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Redefining a "Successful" hack. http://galaxylegion.com/forum/viewtopic.php?f=6&t=23602 |
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Author: | RigorMortis [ Sun Apr 15, 2012 2:32 am ] |
Post subject: | Redefining a "Successful" hack. |
As of now, a successful hack means that you hacked the enemy and received research and a badge (unless you recently hacked them as well), but really so long as you hacked the enemy and received at least a badge, shouldn't this be counted as a "successful" hack (and therein go into your hacks record etc.)? Because even if you didn't get research, you still successfully hacked into their systems. And the same thing should go for raids as well; if you only get a badge, you were still successful, they just had nothing for you to steal when you were in their cargo hold. Would this be possible? |
Author: | Uy23e [ Sun Apr 15, 2012 6:52 am ] |
Post subject: | Re: Redefining a "Successful" hack. |
RigorMortis wrote: As of now, a successful hack means that you hacked the enemy and received research and a badge (unless you recently hacked them as well), but really so long as you hacked the enemy and received at least a badge, shouldn't this be counted as a "successful" hack (and therein go into your hacks record etc.)? Because even if you didn't get research, you still successfully hacked into their systems. And the same thing should go for raids as well; if you only get a badge, you were still successful, they just had nothing for you to steal when you were in their cargo hold. Would this be possible? Actully this raise an interesting question. thou the current set up make little sense, it could go one of two ways: 1. give a badge, add a count 2. does NOT give a badge, does NOT add a count While this is a game and have the badging system, it is fairly easy for us to actully know that the hack was successful--it gave a badge. HOWEVER, if u think about it in RL, how do u know that you didn't actully fail and is actully misled to a fake virtual sandbox? Same with raiding, how do you know that they didn't hide the stuff and make u fail as a raiding party? So while the hacked/raided party would know for certain what the real result is, the acting party technically cannot know, nor actully the third party that's awarding the badges(now who is giving out badges for things, seriously it makes no sense) Therefore, one can also make the argument that when u get nothing, you failed. |
Author: | Follyuu [ Sun Apr 15, 2012 6:58 am ] |
Post subject: | Re: Redefining a "Successful" hack. |
It probably could be done the way the OP is asking for, however the way it currently is is much more straightforward from a programming standpoint. If you changed it to award credit for a badge, and not tied to resources, it would no longer count repeat hacks/raids, and hacks/raids against lower targets, both of which are used pretty commonly to pad stats. |
Author: | RigorMortis [ Sun Apr 15, 2012 7:01 am ] |
Post subject: | Re: Redefining a "Successful" hack. |
Follyuu wrote: It probably could be done the way the OP is asking for, however the way it currently is is much more straightforward from a programming standpoint. If you changed it to award credit for a badge, and not tied to resources, it would no longer count repeat hacks/raids, and hacks/raids against lower targets, both of which are used pretty commonly to pad stats. See, that's what I was curious about (from a programming point of view). I see a lot of people who ask for things that "should be simple" because they're somewhat similar in terms of what they're doing, but (with my extremely limited c++ programming knowledge) I know would be much more complicated than it sounds. Things like this are beyond my programming comprehension and I wouldn't know how they would affect the game. [Note - this refers to a lot of games in general, not just GL.] Personally, I would be fine with repeats and lower targets not counting, but then again I suppose I'm not one to pad stats like that. |
Author: | Follyuu [ Sun Apr 15, 2012 7:20 am ] |
Post subject: | Re: Redefining a "Successful" hack. |
RigorMortis wrote: Follyuu wrote: It probably could be done the way the OP is asking for, however the way it currently is is much more straightforward from a programming standpoint. If you changed it to award credit for a badge, and not tied to resources, it would no longer count repeat hacks/raids, and hacks/raids against lower targets, both of which are used pretty commonly to pad stats. See, that's what I was curious about (from a programming point of view). I see a lot of people who ask for things that "should be simple" because they're somewhat similar in terms of what they're doing, but (with my extremely limited c++ programming knowledge) I know would be much more complicated than it sounds. Things like this are beyond my programming comprehension and I wouldn't know how they would affect the game. [Note - this refers to a lot of games in general, not just GL.] Personally, I would be fine with repeats and lower targets not counting, but then again I suppose I'm not one to pad stats like that. Personally that works for me too since I don't do it lol, but it most likely won't happen since too many people would complain that it makes the Leaderboard impossible to reach after that, and Dan most likely won't put in the effort to go back and recount every players totals to remove repeats and lowbie hits |
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