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Relative Graduated Tick Rate
Name: Reyth
Player
Ok I believe the solution for larger vs. smaller countries in graduated tick rate.

It could even be based on the actual ratios of players in the game.

Something like the lowest ranked players get 100% tick rate. 26% above them get 90%. 10% higher gets 85% and the max penalty will be 50%.

I think this would result in an evening out of gameplay and removing much of the dominance due just to size.

When the game first starts out everyone will be at 100% for a set period. Then the graduation kicks in.
Date/Time:
20/10/11 : 21:37:39

Name: Reyth
Player
Ok on second thought, the 50% max penalty might not be good. Maybe just straight gradation down from the smallest (active) player in the game, divided by 25% tiers:

(Smallest) 100%
(25% larger) 90%
(50% larger) 75%
(75% larger) 50%
(100%+ larger) 25%

Maybe this will even it out and the most skilled and active players will win.

Only active players (command in the last 24 hours?) can count as the smallest player.

In a good scenario the entire top tier of the game could be running at 75%-90% tick rate.


Last edited by: Reyth
Date/Time:
20/10/11 : 23:33:15

Name: frank
Forum Moderator
hmm, i never really thought about this, but looks like a great idea!
Date/Time:
22/10/11 : 01:48:26

Name: Reyth
Player
Yes well I got the idea from the comments of the other playtesters. It would seem to really keep the game competitive, exciting and skill becomes far more important.
Date/Time:
22/10/11 : 07:28:08

Name: Reyth
Player
Also, since you don't have a "tick rate" it would be production rate instead. So the penalty would be a % of the face value of production for money, food, wood and steel.
Date/Time:
06/11/11 : 08:59:47

Name: Reyth
Player
So there would be two values: The true production per hour and the graded production per hour which would fluctuate.
Date/Time:
16/11/11 : 02:10:19

Name: Reyth
Player
WUMP bump!
Date/Time:
22/11/11 : 19:09:57

Name: Reyth
Player
Re-Bump!
Date/Time:
22/11/11 : 20:39:39

Name: frank
Forum Moderator
Bumbiebumbie!
Date/Time:
22/11/11 : 23:13:57

Name: Reyth
Player
Uh oh if the admin is bumping the thread what hope is there?? XD
Date/Time:
22/11/11 : 23:29:04

Name: frank
Forum Moderator
Hehe, this doesn't have that much of a priority to me, there are more important things that i have to fix right now :P

Come back to this asap
Date/Time:
23/11/11 : 17:31:00

Name: Reyth
Player
K.
Date/Time:
23/11/11 : 19:19:31

Name: Reyth
Player
See! It IS important. :P
Date/Time:
24/11/11 : 22:57:26

Name: frank
Forum Moderator
hehe yes, added to my higher prio list:P
Date/Time:
24/11/11 : 23:03:44

Name: Reyth
Player
Ok here is a sample:

1 Reyth 319 1394941 (25%)
2 Amistad 27 124040 (25%)
3 Denise 12 39774 (75%)
4 Frank 15 33680 (50%)
5 Dragon 8 20902 (100%)

Ok here we see that the chart is not structured properly. The reason is because it is graded by the lowest active player. This is what happens when we set the bar to the lowest common denominator.

Let's re-do the list with the percentages ranked by the highest person:

1 Reyth 319 1394941 (25%)
2 Amistad 27 124040 (100%)
3 Denise 12 39774 (100%)
4 Frank 15 33680 (100%)
5 Dragon 8 20902 (100%)

Ok, this is far better. Amistad will remain at 100% until he reaches 80 regions (rounding up); he will be at 90% at that point.

So the revised chart looks like the following:

(Largest) 25%
(25% of the largest) 90%
(50% of the largest) 75%
(75% of the largest) 50%
(90% of the largest) 30%

This way the most powerful players are governing the production rates and not the least powerful ones; the least powerful ones will all just remain at 100%.
Date/Time:
26/11/11 : 00:24:25

Name: frank
Forum Moderator
Yes i like that, going to find a way to implement it now!
Date/Time:
26/11/11 : 17:54:02

Name: Reyth
Player
Yehey!
Date/Time:
27/11/11 : 00:09:59


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