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    Posts made by Remco

    • RE: Interesting novice area

      Other than being incredibly annoying for the current (experienced) inhabitants of a block, this must be utterly demotivating for new/restarting players that (unknowingly?) settle in one of these zones.

      I mean, let's calculate the chances that Atlan (or Helam over at https://screeps.com/a/#!/map?pos=-36.813,-25.527 !) will leave these players be at peace once the green drops. Ready? Here we go: *beep boop beep bzzzzt*: 0.00%

      Finding the motivation and dedication to keep playing this game is hard enough as it is, and throwing new(er) players straight into the jaws of the sharks doesn't help a bit to keep them interested to keep paying for a subscription. 

      TLDR; I think these blocks hurt the experience for all players involved and should be avoided. 

      posted in General Discussion
      Remco
    • RE: Game.notify e-mails not being sent/delivered

      Update: About 15 hours ago I received a notification e-mail with about 100 notifications combined (including the "test" messages submitted from the console).

      After that massive notification e-mail the service resumed to function once more 🙂

      So for me at least, this issue is resolved. (Can't speak for other players naturally) 

      posted in Technical Issues and Bugs
      Remco
    • RE: Game.notify e-mails not being sent/delivered

      Thanks for your input tedivm, but unfortunately that's not the cause of this issue. See my notification settings attached, and note that they haven't changed in the recent past. It all just stopped working ~ 1.5 days ago.

      posted in Technical Issues and Bugs
      Remco
    • Game.notify e-mails not being sent/delivered

      Multiple players on Slack (including me) are reporting that messages from Game.notify are no longer arriving in their mailboxes.

      The last message I received was at October 27 at 13:01 CEST. The messages didn't go to the spam box either, they're just missing in action.

      We tried doing a Game.notify('test'); from the console, which returns 0, but does not result in an e-mail being sent. Amazon SES doesn't report any issues in the service either. 

      posted in Technical Issues and Bugs
      Remco
    • RE: Allow flag creation in rooms without visibility

      Such a change would be consistent with the GUI capabilities.

      I always found it a bit curious that I'm able to create a flag using the GUI in a room I don't have vision in, but that my scripts don't have that same capability. (Unless you use the 'hack' tedivm mentioned).

      posted in Feature Requests
      Remco
    • RE: Incorrect handling of available extension count when placing them manually

      Not only for extensions; It happens for labs as well. Refresh fixes that issue too, so same behavior. 

      posted in Technical Issues and Bugs
      Remco
    • RE: Global Resets increasing (with suggestions for remediation)

      Thanks Artem! I really appreciate this change. It's really frustrating to see your bases shut down piece by piece while watching your bucket drop rapidly when the reason is beyond your control and difficult to pinpoint. This should help with the stress-levels 🙂

      posted in Technical Issues and Bugs
      Remco
    • RE: PTR Changelog 2016-09-13

      I think these modifications are great. Perhaps additionally with something in the lines of Atavus' suggestions it would scale even better for matured scripts.

      One quick question regarding:

      • Decreased nuke energy cost from 200,000 to 100,000.

      What happens to current nukes once this change goes live? Does the 100k extra that's possibly in the nuker disappear (scaled down) or does it get dropped / refunded to storage? What happens if I have 100k in my 'old' nuker; does it get scaled down to 50k or is it instantly full?

      posted in News & Announcements
      Remco
    • RE: PTR Changelog 2016-09-09

      Ugh, I really feel this change will be a big disadvantage for 'intermediate' players. We, the group at GCL 4 thru 8 that don't have reliable access to Ghodium yet (Which would be the bigger part of the active, subscribing, customer base I assume).

      - Our sectors will see a bigger influx of new and respawning players that will be even more tedious and slow to clean out than they currently are. I don't see why a respawning player would spawn right next to a top 20 player, so it would be 'us' that gets the respawners, meaning less space to expand and even more waiting than we experience now.

      - I can see lots of double boxing accounts popping up, just to grief someone. Base code to get a room up to RCL 4 is easy, which would entail 4 safe mode stints if you aren't able to time the window. Also, the 'free' 10 CPU limit will be plenty to achieve that.

      - In the end 'we' will end up taking even longer to secure reliable Ghodium supplies, while the current top players will happily `generateSafeMode` away and Ghodium (and perhaps ingredients) prices on the Market will rise above the ridiculous, making the game pay-to-win to stay afloat with tokens.

      The game is already so incredibly slow, and I feel this change will only add to that feeling in multiple ways. I can see how that would be good for subscriptions with everything taking even longer, but perhaps there will be an even bigger group of players that can't be bothered anymore and move on to pick up their lives again.

      I guess we'll have to find out how it turns out in the end, but at this moment I'm not too thrilled with the prospect of this change.

      posted in News & Announcements
      Remco