It would really help players- especially those who are completely autonomous- if there was an easier way to find out whether or not the script was running in a start area. Adding it to the controller is probably the easiest way to do so.
Best posts made by tedivm
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Add respawn and novice zone countdowns to controllers (or even a boolean)
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Feature Request: Ability for labs to "break down" boosts to component parts
Obviously this isn't a priority but I think it would be cool if we could take existing boosts and "crack" them into their components using labs.
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Please fix "reset storm" bucket filling
Ever since the new shard was launched the "bucket filling" effect that was put in place to counter the "reset storms" has been disabled. Can you please make fixing this a higher priority?
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RE: Adjust Monthly Expansion Rankings for Shards
Conversely, keeping the rankings the way they are will encourage multishard empires.
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RE: Future of Screeps: What do the devs envision?
Actually, the idea of 3.6 seconds per ticks (1000 ticks = 1 hour) was originated by Atavus, not by us. But I like it too, it looks reasonable.
Most people in slack disagree with this (at least the ones who were vocal about it). I'd recommend you do a survey or something to get an idea of what people actually think on this.
Our todo list is behind the horizon already, let's please not grow it even more. In fact, all of your points are planned in some form, but ETA is very uncertain due to things with much more priority.
This is actually the first time you said that you'd be adding these things in, so I'm really glad to hear it. However, if you're worried about how big the backlog has gotten maybe you could consider another crowdfunding campaign to help fund development. Another idea would be to put issues up on the open source repositories and offer subscription tokens for people who complete them (similar to offering tokens for adding articles to the documentation site).
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RE: Changelog 2017-09-28
I published a screeps specific uuid library that will generate unique IDs (even taking shards into account). You could use this for creep names and then you'd be able to ensure they could cross shards without collisions.
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RE: New Community Manager
He's a community advocate and a member of the community. People who join the EVE CSM don't stop going to war in game, and we shouldn't expect the people here to stop playing the game either.
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RE: Explicitly allow multi-accounting (with narrower restrictions)
I think the majority of the community would disagree that alliances have the same issues as multi-accounting.
I don't think it's a good idea to speak for the community. Your personal opinion is one thing, but unless someone actually does a survey of the community itself it's pretty hard to gauge what everyone is thinking.
While I personally don't agree that alliances in general have the same issues, I do think that as long as we allow NCP's and alliances of shared code bases then there really doesn't seem to be a reason to ban multiple accounts. I personally don't see much of a difference between having "Bob" and "Alice" run the same code on two accounts compared to having "Carol" simply run two accounts named Bob and Alice).
I do agree with @rajecz though that there would need to be some better policies in place if that were to become official. For example, I think it would be a good idea to block someone from respawning within 20 rooms of any of their existing territory for at least a couple of days. That would prevent a lot of respawn abuse.
I also think this is a good conversation to have in general, as the TOS has evolved over time based on previous things we've done as a community. For example, the TOS was changed to make it clear that you can't use multiple accounts for playing the game, which opened up using multiple accounts for creating applications (The League of Automated Nations website, #thewarpath bot, even the silly little "badge" web service).
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RE: Concerned About High Tick Times - Requesting Additional Server Resources
I see no issue with raising the price, although I think raising it to $10 first (a 25% increase) would be a better first step.
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RE: Issues with PTR and Training/Custom modes
Please fix this ASAP. I thought PTR was completely dead and didn't realize that it's working on shard1. Either way I have some code I'd like to test on PTR before deploying but with it being dead for the last week that's been problematic.
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RE: PvP balancing: Reduce maxHits on walls/ramparts, controller downgrade time
I think that when a room downgrades from one level to another (RCL8 to RCL7) it should have to have it's controller upgraded back up to that level again. This would add some more value to attacking controllers, since all the damage can't be undone with a single energy.
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RE: Shard Request: Minimum CPU on all shards
> So I'd be on board with 10 CPU guaranteed for each shard. It does make sense to a certain degree. Although, I still want an API so I can automatically change CPU allocation for each shard.
This sounds pretty solid to me. 10 CPU on each shard should be enough to manage some meaningful counter attacks.
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RE: PvP balancing: Reduce maxHits on walls/ramparts, controller downgrade time
@kotarou and it should be noted that reaching 300m requires spending energy, and as others have pointed out you can always layer the walls to get the 300m out of smaller walls anyways. So personally I don't care about the wall thing.
I do think the controller count down either needs to faster or more damaging (dropping to RCL7 actually puts you at RCL7 and requires building up again).
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RE: PvP balancing: Reduce maxHits on walls/ramparts, controller downgrade time
@kotarou good point, I hadn't taken into account the range aspect of nukes (which for a 50million limit would be 10% of the max hitpoints).
For perspective though three dismantler creeps at 5k hits per second each (25W, boosted) would only take 20k ticks (less than one day with four second ticks). Walls mean a lot less in the days of boosted creeps, and might be even less when power creeps are out. Investing energy into walls instead of GCL is a strategic decision people make and one I'm okay with at the moment.
The controller timeout issue just distorts the crap out of PVP though. Someone could wipe me out completely, wait weeks for my controllers to timeout, and be thwarted by an ally rebuilding a spawn at the last moment that sends out upgraders to all the rooms. I think dealing with that first should be the real priority.
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RE: Please fix "reset storm" bucket filling
@artch it's definitely working now, thank you!
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RE: Can't launch a localhost sever on Ubuntu
Use NPM instead of steam to install it.
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RE: Add time in the CPU interruption notifications
@kasami identifying the line and file isn't possible (this has come up before).
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RE: I get a lot of lag and I don't think it's related to ticks... Help?
@xsinx it's probably something with your connection that's causing the websocket to disconnect.