mm promotion skills -1
Are you sure you want to go into this arguments?
- I'm not a promoter, I put players/user above everything, money is not my primary goal but just an eventual deserved price for having done a good job. I've already a regular job that's enough for my family
- I just want to be sure that people know how things are and not how i want them to be.
- I've no interest in having dummy players that plays then leave the game, i'd like to have a playerbase that know how the game is, that would maybe partecipate in the development and supporting the coin and that know how to play it(something that is lacking too, people didn't even know about the order of destruct/move, and implications, etc.. and they have to understand it the hard way, but the chance is that they think more about having been cheated or whatever
- time is a problem, if someone work, even if alarms and whatever else comes out, there is a chance they can't do anything about it. clearly you don't have this problem, but people that works usually can't spend times playing a game during work, so it's important for them to be aware that playing if you can't focus on the game would easily turn against the player, so the game should be played only if you have some times to dedicate at it exclusively (or using some kind of automatism, that i could add to the client (and will) but then where's the fun)
- I've spent huge time on my client but to be honest i'm not interested in defending something that go to the opposite direction i'd like even if this could mean that no one will use my client because no one play the game. If the game is valid and well managed, then it will be fine and everyone happy
There is definitely a winner or i wouldn't have made so many coins, and although iv'e killed a few afk'rs, most are not - they are attempting to play intelligently, boxing me in when i'm controlling just 1.. yet i always seem to out wit them. although, - rule no1, don't go afk and expect to stay alive.
atm, it's profitable if you know how to play.
i'm sure when some more automated stuff comes out (your new release) it will be more difficult until the next hardfork. but again, now (until advanced bots and before your new client), it' easy to get coins.
Here is an example of some of the pwning - couple afk in this one - doesn't show the bank but there was one in the centre.
This hunters value was actually 2k in the end.. 2k from PvP (9 kills) + probably at least 500 hucs looted from just 1 hunter.. definitely profitable.
https://www.huntercoin.info/explorergo to block 810165
select +/- to 1 block at a time.
go forwards and focus on the central area (top left section when he enters the area - killing everything in his path).. = xczc - green hunter. kills a couple of afk'rs in the centre.. .you can follow this hunters life back further
it's also good to attack people on different fronts on the map when you know it's the same person at the same time- as humans are not that good at multi- tasking.
also check from here :
806814, 1 block at a time - player1
5 kills with 1 guy, definitely not afk'rs
(i think some of them were worth 400)
I've briefly looked at the history you said, and it's clear that both of you (players) have done lot of "destruct" tries, i can't quantify them, but let say that on the first history track (more than 2 hours of play!)
you do 20*destruct times and you'll find how not profitable it is during a fair fight (more about fair later). Probably you alone have done 20 destruct on that session, so like 2 of your won match goes to gamefund and not in your pocket
I'm ok that you think that bragging about having killed players of your game is a +1 about marketing your game, but it sounds to me more than a damage to yourself, let's argue about this.
think about the players who lost the pvp match (btw i'm pretty sure bola/kopi/middleguys didn't use my client, not sure about the first guys you met, anyway it's not important)
they lost don't know how many hunter, lets say 5 (probably twice) = 1000 hucs + fees to destruct (let say 20 = 400) this means that they lost actually 1400 hucs. What do you think they feels like about that?
and to be positive in balance, now they have to collect more than 1540 coins (because remember that 10% of collected coins still is "taxed" by miners) without considering normal movex tx
probably they are the ones addicted that controlled the game over past days, so 1400 to them isn't much, but think then about a new player that join to try the game, he doesn't have any guide/video that explain how to play, he buy some coins and try it using qt/unity official clients, he lost his brand new 400 hucs (and if he understood how to attack/defend probably he waste other 40 or more hucs), would he turn back again?
then, since you are the best player in the game, let's imagine you are facing another snailbrain, what do you think about balance, when after 5 or 6 skirmish no one die and both already spent 100+ hucs?
then one die, but the other players managed to other match, what about balance? only minus caused by destruct fees
I don't want to draw any conclusions because anyone can do it, it sounds to me that the current game, even if is better then previous fork (mostly because random banks/spawn and because you finally removed what asked long time ago, "disaster coin steal" and at least no one lose money for "unknown reasons", that's how player perceived it), is still not worthy to be played because of the intrinsic cost and unbalanced gain
looking forward to what we can come up with for the next hardfork to make it more interesting though - 1 step at a time and Huntercoin will be a very fun game.
With what i've said above, I don't mean in the future the game will not be better and enjoyable, but now it isn't and at least players should know the risk about playing now (and should at least learn how to play)
you should really think as a newcomer, not just as someone that was here since day0
If investors are your concerns, i'd say they are smarter than what you'd think, it's not saying "it's all ok" that would make them feel it is
I think would be better to put things as "we need funds to improve dev", etc.. and showing them (and whole community) progresses and a "business plan", rather than trying to actract few players now (that would likely leave the game after few tries) to make (small) numbers and using it as a way to have funds or small gains
You can have your ideas and of course you can keep pursuing them the way you want, as i'll stick with mine
P.S.
Of course i'm clearly disappointed about having my gameplay suggestions constantly ignored until it's too late, but this doesn't impact my behaviour with the community, i'll keep thinking in a "users first" way