by August » Wed Feb 14, 2018 1:32 am
by Galiantus III » Wed Feb 14, 2018 3:22 am
Frisbeeteria wrote:For some reason I have a mental image of a dolphin, trying to organize a new pod of his fellow dolphins to change the course of a nuclear sub. It's entertaining, I'll give ya that.
Ballotonia wrote:Testing is for sissies. The actual test is to see how many people complain when any change is made ;)
by Mr Conservative » Wed Feb 14, 2018 10:34 am
by August » Wed Feb 14, 2018 9:56 pm
We already have figured out how to work around that problem. As you probably know, the solution is "switchers," which are not difficult to make or intellectually challenging to use, just time-consuming. Forcing tedium on players is not the same as adding skill.Galiantus III wrote:If your WA nation can only update once per cycle, then you have to figure out how to work around that problem.
Now, if you could come up with something similar that actually added depth to the game, I would feel much more confident in this kind of proposal.
Maybe that was a joke, but most R/Ders disable recruitment messages for their switchers, and blocked stamps get refunded. This would have little to no impact on site revenue.Mr Conservative wrote:Can Max afford to lose the revenue of all the stamps wasted on updating puppets?
by Mr Conservative » Wed Feb 14, 2018 10:00 pm
Maybe that was a joke, but most R/Ders disable recruitment messages for their switchers, and blocked stamps get refunded. This would have little to no impact on site revenue.me wrote:Can Max afford to lose the revenue of all the stamps wasted on updating puppets?
by August » Wed Feb 14, 2018 10:11 pm
I do not have many switchers, myself, but yes, I take the time to manually disable recruitment messages. Anyway, that does not matter--it is common practice to use the NS++ puppet generator to make switchers en masse, and that tool automatically changes the telegram settings to block recruitment.Mr Conservative wrote:Maybe that was a joke, but most R/Ders disable recruitment messages for their switchers, and blocked stamps get refunded. This would have little to no impact on site revenue.
Huh, you really take the time to do that? I always just never open the TG folder when I create a new nation.
You're nicer than I, I suppose.
EDIT:Jacked up the quote
by Vincent Drake » Thu Feb 15, 2018 12:35 am
Mr Conservative wrote:For my 2c on the matter: The NS world already looks spammy enough with hundreds or thousands of regions out there tagged. This would just let it happen faster.
by Galiantus III » Thu Feb 15, 2018 1:26 am
Vincent Drake wrote:-snip-
Frisbeeteria wrote:For some reason I have a mental image of a dolphin, trying to organize a new pod of his fellow dolphins to change the course of a nuclear sub. It's entertaining, I'll give ya that.
Ballotonia wrote:Testing is for sissies. The actual test is to see how many people complain when any change is made ;)
by USS Monitor » Thu Feb 15, 2018 1:33 am
August wrote:Even if everyone made their R/D puppets manually and left recruitment enabled, I disagree that intentionally wasting players' money is a good reason to not make a technical change.
by Moctezuma » Thu Feb 15, 2018 5:02 am
by Galiantus III » Thu Feb 15, 2018 12:29 pm
USS Monitor wrote:As for your suggestion, I'm not sure how it would affect the site from a player perspective and I don't know whether it would be good or bad. I mostly hang out on the forums and keep my nations parked in the same regions, so this wouldn't affect me as a player to the extent that it affects other people.
Frisbeeteria wrote:For some reason I have a mental image of a dolphin, trying to organize a new pod of his fellow dolphins to change the course of a nuclear sub. It's entertaining, I'll give ya that.
Ballotonia wrote:Testing is for sissies. The actual test is to see how many people complain when any change is made ;)
by August » Thu Feb 15, 2018 1:04 pm
Those of us who like region-building will have fewer jump points to compete with. That is the largest benefit I would personally see from this, though it is not why I made the suggestion. Also, as I mentioned in the OP, there could be a minor drop in server load without all those puppets and WA application emails.Galiantus III wrote:The only effect this might have is raiders and defenders will be able to do...
by Lenlyvit » Sun Feb 25, 2018 3:50 pm
by August » Sun Feb 25, 2018 4:07 pm
This is an excellent point that I actually had not thought of. How many regions exist just because someone left their switchers behind instead of moving them back to their jump point? There may be thousands of regions kept alive only by tag puppets, their natives having CTE'd long ago. This creates a cycle where truly dead regions get tagged again and again as the used switchers pile up. Killing switchers does not just shrink the big jump points, it prunes many of the "deadwood" regions (to borrow an old term).Lenlyvit wrote:It would also cut down considerably on military puppet nations throughout NS, eliminating the switchers that number in the *thousands*. The update would proceed faster, the servers won't be getting loaded with WA applications/admits/resignations, and it'll give a better representation on *real* regions that aren't full of puppets.
by Roavin » Sun Feb 25, 2018 4:45 pm
by August » Sun Feb 25, 2018 5:22 pm
by Galiantus III » Sun Feb 25, 2018 10:10 pm
August wrote:"Tag runs continue to be triggered typically by nations freshly moved into regions. So an invader setting up a tag run will still have 30-60 nations moving around to set triggers for. "
I am out of the loop, admittedly, but I thought the Last WA Update thing killed the practice of triggering with nations. Why use a nation, which is time-consuming to place and could be detected by defenders, when you could just refresh an API shard?
Frisbeeteria wrote:For some reason I have a mental image of a dolphin, trying to organize a new pod of his fellow dolphins to change the course of a nuclear sub. It's entertaining, I'll give ya that.
Ballotonia wrote:Testing is for sissies. The actual test is to see how many people complain when any change is made ;)
by Raionitu » Sun Feb 25, 2018 10:32 pm
August wrote:"Tag runs continue to be triggered typically by nations freshly moved into regions. So an invader setting up a tag run will still have 30-60 nations moving around to set triggers for. "
I am out of the loop, admittedly, but I thought the Last WA Update thing killed the practice of triggering with nations. Why use a nation, which is time-consuming to place and could be detected by defenders, when you could just refresh an API shard?
Koth wrote:you guys are cool, like lately ive been watching the overal state of the raider world and been like,"ew", but you guys are very not ew
Reppy wrote:Swearing is just fucking fine on this goddamn fucking forum.
Aguaria Major wrote:The Black Hawks is essentially a regional equivalent of Heath Ledger's Joker: they just want to watch the world burn
Frisbeeteria wrote:Please stop.Please.
Souls wrote:Hi, I'm Souls. Have you embraced our lord and savior , Piling yet?
Souls wrote:Note to self: Watch out for Rai in my bedroom
Altinsane wrote:Me, about every suspiciously helpful newb I meet: "It's probably Rai."
Lord Dominator wrote:Koth is a drunken alternate personality of yours
by Flanderlion » Mon Feb 26, 2018 1:46 am
by August » Mon Feb 26, 2018 5:23 am
What part of this is not manual?Galiantus III wrote:So far as I know, most people are still using manual triggers.
I was not suggesting that people trigger directly off Last WA update. As Flanderlion said, it makes a lot more sense to refresh the shard to tell you when your 1-, 10-, 20-second window starts than to do the same thing with a nation. It is the exact same thing, triggering one region by watching for an earlier region to update, except one method is less time-consuming and less detectable.Raionitu wrote:Last WA update tells you when it updated last update. Just the fact of major versus minor means that that is not an accurate depiction of when to jump. Add in the existence of variance, and anyone trying to trigger off of that is either not going to make it in at all, or be so early fendas can take their jolly time getting in and still block them.
To address the "problem" you were replying to, that's the way things already are. So that's not really a problem with this idea, just something it doesn't cover. This changing wouldn't add anything onto how much work triggers already do. (Well, theoretically you could keep moving the same trigger nation and have it keep updating to track update as you went, but that's a whole 'nother can of worms)
Nothing about this change would prevent you from switching.Flanderlion wrote:I don't like the idea, I like switching, I like making switcher lines,
by Fauxia » Mon Feb 26, 2018 5:46 pm
by August » Wed May 30, 2018 3:52 pm
by Frisbeeteria » Wed May 30, 2018 5:38 pm
August wrote:as it appears to have been forgotten.
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