05/2008
Unibotian Factbook // An Analysis of NationStates Generations // The Gameplay Alignment Test // NS Weather // How do I join the UDL?
World Assembly Card Gallery // The Unibotian Life Expectancy Index // Proudly Authored 9 GA Res., 14 SC Res. // Commended by SC#78;
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Duty is Eternal, Justice is Imminent: UDL

User avatar
Kshrlmnt
Chargé d'Affaires
 
Posts: 421
Founded: Feb 06, 2010
New York Times Democracy

Postby Kshrlmnt » Tue Jul 17, 2012 12:01 am

Ballotonia wrote:The reason I suggested small regions first is twofold:
1. Convenience to Invasion/Defense players, placing puppets in large regions where they can wait for the right time to jump, instead of continuously having to try to avoid update by being in some small region which still updates after other small regions which happen to be a target.

Oh dear goodness no. The thought of how much easier it'd be for you to spot us jumping nearly makes me nauseous. Keep it mixed, as it is now, so there's actually some value to the work of hiding and making sure you don't update too early.

And I do hope people are remembering that all these ideas to make it harder to predict update times and jump split-second will be just as hard on liberations as on raids--harder, if it means a raid point potentially has more time to boot fendas. Me, I'd end up holding and possibly burning more, if only to express how much I disliked the change. :roll:
Elindra Kshrlmnt Dion Diablessa
Lady of Loquacity and Archempress of Unknown

Mistress of the lolcats, Secretary of NS Disney, Author of Ask Ellie, Victim of the illustrious Flag Thief, Member of PETI
She whose name can too be pronounced

Koth - Last Monday at 9:38 AM
I get sad when I offend elindra because I don't intend to yet I will do absolutely nothing to prevent it

User avatar
Severisen
Chargé d'Affaires
 
Posts: 492
Founded: Mar 15, 2012
Father Knows Best State

Postby Severisen » Tue Jul 17, 2012 12:08 am

A few things come to mind. I have read through most of the discussions, but I don't remember if this was brought up or not.

All of these suggestions are meant to make it harder for raiders to successfully take over a region, right?

If it becomes harder for raiders to get regions, are you also accepting that it will be harder for defenders to take held regions back?

With fewer successes, I admit it may be tempting to stay in a region much longer than we may have otherwise. With longer occupations, obviously there will come more ejections, passwords, refoundings, etc. These are not threats, just thoughts I have had on the subject.

Are the defenders prepared to accept that responsibility? That each loss may be catastrophic?

Edit: Ninja'd... Wow. Great minds? I was distracted writing my post... 8 minutes later, there are 2 posts saying nearly the same thing.
Last edited by Severisen on Tue Jul 17, 2012 12:09 am, edited 1 time in total.
<mcmasterdonia> Ex-TBH dudes get all the NS girls.

Mallorea and Riva wrote:Yeah but no one here can read. Literacy is a tool used by fendas, like IRC or morals.

Sichuan Pepper wrote:Should I be worried that Mall said he wanted to invade my region?
Member of the Cult of the Overgoat.

Married to my best friends Xoriet and Astarial
Father to Ramaeus, Sylvia, Greyghost, Bachtendekuppen, Liliarchy, Jar, Cookie. (And Guy)
Former: Everything
Current: Nowhere man.
Past, Present, and Future: Nobody.


User avatar
Tramiar
Ambassador
 
Posts: 1162
Founded: Aug 30, 2005
Ex-Nation

Postby Tramiar » Tue Jul 17, 2012 12:20 am

I don't really see why, when defenders often argue that raiders simply play against game mechanics and not defenders, the suggestion to fix that is to make us play even more against game mechanics, just with a higher loss rate. It doesn't sound so much like fixing the problem as "do anything to make sure raiders don't win".

It feels weird agreeing with Wordy on something, but the idea that seems most like it could fix it (and isn't going to happen anyway) is taking away the update order list and scrambling it. Its certainly not the best idea, but it at least seems to more... "fix" the problem than blocks. Yes, I realize it's not gonna happen. And I'm not saying it should. Just that its the most reasonable solution. :P
Mallorea and Riva wrote:I too would ban myself if I saw me moving into my region.

Tramiar: *causes great injustices to natives and fenda-kind*
Spartzy: *prevents great injustices*
Tramiar: too late, they were already caused.
Spartzy: *stops great injustices*
Tramiar: *causes greater injustices, cannot be fixed until next update*
Spartzy: *quits the game*

User avatar
Severisen
Chargé d'Affaires
 
Posts: 492
Founded: Mar 15, 2012
Father Knows Best State

Postby Severisen » Tue Jul 17, 2012 12:26 am

Maybe even hide and shuffle a few times a year, once a month, etc. Keep us on our toes.
<mcmasterdonia> Ex-TBH dudes get all the NS girls.

Mallorea and Riva wrote:Yeah but no one here can read. Literacy is a tool used by fendas, like IRC or morals.

Sichuan Pepper wrote:Should I be worried that Mall said he wanted to invade my region?
Member of the Cult of the Overgoat.

Married to my best friends Xoriet and Astarial
Father to Ramaeus, Sylvia, Greyghost, Bachtendekuppen, Liliarchy, Jar, Cookie. (And Guy)
Former: Everything
Current: Nowhere man.
Past, Present, and Future: Nobody.


User avatar
Guy
Ambassador
 
Posts: 1833
Founded: Oct 05, 2011
Scandinavian Liberal Paradise

Postby Guy » Tue Jul 17, 2012 12:41 am

Unibot II wrote:I don't think the system should promote more than 10 seconds of variance -- anymore and you'd have a new problem on your hands: unable to liberate regions. I dunno if variance is as big of a factor for the success of raids as it would be for liberations; but I know a professional raider can usually take ten people out in seven seconds + about three seconds of common hesitation.

Elindra wrote:And I do hope people are remembering that all these ideas to make it harder to predict update times and jump split-second will be just as hard on liberations as on raids--harder, if it means a raid point potentially has more time to boot fendas. Me, I'd end up holding and possibly burning more, if only to express how much I disliked the change. :roll:

This situation is exactly what is leading to the reliance on liberations. As I have said many times, liberations have always been a secondary priority and made up a very small percentage of what a defending group would do.

I couldn't care less about the effects on liberations.

Tramiar wrote:I don't really see why, when defenders often argue that raiders simply play against game mechanics and not defenders, the suggestion to fix that is to make us play even more against game mechanics, just with a higher loss rate. It doesn't sound so much like fixing the problem as "do anything to make sure raiders don't win".

This would restore the previous situation. It still requires defenders to actually move to stop the invasion, only gives them more than 0.5 seconds to do so. This is the solution; the game would again be Invaders vs Defenders and not Invaders vs The Clock.

Tramiar wrote:It feels weird agreeing with Wordy on something, but the idea that seems most like it could fix it (and isn't going to happen anyway) is taking away the update order list and scrambling it. Its certainly not the best idea, but it at least seems to more... "fix" the problem than blocks. Yes, I realize it's not gonna happen. And I'm not saying it should. Just that its the most reasonable solution. :P

An interesting solution, but I have a feeling someone would find a way to abuse that too.
Last edited by Guy on Tue Jul 17, 2012 12:44 am, edited 1 time in total.
Commander of the Rejected Realms Army

[violet] wrote:Never underestimate the ability of admin to do nothing.

User avatar
Tramiar
Ambassador
 
Posts: 1162
Founded: Aug 30, 2005
Ex-Nation

Postby Tramiar » Tue Jul 17, 2012 1:01 am

Just because someone figures out a way to use what they've got doesn't make it abuse, even if it happens to be the other side that's figured it out. And no, this won't make it raiders vs. defenders. it'll be raiders vs. the clock and chance. Defenders wouldn't even have to bother to move on them, unless we took the safe side and moved really early every single time. Blocks aren't going to solve a thing. It'll be the way it is now, except more raider loss.
Mallorea and Riva wrote:I too would ban myself if I saw me moving into my region.

Tramiar: *causes great injustices to natives and fenda-kind*
Spartzy: *prevents great injustices*
Tramiar: too late, they were already caused.
Spartzy: *stops great injustices*
Tramiar: *causes greater injustices, cannot be fixed until next update*
Spartzy: *quits the game*

User avatar
Ballotonia
Senior Admin
 
Posts: 5494
Founded: Antiquity
Democratic Socialists

Postby Ballotonia » Tue Jul 17, 2012 2:00 am

And just to throw in yet another possibility to consider and discuss:

Suggestion: If a nation moves into a (non-GCR) region less than Y seconds before it updates, that region is deemed 'under contention'. The update of that region is postponed for a MINIMUM of X seconds allowing other nations some time to respond.

Considerations: if the update were to pause for X seconds, it would make update last longer. Players could even influence update length by triggering a pause for lots of regions (bad players, bad BAD players! :p). If the update would instead process the next region instead, then if the next region is a large one the delay of the update moment of the region under contention could be large. This could be solved by the prior mentioned sorting by region size, with the same drawbacks / side-effects as mentioned before.
One could also wonder whether the 'delay' should be cumulative. If nations keep moving in, should the update for that one region be delayed over and over or should there be just a one-time delay?
When the end of the update is reached, the region under contention will have to go through update. The update cycle can wait a few seconds at that moment, but not indefinitely.

Ballotonia
"Een volk dat voor tirannen zwicht zal meer dan lijf en goed verliezen, dan dooft het licht…" -- H.M. van Randwijk

User avatar
Klaus Devestatorie
Minister
 
Posts: 2938
Founded: Aug 28, 2008
Anarchy

Postby Klaus Devestatorie » Tue Jul 17, 2012 2:50 am

That's even worse than region locking; at least that gives raiders the chance, should they be willing to take the risk of a wasted night out, of beating the system through getting into a region that just so happened to have a very short lock time; This just automatically lengthens the update and means that you'll automatically never be able to get in faster than 15-20 seconds beforehand, PLUS you've added the possibility of exponential defender stacking. Absolutely not.

User avatar
Guy II
Civil Servant
 
Posts: 7
Founded: Oct 19, 2011
Ex-Nation

Postby Guy II » Tue Jul 17, 2012 4:25 am

Tramiar wrote:Just because someone figures out a way to use what they've got doesn't make it abuse, even if it happens to be the other side that's figured it out. And no, this won't make it raiders vs. defenders. it'll be raiders vs. the clock and chance. Defenders wouldn't even have to bother to move on them, unless we took the safe side and moved really early every single time. Blocks aren't going to solve a thing. It'll be the way it is now, except more raider loss.

Being able to figure out update time with an accuracy of a couple of seconds is abuse. That's not how Gameplay has been played for the last God knows how long.

Of course defenders are going to move! All that this means is that we'll have 5-10 seconds to stop you, as opposed to no time at all. If defenders don't move, the region is lost either way.

User avatar
Gest
Chargé d'Affaires
 
Posts: 379
Founded: Oct 16, 2011
Ex-Nation

Postby Gest » Tue Jul 17, 2012 9:25 am

Tramiar wrote:It feels weird agreeing with Wordy on something, but the idea that seems most like it could fix it (and isn't going to happen anyway) is taking away the update order list and scrambling it. Its certainly not the best idea, but it at least seems to more... "fix" the problem than blocks. Yes, I realize it's not gonna happen. And I'm not saying it should. Just that its the most reasonable solution. :P

Information should be freely available for everyone to use to the best of their ability. There are already enough things in the game that you need a CS degree to do and adding another to the list would be counterproductive. Besides the second someone got a decent facsimile of the currently public list, we would be back here.

Unibot II wrote:I don't think the system should promote more than 10 seconds of variance -- anymore and you'd have a new problem on your hands: unable to liberate regions. I dunno if variance is as big of a factor for the success of raids as it would be for liberations; but I know a professional raider can usually take ten people out in seven seconds + about three seconds of common hesitation.

An inelegant solution would be to make the "region lock" lock out everyone 10 seconds, or some number agreeable to everyone, before the region updates. This would give the defenders a larger move time than 2 seconds but wouldn't kill off liberations. Additionally a standard lock out time would also remove any luck based elements and I don't believe a set lock out time would affect the rest of NS much as non-gameplayers tend to move hours before update.

User avatar
Tramiar
Ambassador
 
Posts: 1162
Founded: Aug 30, 2005
Ex-Nation

Postby Tramiar » Tue Jul 17, 2012 9:51 am

Guy II wrote:
Tramiar wrote:Just because someone figures out a way to use what they've got doesn't make it abuse, even if it happens to be the other side that's figured it out. And no, this won't make it raiders vs. defenders. it'll be raiders vs. the clock and chance. Defenders wouldn't even have to bother to move on them, unless we took the safe side and moved really early every single time. Blocks aren't going to solve a thing. It'll be the way it is now, except more raider loss.

Being able to figure out update time with an accuracy of a couple of seconds is abuse. That's not how Gameplay has been played for the last God knows how long.

Of course defenders are going to move! All that this means is that we'll have 5-10 seconds to stop you, as opposed to no time at all. If defenders don't move, the region is lost either way.

Having the knowledge to do something is hardly abuse. Again, just because you think the world is against you, doesn't mean there is abuse involved, and just because there is a problem that needs fixed doesn't mean theres abuse. It isn't one of your greatest ideas, trying to argue with people who agree something should be done.
They'll move, but they generally wouldn't need to. Unless we aways move early, most of our raids would be more likely to be stopped by the game. And we all know given 15 seconds, any defender paying attention would stop any raid that wasn't a stealth raid. I feel like we could fix the "never enough time" problem without taking away our ability to do update raids like tags completely and without it being mostly a fight against the game mechanics. This isn't that solution, and as long as people refuse to try to think of one and just spend their time arguing for this, we aren't going to find it.
Mallorea and Riva wrote:I too would ban myself if I saw me moving into my region.

Tramiar: *causes great injustices to natives and fenda-kind*
Spartzy: *prevents great injustices*
Tramiar: too late, they were already caused.
Spartzy: *stops great injustices*
Tramiar: *causes greater injustices, cannot be fixed until next update*
Spartzy: *quits the game*

PreviousNext

Advertisement

Remove ads

Return to Technical

Who is online

Users browsing this forum: Great Scapula, Ltin Corporation, Quoll

Advertisement

Remove ads