O-hoy,
I'll break this down like the last post:
The latter, if the XP bar does not increase in percentage.
I think it could be reasonable to increase the decline rate to double what was planned (6 weeks instead of 3 weeks) if necessary, although I think that should make it more severe if an area slips into decline.
As it stands now, yes, if the area again gets enough activity to move up a percentage point then it would be move out of decline.
For the 1st update we won't have any sort of decline (there isn't anything to put into decline so to speak). So if there is any decline it wouldn't have any warning until the 2nd map update and we'll keep an eye on it from there.
Just as an FYI the progress isn't based off PED cycled (not that using PED cycled is a bad way to track it, just not the way we track it) we will track it by:
Mobs killed
Missions completed
Resources mined
Player activity
This is where we have a little leeway. If an area is going on with no progression for a very long time / other areas are really flourishing then we (as developers) have the power to sort of "push" that area into the next unlock OR we can figure out why the areas is doing so poorly and improve it. Either way, there are options that we can take.
A nice suggestion, I'll look into this. Thank you.
Yes, META Unlock Areas will not be reverted as they function differently.
No, it's my curse of over simplifying things: I was referring to Land Deeds (shops/apartments/land areas) and not anything like CLDs or AUDs (I wonder though, if we did have them, what the acronym would be).
I can't really reveal all the math behind it, but the short version is that the players that play on Cyrene are the curve that we will be 'grading" on and we'll be using that when calculating it out. I'll quote myself from above:
I hope that answered some more questions =)
Cheers,
Kris
I'll break this down like the last post:
When you say "without ANY growth", do you mean going up a level or a one percent increase on the progress bar? I am assuming very much that you do mean no change even in the rounded percentage figure presented on the map.
The latter, if the XP bar does not increase in percentage.
If you plan to update the map every 3 weeks or so, then potential decline areas would have approx. 3 weeks' notification that missions may become inactive. That's not very long for counter missions based on a mob there (or area mining resource mission?), that will see even fewer people active there if the mission is made inactive. Will an area recover to active again just by crossing over to the next percentage point of progress?
I think it could be reasonable to increase the decline rate to double what was planned (6 weeks instead of 3 weeks) if necessary, although I think that should make it more severe if an area slips into decline.
As it stands now, yes, if the area again gets enough activity to move up a percentage point then it would be move out of decline.
For the 1st update we won't have any sort of decline (there isn't anything to put into decline so to speak). So if there is any decline it wouldn't have any warning until the 2nd map update and we'll keep an eye on it from there.
My suggestion to active Cyrene citizens is to maybe set up a player activity log per area to just note a cycled ped rate (no long-winded text). Tracker may not be up to providing such turnover data, I dunno...
Just as an FYI the progress isn't based off PED cycled (not that using PED cycled is a bad way to track it, just not the way we track it) we will track it by:
Mobs killed
Missions completed
Resources mined
Player activity
However, that does mean that an area ticking over could manage (at the longest) 100 cycles of warning+ok+warning+ok status before going up to level 1 (without going into actual decline either), which would be over 10 years at 3 weeks per info update. This is if I have understood correctly that the second update without ANY growth actually kicks the area into decline (1 warning, then decline). NOT that I expect this - just wondering about the sizes of the possible timeframes.
This is where we have a little leeway. If an area is going on with no progression for a very long time / other areas are really flourishing then we (as developers) have the power to sort of "push" that area into the next unlock OR we can figure out why the areas is doing so poorly and improve it. Either way, there are options that we can take.
The best way to integrate the map in the game? Well, a long time ago at a place called New Oxford there were art galleries and even video screens streaming a video - none of which caused any RAM problems on my computer back then. IF that can still be done these days, then at the simplest a large picture or set of area pictures on a wall could be updated. Please be careful about memory drain, memory leaks and lag issues, though (I would love MA to solve the current problem once and for all, by the way!).
A nice suggestion, I'll look into this. Thank you.
Oh, P.S. - the META unlock areas have to be counted differently, surely? Otherwise there is a serious risk that they will go into decline.... please tell us a bit more...
Yes, META Unlock Areas will not be reverted as they function differently.
Are we talking about something like the AUD where we get a percentage of taxes on a landarea? While i will probably buy a bunch, you shouldn't think it will change investment of the players a lot long term. I have loads of the arkadia deeds, but i am not there a lot because i don't like the lack of content there has been in the last 6 months.
No, it's my curse of over simplifying things: I was referring to Land Deeds (shops/apartments/land areas) and not anything like CLDs or AUDs (I wonder though, if we did have them, what the acronym would be).
I think we all would be really interested in some more detailed information about how it works. I would love it if you could share some more. Especially if with the current playerbase we have a chance of unlocking anything/everything or if you're doing maths based on a playerbase 10-50 times the current size (like you can get after hard launch).
I can't really reveal all the math behind it, but the short version is that the players that play on Cyrene are the curve that we will be 'grading" on and we'll be using that when calculating it out. I'll quote myself from above:
we (as developers) have the power to sort of "push" that area into the next unlock OR we can figure out why the areas is doing so poorly and improve it. Either way, there are options that we can take.
I hope that answered some more questions =)
Cheers,
Kris