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[PHA/LLA WARS] Cyberspace WEBGAME :: Iteration 1, GAME OVER
I thought that Nirya was the CK leader so I didn't bother asking around
but materially it didn't matter too much, I had no offensive abilities so I just toured around queueing up Control back to back to back to back to back to back
1) The click and drag option was quite difficult on a mobile browser. Would it be feasible to have a second method for scheduling by times?
2) Not the same functionality but similar problem; extending macros beyond the 0:00 hour maintenance or scheduling at the start of a cycle day. Depending on your time zone/schedule you may lose out on the ability to act right away.
3) Numbering adjacent nodes on the primary view.
1) If possible, could we have the ability to assign macros for the next day?
-This can help level the playing field a bit so the people who sleep before maintenance begins aren't at a disadvantage the next day.
2) Could we allow macros to go beyond the maintenance timeframe at all?
-Could this be done by simply having the timeline available be the next 24 hours instead of just the current day's hours?
Since you are planning to go from teams to independent, here's what I think could help people shine:
1. Alerts by systems. "shop appeared on node x", "player B desynced at node x", "records available at node x", "player A entered this system", "player B left this system". Since it allows for much more tracking solo and might encourage activity. There was many times where I'm sure I was sitting next to a node with juicy records but then moved the wrong direction.
2. More tasks per day, more frequent movement, more starting memory (maybe not if you up the tasks a lot). Possibly more starting macros. Without the original phalla aspect of the game, players are more focused getting things done on the grid. But in the course of an 8 hr work day, moving once, running maybe one macro and possibly finding a record or two feels a little slow. The way I see it, my tasks should more closely reflect me maxing out my memory for most of the day. Since we can schedule macros in advance, less active players could schedule just as much as active ones.
3. Records only show on the hour (I'm checking every 10 mins for records and not much happens every 10 mins otherwise). No records with zero rewards or a lot of records with lower sync amounts (i.e. 5% or 10%). I wouldn't mind getting back zero reward if I could find records more often, but 20% or 25% should always have a reward/risk. Also a few records that give back sync as a reward. Kinda like you found good user security information you can exploit.
Overall I think the game is really awesome and I like it. It's very addictive as you can tell from all the people who signed up and all the feedback. It's a double edged sword though because we end up wanting more from it also. I know a lot of the changes I've suggested might give players who can be more active more advantage. Maybe there could be some way to allow less active players to catch up, but I'm not sure how. Tasks keep accumulating? Though that could get messy too.
Edit: more more wordy than I originally planned. sorry about that. you can always save it for a rainy day.
1) Make macros usable in that 10 minute slice after downtime by allowing the user to schedule things for the next day, though the advantage of the previous arrangement was that no one could be totally, constantly invisible. Tweak Invis?
2) ... That's about all I can really think of, in terms of the interface.
3) Everything Gumpy said, actually. Those are all good.
The interface is too nice for me to make any comments on past #1. I'll replace my others but #1 is something I would really like.
2. Some way of showing less logs of 1% static hits. I did have one point where there was no scroll bar in the daily logs because of it. But since it showed up when I refreshed, it looked like you took care of it.
3. Dates next to the cycle #s in logs. Easier to match with thread that way.
Macros ending at maintenance is entirely enforced simply because of the nature of the game as it was in a phalla. That will no longer be the case in the next one.
Scheduling over the next day we'll see what can happen.
In the discussion on macros, why not replace invis with a disguise macro or something which could allow you to show up as a different username of your choosing?
It still hides your identity but allows you to show up on the whois and still allows you to be the target of macros.
In the discussion on macros, why not replace invis with a disguise macro or something which could allow you to show up as a different username of your choosing?
It still hides your identity but allows you to show up on the whois and still allows you to be the target of macros.
That was initially a macro but it has a lot of implementation issues.
If you look at the whois, players have numeric ids. They have to, that's how systems work.
If it says Infidel (#5) and Ardor (#7), savvy players will know which is which if it says Ardor (#5) and Ardor (#7) later on.
If I make it Ardor (#7) and Ardor (#7), you can't tell them apart, but neither can my target system.
Therefore, the player will be able to tell which is the true one, or you won't be able to target the false one(s).
That is why it was scrapped and Invis came about.
The main issue with Invis will be addressed. Namely that we didn't have Node IC in play (which doesn't need to be targeted) and that MrBlarney was a little too liberal with distributing it. Invis isn't as big of a deal when it is not about territory control, as well.
It is a fun idea, thanks Ardor, but one I already looked at and had to reject.
What about having them 'appear' on one node but are actually on a different node? They could still take the risk of getting targeted on the node they 'appear' on. Though I could see how this would be a bit of a nightmare to code also.
I had thought about a ghosting ability at one point. Where you could only use it if there was a user currently desynced. It also could be trouble to code though.
It would be kinda cool if the macros you buy or find were unknown at first. You have to use them once or for a certain amount of time before the name and details show.
Macro: Pretty Pretty Princess
Details: Your name sparkles on the whois list.
A Phantom ability seems doable, since it isn't breaking the 1-to-1 relationship between a whois listing and a player. Just putting them on the previous node, no special interface stuff needed for that. I'll probably add that.
But we had the power of pony!
Did the macro actually do anything, provided the person could actually run it?
No, I didn't actually put any code behind it so if you managed to execute it nothing would happen at all. Not even the "MACRO NOT IMPLEMENTED" stub I have for others like it.
0
Erin The RedThe Name's Erin! Woman, Podcaster, Dungeon Master, IT nerd, Parent, Trans. AMABaton Rouge, LARegistered Userregular
You cruel, merciless princess.
You're lucky you're so pretty pretty
I thought that Nirya was the CK leader so I didn't bother asking around
but materially it didn't matter too much, I had no offensive abilities so I just toured around queueing up Control back to back to back to back to back to back
You getting in touch would have told us about the spy and control macros were the ones we really needed
I had fun playing this, the whole system you guys set up was very simple and nice! One thing I would like to see is more features to set up movement/macros while you are away. Maybe something like "If player [xxx] is in node, use [xxx] on them" and you can select players from your sector into there etc.
I didn't like to see that whole block of time when I'm asleep wasted :P
Posts
Democrats Abroad! || Vote From Abroad
And thanks to you and everyone else who helped put this game together. I had a lot of fun.
I think I am probably the only person who would think that was cool, though.
but materially it didn't matter too much, I had no offensive abilities so I just toured around queueing up Control back to back to back to back to back to back
we also talk about other random shit and clown upon each other
2) Not the same functionality but similar problem; extending macros beyond the 0:00 hour maintenance or scheduling at the start of a cycle day. Depending on your time zone/schedule you may lose out on the ability to act right away.
3) Numbering adjacent nodes on the primary view.
1) If possible, could we have the ability to assign macros for the next day?
-This can help level the playing field a bit so the people who sleep before maintenance begins aren't at a disadvantage the next day.
2) Could we allow macros to go beyond the maintenance timeframe at all?
-Could this be done by simply having the timeline available be the next 24 hours instead of just the current day's hours?
1. Alerts by systems. "shop appeared on node x", "player B desynced at node x", "records available at node x", "player A entered this system", "player B left this system". Since it allows for much more tracking solo and might encourage activity. There was many times where I'm sure I was sitting next to a node with juicy records but then moved the wrong direction.
2. More tasks per day, more frequent movement, more starting memory (maybe not if you up the tasks a lot). Possibly more starting macros. Without the original phalla aspect of the game, players are more focused getting things done on the grid. But in the course of an 8 hr work day, moving once, running maybe one macro and possibly finding a record or two feels a little slow. The way I see it, my tasks should more closely reflect me maxing out my memory for most of the day. Since we can schedule macros in advance, less active players could schedule just as much as active ones.
3. Records only show on the hour (I'm checking every 10 mins for records and not much happens every 10 mins otherwise). No records with zero rewards or a lot of records with lower sync amounts (i.e. 5% or 10%). I wouldn't mind getting back zero reward if I could find records more often, but 20% or 25% should always have a reward/risk. Also a few records that give back sync as a reward. Kinda like you found good user security information you can exploit.
Overall I think the game is really awesome and I like it. It's very addictive as you can tell from all the people who signed up and all the feedback. It's a double edged sword though because we end up wanting more from it also. I know a lot of the changes I've suggested might give players who can be more active more advantage. Maybe there could be some way to allow less active players to catch up, but I'm not sure how. Tasks keep accumulating? Though that could get messy too.
Edit: more more wordy than I originally planned. sorry about that. you can always save it for a rainy day.
@lonelyahava
Awesome job with the system images!
I made it a point to show some of them to people not in the game on more than one occasion. Are they all your own original graphic design work?
2) ... That's about all I can really think of, in terms of the interface.
3) Everything Gumpy said, actually. Those are all good.
The interface is too nice for me to make any comments on past #1. I'll replace my others but #1 is something I would really like.
2. Some way of showing less logs of 1% static hits. I did have one point where there was no scroll bar in the daily logs because of it. But since it showed up when I refreshed, it looked like you took care of it.
3. Dates next to the cycle #s in logs. Easier to match with thread that way.
Scheduling over the next day we'll see what can happen.
It still hides your identity but allows you to show up on the whois and still allows you to be the target of macros.
whois[8]
Infidel <<
Infidel <<
Infidel <<
Infidel <<
Infidel <<
Infidel <<
Infidel <<
Ardor <<
No, I'm Bluestreak Baidol!"
It is the only way to be sure.
That was initially a macro but it has a lot of implementation issues.
If you look at the whois, players have numeric ids. They have to, that's how systems work.
If it says Infidel (#5) and Ardor (#7), savvy players will know which is which if it says Ardor (#5) and Ardor (#7) later on.
If I make it Ardor (#7) and Ardor (#7), you can't tell them apart, but neither can my target system.
Therefore, the player will be able to tell which is the true one, or you won't be able to target the false one(s).
That is why it was scrapped and Invis came about.
The main issue with Invis will be addressed. Namely that we didn't have Node IC in play (which doesn't need to be targeted) and that MrBlarney was a little too liberal with distributing it. Invis isn't as big of a deal when it is not about territory control, as well.
It is a fun idea, thanks Ardor, but one I already looked at and had to reject.
I had thought about a ghosting ability at one point. Where you could only use it if there was a user currently desynced. It also could be trouble to code though.
E: You don't write your apps like this?
Backend - Magical Ether - User Interface
So how about a macro to lose friends and influence death threats? How about a bus driver macro?
Macro: Pretty Pretty Princess
Details: Your name sparkles on the whois list.
You tricked me again Infidel!!! nooooo
A Phantom ability seems doable, since it isn't breaking the 1-to-1 relationship between a whois listing and a player. Just putting them on the previous node, no special interface stuff needed for that. I'll probably add that.
Ask Alegis.
Did the macro actually do anything, provided the person could actually run it?
No, I didn't actually put any code behind it so if you managed to execute it nothing would happen at all. Not even the "MACRO NOT IMPLEMENTED" stub I have for others like it.
You're lucky you're so pretty pretty
VAMPIRE MACRO: SUCK THE SYNC FROM ANOTHER AND GAIN THEIR SYNC
alt title: Leech
You getting in touch would have told us about the spy and control macros were the ones we really needed
That's be a bit of a dick move
Did you hear Ahava's idea about a macro that would allow you to plant records with bombs inside ?
A macro that lets you grab the Whois list of a node in your sector
just going off macro titles...
Sentry sounds cooler
granted I would hope it would be low memory, so you could fight back against mr. or ms. invisible.
I didn't like to see that whole block of time when I'm asleep wasted :P
Sentry IC (disables Invis effect while in node)
Scan (list record counts by node, targets your current system)
Just throwing ideas out here
No.
Double invisibility?