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Author Topic: [ANN][HUC] Huntercoin - Worlds First Decentralized Game/World on the Blockchain  (Read 853865 times)
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January 05, 2017, 09:22:10 PM
 #7741

Better yet why not use the same rule set in spawn area same as the people who are carrying the crown, they cant attack in spawn area period Smiley

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If the new guys (or all hunters) cant attack in spawn area then we would perhaps see campers on tiles adjacent to the spawn strip, and they could kill the new hunters when they (the new guys) start moving.

The life-steal system works in the way that only attackable hunters are eligible to get drained life (first all drained life goes to the gamefund and some hunters die, then it's distributed to some of the surviving attackable hunters)

Imho it's pretty well balanced as it is, the camper (or unlucky passer-by) dies but there is also no incentive to try killing hunters in that way. And the passer-by can defend normally against attacks of newly spawned hunters.

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January 06, 2017, 01:10:03 AM
 #7742

Better yet why not use the same rule set in spawn area same as the people who are carrying the crown, they cant attack in spawn area period Smiley

Icon

If the new guys (or all hunters) cant attack in spawn area then we would perhaps see campers on tiles adjacent to the spawn strip, and they could kill the new hunters when they (the new guys) start moving.

The life-steal system works in the way that only attackable hunters are eligible to get drained life (first all drained life goes to the gamefund and some hunters die, then it's distributed to some of the surviving attackable hunters)

Imho it's pretty well balanced as it is, the camper (or unlucky passer-by) dies but there is also no incentive to try killing hunters in that way. And the passer-by can defend normally against attacks of newly spawned hunters.



I was not involved in the action, not this time at least (but this behaviour explain something that happened to me in the past) but from what i saw, this case was about an "unlucky passenger" that had a new hunter popped in front of him and the passenger didn't triggered destruct, and the result was what i said, the blue passenger died, the (yellow?) new player survived but with no money

So ok, you now state that this is wanted, but I don't agree this should work this way, because this is causing confusion in players without adding any value to the game:

If the new player CAN attack, but can't get hit,  why then let him destroy the enemy? I don't understand how that could prevent spawn camping if is just a matter of timing or how can this save some scenario that maybe i'm missing...

- If you are trying to protect the new hunter, how this could help, and anyway why not let take coins from the victim?
- If you are trying to protect from "spawn and attack", why let the new hunter kill the victim?

can you please elaborate how this is balanced in your view, if someone can lose (die) without having a chance to win?
this is unbalanced by definition. Ok he can defend, but this don't change the fact that he can just lose and not win (while the new hunter has nothing to lose except 1 huc for an attack)

So why not just get rid of destruct from spawn area? (this is a retoric question, this change requires an hard fork, but at least in next changes consider adding this kind of moves validations)


And then a note about all this kind of "hidden rules": If the rule "a new player can't attack as first move" is true, then... anyone doing an attack as a first move should at least (in the client) have a warning/error, or better, the huntercore RPC should validate the moves and tell "no boy, you can't attack" or "if you kill someone, you will get ... nothing!".

In the previous version, attack was 20 HUC and a similar scenario was when the crown holder tried to attack someone... he just wasted everytime 20 HUC without giving a clue that an attack from the crownholder was just ignored.
This kind of things are perceived as bugs or broken gameplay from players, and is important to take care of this.

Probably the "Crown Holder attack bug" can be fixed better than the "spawn attack bug" because a soft fork is enough to prevent someone waste money and by giving some feedback on the GUIs (unity/qt/wtc..)

Giving that a change of this behaviour doesn't require an hard fork but just a huntercore/qt/unity/whatever fix, i think this should be done.
Having the "User first" and "keep it simple" rule in mind is the first step for a better and usable software, even more for this kind of software (game) that should be playable without reading manuals

cheers

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January 06, 2017, 07:17:16 AM
 #7743

Imho it's pretty well balanced as it is, the camper (or unlucky passer-by) dies but there is also no incentive to try killing hunters in that way.

I don't really see a problem with the combat rules for newly-spawned Hunters, but I have to point out a flaw in this logic. I have killed many Hunters with my newly-spawned Hunter, despite not getting 100 HUC for doing so, and I did have two incentives:

1. A logical incentive, in that the less Hunters there are in the vicinity, the more newly-minted coins I can collect, myself
2. An emotional incentive, in that I just want to hurt the Dominator

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January 06, 2017, 05:26:28 PM
 #7744


So ok, you now state that this is wanted, but I don't agree this should work this way, because this is causing confusion in players without adding any value to the game:

If the new player CAN attack, but can't get hit,  why then let him destroy the enemy? I don't understand how that could prevent spawn camping if is just a matter of timing or how can this save some scenario that maybe i'm missing...

- If you are trying to protect the new hunter, how this could help, and anyway why not let take coins from the victim?
- If you are trying to protect from "spawn and attack", why let the new hunter kill the victim?


can you please elaborate how this is balanced in your view, if someone can lose (die) without having a chance to win?


It's about protecting the new hunter who spawns, not the other way around.

If you do not let them destruct, they may never be able to move, because the spawn areas could be camped by hunters who weave on and off the spawn pads. OR just walk around the spawn pads..

If you let them destruct and don't give them coins for doing it, then it should stop anyone attempting to camp the spawns, and also stop people spawning millions of hunters to catch out people banking (although this would be too expensive to do anyway due to the random spawn locations).


Quote
And then a note about all this kind of "hidden rules": If the rule "a new player can't attack as first move" is true, then... anyone doing an attack as a first move should at least (in the client) have a warning/error, or better, the huntercore RPC should validate the moves and tell "no boy, you can't attack" or "if you kill someone, you will get ... nothing!".

There is a bounty if you want to write the rules, but i thought you stopped collaborating on the project..
Everytime i do an attack in a FPS or a game, i don't get a warning, i just need to know the rules of the game. e.g. i don't get a warning that says "if you fire this gun at this object it will bounce back and hit you doing dmg".

Quote
In the previous version, attack was 20 HUC and a similar scenario was when the crown holder tried to attack someone... he just wasted everytime 20 HUC without giving a clue that an attack from the crownholder was just ignored.
This kind of things are perceived as bugs or broken gameplay from players, and is important to take care of this.

Probably the "Crown Holder attack bug" can be fixed better than the "spawn attack bug" because a soft fork is enough to prevent someone waste money and by giving some feedback on the GUIs (unity/qt/wtc..)


1. there is no spawn attack bug. It is working as intended-  there may be some technical bug we have missed of course, but unlikely.

2. the crown, and being able to destruct and it eating your destruct fee - is a minor issue that will be rectified...AND
 the QT DOES  block people from destructing with the crown when using the gametab.. it could have been rectified in third party clients as well very easily if it was causing an issue for users of third party clients.





cheers

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honghaisea
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January 08, 2017, 02:03:21 PM
 #7745

is there any telegram or slack? Huh

R
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January 08, 2017, 04:16:52 PM
 #7746

is there any telegram or slack? Huh

We'll have a Slack very soon. We just don't want to make it public until we've announced a couple surprises  Wink

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January 08, 2017, 04:19:49 PM
 #7747

is there any telegram or slack? Huh

We'll have a Slack very soon. We just don't want to make it public until we've announced a couple surprises  Wink

pls make a telegram as well guys, it has a very large community

and also there is a mega group with every cryptogroup in it..
easy publicity and marketting there
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January 08, 2017, 08:55:45 PM
 #7748

Great job guys..

Looks like development is going on in full swing

http://www.newsbtc.com/2016/12/23/blockchain-gaming-huntercoin-update/?utm_content=bufferfc15f&utm_medium=social&utm_source=twitter.com&utm_campaign=buffer

Also PR seems to be effective


HUC breakout is nearing

Good Luck team and investors Wink
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January 09, 2017, 10:13:04 PM
 #7749

Question, whats the block count when all the coins spawn every 100 blocks? Or is there some math skilz i need to know when to place my huntards Smiley

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January 11, 2017, 02:45:02 PM
 #7750


Question, whats the block count when all the coins spawn every 100 blocks? Or is there some math skilz i need to know when to place my huntards Smiley

It's always on block xxxx500 and on block xxx1000 (when all the ghost coin return to normal), next would be block 1557000

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January 11, 2017, 10:19:13 PM
 #7751

Thanks, so another question just wondering how many connections to other peers others are getting, i tried port forwarding to huntercore and still only got max 7 connections, i got a lot of add nodes in config file and still only getting 7 most of the time 5 connections, i know huntercoin doesn't have the same "backbone" as bitcoin does connecting other nodes together. I'll post my add node list see if there anymore to connect too

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addnode=178.32.31.41
addnode=178.62.17.234
addnode=192.81.209.210
addnode=192.99.247.234
addnode=192.241.222.65
addnode=67.225.171.185:8398
addnode=149.210.234.234:8398
addnode=146.0.32.101:5011
addnode=89.70.188.86:8398
addnode=49.1.244.239:8398
addnode=24.141.165.231:8398
addnode=51.254.118.108:8398
addnode=92.3.37.148:8398
addnode=82.200.205.30:8398
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January 12, 2017, 04:01:12 AM
 #7752

I fully synced my new client , but in game there's only few characters , and not even moving at all.

also i couldn't create any characters, the Game UI says "call game_waitforchange" something like that.

used to put those nodes you listed in my config file. i can do transfer and receive coins by wallet with no problem at all.

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January 12, 2017, 04:29:19 AM
 #7753

Well in order to make a toon/hunter you'll need a minimum of 101 huc's in your wallet to start, also the game moves 1 tile per minute, meaning it moves at snail pace. and each move tile to a next is again a minimum of .01 huc's fee per move and will go up higher depending on how many tiles you moving at once.

Thing about this new hardfork you'll spawn right next to coins spawning area meaning you wont have to move far to get some coins and the entire circle around the coins is a  banking area just stand on there for 1 move and deposit the coins to your wallet, staying there more the 1 move and get refunded your 100 huc's too.

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January 12, 2017, 06:29:10 AM
 #7754

I fully synced my new client , but in game there's only few characters , and not even moving at all.

also i couldn't create any characters, the Game UI says "call game_waitforchange" something like that.

used to put those nodes you listed in my config file. i can do transfer and receive coins by wallet with no problem at all.

So the wallet is functioning correctly, but the game is not? I have had this problem in the past, so my immediate suspicion is that you're not using the latest versions. Maybe one of the HUC developers has a better answer, though.

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January 12, 2017, 02:57:48 PM
 #7755

Let's wait for all features to go on and I assume that 0.001 BTC is not a moon.

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January 12, 2017, 03:01:25 PM
 #7756

Let's wait for all features to go on and I assume that 0.001 BTC is not a moon.

yes..HUC might be the next POT

Currently at around 1300 sats, HUC should be over 10-15k sats this year

Lots of good things coming up Tongue
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January 12, 2017, 06:50:11 PM
 #7757

Thanks, so another question just wondering how many connections to other peers others are getting, i tried port forwarding to huntercore and still only got max 7 connections, i got a lot of add nodes in config file and still only getting 7 most of the time 5 connections

On most days 9 or 10 connections but today only 7. If you do port forwarding and never get more than 8, then the limit of 8 without port forwarding was saved somewhere, this would be fixed when the node is started with maxconnections=32 at least once. (the old client behaved that way)

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January 15, 2017, 07:31:17 AM
 #7758

which is the newest client?
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January 15, 2017, 09:13:32 AM
 #7759

which is the newest client?

Huntercore, see the OP

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January 15, 2017, 09:51:23 PM
 #7760

What happened to the Android/iOS client please? As that would really make a difference I think
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