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Wack Discussion Log April 9, 2010 Started by: Squishy on Apr 09, '10 14:18


Session Start: Fri Apr 09 12:58:37 2010
Session Ident: #wack
[12:58] * Now talking in #wack
[13:00] * tita (~tita@61F18FDB.57F04E9F.5E487D8.IP) has joined #wack
[13:01] * Archangel (lol@60E59F48.6A8C5078.1B7BF856.IP) has joined #wack
[13:01] (Archangel) tita
[13:01] (Archangel) are you stalking me?
[13:01] * Curtis (Curtis@Jaundies-256CA727.manc.cable.ntl.com) has joined #wack
[13:01] * FFF (~FrankyFou@Jaundies-F0AC2C.se.biz.rr.com) has joined #wack
[13:02] * Ralph (~christian@catatonic.pillpopper.of.jaundies) has joined #wack
[13:03] (Ralph) I always presumed tita was a seasoned hitter
[13:03] (Ralph) but today it became fact :(
[13:03] (tita) oh what
[13:03] (Ralph) IzzyCreamcheese really just brought us here so we could see who's a real hitter under the guise of a game change
[13:04] * Anubis[Gone] (anubis@stolen.wifi) has joined #wack
[13:05] * WarMonger (~Frank_Bla@B3190CB0.17ACF3DB.13DDFEF1.IP) has joined #wack
[13:05] * Satanta (~me@Jaundies-5CB0E81A.threembb.ie) has joined #wack
[13:06] * Clause-McSlapawhore (_@Jaundies-5DB65123.sgyl.cable.virginmedia.com) has joined #wack
[13:06] (Clause-McSlapawhore) Archangel eh? :p
[13:07] (Archangel) just here to listen to opinions
[13:07] (Archangel) you know I have a water gun
[13:07] (Archangel) lol
[13:07] (Anubis[Gone]) And my skull
[13:07] (Anubis[Gone]) don't forget that
[13:07] (Archangel) oh
[13:07] (Archangel) and Anubis' Skull
[13:07] (@IzzyCreamcheese) your current account doenst have to be a wacker
[13:07] (tita) bullshit
[13:07] (@IzzyCreamcheese) i just need people who have worked the whole wack aspect of the game at one point and time
[13:07] (tita) he is massive hitter
[13:07] (Archangel) even better than Satanta's gun tbh
[13:07] (@IzzyCreamcheese) and get the whole process
[13:07] (tita) i witness him plenty
[13:08] (Archangel) I had other accounts who were wackers
[13:08] * kikuchiyo (~kikuchiyo@D3A5E927.816E0F1B.E01CBFFC.IP) has joined #wack
[13:08] (Archangel) who me?
[13:08] (Clause-McSlapawhore) aye, I like to bust chops from time to time, aswell as eat them
[13:08] (Archangel) I will take you down tita
[13:08] (Archangel) siding with BElle
[13:09] * Ant (Mibbit@tiggys.Bastard.Step.Child) has joined #wack
[13:09] (@IzzyCreamcheese) we will be starting at :15 after
[13:10] (@IzzyCreamcheese) somethign to ponder until then is... what do you consider a wacker...
[13:10] (@IzzyCreamcheese) how do we identify someoen who is a real wacker in the game, code wise
[13:10] * MissFreedom_ (~lalala@Jaundies-396F20F4.dsl.chcgil.sbcglobal.net) has joined #wack
[13:10] (@IzzyCreamcheese) (the stats screen that says the number of wackers.... counts them even if they just did a range that day...)
[13:10] (@IzzyCreamcheese) so the goal is to find a realistic number using criteria, of how many active wackers who are actually giving a real effort (regardless of the results)
[13:11] (@IzzyCreamcheese) so that we can produce IA's on a daily basis to make up for anytime the number of available IAs fall below a certain ratio of targets/wackers
[13:11] (Satanta) something I'm keen to hear debated... but it's a potentially fruitless task
[13:11] (Satanta) as the numbers actively training
[13:11] (Satanta) is directly linked to the available targets
[13:11] (Satanta) if/when the targets go up
[13:11] (Satanta) the work/number willing to put it in goes up
[13:11] * Caius (Caius@Jaundies-28A18E8B.res-cmts.sm.ptd.net) has joined #wack
[13:12] (Satanta) I've guys that check the number of ia's daily, if it's low, they avoid trying
[13:12] * Clause-McSlapawhore (_@Jaundies-5DB65123.sgyl.cable.virginmedia.com) Quit (Quit: )
[13:12] (Satanta) to avoid the frustration
[13:12] (Caius) ^
[13:12] (Satanta) which, is a fair call tbh
[13:12] (Curtis) thats true
[13:12] (Satanta) on the flip side
[13:12] (@IzzyCreamcheese) [13:09] (@IzzyCreamcheese) we will be starting at :15 after
[13:12] (@IzzyCreamcheese) [13:10] (@IzzyCreamcheese) somethign to ponder until then is... what do you consider a wacker...
[13:12] (@IzzyCreamcheese) [13:10] (@IzzyCreamcheese) how do we identify someoen who is a real wacker in the game, code wise
[13:12] (@IzzyCreamcheese) [13:10] * MissFreedom_ (~lalala@Jaundies-396F20F4.dsl.chcgil.sbcglobal.net) has joined #wack
[13:12] (@IzzyCreamcheese) [13:10] (@IzzyCreamcheese) (the stats screen that says the number of wackers.... counts them even if they just did a range that day...)
[13:12] (@IzzyCreamcheese) [13:10] (@IzzyCreamcheese) so the goal is to find a realistic number using criteria, of how many active wackers who are actually giving a real effort (regardless of the results)
[13:12] (@IzzyCreamcheese) [13:11] (@IzzyCreamcheese) so that we can produce IA's on a daily basis to make up for anytime the number of available IAs fall below a certain ratio of targets/wackers
[13:12] (@IzzyCreamcheese) [13:11] (Satanta) something I'm keen to hear debated... but it's a potentially fruitless task
[13:12] (@IzzyCreamcheese) [13:11] (Satanta) as the numbers actively training
[13:12] (@IzzyCreamcheese) [13:11] (Satanta) is directly linked to the available targets
[13:12] (@IzzyCreamcheese) [13:11] (Satanta) if/when the targets go up
[13:12] (Satanta) i've guys willing to put in 12-16 hours a day
[13:13] * Premeir (~Premeir@Sweetest.babyface.on.Jaundies.com) has joined #wack
[13:13] (Satanta) every day
[13:13] (Satanta) to get 1/2 targets
[13:13] (Satanta) which just plain sucks
[13:13] (Archangel) yeah
[13:13] (Satanta) so anything that might help with those horrid odds
[13:13] (Satanta) huge benefit
[13:13] (tita) when i had my family, we used to require a hitter to get 20 ia kills, before considering them a wacker, no mias, no ranges, actual kills
[13:13] (Archangel) I have expereienced that before
[13:13] (Satanta) so i'm not anti this, just not sure how we can best tackle it using the 'whats a wacker' pov
[13:14] (@IzzyCreamcheese) to come up with the proper ratio, we need to identify those that actually do try
[13:14] (@IzzyCreamcheese) i dont want to hand feed those that are unwilling
[13:14] (Satanta) agreed
[13:14] (Archangel) I would say that anyone who is actually trying gets at least 1 kill per 2 days
[13:14] (Caius) lets be realistic here
[13:14] (Satanta) but things like '20 ia kills'
[13:14] (Caius) a real hitter
[13:14] (Caius) can train a 200 kill gun in no time flat
[13:14] * FlyingPig (FlyingPig@Jaundies-4E0349E3.cl.ri.cox.net) has joined #wack
[13:14] (Satanta) is again a bit of a counter productive pov
[13:14] (Caius) make it on a set number of kills
[13:14] (Satanta) as if there's a lack of targets
[13:15] (Caius) and be done with it
[13:15] (Caius) X number of people have X number of kills
[13:15] (Satanta) guys putting in 12 hours with multiple attempts at hits
[13:15] (Satanta) don't get counted
[13:15] (@IzzyCreamcheese) [13:09] (@IzzyCreamcheese) we will be starting at :15 after
[13:15] (@IzzyCreamcheese) [13:10] (@IzzyCreamcheese) somethign to ponder until then is... what do you consider a wacker...
[13:15] (@IzzyCreamcheese) [13:10] (@IzzyCreamcheese) how do we identify someoen who is a real wacker in the game, code wise
[13:15] (@IzzyCreamcheese) [13:10] * MissFreedom_ (~lalala@Jaundies-396F20F4.dsl.chcgil.sbcglobal.net) has joined #wack
[13:15] (@IzzyCreamcheese) [13:10] (@IzzyCreamcheese) (the stats screen that says the number of wackers.... counts them even if they just did a range that day...)
[13:15] (@IzzyCreamcheese) [13:10] (@IzzyCreamcheese) so the goal is to find a realistic number using criteria, of how many active wackers who are actually giving a real effort (regardless of the results)
[13:15] (@IzzyCreamcheese) [13:11] (@IzzyCreamcheese) so that we can produce IA's on a daily basis to make up for anytime the number of available IAs fall below a certain ratio of targets/wackers
[13:15] (@IzzyCreamcheese) [13:11] (Satanta) something I'm keen to hear debated... but it's a potentially fruitless task
[13:15] (@IzzyCreamcheese) [13:11] (Satanta) as the numbers actively training
[13:15] (@IzzyCreamcheese) [13:11] (Satanta) is directly linked to the available targets
[13:15] (@IzzyCreamcheese) [13:11] (Satanta) if/when the targets go up
[13:15] (Anubis[Gone]) IzzyCreamcheese
[13:15] (Anubis[Gone]) ...
[13:15] (Anubis[Gone]) We could easily put in an attempts table
[13:15] (@IzzyCreamcheese) [13:12] (Satanta) i've guys willing to put in 12-16 hours a day
[13:15] (@IzzyCreamcheese) [13:13] * Premeir (~Premeir@Sweetest.babyface.on.Jaundies.com) has joined #wack
[13:15] (@IzzyCreamcheese) [13:13] (Satanta) every day
[13:15] (@IzzyCreamcheese) [13:13] (Satanta) to get 1/2 targets
[13:15] (@IzzyCreamcheese) [13:13] (Satanta) which just plain sucks
[13:15] (@IzzyCreamcheese) [13:13] (Archangel) yeah
[13:15] (@IzzyCreamcheese) [13:13] (Satanta) so anything that might help with those horrid odds
[13:15] (@IzzyCreamcheese) [13:13] (Satanta) huge benefit
[13:15] (@IzzyCreamcheese) [13:13] (tita) when i had my family, we used to require a hitter to get 20 ia kills, before considering them a wacker, no mias, no ranges, actual kills
[13:15] (@IzzyCreamcheese) [13:13] (Archangel) I have expereienced that before
[13:15] (@IzzyCreamcheese) [13:13] (Satanta) so i'm not anti this, just not sure how we can best tackle it using the 'whats a wacker' pov
[13:15] (@IzzyCreamcheese) [13:14] (@IzzyCreamcheese) to come up with the proper ratio, we need to identify those that actually do try
[13:15] (@IzzyCreamcheese) [13:14] (@IzzyCreamcheese) i dont want to hand feed those that are unwilling
[13:15] (@IzzyCreamcheese) [13:14] (Satanta) agreed
[13:15] (@IzzyCreamcheese) [13:14] (Archangel) I would say that anyone who is actually trying gets at least 1 kill per 2 days
[13:15] (Anubis[Gone]) and track actual shot attempts per day
[13:15] (Anubis[Gone]) ...
[13:15] (Ralph) ....
[13:15] (@IzzyCreamcheese) Anubis[Gone] we have one already
[13:16] (Anubis[Gone]) Then tracking the number of people attempting each shot
[13:16] (@IzzyCreamcheese) 5th one down :)
[13:16] (Caius) figures i have to leave in 20 minutes
[13:16] (@IzzyCreamcheese) do a combination of attempts, and actial kills over a one week period
[13:16] (@IzzyCreamcheese) Caius we will get it wrapped up by then
[13:16] (Anubis[Gone]) If we count people that have attempted 3 or more kills per day
[13:16] (@IzzyCreamcheese) so, to be considered a wacker who actually works hard
[13:17] (FFF) X number of attempts on unsponsored +48 people counts someone as a hitter in the last 24 hours/week/month etc
[13:17] (Anubis[Gone]) or have X kills total and attempted at least once per day
[13:17] (@IzzyCreamcheese) how many targets need to be attempted on, and how many actual wacks shot off per week
[13:17] (Anubis[Gone]) that could be a wacker
[13:17] (@IzzyCreamcheese) before we can consider them a hitter who works
[13:17] (Satanta) 5 per day attempted is someone 'trying'
[13:17] (Satanta) if the balance is there for targets
[13:18] (Satanta) they'll get enough to be building up
[13:18] (@IzzyCreamcheese) ok so 5 per day attempted, and 7 shots fired a week? (regardless of MIA/NPC/IA?)
[13:18] (Caius) as long as there arn't 40 people going afer the same damn targe
[13:18] (Anubis[Gone]) ok I'm gonna idle in here for a bit
[13:18] (Caius) t
[13:18] (Caius) aye
[13:18] (Anubis[Gone]) keen to read what's said
[13:18] (Anubis[Gone]) but I'll bbl
[13:18] (@IzzyCreamcheese) cya
[13:18] (@IzzyCreamcheese) go pick out napkins
[13:18] (@IzzyCreamcheese) and table cover colors
[13:18] (@IzzyCreamcheese) :)
[13:18] (Ralph) you have to take into account the average race has maybe a 20-30% chance of hitting on regular races
[13:18] (Satanta) those figures seem good imho izzy
[13:18] (Satanta) but it's hugely subjective
[13:19] (Satanta) less ralph
[13:19] (Satanta) far far less atm
[13:19] (Ralph) i was being generous
[13:19] (Satanta) it's more like 10%
[13:19] (Ralph) it's probably in the teens
[13:19] (Caius) way too generous
[13:19] (Ralph) (nothing wrong with charity)
[13:19] (@IzzyCreamcheese) Satanta i wanted to make sure theres actual shots fired, this way crews cant direct their non hitters to fake attempts on targets they dont really want to go for, just to boost the number of incoming IAs generated
[13:19] (Satanta) aye
[13:19] (Satanta) fully agree
[13:19] (Satanta) and with mia's
[13:19] (Satanta) anything less than 7 is just lazy
[13:20] (Satanta) so nfp there
[13:20] (Satanta) if anything, might be too low
[13:20] (FlyingPig) A hitter is not someone who attempts alot of kills. A hitter is someone who is successful in getting kills.
[13:20] (FlyingPig) It should be based on actual successes
[13:20] (Curtis) thats not entirely true
[13:20] (Caius) really pig?
[13:20] (Caius) so if I go after 20 targets
[13:20] (Caius) and get 2
[13:20] (Caius) im not a hitter?
[13:20] (Curtis) I can try very shot over a 16 hour period and get 3
[13:20] (@IzzyCreamcheese) usign that criteria let me run a query and get a number so we can get an idea
[13:21] (@IzzyCreamcheese) while im doing that.. think of a ratio
[13:21] (FlyingPig) Ok Curtis. Next time you go to war, send the person who has made the most attempts after the hardest target
[13:21] (@IzzyCreamcheese) if we have X number of wackers, what is the proper minium of IAs available per day
[13:21] (@IzzyCreamcheese) like for example, if theres 70 wackers... should there be a total of 70 IAs in any given day?
[13:21] (@IzzyCreamcheese) 50?
[13:21] (Curtis) Oh I agree about connected shots in the grand picture
[13:21] (Curtis) just not in relation to what constitutes a hitter making an effort
[13:21] * Bleu (~emailyour@Jaundies-F8F04D9E.popl.cable.ntl.com) has joined #wack
[13:21] (FlyingPig) I'm thinking that would be the best way to keep the numbers from being artificially inflated
[13:22] (Caius) I think one IA a day per hitter sounds fair as long as the requirements to be considered in that are high enough.
[13:22] (Satanta) the issue there is balance izzy. it needs to be 'number per active hitters'
[13:22] (Satanta) otherwise
[13:22] (FlyingPig) You can get one kill per day with MIAs alone
[13:22] (Satanta) certain timezones might clean up
[13:22] (FlyingPig) That does not show effort
[13:22] (FlyingPig) should be 1.5, at the least
[13:23] (Curtis) yes I would think we would need a number in excess of 7 per week to ensure people were racing for real ia's
[13:23] (Satanta) so, if 6-7 has an average of 10 hitters per day... then that time needs xxx ia's available
[13:23] (Curtis) rather than just plodding standard MIA allowance
[13:23] (Caius) Fp with 70 more IA's in the game a day as it stands right now, I promise you, the 'real' hitters will get more then one per day.
[13:23] (Satanta) (FlyingPig) should be 1.5, at the least ( with mia's giving 1 per day, i'd agree with that level
[13:23] (Satanta) that's one 'real' ia every two days
[13:23] (Satanta) which isn't 'hard'
[13:24] (Curtis) true
[13:25] (@IzzyCreamcheese) ok, 152 people this week have shot something
[13:25] (@IzzyCreamcheese) im going to flood for a sec
[13:25] (@IzzyCreamcheese) this is a listing of the count per user of shots this week....
[13:25] (@IzzyCreamcheese) (no names)
[13:25] (Ralph) Wet and pasty?
[13:25] (@IzzyCreamcheese) for the first 100 biggest wackers
[13:25] (@IzzyCreamcheese) 23
[13:25] (@IzzyCreamcheese) 20
[13:25] (@IzzyCreamcheese) 19
[13:25] (@IzzyCreamcheese) 16
[13:25] (@IzzyCreamcheese) 14
[13:25] (@IzzyCreamcheese) 13
[13:25] (@IzzyCreamcheese) 12
[13:25] (@IzzyCreamcheese) 12
[13:25] (@IzzyCreamcheese) 12
[13:25] (@IzzyCreamcheese) 11
[13:25] (@IzzyCreamcheese) 11
[13:25] (@IzzyCreamcheese) 11
[13:25] (@IzzyCreamcheese) 11
[13:25] (@IzzyCreamcheese) 11
[13:25] (@IzzyCreamcheese) 10
[13:25] (@IzzyCreamcheese) 10
[13:25] (@IzzyCreamcheese) 10
[13:25] (@IzzyCreamcheese) 10
[13:25] (@IzzyCreamcheese) 10
[13:25] (@IzzyCreamcheese) 10
[13:25] (@IzzyCreamcheese) 10
[13:25] (@IzzyCreamcheese) 9
[13:25] (@IzzyCreamcheese) 9
[13:25] (@IzzyCreamcheese) 9
[13:25] (@IzzyCreamcheese) 8
[13:25] (@IzzyCreamcheese) 8
[13:25] (@IzzyCreamcheese) 8
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[13:25] (@IzzyCreamcheese) 7
[13:25] (@IzzyCreamcheese) 7
[13:25] (@IzzyCreamcheese) 7
[13:25] (@IzzyCreamcheese) 7
[13:25] (@IzzyCreamcheese) 7
[13:25] (@IzzyCreamcheese) 7
[13:25] (@IzzyCreamcheese) 7
[13:25] (@IzzyCreamcheese) 7
[13:25] (@IzzyCreamcheese) 7
[13:25] (@IzzyCreamcheese) 7
[13:25] (@IzzyCreamcheese) 7
[13:25] (@IzzyCreamcheese) 7
[13:25] (@IzzyCreamcheese) 7
[13:25] (@IzzyCreamcheese) 7
[13:25] (@IzzyCreamcheese) 7
[13:25] (@IzzyCreamcheese) 7
[13:25] (@IzzyCreamcheese) 6
[13:25] (@IzzyCreamcheese) 6
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[13:25] (@IzzyCreamcheese) 5
[13:25] (@IzzyCreamcheese) 5
[13:25] (@IzzyCreamcheese) 5
[13:25] (@IzzyCreamcheese) 5
[13:25] (@IzzyCreamcheese) 5
[13:25] (@IzzyCreamcheese) 5
[13:25] (@IzzyCreamcheese) 5
[13:25] (@IzzyCreamcheese) 5
[13:25] (@IzzyCreamcheese) 5
[13:25] (@IzzyCreamcheese) 5
[13:25] (@IzzyCreamcheese) 5
[13:25] (@IzzyCreamcheese) 5
[13:25] (@IzzyCreamcheese) 5
[13:25] (@IzzyCreamcheese) 5
[13:25] (@IzzyCreamcheese) 5
[13:25] (@IzzyCreamcheese) 5
[13:25] (@IzzyCreamcheese) 5
[13:25] (@IzzyCreamcheese) 5
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[13:25] (@IzzyCreamcheese) 4
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[13:25] (@IzzyCreamcheese) 4
[13:25] (@IzzyCreamcheese) 4
[13:25] (@IzzyCreamcheese) 4
[13:25] (@IzzyCreamcheese) 4
[13:25] (@IzzyCreamcheese) 4
[13:25] (@IzzyCreamcheese) 4
[13:25] (@IzzyCreamcheese) 4
[13:25] (@IzzyCreamcheese) 4
[13:25] (@IzzyCreamcheese) 4
[13:25] (@IzzyCreamcheese) 4
[13:25] (@IzzyCreamcheese) 4
[13:25] (@IzzyCreamcheese) 3
[13:26] (Curtis) thats 7 days?
[13:26] (Caius) hang on
[13:26] (Caius) 23 kills?
[13:26] (Caius) thats the highest?
[13:26] (FlyingPig) Been a slow week
[13:26] (@IzzyCreamcheese) Showing rows 0 - 29 (53 total, Query took 0.0175 sec)  
[13:26] (@IzzyCreamcheese) 53 people have 7 or more in the past week
[13:27] (Curtis) it has been very slow this week
[13:27] (Curtis) very low numbers
[13:27] (Caius) ^
[13:27] (FlyingPig) someone who does not average one per day is not trying at all
[13:27] (@IzzyCreamcheese) Showing rows 0 - 29 (36 total, Query took 0.0192 sec)
[13:27] (Satanta) I try not to shoot
[13:27] (Satanta) for wb reasons
[13:27] (@IzzyCreamcheese) 36 is having 8 or more
[13:27] (Satanta) I still avg 1 per day
[13:27] (@IzzyCreamcheese) so 8 per day, thats 7 MIAs and 1 real kill
[13:27] (@IzzyCreamcheese) (assuming)
[13:27] (@IzzyCreamcheese) so we have... 36 real wackers in the game
[13:27] (@IzzyCreamcheese) this math sound right?
[13:28] (Satanta) for the week we just had
[13:28] (@IzzyCreamcheese) (i know its a compounding problem, the less targets, the less peoplebother to try)
[13:28] (Caius) i think influxing the game with IA's is going to make more real wackers personally
[13:28] (Satanta) and so many still ranging
[13:28] (Satanta) aye
[13:28] (Curtis) not entirely as you have lots of part timers
[13:28] (@IzzyCreamcheese) so if we had 36 active wackers now
[13:28] (@IzzyCreamcheese) let me look at the weeks number of IAs
[13:28] (Curtis) they may not be difined as 'real' wackers but they still go for shots
[13:29] (FFF) I'm ok with not counting part-timers, as to avoid over-inflating generated IAs
[13:29] (Satanta) aye, same as
[13:29] (@IzzyCreamcheese) 33.1190
[13:29] (@IzzyCreamcheese) thats our average number of new players a day
[13:29] (Satanta) it's to up it slightly, not totally blow the balance
[13:30] (@IzzyCreamcheese) im going to guess that 25 of those are IA a day?
[13:30] (Satanta) we're losing a lot to admin wacks atm
[13:30] (Caius) does that include poeple that die
[13:30] (Caius) remake come back?
[13:30] (@IzzyCreamcheese) (aver number over the week)
[13:30] (Caius) so they arn't ia's?
[13:30] (@IzzyCreamcheese) yeah
[13:30] (Caius) less this week
[13:30] (@IzzyCreamcheese) is 25 a fair guess out of the 33 being IA?
[13:30] (Satanta) aye, about right
[13:31] (Curtis) its been around 20 ia's a day so far this week, give or take
[13:31] (Caius) 16 tomorrow...
[13:31] (Caius) I wouldn't say 25
[13:31] (@IzzyCreamcheese) so as of now, its a .694 ratio of IA avail per hitter
[13:31] (Caius) but a bit less personally
[13:31] (Curtis) 16 the other day too
[13:31] (@IzzyCreamcheese) so 20 a more fair number?
[13:31] (Caius) 20 today
[13:31] (Caius) 16 tomorrow
[13:32] (@IzzyCreamcheese) 20 out of 36 is a .55 per actual hitter
[13:32] (Caius) 20 the next day
[13:32] (@IzzyCreamcheese) so, without being greedy fucks... whats a realistic number per day that the 36 should have available
[13:32] (@IzzyCreamcheese) a 1 to 1?
[13:32] (@IzzyCreamcheese) 1.25 to 1?
[13:32] (@IzzyCreamcheese) (i mean greedy fucks in a loving way btw)
[13:33] (Caius) 2 to 1 :D
[13:33] (@IzzyCreamcheese) (because, i know you all want to say 30 to 1)
[13:33] (Caius) lol
[13:33] (Ant) lol
[13:33] (Caius) 24:1 sounds bout right
[13:33] (Caius) 24 hours in a day
06[13:33] * Caius nods
[13:33] (Curtis) I'd say 2 to 1 also
[13:33] (Curtis) that way it will remain competative
[13:34] (@IzzyCreamcheese) but keep in mind that the guy who got 23 kills in the week
[13:34] (Caius) but it wont be as much of a crap shoot
[13:34] (@IzzyCreamcheese) now, in theory, could be pulling 46
[13:34] (Caius) meh FP's FP
[13:34] (Caius) :P
[13:34] (@IzzyCreamcheese) theres also another side to this
[13:34] (@IzzyCreamcheese) just as a random question
[13:34] (Curtis) that was why I made that point in the proposal about dispresal of ia's across cities at similar times
[13:34] (@IzzyCreamcheese) as of now, a kill is a kill
[13:35] (@IzzyCreamcheese) a godfather with 31098103891130 bgs, is 1 kill
[13:35] (Curtis) to split up the hitters
[13:35] (@IzzyCreamcheese) a gangster ia is... 1 kill
[13:35] (Curtis) and increse chances for everyone
[13:35] (@IzzyCreamcheese) we could boost the +1 to a +2 on a ranked kill
[13:35] (@IzzyCreamcheese) doenst solve the lack of IA problem.. but does increase the reward of actual wars
[13:35] (Caius) MM and above is +2?
[13:35] (@IzzyCreamcheese) this has serious side effects, i just dont know how serious
[13:35] (Satanta) anything above made man, +2 seems fair
[13:35] (Satanta) but not needed tbh
[13:35] (Caius) i dunno
[13:36] (Caius) not really needed
[13:36] (Caius) more ia's would solve the problem
[13:36] (Caius) something like giving out +2 on a ranked kill
[13:36] (Satanta) the big issue is the balance of ia's. like atm, nobody can train properly
[13:36] (Satanta) to catch me/crazynine/old accounts
[13:36] (Satanta) I was bagging 7 a day nfp
[13:36] * Edward (~edward@Jaundies-96F5E8A8.static.hckr.nc.charter.com) has joined #wack
[13:36] (Edward) Is this the 5 o'clock free crack give-a-way?!
[13:36] (Satanta) often higher
[13:36] (Satanta) and while the game is cyclical
[13:36] (@IzzyCreamcheese) so after we take out edwards bodyguards
[13:36] (@IzzyCreamcheese) sat can take the shot
[13:36] (Satanta) and will have peaks/troughs
[13:36] (@IzzyCreamcheese) oh hai
[13:36] (Ant) lolol
[13:36] (Edward) lolz, he doesn't need to shoot mah bgs
[13:37] (Caius) wait a minute
[13:37] (@IzzyCreamcheese) so how about this
[13:37] (Caius) i wanna shoot you bg's
[13:37] (@IzzyCreamcheese) right now, the .55 is really low
[13:37] (@IzzyCreamcheese) ill bump it to 1.25
[13:37] (@IzzyCreamcheese) and, if you guys dont mind
[13:37] (@IzzyCreamcheese) work as hard as you currently do
[13:37] (Edward) go for it, Caius
[13:37] (@IzzyCreamcheese) and drop me a mail a week after i get this done
[13:37] (@IzzyCreamcheese) to let me know how it "feels"
[13:37] (@IzzyCreamcheese) ?
[13:37] (Curtis) seems like a good place to start
[13:37] (Satanta) np
[13:38] (FFF) sounds like a good start to me
[13:38] (@IzzyCreamcheese) ill get this in this weekend
[13:38] (@IzzyCreamcheese) however
[13:38] (@IzzyCreamcheese) it only births the IAs
[13:38] (@IzzyCreamcheese) so they come around 7 days later
[13:38] (@IzzyCreamcheese) so, figure in 9-10 days youll see them in the ia lists
[13:38] (Curtis) thats fine
[13:38] (@IzzyCreamcheese) now ill just have to find a fair way to distribute them
[13:39] (@IzzyCreamcheese) we do log the 60 second list for every minute
[13:39] (@IzzyCreamcheese) sooo im thinking we can do something like this
[13:39] (@IzzyCreamcheese) past 24 hours is say 20 IAs low
[13:39] (@IzzyCreamcheese) it looks at the 60 second lists average for that time of the day
[13:39] (@IzzyCreamcheese) and using the count as a weight
[13:39] (@IzzyCreamcheese) determine when they should be launched
[13:39] (Satanta) perfect
[13:39] (Curtis) yep
[13:39] (@IzzyCreamcheese) so in theory, if say 12pm has 100 people online
[13:39] (@IzzyCreamcheese) and 6pm has 50 people online
[13:39] (@IzzyCreamcheese) twice as likely as it launches at 12
[13:39] (@IzzyCreamcheese) than 6
[13:40] (Curtis) thats ideal
[13:40] (Satanta) ideal
[13:40] (Satanta) lol
[13:40] (@IzzyCreamcheese) so the distributions should be pretty much in sync with the times people play for fairness
[13:40] (@IzzyCreamcheese) hmm
[13:40] (@IzzyCreamcheese) tylers will fuck that up
[13:40] (@IzzyCreamcheese) since when it does the counts, it includes tylers
[13:40] (WarMonger) but what about the people that have no way of getting on in them times shouldn't it be randomly gerenated through out the day?
[13:40] (@IzzyCreamcheese) but eh
[13:40] (Ralph) oh yeah - what about the whole PUC thing?
[13:40] (@IzzyCreamcheese) WarMonger it is, gernated throughout the day
[13:41] (Ralph) since this affects all of us
[13:41] (@IzzyCreamcheese) but if we have 20 kills to distribute
[13:41] (@IzzyCreamcheese) it will put more towards the peak times
[13:41] (@IzzyCreamcheese) and less towards the dead times
[13:41] (@IzzyCreamcheese) dead times means less compition
[13:41] (Caius) i'd like to see it evenly distributed
[13:41] (@IzzyCreamcheese) peak times mean more compeition
[13:41] (Caius) but meh
[13:41] (Caius) makes sense
[13:41] (@IzzyCreamcheese) so it should be even actually
[13:41] (@IzzyCreamcheese) or else you are benfiting the people in odd time zones
[13:41] (Caius) i gotta run unfortunately, my truck is ready! :D
[13:41] (@IzzyCreamcheese) or the jobless people :)
[13:41] (@IzzyCreamcheese) nice Caius
[13:41] (@IzzyCreamcheese) cya
[13:42] (WarMonger) yeah my point better expressed
[13:42] (@IzzyCreamcheese) because real IAs are generated more so at peak times
[13:42] (@IzzyCreamcheese) than dead times
[13:42] (@IzzyCreamcheese) in reality.
[13:42] (FlyingPig) That is offset, though
[13:42] (@IzzyCreamcheese) how so?
[13:42] (FlyingPig) The non-peak times have less competition for each IA
[13:42] (FlyingPig) So you stand as good of a chance of getting a kill, even though their are fewer IAs in total during those times
[13:42] (Curtis) but with less ia's surely that balances out?
[13:43] (Satanta) aye, it does
[13:43] (Satanta) that's the 'offset'
[13:43] (Satanta) so it's still fair
[13:43] (@IzzyCreamcheese) should these be labeled at all
[13:44] (Curtis) nah
[13:44] (Satanta) nahh, no benefit to it
[13:44] (Satanta) and takes away from the realism
[13:44] (Curtis) make them as much like normal ia's as possible
[13:44] (@IzzyCreamcheese) or like.. just look like the mias... but with real IDs, not new IDs
[13:44] (Satanta) in theory
[13:44] (Satanta) we hope for it not to be needed
[13:44] (Satanta) as users increase
[13:44] (Satanta) hopefully a good balance returns
[13:44] (Satanta) and this becomes unrequired
[13:44] (Satanta) and doesn't happen at all
[13:44] (@IzzyCreamcheese) the good news is, once we launch the new setup
[13:44] (@IzzyCreamcheese) we have a decent advertising budget set aside
[13:44] (@IzzyCreamcheese) this system can always be in place
[13:45] (@IzzyCreamcheese) but often it wont even spawn stuff
[13:45] (@IzzyCreamcheese) since more advertising = more ias
[13:45] (Curtis) the idea of the system was to effectively have a volume control on it so as player base increses the volume can be turned down etc
[13:45] (Satanta) aye, that's the hope
[13:45] (@IzzyCreamcheese) so we should naturally be over the ratio
[13:45] (Satanta) the theory seems fine
[13:45] (Satanta) jsut the figures that might need work
[13:45] (Satanta) we can keep a close eye on the effects
[13:45] (Satanta) and if it needs to be scaled down
[13:45] (Satanta) let you know asap
[13:45] (@IzzyCreamcheese) and be realistic with your mails to me abuot how it feels
[13:46] (@IzzyCreamcheese) like, if everyone is greedy and wants more and more
[13:46] (@IzzyCreamcheese) it will have a negative impact
[13:46] (@IzzyCreamcheese) so i need to be abel to trust your words :)
[13:46] (Satanta) tbh, a lot of the guys happy for this or even pushing it
[13:46] (Satanta) are the ones it hurts most
[13:46] (Satanta) ;)
[13:46] (Curtis) I think the sensible responses will be easily distinguishable from the less sensible ones
[13:46] (Satanta) but for the general game
[13:46] (Satanta) a tweak is needed here
[13:46] (Satanta) for sure
[13:46] (@IzzyCreamcheese) i wnat to know who the 23 guy is
[13:46] (@IzzyCreamcheese) thats beastly
[13:47] (Ralph) bigmac
[13:47] (Satanta) we had an npc crew this week?
[13:47] (Satanta) so it's not 'super' high
[13:47] (@IzzyCreamcheese) ah true
[13:47] (Satanta) 7 = mia's
[13:47] (@IzzyCreamcheese) a tyler if spawned during peak times
[13:47] (@IzzyCreamcheese) you can get 4
[13:47] (Satanta) so 2 a day really
[13:48] (Satanta) it was low this time iirc, but super high the previous
[13:48] (Satanta) 116
[13:48] (@IzzyCreamcheese) it was nice like 3-4 weeks ago when tyler spawned
[13:48] (Satanta) or something like that
[13:48] (@IzzyCreamcheese) we had like 100 some online at the time
[13:48] (@IzzyCreamcheese) so the user list was in the 200s
[13:48] (@IzzyCreamcheese) since tyler spawns the same number as active users on the 60 second list
[13:48] (Satanta) the one that happened mid war was huge too
[13:48] (Satanta) :P
[13:48] (@IzzyCreamcheese) the 60 second list filled an entire screen on a netbook :)
[13:48] (FFF) 114
[13:48] (Satanta) annoying as hell
[13:48] (Satanta) :P
[13:49] (@IzzyCreamcheese) ok, we have that all settled
[13:49] (@IzzyCreamcheese) a side note, why you guys are here
[13:49] (Curtis) wonderful
[13:49] (@IzzyCreamcheese) the tyler spawns
[13:49] (@IzzyCreamcheese) is the number we have it sat at now good?
[13:49] (@IzzyCreamcheese) too much, too little?
[13:49] (@IzzyCreamcheese) (frequency, not tyler crew size)
[13:50] (Satanta) crew size about right, frequency a bit too high imho
[13:50] (Curtis) general one a week seems fine
[13:50] (Satanta) it's once per week
[13:50] (Satanta) the demand is there to snap them up fast every time
[13:50] (@IzzyCreamcheese) thats somethign we will have to tie into the number of wackers soon
[13:50] (@IzzyCreamcheese) as of now its set as a static number of MIAs launched
[13:50] (Satanta) just from the original 'once per forthnight', higher than expected
[13:51] (@IzzyCreamcheese) like every 300th MIA, it launches a tyler
[13:51] (@IzzyCreamcheese) which is ok for now
[13:51] (@IzzyCreamcheese) but when we double our user base
[13:51] (@IzzyCreamcheese) it will, in theory, happen twice as often
[13:51] (Satanta) with twice the hitters... is that really a bad thing?
[13:51] (Satanta) I'd be more worried about 'avg kills per month' from NPC's
[13:51] (Curtis) more than once a week and it will lose the 'nice treat' factor
[13:51] (Satanta) than the 'actual frequency'
[13:52] (@IzzyCreamcheese) oh one last question
[13:52] (@IzzyCreamcheese) right now, you can use public crimes to find people in a safe manner
[13:52] (@IzzyCreamcheese) any ideas on how to fix that?
[13:53] (@IzzyCreamcheese) i just coded it so you cant do a public invite for an MIA or an NPC
[13:53] (@IzzyCreamcheese) and we can add in that they have to be active to get a public invite
[13:53] (@IzzyCreamcheese) so that you cnt use it for IAs
[13:53] (@IzzyCreamcheese) but come wartime
[13:53] (@IzzyCreamcheese) its abused
[13:53] (Satanta) is it something that needs a 'fix'?
[13:53] (Satanta) if you take the loss of exp/cash
[13:54] (Satanta) to gain a 'tool'
[13:54] (Satanta) there's a reward/cost balance there
[13:54] (@IzzyCreamcheese) it overrides the info/locals aspect
[13:54] (Satanta) true
[13:54] (Satanta) which i also have issues with ;)
[13:54] (@IzzyCreamcheese) (which we are revamping btw)
[13:54] (@IzzyCreamcheese) (youll get longer term rewards for work you put towards your info)
[13:54] (Satanta) ahhh, good stuff :)
[13:54] (@IzzyCreamcheese) (so old work slowly fades out, rather than just stops)
[13:54] (Satanta) aye, that's always been the issue
[13:55] (Satanta) a simple weighting/longer drop out period seems the obvious fix
[13:55] (@IzzyCreamcheese) the two things going in is this:
[13:55] (Satanta) no way to stop the 'muc' check for active players
[13:55] (Satanta) but for ia ones
[13:55] (@IzzyCreamcheese) right now, when your work reaches a certain inactive date
[13:55] (@IzzyCreamcheese) the boost gets removed
[13:56] (@IzzyCreamcheese) we will age the inactive date so rather than going to 0 boost from that work
[13:56] (@IzzyCreamcheese) it goes to 90% one day
[13:56] (Satanta) a simple "you can only invite active members" as a high level error (above same city) seems alright?
[13:56] (@IzzyCreamcheese) 80% the next
[13:56] (@IzzyCreamcheese) 70% the next and so on
[13:56] (@IzzyCreamcheese) so it lasts longer
[13:56] (@IzzyCreamcheese) with the fading starting at the current expiration date
[13:56] (@IzzyCreamcheese) Satanta that solves some of the war time abuse
[13:56] (@IzzyCreamcheese) but still not perfect
[13:56] (Satanta) the active one, you can't solve
[13:56] (Satanta) without a total revamp of muc's
[13:57] (Satanta) one, that i can't see an option to do tbh
[13:57] (Ralph) I'm for an option that just has you not available
[13:57] (@IzzyCreamcheese) we were thinking of a toggle of maybe turning off MUC invites in your options
[13:57] (Satanta) hmmm, you have that
[13:57] (Satanta) start your own crime
[13:57] (Satanta) leave it open
[13:57] (Satanta) ( has used it
[13:57] (Satanta) :P
[13:57] (@IzzyCreamcheese) sneaky bastards
[13:57] (FFF) or you could continually petty
[13:57] (FFF) rofl
[13:57] (Satanta) only works if you have an open one
[13:57] (Satanta) but still
[13:57] (Satanta) it's there if you plan
[13:58] (Satanta) anythign that has risk/reward, i'm fine with
[13:58] (Satanta) so the muc one isn't a huge problem imho
[13:58] * Bleu (~emailyour@Jaundies-F8F04D9E.popl.cable.ntl.com) Quit (Quit: )
[13:58] (Satanta) and it's only available mid war really
[13:58] (Satanta) as pre war
[13:58] (Satanta) it leaves a trace
[13:58] (Satanta) so far from ideal
[13:58] (Satanta) (the headaches we had finding balian the other week really showed it up)

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We are going to be holding roundtable discussions on a regular basis, if you are not around during those times, by all means, feel free to post any input you have in the threads, all input is welcome.

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Hey Squishy -

I was reading the part about info skill and just wanted to ask whether you're also considering adjusting the way crackdowns will show high stealth locals (because they are in jail).  A solution may be to only allow a player to bust out prisoners who he or she would actually be able to detect in locals.

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Nice suggestion Chris but this would greatly affect some people.  People who start with extremely low info skill would have a very difficult time.  Ive started with answers before where i was lucky to see like 20-30% of the people in any givin city and while you can train the skill, it takes alot of time to train from being that low so civi - wg maybe hirer rank would have a very difficult time jbing.  This in end would drastically drop the use of credits for lockdowns which would affect the games income.  This game may not be all about income/revenue but it is still required to help the game prosper and increase user base.

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Two points to raise:

1) Regarding the problem of public muc invites, I imagine the main problem is that during a war I can try to add active players and if it does add them then I know they're in my city? If this is the problem, then surely all that needs to be done is to change the feedback to the user that's initiating the crime.

If we stick to the premise that this is a role playing game, then it seems odd to me that any mobster would spontaneously join up with another of a different family to commit a crime without at least discussing it with the other mobster first. At the moment, the invite request to a muc is seen as the "hey, do you want to help me make a bit of money" message that would otherwise happen in mob-mail. The problem arises from the fact that the first person gets his feedback as to whether the second person is in the city/online/busy or not automatically through the system. Were you to change the feedback on all occasions to say "A runner has been sent with your message to look for XXX, let's hope he can find him!", then what you would have implemented is a system where using muc's to gain information would be impossible. The first person always only gets that message and the second person would only get the invite to the crime were they in the city and timer-free; thus avoiding peoples personals getting filled with redundant invites.

2) Regarding the creation of IA's. I agree with most of the outcomes above, however, with the idea of creating more IA's in times where there are more people online (which I support in some form), I worry that a large war could knock things out of sync completely. I'm not sure if I understand right, so bear with me here:

Consider the prospect of a fairly short war between two large cities on, say, a Monday. Lots of hitters online for a short space of time. Would it not be the case that most IA's for the day would be generated then? And would that not result in a situation where the next Monday, all the IA's were turning at the same time as the war, meaning that all the hitters would be online again at that time waiting for them... meaning that most IA's would spawn at the same time again... meaning that the monday after that.... well, you see where I'm going with this. Might it not be the case that a sharp spike in activity for whatever reason on a Monday would cause all the following Mondays IA's to bunch up, consequently effecting the IA's of the Monday after that...?

If I've got that right, perhaps averages for timeslots over the week should be taken and IA spreads worked out according to that, rather than on a day by day basis.

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Taking your 2nd point to a further extreme, if some of us were to believe our fellow players were the devious sorts, it's quite possible that they might intentionally ensure that a large number of their hitters grouped online at certain times to produce this exact effect time and time again intentionally, without relying on a 'war' to stimulate it.

As you say, an average taken over a wider range, taking a less direct link between activity and production (taking things like average daily activty of hitters, avg hourly activity of hitters, total daily activity, total hourly activity and including them in the calculations so that it's not 'as' easy to manipulate it) or many other tools could be used to avoid it.

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Regarding finnding hitters. Perhaps try this.
Take the date of first shot.
Match that against the age since first shot.
If the shots/hits vs age since first shot is greater than required number per day then you have found a hitter.

Please feel free to ignore if this is useless info?

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I understand what you're saying Kerrupt and it seems like a great suggestion tbh.


Has anything been finalized/implemented just out of curiosity.

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Just finishing up the replacement info boost code, then this is on the agenda for tomorrow assuming I can get the info stuff hammered out today/tomorrow morning at a decent hour.

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2) Regarding the creation of IA's. I agree with most of the outcomes above, however, with the idea of creating more IA's in times where there are more people online (which I support in some form), I worry that a large war could knock things out of sync completely.



The ia production has a limiter to prevent exploitation caused by surges in numbers on line or in situations like as war.

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Thanks a lot for the update Squishy we all understand youre busy sir! 

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Any idea when the next gathering of this type will occur?

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