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Cyrene Dynamic Upgrade Map Discussion

sluggo

Active Member
really? That's TWO events now in the panton jungle area with BIG hunting going on and it's still only at 60 percent. I wave the BS flag there, it should be much higher than that I think.

sluggo
 

San

Sandal San Tolk
@Kris, is it possible to put a quantifier out in the open, or would that be asking for trade secrets? No idea what it's measured by, but just for example if we'd get to know that hunting for x million damage points / mining with x probes dropped within a month are needed for sustainance of a region, and y million for an upgrade. It would put a stop to bs speculation and allow for more concerted efforts.
 
Kris said previously that basically any activity counts towards upgrades. Therefore, it would be impossible to put numbers on it. Even if the dev team did, then would would happen, for example, if more hunting happened in an area relative to mining. The hunting target would be met, but not the mining, so the area would not upgrade, which would cause more issues.

The only thing I can think of is that each successive level in an area would require more activity, therefore, will be harder/slower to unlock.

I kind of like not knowing exactly what is going on, leaves room for speculation rather then being spoon fed everything. It could be that there was very little activity in the areas over the past 3 month, a weekend activity, that was spread out over multiple map area, may not make that much of a difference.
 

sluggo

Active Member
You may be correct David but at least a little something from C team explaining this would be nice. From my perspective, I see myself mining in Panton, see people hunting in panton, (other areas too of course) two pretty big events happen in this area yet it is barely crawling with the upgrade status while other areas are taking off pretty fast. Maybe it is because there are lower level mobs in PJ and they count less. If this is the case, then perhaps we might need to balance the area with some bigger or more frequent mobs or something? We don't know, and can't know unless we interact with each other and figure it out. Am I asking for exact formula's, no of course not but a little guidance would help or at least a semi plausible reason why this area is going so slow... or maybe fast from another perspective. Maybe we just don't understand all thats involved. In case you have not noticed, I am one of the individuals waiting and wanting PJ to hit the next level, I want to see the panelion killpoint mission, and seeing it advance so terribly slow.. well... depressing.

sluggo
 

Kris | Cyrene

Lo and Behold, the Fixer of Bugs
Staff member
Hey guys,

@Kris, is it possible to put a quantifier out in the open, or would that be asking for trade secrets? No idea what it's measured by, but just for example if we'd get to know that hunting for x million damage points / mining with x probes dropped within a month are needed for sustainance of a region, and y million for an upgrade. It would put a stop to bs speculation and allow for more concerted efforts.

I feel that David Grayvey Gray hits the nail on the head here.

Kris said previously that basically any activity counts towards upgrades. Therefore, it would be impossible to put numbers on it. Even if the dev team did, then would would happen, for example, if more hunting happened in an area relative to mining. The hunting target would be met, but not the mining, so the area would not upgrade, which would cause more issues.

The only thing I can think of is that each successive level in an area would require more activity, therefore, will be harder/slower to unlock.

Players should be able to play the way they want to play and be rewarded.

You may be correct David but at least a little something from C team explaining this would be nice. From my perspective, I see myself mining in Panton, see people hunting in panton, (other areas too of course) two pretty big events happen in this area yet it is barely crawling with the upgrade status while other areas are taking off pretty fast.

I feel that there are two other areas progressing much slower: Ice Plateau and Ngu Volcano. Yes, the events do add a boost to the area (one that is quite visible in the map) but doesn't boost the day to day activity, however, it's always something that we're watching and making sure there are adjustments made to that area(s) for the next PP VU.

Maybe it is because there are lower level mobs in PJ and they count less. If this is the case, then perhaps we might need to balance the area with some bigger or more frequent mobs or something? We don't know, and can't know unless we interact with each other and figure it out. Am I asking for exact formula's, no of course not but a little guidance would help or at least a semi plausible reason why this area is going so slow... or maybe fast from another perspective. Maybe we just don't understand all thats involved.

Everything adds experience to the area, mob level does not necessarily mean that it will count as more XP. Like I mentioned above there are slower areas, and of course, there are faster areas as well (Turrelion Desert, Mer Beach, Zyn Forest, Robot Base Z.R.Q. and Great Plains).

While I can't go into to the details (and again that really takes away some of the fun of it) here's the short list in no particular order of what contributes to zone XP:

a) player activity
b) creature kills
c) resources mined
d) items crafted
e) quests completed
f) pvp (where applicable of course)

In case you have not noticed, I am one of the individuals waiting and wanting PJ to hit the next level, I want to see the panelion killpoint mission, and seeing it advance so terribly slow.. well... depressing.

This is the sort of reaction that we don't want. It shouldn't be depressing as there has still been a lot of progress, not to mention that regression can happen as well (which has been so far staved off of the zones by all the hard working player here on Planet Cyrene).

One of the great things about this is that this Dynamic Upgrade system is taken care of manually, so when areas are progressing too slowly we can go in and give it a little nudge. Right now we're keeping a close eye on not only the slow areas but the areas that are advancing very well.

Cheers,
Kris
 

San

Sandal San Tolk
Thank you very much for the enlightenment. Hard numbers or not, good to have some insight to keep folks from going off the rails. I gather as a hint, that future events like the Tide Claw Madness test balloon will likely be directed at areas that most need a booster.
 

sluggo

Active Member
For quests completed, which area gets the credit for them? The area where the 'hunt' was at? or the area where the 'turn in' was done?

Not to cross post topics but, this is a prime reason NOT to lump all the missions into one terminal or in one location. It would terribly lop side the advancements then.

sluggo
 

Kris | Cyrene

Lo and Behold, the Fixer of Bugs
Staff member
Hey sluggo,

For quests completed, which area gets the credit for them? The area where the 'hunt' was at? or the area where the 'turn in' was done?

The majority of the mission NPCs are in a meta area (A.R.C. Staging) so the "hunt" area since the meta areas are based off of the normal areas progression.

Not to cross post topics but, this is a prime reason NOT to lump all the missions into one terminal or in one location. It would terribly lop side the advancements then.

Looking at it only from the dynamic map, it wouldn't make a difference if you turned it into 1 NPC or 100 different NPCs since it counts at the hunt area and not the mission giver area =)

Cheers,
Kris
 
Kris, would you be able to stick terminals in all the dynamic areas? From the looks of the map, only some areas have terminals and some do not. This makes these types of activities not possible. It's also possible that I've miss interpreted the map.
 
The majority of the mission NPCs are in a meta area (A.R.C. Staging) so the "hunt" area since the meta areas are based off of the normal areas progression.

As a thought experiment, let us imagine that:
  • I killed 51 merfolken at Mer Beach,
  • then I killed 49 merfolken at Robo Base Z.R.Q.,
  • and turned in the mission at A.R.C. Staging.
Which "hunt area" gets the credit:
  • the area where I killed most merfolken,
  • the area where I killed the last merfolken,
  • the area where most of merfolken occur,
  • something else?
 

Kris | Cyrene

Lo and Behold, the Fixer of Bugs
Staff member
Hey guys,

Kris, would you be able to stick terminals in all the dynamic areas? From the looks of the map, only some areas have terminals and some do not. This makes these types of activities not possible. It's also possible that I've miss interpreted the map.

Can you be more specific? I think almost every area contains a terminal building (some have 2).

As a thought experiment, let us imagine that:
  • I killed 51 merfolken at Mer Beach,
  • then I killed 49 merfolken at Robo Base Z.R.Q.,
  • and turned in the mission at A.R.C. Staging.
Which "hunt area" gets the credit:
  • the area where I killed most merfolken,
  • the area where I killed the last merfolken,
  • the area where most of merfolken occur,
  • something else?

In your particular scenario the break down would boost both Mer Beach and Robot Base Z.R.Q. counting from both kills and the mission turn in. Does that make sense?

Cheers,
Kris
 
In your particular scenario the break down would boost both Mer Beach and Robot Base Z.R.Q. counting from both kills and the mission turn in. Does that make sense?
It does make sense, and it's probably the best way to serve the purpose of the dynamic upgrade system; I'd however be concerned about performance aspect. To accomplish the above, the system must "remember" where I did all those x000 kills, and some missions may take months to complete. That would require quite some data storage.
 

San

Sandal San Tolk
To accomplish the above, the system must "remember" where I did all those x000 kills, and some missions may take months to complete. That would require quite some data storage.
If a full audit trail is preserved, then every atomic event is stored somewhere anyway, likely in the same database here just with a location tag. So virtual location makes no difference to physical resources. Without audit trail, a single accumulating cell would suffice. But this is risky and storage space is really cheap nowadays. I don't think that this particular point is causing headaches.
 

sluggo

Active Member
It may not need to 'store' the location, just as soon as you make a kill somewhere it ticks up the 'credit' counter a notch for that area. Once the 'mission kill' counter is full then you turn in mission.

sluggo
 

San

Sandal San Tolk
Yes, but for the sake of your good night's sleep, you do want to preserve the history that led to the result, and back it up in a raid system and then some. Otherwise the smallest hardware or software failure can erase everything worked for so far. Been there, done that... (been in software development). The effort is really very little in comparison to the possible consequences if you don't.
 

Kris | Cyrene

Lo and Behold, the Fixer of Bugs
Staff member
Hey guys,

Got the lastest Cyrene Dynamic Upgrade Map Posted Up here: >>LINK<< . I wanted to put some notes about it.

First thing that I wanted to touch on is that this is the first time that we've had no improvement in an area (Robot Base Z.R.Q.). This can be attributed to less player activity in that particular area as well as more evenly spread players in some of the lacking areas (Panton Jungle and Ngu Volcano). Since this area did not progress: between now and the next Dynamic Upgrade Map Update (in roughly another 4 weeks) this area can regress.

The next topic to note is that Great Plains Level 2 and Zyn Forest Level 1 Unlocks have had to swap positions due to some issues for this coming Planet Partner VU. We wanted to make sure that we were able to reward the unlock in the timely manner (especially due to the fact that we can only update Planet Cyrene during Planet Partner VUs) so that means instead of a new Seek and Find Mission Rhino and Mang Chang pets will be coming (so you'll get a level 2 upgrade for a level 1 area for the next VU and we'll buff up the Seek and Find Mission so it feels like a level 2 reward when it comes out as well).

The last thing that should be mentioned is that we've adjusted some of the areas for the next Planet Partner VU to help make them more appealing to hopefully try and have more of a normalization of server progression. More on these changes to come in the VU Preview (which will come around the same time as the next VU of course).

I hope this sheds some light on the latest version of the Dynamic Upgrade Map.

Cheers,
Kris
 
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