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Hustle hangovers length Started by: DougRoss on Nov 30, '19 01:08
Makes absolutely no sense why it should take this long to use a hangover. The excuse that everyone would use it without participation in daily activities went obsolete the minute hustle was added in those paid bags. My suggestion is to shorten the time from 60 days or stop Hustle sales in these bags people are being depleted of hustle to only get more by paying for it.

While you at it, Completely remove insta bg and tapering. Tapering brings absolutely nothing to the game but frustration to the little guys building.
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No real issue with the hustle hangover repeat use length, but would not object to it being shortened. However, how does tapering, which only impacts upon the top 1.5% of guns in the game, cause frustration to the little guys building?

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To my understang it was implemented so the next regime to take over after a war would not just be completely dominant and those with younger accounts would have the chance to catch up via tapering.
Since I have been here neither of those have ever happened. Even if you knew every single gun in the game you could not account for tapering. People dont add wackstat the same , some people lie on there SR. It becomes a nit pick situation why should we have to deal with it, it serves no purpose.

The next regime is always dominate for the next 60-100 or so days and the people dealing with tapering are those building after the war because 99% of the time the last cl/gf standing is already capped.
I don't know a single person that thinks tapering brings anything to the game. Just makes me spend more credits to keep building , if the true goal is to get people to spend more credits than well done it's working.
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Excuse the spelling.
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DougRoss, I think you severely misunderstand what tapering does and who it effects, how many it effects, and to what level it effects.

Please take some time to read what the feature does and who it applies to, and if you still feel the way you do, I will explain it in other words that should resonate better.

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DougRoss, the original Hustle was to promote daily activity and to reward those who checked in on the site every day.  There was no hangover cure.  If you do not check in on the site every day, then you should not be getting 4 points every day, you should be getting 1.  This is a huge difference in my mind.  When people started missing their hustles and ruining months of streaks, we came out with a compromise, we can give a once-in-a-blue-moon way to fix a fuckup, while still keeping that 4 number intact.  As long as it wasnt something that could be done on the regular, I felt that we could keep the max of 4 the same.

If you want to reduce how long the cool down time is for the hangover cure, then we need to address the reasons we chose the cool down time in the first place.  I can lower the cool down, and lower the max points and maintain the same ratio.  Would people want this? No, of course they want unlimited tokens and the same max, or even a higher max.  People would love unlimited tokens that can be used daily to maintain a +256 hustle points a day.  But isn't that against the very spirit of the purpose of the feature in the first place?

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You completely missed the point for those paying there is no need to have tokens at all. For what reason when I am low again I will simply wait for a bag with hustle inside.
You just said it yourself the original daily hustle was to promote activity. When you place the currency that promotes activity in a paid bag you can kiss the spirit of the feature goodbye and welcome the swipe of the card. I'm not sure how many times hustle has been sold first time I saw was month or so back but that.


My knowledge on tapering is simply what you have in threads and what I hear from players who you are friends with please forgive if I was not informed correctly. I have taken your advice and further read on some more threads.

I did see a thread for tapering that you refer to some competitive nature ? If that is truly your reason I'm not sure how no one has complained to you already. 90% of your game in regards to building or shooting is not competitive they are bystanders. The few who compete know each other. You do not build nor play I dont expect you to fully understand being burdened by it. I really cant see how taking away from someone ability to build quickly makes things competitive for others. You praise hard work in every factor besides building which you penalize hard work.



I don't get hustle for reaching a certain gun via izzy. I dont get credits for it . I dont get anything besides the hard work I put into it. You try to take that from those who put in more work than the average player. Imo that is ridiculous.


If none of what I am saying is the reason for it please tell me as I am extremely curious.
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It would be nice to have, as a reward, hustle hangover cures in varying amounts - e.g. untradeable tokens that can only be used yearly that covers 7 days or the like, or a token that can cover a weekend that can only be used once every 6 months. 

 

Definitely against the idea of removing tapering though.

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I mean this with greatest respect Ralph when has tapering ever affected you personally. You are not know for building quickly or building at all . I'm not saying your opinion should not be heard but the least you could do is give reason why or maybe have some of your friends who do build give there opinions on it. No reason why, seems like you are some of the few who enjoy the struggles they never have to endure.
I have never in my 4 years playing here encountered a builder who dealt with tapering tell me this is something we need that keeps the game stabilized,
I am willing to call bullshit on anyone that has.

I argue any builder to come express the opinions on this topic. Why should we be penalized for hard work.
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Urge* whoooops sorry.
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I don't understand why this is an issue; it affects less than 2% of the users (based on current userbase figures) - those most able to afford the penalty, and only once the lowest of those shooters reaches +650, which isn't a kick in the tits away from being a cap killer.

Other than the hassle of an extra calculation on my spreadsheet, it didn't really bother me. I'm not sure how others feel, but it was kind of a target for me to reach tapering cos that meant I was one of the top 10 shooters.

Honestly, as a shooter, the addition of the 'heat' timer was more of an inconvenience to me, cos whilst I've been pinched for a kill when still 'hot' a few times, I've only hit taper once in 7+ years...

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The regime who survives a site-wide war is always going to be dominant after winning that war because everyone else is dead. Remove the taper and that is still going to be the case.

In most circumstances, the top 1.5% (which based on 557 users at the moment is 8 people) of the survivors are going to be allied to that regime, meaning they are those most tapered, thus allowing everyone else to catch up to them.

As for the other issues you raised, which add a bit of ambiguity into who is where; great. That unknown element has been lacking since Anubis disgracefully shared the wack code and the game is all the better for the fewer of the internal mechanics becoming public knowledge. 

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In most circumstances, the top 1.5% (which based on 557 users at the moment is 8 people) of the survivors are going to be allied to that regime, meaning they are those most tapered, thus allowing everyone else to catch up to them

Extremely happy people are replying, however most people who survive a big site wide war dont build its normally the inactive accounts who make it. Sure they are the top 8 for the first 3 or so weeks. However once they are passed which happens most of the time the cycle of being punished for hard work begins. 

There is nothing competitive about tapering . It's a clusterfuck of guessing as it's impossible to tell the order of top 8/10 after a site wide war. 

 

Seth appreciate you taking the time to write a reply. How do we determine who deserves the penalty?  Based off the amount of work put in? That simply does not make sense. In my 4 years here I have been in tapering 3 times. A cooldown on a shooting timer is more detrimental than the speed at which you can build your gun? I call bullshit. After a site wide war it all about speed. Who gets there first to make the next move. Tapering literally stalls time for the regime in charge after a large war.  Heat has never been an issue for anyone with a good flow of connections to other gunmen. Simply put there are work arounds get your other guns involved what is the workaround for tapering dont build until everyone is so far ahead its impossible to hit top 10? 

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Well, since we're discussing work arounds... Rogue(tte). Literally a full +1 with zero time limit whenever you win a race. Completely disregards taper iirc.

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You still taper in those kills. Those are also rewards for activity if i am not mistaken. 

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"Completely disregards taper iirc. "

 

Rogue, Roguette, Wack Hustle, Shooting range... all of these take tapering into account.  When you are i tapering there is no +1

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/me sneaks off to amend my spreadsheet again

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DougRoss,


Prior to your arrival here, which you mentioned as being 4 years ago, it is worth noting that I was vehemently against the idea of tapering because it was used in lieu of removing wackback death.  During the days of the Player Commission I in fact voted and vigorously spoke against it when it was brought up as a suggestion feature by Squishy; I believe I characterized it as a "risk-free ride".  I was no friend of the feature when it was introduced and was no friend for many years later.


Still, with wackback death all but gone, I have come to view tapering as a necessary evil that levels the playing field in the rare situations where large swaths of the site are killed in a war; this is obviously a gameplay mechanism advantage, and obviously the outcome of this can be changed by the survivors continuing to kill new competition.  It should also be noted that this feature, at its best utilization when it is a considerable factor, prevents the site from ripping itself apart in scenarios where a rebuild would be onerous or entirely burdensome on the survivors.  I think that is a good thing.


Similar to the arguments of stealth being "overpowered" despite stealth rarely affecting the outcome of a war or hindering a war effort, I do not see the immediate need or justification to essentially bail out a very small group of players who are obviously proficient enough to have tapering apply to them, and if it is removed, it would reason that the BG cap should be adjusted accordingly to account for the change.  The scenarios where this feature would adversely affect these players are small, specialized, and practically - beneficial to the little guy.  I also think that adding a degree of mystery to a player's wack in these end-game situations is a good thing.

Additionally, I would also counter that the somewhat-newly introduced feature of distance factoring in to a player's wack on another player has a far greater effect at changing the outcome of a success or a fail on the vast majority of players in a wartime situation, and if I'm lobbying to change a feature on the perceived "fairness" for work put in, distance would likely be at the top of my list.   


Lastly, and, respectfully, over the decade I've run the gamut between accounts that have done less than fuck all to accounts that would qualify me in the "no-life" category, so I am pleased to provide this reply with some experience about the feature that we're discussing today.

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I dont know the history of tapering so thanks for that nor what the player commission even is. I dont know what tapering has to do with WB death I just know what it does to me when I build.

Small changes have been made to benefit small groups of player multiple times that's bullshit that you would even suggest otherwise lol. We had a game change mid war to benefit those few people bitching on IRC to get us thrown in jail. While I was away there was a ws change, a change targeting everyone but mainly used by those getting ws caught.

Seeing as there are normally more capped guards than guns around your reasoning for it being a neccessary evil makes absolutely no sense. The bg cap was increased and tapering was already left untouched. It's now used as a tool for regimes to buy time without worrying about an attack.

Yes preventing the site from going to war that is exactly what I am against. Too much peace is exactly what I am afraid of , holding of hands something you practice is exactly the style of play tapering is needed for. There is nothing stopping people from killing each other after a large war. There are no rules saying you cannot kill someone with an R tag.How long has it been since a regime did not allow players to live past 40 days. Hardly ever happens and if it does tapering is not saving them . Why would there need to be more bodyguards if tapering is removed, with the sale of insta bgs I would hate to advocate for more guards. That's more money , a higher gun needed , longer time for peace something that benefits a small group of peoples playstyle.
The fact you think distance is more prominent than tapering after a site wide war is a little embarrassing. It shows during your time as spaceman you did absolutely no testing to gain knowledge fear not though someone tested on you and I can share results if you would like.

You are a phenomenal player and extremely liked. However you cannot pretend you are an elite builder no matter how many no life accounts you have had. A great politician you are indeed.
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Wackback death was removed (and then reintroduced in a vastly limited way) and replaced with tapering.  In lieu of young or medium-term accounts that were likely to catch up with the big guns of the day being unceremoniously felled by wackback death (RIP Sprozza x4), something quite common before you started, tapering was introduced.  Today, it now serves the dual purpose of serving as a buffer to compensate for the large amount of Durdens, RIA's and MIA's that are readily available; things that were not nearly as bountiful back when tapering was introduced, and serving a similar role to distance in slowing the progression of a user or particular group's end-game.

"Too much peace" and hand holding is a symptom of the powers that be working with each other for extended periods of time, typically well beyond what would be required to build an adequate hitsquad, and you would be hard pressed to find a situation where tapering directly resulted in a period that would extend beyond the length of your average regime churn.  After a certain point, that's a people problem - not a game problem. But if you are taking issue with the fairness of a feature, it logically follows that removing the artificial upper limits on wack should also go hand in hand with removing the artificial limits on bodyguard purchasing. 


Regarding distance, you mischaracterized my statement; distance is far more likely to affect the vast majority of players in a wartime scenario than tapering, which affects only a handful of accounts. 

Despite having previous accounts that were subject to tapering, my bloodline's history is irrelevant to this discussion, as would yours; while you are an excellent builder yourself, I am unsure of how many accounts you have had that have lived sufficiently long enough to begin taking tapering into account.  We are not off limits to discussing the subject in any case, and we still play in a landscape that is affected by this feature nonetheless and thus, it affects us as well, directly or indirectly.

In any case, having seen the game from a pre-tapering and post-tapering landscape and having watched wars from small hiccups to the catastrophic, as a passenger, driver and road casualty, I have simply come to a different view of the feature, having first opposed it, and do not see a pressing need to change it at the moment.  I still appreciate you bringing the discussion in any case, as these things should, every once in a while, be held to the light and questioned.

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