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2003-05-30, 06:03 AM | [Ignore Me] #1 | ||
Server-side Fixes (5/30/03)
This server-side upgrade will occur at 3am Pacific Time on 5/30/03. 1) The "first-time experience" exploits are prevented. In addition to the fixes made yesterday (that sealed up 90+% of those exploits) we have also resolved a character record corruption that occurred when a character had triggered a large number of first-time xp events. This corruption was preventing some first-time xp from being registered as awarded already and allowed multiple trips to the same pool. 2) A large memory leak was found with our database software (third-party software). A new version is available and we revved our database software. This stabilizes our worlds further and should prevent those "middle of the night craters" that occur occasionally when the servers had been on too long. 3) A logic error in base capture experience has been found. The system is now changed so that a) squads that participate in captures will typically gain more xp than in the previous system, and b) the exploitability of the system by "cap squatters" (individuals from squads slipping in at the last minute to rake xp without risk and sharing that bonus with other squadmembers who were also not at risk) are virtually eliminated. 4) Additionally, the xp awards for resecuring a base (hacking the console back after attackers have initially hacked it) have been increased substantially, so defenders that stick around and fight to retake a base should see increased xp awards for doing so. NOTE: These xp changes apply equally to lone wolves as well as squads. Both will see increases. |
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2003-05-30, 11:43 AM | [Ignore Me] #6 | ||
My opinion...
If you have to resecure a base, then your defense was inadequate. You should be rewarded for GOOD DEFENSE. That would entail placing a much larger emphasis on kills, rather than facility caps/resecures. My reason for not liking split XP is that it doesn't encourage forming full squads enough. I mean I know that a full squad in the current system makes good xp cause it's steady, but you get more per kill for having less people in the squad. They're making progress, but I still think the facility cap/resecure should only be a BONUS...and not the big prize. The real big prize is being able to use the facility resources! I say leave it at that. |
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2003-05-30, 11:59 AM | [Ignore Me] #7 | ||
Staff Sergeant
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All they need to do is give out a bit more XP for any enemy kill made from a friendly base or immediate area. I think that would be an easy fix, and would encourage people to stay by a friendly base if there was a threat of attack. It wouldn't have to be a lot more XP. Just enough to make it worth everyone's time.
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2003-05-30, 01:08 PM | [Ignore Me] #8 | ||
Double, maybe even triple the exp for any kills made within a base under you empire's influence. Tadaa more people defend.
An increase in resecuring doesn't actually promote defense. It promotes not defending until they have a hack, then going in and kicking them the hell out. Now while it's fun to maul an enemy squad trying to hold a basement for a cap, it doesn't make a whoe lot of sense to reward people for letting them get there in the first place.
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Happy lil' Elf, now Santa approved. -Immortalis Vita Its eating it's food. (Incorrect use of apostrophes specifically for UV) "Oni wont get banned, unless you get banned. Its a 2 man ticket."-Hamma to TekDragon re: his request to ban Oni. Life is good. |
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2003-05-30, 02:39 PM | [Ignore Me] #9 | ||
Sergeant
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Yeah. Now as soon as a base is capped, all defenders will leave.
Sorta like fishing. Everyone looking at the map away from the base waiting for a bite. Seeing that dbl flag go up, then going in to get some bep. And I'd just like to add, recapp is so much quicker than capping. You don''t have a 15minute timer. You immediatly get the recap points. If this is traded back and forth, it can easily become exploitable...wait...didn;t we already have this problem? Last edited by tmartinez72; 2003-05-30 at 02:42 PM. |
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