| Subject / Author | Date | Description |
|---|
| Pksim again - Misery
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Fri, 20 Jan 2012 20:33:45 PST |
I still haven't figured out entirely why (I know the direct cause--but not why the conditions under which it is occurring are coming up) but the PKSIM rank-decay has been taking place multiple times, causing players to drop to 0 all the time. I made a change that may fix this--but it's hard to say atm. In addition to the change I've added an additional cap to the number of times it'll run. Hopefully now we can finally start getting some good data on how the proposal would play out.
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| Re: PK - Misery
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Sat, 14 Jan 2012 00:19:46 PST |
On Sun Dec 11 10:31:47 2011, Misery wrote: > Kidding! pk hasn't changed. > > But, I've put a system in place which is collecting data from your PKs and > projecting/maintaining a new set of rankings based on some changes I would > like to make to the system. Over time, we should get a better idea of how > these changes would play out functionally (though obviously not how > they'll affect your behavior as players). > > There's a new (temporary) command, "pksim" which will let you see the > simulated ranking list. "help pksim" will give you a *very* barebones > explanation of the changes. You may use "pksim enable" to toggle > notifications for the simulator. If you toggle notifications, you'll be > told at the time of the kill what you would have gained/lost if the rules > had been active. > > Should the rules work out well and come to fruition, I'll import the > blood-point values from the simulation into the working version of these
> changes--perhaps that's some incentive to try and rank up. > I've changed the PK-sim not to remove players with 0 bp from the rankings, so it's easier to see how they track over time. Apologies for my protracted absence of late. With luck I'll be back to more regular activity in the coming weeks. I've also added some additional logging to ensure the decay is taking what it should be.
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| Re: Native Bonfire - Mercury
|
Mon, 09 Jan 2012 14:00:03 PST |
On Sat Dec 10 22:27:51 2011, Kilgore wrote: > The native guild bonfire now randomizes the boosted skill based on > subclass. Also, the boost is more beneficial the more player natives > are on hand for the festivities. > > Cheers, > Kilgore > Rescinded.
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| Changelings/heads - Misery
|
Wed, 28 Dec 2011 00:17:16 PST |
There were some circumstances under which, when offering large numbers of heads, the operation would break and you'd lose heads for which you hadn't gained piety. I've rewritten most of the offering code to make it more efficient--it shouldn't be breaking anymore, but let me know if it does.
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| Look - Misery
|
Wed, 21 Dec 2011 23:22:12 PST |
I made some tweaks to look to re-support some new (rarely used) functionality that had been lost in another change. Hopefully you won't notice anything different--but let me know if you see it misbehaving under some circumstances (and be as specific as possible when reporting any issues).
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| Swallow rescinded - Russeldog
|
Tue, 20 Dec 2011 22:09:02 PST |
The change posted to swallow about a week ago has been rescinded.
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| PK - Misery
|
Sun, 11 Dec 2011 10:31:47 PST |
Kidding! pk hasn't changed.
But, I've put a system in place which is collecting data from your PKs and projecting/maintaining a new set of rankings based on some changes I would like to make to the system. Over time, we should get a better idea of how these changes would play out functionally (though obviously not how they'll affect your behavior as players).
There's a new (temporary) command, "pksim" which will let you see the simulated ranking list. "help pksim" will give you a *very* barebones explanation of the changes. You may use "pksim enable" to toggle notifications for the simulator. If you toggle notifications, you'll be told at the time of the kill what you would have gained/lost if the rules had been active.
Should the rules work out well and come to fruition, I'll import the blood-point values from the simulation into the working version of these changes--perhaps that's some incentive to try and rank up.
|
| Native Bonfire - Kilgore
|
Sat, 10 Dec 2011 22:27:51 PST |
The native guild bonfire now randomizes the boosted skill based on subclass. Also, the boost is more beneficial the more player natives are on hand for the festivities.
Cheers, Kilgore
|
| Swallow - Russeldog
|
Sat, 10 Dec 2011 06:32:25 PST |
No longer has a cap on how many npcs that can be swallowed. Consider it as being in a test phase for now, depending on how it works out it might be tweaked or rescinded.
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| Pose messages - Sebastian
|
Fri, 09 Dec 2011 02:53:31 PST |
Fixed a bug reported with pose messages that have colours in them. Not that there appear to be any, but hey! If you notice anything weird, please 'bug' it. A side effect: 'post /last' now renders in your 'pose' colour. -seb
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| Stolen items in containers - Sebastian
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Wed, 07 Dec 2011 03:41:14 PST |
Stolen items in containers (such as backpacks) are now considered 'hot' as per the container itself and cannot be sold immediately. -seb
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