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 How's the latest version on twgs.classictw.com? 
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Unread post Re: How's the latest version on twgs.classictw.com?
It will only show MSL in the prompt if you have traveled one of them from beginning to end. From 1 to SD then it will show an MSL in prompt next time you enter a sector between those two. So if you don't do through MSL's from a Class 0 to SD or Terra, or SD in reverse it would never show it in the prompt. It does not know where they are until you have either traveled them or probed the MSL.

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Sat Aug 27, 2011 3:20 pm
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Unread post Re: How's the latest version on twgs.classictw.com?
Singularity wrote:
Isn't that a mombot feature?

its also a feature of z-bot.

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Sat Aug 27, 2011 6:59 pm
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Unread post Re: How's the latest version on twgs.classictw.com?
Yeah, that must be an external feature. I didn't add that. I'd be open to that kind of thing, but any minor change in output gets me in trouble with the scripters.

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Sat Aug 27, 2011 7:09 pm
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Unread post Re: How's the latest version on twgs.classictw.com?
John Pritchett wrote:
Cruncher, the main thing is whether or not the player was online when you attacked. That's what needs to be tested, attacking online players.


What is your expected behavior with your PvP change?

T0yman and I just ran a test on sandbox, things are working as before. We were both in loaded IC's running auto capture scripts.

Once one script started, the other could not get an attack in side-ways! LOL

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Sun Aug 28, 2011 12:39 pm
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Unread post Re: How's the latest version on twgs.classictw.com?
Is that how it worked before? I'm just looking for changes and any unexpected side-effects of the change I made. What I did was put in a sort of "handshake" when attacking an online player. The attacker says "I'm attacking you", then waits for the attackee to say "ok, attack me". This guarantees that only one player is attacking at a time, and that the player's data is updated after one attack before the next.

If only one player is able to attack, I may be able to improve this so it's more likely that others get an attack in.

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Sun Aug 28, 2011 8:12 pm
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Unread post Re: How's the latest version on twgs.classictw.com?
John Pritchett wrote:
If only one player is able to attack, I may be able to improve this so it's more likely that others get an attack in.


Yeah, I don't have much experience in PvP fighting, that's why I asked T0yman to help.

I would be nice to get a few licks in-between when both are running multiple attack scripts. But, that might messup the scripters though if their scripts only calculate at the start of the fight.

PvP if you have the faster ping and faster trigger, your opponent is toast, they can't attack once your attacks have begun.

I'll have to defer to the players who most often play the killer roll. That's never been me.

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Sun Aug 28, 2011 8:32 pm
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Unread post Re: How's the latest version on twgs.classictw.com?
I agree Cruncher .. best to not change what has been for years .. or the scripter gets another MAJOR advantage.

Ask Lord Talon , he didn't like the outcome of attacking me
and I had a ping of 380 while he had a 138 ping.

Best to leave it the way it was.

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Sun Aug 28, 2011 8:51 pm
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Unread post Re: How's the latest version on twgs.classictw.com?
[quote="CruncherPvP if you have the faster ping and faster trigger, your opponent is toast, they can't attack once your attacks have begun.
[/quote]

That doesn't sound good at all. Most of the time I will take a hit when attacking someone.

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Sun Aug 28, 2011 9:38 pm
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Unread post Re: How's the latest version on twgs.classictw.com?
I can't leave it like it was because changes in the IO and event systems have changed the timing of these things. We need to identify problems and address them. Before I made this change, there were obvious issues. I was getting bounced around by aliens and ending up showing the wrong sector with other data out of sync. With this change, it's clean. So the question is, do I need to address any new problems created by this change?

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Sun Aug 28, 2011 9:49 pm
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Unread post Re: How's the latest version on twgs.classictw.com?
John Pritchett wrote:
I can't leave it like it was because changes in the IO and event systems have changed the timing of these things. We need to identify problems and address them. Before I made this change, there were obvious issues. I was getting bounced around by aliens and ending up showing the wrong sector with other data out of sync. With this change, it's clean. So the question is, do I need to address any new problems created by this change?


I understand your delima, but if the only player that can attack is the one that initiates the attack, there's no way to defend yourself. The only way to get out of the situation like that would be to port, land, or xport out, or is that even possible when you are being attacked with this change? I would suggest initiating a delay on alien attacks instead. PVP attacks most often occur in a single sector, and the bouncing wouldn't occur like it does with alien attacks.


Sun Aug 28, 2011 10:00 pm
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Unread post Re: How's the latest version on twgs.classictw.com?
John Pritchett wrote:
Yeah, that must be an external feature. I didn't add that. I'd be open to that kind of thing, but any minor change in output gets me in trouble with the scripters.


Actually the keep alives are features of most bots, and they are usually invisible. I don't think an invisible built in keep alive feature in twgs would effect any scripts. What would be the purpose of the inactivity time out if this were added tho? I thought that was initially designed to knock players offline that weren't at the keys? With bot use that isn't effective any longer anyway.


Sun Aug 28, 2011 10:05 pm
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Unread post Re: How's the latest version on twgs.classictw.com?
They were referring to the [MSL] identifier on the command prompt. Not keepalives.

As far as I know, the change I made should not effect two players attacking each other, such that the first player to attack is the only player able to attack. It should only impact multiple players attacking a single player, and if it's only allowing one player to attack and not accepting the attacks of other players, I should be able to fix that. So I just need clarification of what you're seeing here. Is it only allowing one player to attack another player and ignoring the attacks of the others, or is it only allowing one player to attack another player and not letting the other player attack back?

Whatever the problem is, I'm sure I can fix it. I just need a clear understanding of the problem.

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Sun Aug 28, 2011 10:50 pm
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Unread post Re: How's the latest version on twgs.classictw.com?
On the many attackers to one defender issue, this is the way large gbonus ships are typically killed (lots of ppl pounding quickly). The attacker window needs to be kept as small as possible.

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Mon Aug 29, 2011 5:13 am
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Unread post Re: How's the latest version on twgs.classictw.com?
Ok. Let's just limit this change to Aliens then and then I'll address any data sync issues related to these kinds of bulk attacks if we see them. That's something I can't easily test here, so I think there are some issues there, but I don't have proof yet. Let me know if you see any problems.

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Mon Aug 29, 2011 10:23 am
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Unread post Re: How's the latest version on twgs.classictw.com?
John Pritchett wrote:
They were referring to the [MSL] identifier on the command prompt. Not keepalives.

As far as I know, the change I made should not effect two players attacking each other, such that the first player to attack is the only player able to attack. It should only impact multiple players attacking a single player, and if it's only allowing one player to attack and not accepting the attacks of other players, I should be able to fix that. So I just need clarification of what you're seeing here. Is it only allowing one player to attack another player and ignoring the attacks of the others, or is it only allowing one player to attack another player and not letting the other player attack back?

Whatever the problem is, I'm sure I can fix it. I just need a clear understanding of the problem.


I can only report what I've seen in the most recent test. T0yman says it's always been this way.

I'd have to explain it like being spammed by the multiple attacks, even though we both hit Alt-C at aprox the same time, first one to the "punch" was able to send all attacks, second one locked up, did not get one wave launched.

And again, I've not played this role but try to imagine the old game of rock'em sock'em robots. Both hitting at once, some hits complete, some are blocked. Seems that would be more balanced in this situation. Otherwise you're assured of a kill as in Vid's example. His ping was much slower, but the successon of attacks basically spammed his opponent who had a much higher ping and could not attack.

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