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Topic: [ANN][HUC] Huntercoin - Worlds First Decentralized Game/World on the Blockchain - page 43. (Read 879551 times)

sr. member
Activity: 403
Merit: 251

Question, whats the block count when all the coins spawn every 100 blocks? Or is there some math skilz i need to know when to place my huntards Smiley

It's always on block xxxx500 and on block xxx1000 (when all the ghost coin return to normal), next would be block 1557000

hero member
Activity: 821
Merit: 503
Question, whats the block count when all the coins spawn every 100 blocks? Or is there some math skilz i need to know when to place my huntards Smiley

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hero member
Activity: 546
Merit: 500
Great job guys..

Looks like development is going on in full swing

http://www.newsbtc.com/2016/12/23/blockchain-gaming-huntercoin-update/?utm_content=bufferfc15f&utm_medium=social&utm_source=twitter.com&utm_campaign=buffer

Also PR seems to be effective


HUC breakout is nearing

Good Luck team and investors Wink
hero member
Activity: 546
Merit: 500
is there any telegram or slack? Huh

We'll have a Slack very soon. We just don't want to make it public until we've announced a couple surprises  Wink

pls make a telegram as well guys, it has a very large community

and also there is a mega group with every cryptogroup in it..
easy publicity and marketting there
legendary
Activity: 1268
Merit: 1006
is there any telegram or slack? Huh

We'll have a Slack very soon. We just don't want to make it public until we've announced a couple surprises  Wink
hero member
Activity: 952
Merit: 502
is there any telegram or slack? Huh
legendary
Activity: 1807
Merit: 1020

So ok, you now state that this is wanted, but I don't agree this should work this way, because this is causing confusion in players without adding any value to the game:

If the new player CAN attack, but can't get hit,  why then let him destroy the enemy? I don't understand how that could prevent spawn camping if is just a matter of timing or how can this save some scenario that maybe i'm missing...

- If you are trying to protect the new hunter, how this could help, and anyway why not let take coins from the victim?
- If you are trying to protect from "spawn and attack", why let the new hunter kill the victim?


can you please elaborate how this is balanced in your view, if someone can lose (die) without having a chance to win?


It's about protecting the new hunter who spawns, not the other way around.

If you do not let them destruct, they may never be able to move, because the spawn areas could be camped by hunters who weave on and off the spawn pads. OR just walk around the spawn pads..

If you let them destruct and don't give them coins for doing it, then it should stop anyone attempting to camp the spawns, and also stop people spawning millions of hunters to catch out people banking (although this would be too expensive to do anyway due to the random spawn locations).


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And then a note about all this kind of "hidden rules": If the rule "a new player can't attack as first move" is true, then... anyone doing an attack as a first move should at least (in the client) have a warning/error, or better, the huntercore RPC should validate the moves and tell "no boy, you can't attack" or "if you kill someone, you will get ... nothing!".

There is a bounty if you want to write the rules, but i thought you stopped collaborating on the project..
Everytime i do an attack in a FPS or a game, i don't get a warning, i just need to know the rules of the game. e.g. i don't get a warning that says "if you fire this gun at this object it will bounce back and hit you doing dmg".

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In the previous version, attack was 20 HUC and a similar scenario was when the crown holder tried to attack someone... he just wasted everytime 20 HUC without giving a clue that an attack from the crownholder was just ignored.
This kind of things are perceived as bugs or broken gameplay from players, and is important to take care of this.

Probably the "Crown Holder attack bug" can be fixed better than the "spawn attack bug" because a soft fork is enough to prevent someone waste money and by giving some feedback on the GUIs (unity/qt/wtc..)


1. there is no spawn attack bug. It is working as intended-  there may be some technical bug we have missed of course, but unlikely.

2. the crown, and being able to destruct and it eating your destruct fee - is a minor issue that will be rectified...AND
 the QT DOES  block people from destructing with the crown when using the gametab.. it could have been rectified in third party clients as well very easily if it was causing an issue for users of third party clients.





cheers
legendary
Activity: 1268
Merit: 1006
Imho it's pretty well balanced as it is, the camper (or unlucky passer-by) dies but there is also no incentive to try killing hunters in that way.

I don't really see a problem with the combat rules for newly-spawned Hunters, but I have to point out a flaw in this logic. I have killed many Hunters with my newly-spawned Hunter, despite not getting 100 HUC for doing so, and I did have two incentives:

1. A logical incentive, in that the less Hunters there are in the vicinity, the more newly-minted coins I can collect, myself
2. An emotional incentive, in that I just want to hurt the Dominator
hero member
Activity: 554
Merit: 502
Developer!
Better yet why not use the same rule set in spawn area same as the people who are carrying the crown, they cant attack in spawn area period Smiley

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If the new guys (or all hunters) cant attack in spawn area then we would perhaps see campers on tiles adjacent to the spawn strip, and they could kill the new hunters when they (the new guys) start moving.

The life-steal system works in the way that only attackable hunters are eligible to get drained life (first all drained life goes to the gamefund and some hunters die, then it's distributed to some of the surviving attackable hunters)

Imho it's pretty well balanced as it is, the camper (or unlucky passer-by) dies but there is also no incentive to try killing hunters in that way. And the passer-by can defend normally against attacks of newly spawned hunters.



I was not involved in the action, not this time at least (but this behaviour explain something that happened to me in the past) but from what i saw, this case was about an "unlucky passenger" that had a new hunter popped in front of him and the passenger didn't triggered destruct, and the result was what i said, the blue passenger died, the (yellow?) new player survived but with no money

So ok, you now state that this is wanted, but I don't agree this should work this way, because this is causing confusion in players without adding any value to the game:

If the new player CAN attack, but can't get hit,  why then let him destroy the enemy? I don't understand how that could prevent spawn camping if is just a matter of timing or how can this save some scenario that maybe i'm missing...

- If you are trying to protect the new hunter, how this could help, and anyway why not let take coins from the victim?
- If you are trying to protect from "spawn and attack", why let the new hunter kill the victim?

can you please elaborate how this is balanced in your view, if someone can lose (die) without having a chance to win?
this is unbalanced by definition. Ok he can defend, but this don't change the fact that he can just lose and not win (while the new hunter has nothing to lose except 1 huc for an attack)

So why not just get rid of destruct from spawn area? (this is a retoric question, this change requires an hard fork, but at least in next changes consider adding this kind of moves validations)


And then a note about all this kind of "hidden rules": If the rule "a new player can't attack as first move" is true, then... anyone doing an attack as a first move should at least (in the client) have a warning/error, or better, the huntercore RPC should validate the moves and tell "no boy, you can't attack" or "if you kill someone, you will get ... nothing!".

In the previous version, attack was 20 HUC and a similar scenario was when the crown holder tried to attack someone... he just wasted everytime 20 HUC without giving a clue that an attack from the crownholder was just ignored.
This kind of things are perceived as bugs or broken gameplay from players, and is important to take care of this.

Probably the "Crown Holder attack bug" can be fixed better than the "spawn attack bug" because a soft fork is enough to prevent someone waste money and by giving some feedback on the GUIs (unity/qt/wtc..)

Giving that a change of this behaviour doesn't require an hard fork but just a huntercore/qt/unity/whatever fix, i think this should be done.
Having the "User first" and "keep it simple" rule in mind is the first step for a better and usable software, even more for this kind of software (game) that should be playable without reading manuals

cheers
sr. member
Activity: 403
Merit: 251
Better yet why not use the same rule set in spawn area same as the people who are carrying the crown, they cant attack in spawn area period Smiley

Icon

If the new guys (or all hunters) cant attack in spawn area then we would perhaps see campers on tiles adjacent to the spawn strip, and they could kill the new hunters when they (the new guys) start moving.

The life-steal system works in the way that only attackable hunters are eligible to get drained life (first all drained life goes to the gamefund and some hunters die, then it's distributed to some of the surviving attackable hunters)

Imho it's pretty well balanced as it is, the camper (or unlucky passer-by) dies but there is also no incentive to try killing hunters in that way. And the passer-by can defend normally against attacks of newly spawned hunters.

legendary
Activity: 1807
Merit: 1020
The 100 should go into gamefund (this was tested on testnet before the fork).
you can probably test this by doing a game_getstate before and after

If you are not able to destruct you have the issue in that you are then "pending" and vulnerable to attack if you move (they dont have to move of course), but then this could promote camping the spawn areas.
For someone to exploit the current setup would be virtually impossible.


There should be less of an issue the way it is now, if not, then explain why and we can discuss.

either way, the probability of it happening should be insanely slim if you avoid invulnerable hunters in the spawn area (even though they have not a lot of incentive to kill you as they lose destruct fee and don't get your coins)

hero member
Activity: 821
Merit: 503
Better yet why not use the same rule set in spawn area same as the people who are carrying the crown, they cant attack in spawn area period Smiley

Icon

hero member
Activity: 554
Merit: 502
Developer!
I think I've found a bug:

when a hunter that's just born, distruct&move while an enemy is passing nearby, the enemy die, but the killer doesn't get the 100 HUC from him
note that the enemy was just passing across, without stopping at spawn (and he had no pending moves) so this sounds really like a bug, and a LOSE-LOSE situation where the killer gets nothing and the killed lose 100 (where did these 100 go tho !?)

Actually, I believe they did that on purpose. It would be too easy to profit by killing people immediately after spawning because spectator mode gives you a first strike advantage

If that's the case, than it should not kill the enemy neither. Why kill someone, making him lose money, if the killer can't even gain that value? this is why i said it's a lose-lose, what do you think? Or did the killed enemy get his 100 refounded (i doubt)
legendary
Activity: 1268
Merit: 1006
I think I've found a bug:

when a hunter that's just born, distruct&move while an enemy is passing nearby, the enemy die, but the killer doesn't get the 100 HUC from him
note that the enemy was just passing across, without stopping at spawn (and he had no pending moves) so this sounds really like a bug, and a LOSE-LOSE situation where the killer gets nothing and the killed lose 100 (where did these 100 go tho !?)

Actually, I believe they did that on purpose. It would be too easy to profit by killing people immediately after spawning because spectator mode gives you a first strike advantage
hero member
Activity: 554
Merit: 502
Developer!
I think I've found a bug:

when a hunter that's just born, distruct&move while an enemy is passing nearby, the enemy die, but the killer doesn't get the 100 HUC from him
note that the enemy was just passing across, without stopping at spawn (and he had no pending moves) so this sounds really like a bug, and a LOSE-LOSE situation where the killer gets nothing and the killed lose 100 (where did these 100 go tho !?)
sr. member
Activity: 403
Merit: 251

Previously it was setting committee in QT, but now it is removed! Previously, I tried to change Igrat fee per transaction, but helps and I have concluded that it does not work!

If you mean the "Pay transaction fee" in setting menu of the old Qt client, a line in the config file like "paytxfee=0.01" should do the same.

Huntercore setting menu is just a 1:1 clone of Bitcoin's, probably, and doesn't have "Pay transaction fee".

Also, the fee per KB calculation in Huntercore *may* be a bit different than in the old nodes. (and some miners use Huntercore, some use the old daemon)

I think almost no game tx (if sent with old Qt) pays more than 0.018 HUC, so paytxfee=0.018 would be a safe setting for Huntercore.

sr. member
Activity: 647
Merit: 255
DATABLOCKCHAIN.IO SALE IS LIVE | MVP @ DBC.IO
Well, as we found out (I doubt that's true), and destruct change of the route depends on luck. 1 may be a block unit 2 may or may 3. As practice has shown, not only affects the luck it!

Just yesterday came the person who strictly in 1 unit and change the course of the movement as strictly destruct in 2 blocks! By the way have been seen previously that the shooting bots and 1 block and 2 and 3. Despite the fact that it was not just luck! It was evident from the behavior that they know when they will work destruct.

Based on these facts I can safely assume that there are some additional settings that are more accurate. But unfortunately these settings probably available only to the elite, and not to provide a wide range of people!
Previously it was setting committee in QT, but now it is removed! Previously, I tried to change Igrat fee per transaction, but helps and I have concluded that it does not work!
Now I realize that all the same it works, just need to be able to use it! But the developers, we - just a player on this do not say anything
legendary
Activity: 1807
Merit: 1020
how much is this profitable? if not too stressful how many hours a day i need to accumulate 0.01 btc per day? if i can't do it alone to reach that amount, can i reach it more fast with friends? thanks

you can make - if you harvested all the coins and didn't pvp - about 12k coins a day.  about 0.15 btc at current huc value.
As there are other people playing, if you played 247 you could maybe get 1/3 to 1/4 of that.
Combat takes some getting used to though, so you may end up dying (and losing 100 huc each time you die)- could be worth testing out on testnet first.


Playing Huntercoin shouldn't be stressful but it is if you have to harvest single coins while the usual campers probably have a more advanced setup. (not sure what they really use)

I think the client(s) need to be able to do some coin grabbing, perhaps regular solo players can make more hunters, and play more often, and can better focus on the fights.

Also important imo: players shouldn't need redundant (or at least very stable) internet connection to play with several hunters, the client can make sure that the path always ends on a banking tile.
(Unless you order the hunter to go elsewhere)

pics taken with betterQt built from latest source on github (need to be more reliable and configurable but kinda fun to play with)





good work Wiggi.

sr. member
Activity: 403
Merit: 251
how much is this profitable? if not too stressful how many hours a day i need to accumulate 0.01 btc per day? if i can't do it alone to reach that amount, can i reach it more fast with friends? thanks

you can make - if you harvested all the coins and didn't pvp - about 12k coins a day.  about 0.15 btc at current huc value.
As there are other people playing, if you played 247 you could maybe get 1/3 to 1/4 of that.
Combat takes some getting used to though, so you may end up dying (and losing 100 huc each time you die)- could be worth testing out on testnet first.


Playing Huntercoin shouldn't be stressful but it is if you have to harvest single coins while the usual campers probably have a more advanced setup. (not sure what they really use)

I think the client(s) need to be able to do some coin grabbing, perhaps regular solo players can make more hunters, and play more often, and can better focus on the fights.

Also important imo: players shouldn't need redundant (or at least very stable) internet connection to play with several hunters, the client can make sure that the path always ends on a banking tile.
(Unless you order the hunter to go elsewhere)

pics taken with betterQt built from latest source on github (need to be more reliable and configurable but kinda fun to play with)



legendary
Activity: 1807
Merit: 1020
Happy New Year from the Huntercoin team
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