Lately:
- Humiliation has been reduced slightly. Let me know how it's working these days. I still want it to deter those that try to be pack leaders, but not so much that it makes it impossible.
- Profit sharing now starts from rank 0 for terrs and sharks, but at a pretty small rate. The default rate will rise as rank goes up.
- !lagout should be fixed in the next round (I hope). There was a small bug with getting DC'd and it not setting up your old ship correctly.
- !status will show your current % participation for the round.
Thanks for looking into the rotation. You're right in thinking that prizes increase current rotation speed rather than total. There are four factors: initial rotation, which you get when you hit esc+# and enter with the ship; current rotation, which is what is set by initial rotation; upgrade rotation, which is added to current rotation every time a player is given a prize; and maximum rotation, which determines the limit for current rotation. So if Initial is 200, Max is 400, and Upgrade is 50, there are 5 total levels of rotation -- the starting level, + 4 upgrades. Prizing is done in terms of single prizes, rather than a percentage or specific value ... a specific value would actually be much more useful, but the client doesn't allow it unfortunately. So to get to level 3 rotation, *prize #3 is done 3 times (if 0 is the Initial level). The percentage is displayed to the user, which is a representation of current in terms of the difference between 0 rotation and the maximum. Thus in the example given, the initial rotation is 50% (as 200 is 1/2 of 400), and the levels would go in between 50% and 100%.
Chao, the tiles that were added around the flag to prevent mining has nothing to do with being mean to sharks, or preventing them from doing anything cheap. That you assumed this is sort of amusing in a certain way, not to offend ... but really, no need to jump to such conclusions! I don't think mining the flag is cheap at all ... I do think it can lead to severe TKing when a smart enemy shark reps, and generally don't do it myself unless there's an immediate threat, but -- the reason the tiles were put around was to prevent flag juping. I might take out one layer of the tiles to allow mining slightly closer, as that may not be too big a risk... juping is too severe a bug to ignore it completely if a decent solution is available.
NoLimit/Hate -- what happened to trigger the double rank up? Did you get 2 points from that? Or 2 ranks? I know it shows 20 each time .. assuming you got 2 kills right next to each other, something like that?
- Humiliation has been reduced slightly. Let me know how it's working these days. I still want it to deter those that try to be pack leaders, but not so much that it makes it impossible.
- Profit sharing now starts from rank 0 for terrs and sharks, but at a pretty small rate. The default rate will rise as rank goes up.
- !lagout should be fixed in the next round (I hope). There was a small bug with getting DC'd and it not setting up your old ship correctly.
- !status will show your current % participation for the round.
Thanks for looking into the rotation. You're right in thinking that prizes increase current rotation speed rather than total. There are four factors: initial rotation, which you get when you hit esc+# and enter with the ship; current rotation, which is what is set by initial rotation; upgrade rotation, which is added to current rotation every time a player is given a prize; and maximum rotation, which determines the limit for current rotation. So if Initial is 200, Max is 400, and Upgrade is 50, there are 5 total levels of rotation -- the starting level, + 4 upgrades. Prizing is done in terms of single prizes, rather than a percentage or specific value ... a specific value would actually be much more useful, but the client doesn't allow it unfortunately. So to get to level 3 rotation, *prize #3 is done 3 times (if 0 is the Initial level). The percentage is displayed to the user, which is a representation of current in terms of the difference between 0 rotation and the maximum. Thus in the example given, the initial rotation is 50% (as 200 is 1/2 of 400), and the levels would go in between 50% and 100%.
Chao, the tiles that were added around the flag to prevent mining has nothing to do with being mean to sharks, or preventing them from doing anything cheap. That you assumed this is sort of amusing in a certain way, not to offend ... but really, no need to jump to such conclusions! I don't think mining the flag is cheap at all ... I do think it can lead to severe TKing when a smart enemy shark reps, and generally don't do it myself unless there's an immediate threat, but -- the reason the tiles were put around was to prevent flag juping. I might take out one layer of the tiles to allow mining slightly closer, as that may not be too big a risk... juping is too severe a bug to ignore it completely if a decent solution is available.
NoLimit/Hate -- what happened to trigger the double rank up? Did you get 2 points from that? Or 2 ranks? I know it shows 20 each time .. assuming you got 2 kills right next to each other, something like that?
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