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placed your image behind a spoiler as it's too big according to the rules. Goryn.
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No, the system checks for activity before moving. Inactive players will remain where they are.
Just when you register, right?if you login, you are active, it is that simple
We will move active players, yes. Inactive players generally won't be moved. There is no real "gradation" in activity that's being considered, though. Also, we will move players from the outside in, so towards the center of the map, not away from it.I have heard two things that seem mutually exclusive:
1. Inno will be moving the "most" active players first, regardless of current position on the map
2. Inno will be moving active players based on current placement on the map from inside to outside (so in a concentric circle, evaluating activity level at each ring moving outward)
#1 is a re-shuffle, #2 is a contraction. By definition, the first one will be more rewarding to players who have been most active, the second one will be more rewarding to players who have been playing the game longest.
Which is it? Just curious.
Overall, it sounds like a lot of thought has been put into this, and I'm eager to see who I land near (whenever I wind up in the queue to move). It most likely won't be worse, and it might be more helpful. Though I will miss the few active neighbors I have. I do wonder... as a complete side note... if this increases # active players within trading reach, will that help alleviate the existing trading issues on certain goods? That would be excellent.
Activity is based on logging in. "More active" does not mean "logged in more recent", though. Basically you're marked "inactive" after you haven't logged in for X days. Diamonds or amount of money spent are not considered at all here.erm, something just occured to me, how does inno define peoples activity? this kinda sounds like the people who have spent the most on the game in cash will get first dibs at places
Yes, there are multiple. One is what Grace mentioned here:Is there any downside to making the default off?
Furthermore, if you set default to OFF, you will wind up with worse outcomes than if you set it to "ON":
1. Far more complaints to Inno from players who didn't pay attention, and are upset they didn't move (and to be clear, more = more than the complaints Inno would have gotten from players who were moved when they didn't want to be if the default were set to ON)
2. Fewer players available for Inno to move, resulting in poorer outcomes for those players who do want to move
It would also create other problems. Please see above.but if the default is OFF, then you can choose if you want to move or not, let the people choose their own way, having the default as on, makes it seem as if your been forced to move,
True, yes. From what we have seen, though, inactive (non-deleted who have been inactive for a long time) are generally distributed evenly on the world map, so this is not our top concern at this point. Of course that may change in the future, but for now we're focussing on getting active people towards the middle. We'll go one step at a time and evaluate and improve while we go. Let's not rush to a future step.Inactives from middle should be moved outside before others go to middle, this would result in even more active "middle" of the map.
I hope the same, but I also believe it's generally a good thing to give people a choice.I actually hope that nobody opts out, because we need a clean "proof of concept" test.
We want to give everyone a fair chance - even those who may not be at their computer all day. So no, sorry, but we won't do this.I strongly feel that players who are actively paying attention to their game should be moved first - since the closer one is to the center the better. Please let "Off " be the intial default, then switch it after the first migration. Pretty please.
Would you have preferred that, then?And to be honest if they wanted a clean "proof of concept" test as you call it, why give us a choice in the first place?
Nope.is this the same way the system checks for inactives now and removes and replaces with mines?
Pretty accurate, yes.if you login, you are active, it is that simple
The general idea is correct, yes: we move the active players towards the center and the inactives remain where they are. But, we check from the outside first, rather than the inside. So, if there is a space close to the center, the active person out furthest will be moved to that spot first (filling starts from the middle). Let me take your example and apply a "perfect case scenario" on it, so we assume the following:Ok, this is a contraction of the map then, in the sense that if you're on the outer edges you're unlikely to suddenly find yourself in the center - you'll still be on the outer edges, but there will be a ton of active players near you rather than all the inactives you're now dealing with. And the outer edges will be much closer to center than they are now.
So if we're looking for a visual aide... consider this example where "g" = goldmines, "i" = inactive player, and the capital letters are all active players:
Current: A - B - C - g - i - g - D - g - g - E - g - g - g - F - g - g - g - H
New: A - B - C - D - i - E - F - H - g - g - g - g - g - g - g
This reflects a contraction of the circle, moving players closer in order based on their current position relative to center and prioritizing from players who are closer to center down through the players who are currently furthest from center (so no reshuffle, e.g. moving H before E), and not moving existing inactives still on the map. Of course, the actual moves rely on where resources are laid out on the map so it wouldn't be this clean, but this gives you the gist of it without adding that little complication in. (little... ha!) In this case, H still lives on the outskirts, but E, F, and H all benefit as they are now much closer to each other. No one is worse off, everyone is better off - eventually. In reality, it will take weeks to do this and in that time player E will lose contact with F, then in a week get a new trading partner when F moves, but H will be really upset for another week until H is moved as well.
Is this about right Muf-Muf?
At this moment we are not yet planning moving inactive cities away from the center. Relatively, they will be more on the "outskirts", yes, but that is because they are not moved in with the active players. But, they are also not moved out - they stay at the same spot. Whether or not we will move inactive players away from the center later on is unknown at this point. Either way, we do not have plans for it right now.question regarding new active players ,
ok if i get this right, your planing on moving the dead cities out away from the middle and try to consolidate all the active ones in the middle and working outover, so there will in effect be a massive circle of fairly active players, ok so heres the thing, any new players that join and stay in the game, will they they be moved to the fringes of the current active circle?
also, IF this works, then how often will checks be made in the active circle for people who have left the game?
Yet the question you asked - "What defines an active player?" - was answered by me. Just happened to be under a quote of another person's post instead of yours.haha my posts are ignored as always, ignorant muf-muf.
From your "Current" example, that would lead to the following "New" example:
A - H - B - F - C - E - i - D - g- g - g - g - g - g - g - g - g - g
Well, there will always be empty spots (= gold mines) somewhere on the world map, unless we shrink the world map as a whole (but then we also cannot let new players come into the world anymore). Pretty sure that that's not the direction we want to go?There shouldn't be any gold mines after this update!
We're very interested to hear what you would suggest instead. Could you please tell us why you don't believe our solution will work?This replacement pattern is NOT a good idea.
The first option would require huge changes to the way we finish upgrades (and would re-introduce many quest-related issues too - even more than we are currently facing). The second could be worth considering, but that would also be quite an inconsistent change if you look at what can be done with e.g. culture buildings under construction. Also, we don't think that most of the players who have their city in such a scenario are willingly "abusing" the system (some just leave the game before their Main Hall finishes upgrading - it just happens). Still, we can see that this can have quite an impact. Hopefully moving more active players towards the center will also help solve this issue at least partly - because more neighbors also means that the impact of players whose Main Hall cannot be helped because of this is smaller: you will have more others that you can help.Since there is no plan for inactives with main hall under construction what about solve this.
1. let main hall finish construction regardless if player will ever log back based for example on building time, lets say it takes 1 day to upgrade main hall, lets take like 3x that time as trashold for finishing, that would mean that after 3 days main hall is finished in our example.
2. or let main hall under construction take NH based on old lvl, so if that player surprisingly log back will not get new values of coins
because this players are worse then gold mines, zero benefit and abusing this system to annoy all around them
haha my posts are ignored as always, ignorant muf-muf.
The person who is furthest from the center (H) is moved first, towards the first available spot (from the center)
Well, there will always be empty spots (= gold mines) somewhere on the world map, unless we shrink the world map as a whole (but then we also cannot let new players come into the world anymore). Pretty sure that that's not the direction we want to go?
We're very interested to hear what you would suggest instead. Could you please tell us why you don't believe our solution will work?