Personally, I think 10 is a better number as we wont be limited to activating them in 6's anymore (they will all always be active), but im sure a few of you will disagree.
FACTS - HMW2 Thread
Re: FACTS - HMW2 Thread
Posted by Psychout Mon Dec 08, 2008 12:38 pm
Personally, I think 10 is a better number as we wont be limited to activating them in 6's anymore (they will all always be active), but im sure a few of you will disagree.
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Re: FACTS - HMW2 Thread
Posted by Psychout Mon Dec 08, 2008 12:42 pm
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Re: FACTS - HMW2 Thread
Posted by Ouroboros Mon Dec 08, 2008 12:52 pm
I could live with 10, but I would prefer 12 or more.
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Re: FACTS - HMW2 Thread
Posted by Redimus Mon Dec 08, 2008 1:17 pm

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Re: FACTS - HMW2 Thread
Posted by Omega Sentinel Mon Dec 08, 2008 1:29 pm
That is true (still can't go unreasonably high though). It has been coded to handle a range of maximum characters and I'm leaning towards keeping it at 12 but we do have flexibility.Fearless Echoes wrote:Well V2 is suposed ot be much better writern and much more effcient, so on that logic, if the server can handle 12 on V1, then V2 should have no problem with more.
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Re: FACTS - HMW2 Thread
Posted by Kaijubot Mon Dec 08, 2008 1:39 pm
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Re: FACTS - HMW2 Thread
Posted by Me, Grimlock! Mon Dec 08, 2008 2:43 pm
Omega Sentinel wrote:They are plasticMe, Grimlock! wrote:If you do'nt put this in, I'm threatening to eat all your houseplants.
You're bluffing. Either way, now I'm eating your houseplants *and* all the freon in your fridge. Just for insubordination.
You've been Grimlock'd!

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Re: FACTS - HMW2 Thread
Posted by Name_Violation Mon Dec 08, 2008 4:01 pm
i would like the label coward for people who don't do missions for a couple of weeks. an incentive to not let your account go inactive for too long.
but then again who would really care about a few letters of text under their name?
if people like the idea of the traitor thing what about (former faction name)defector, betrayer, traitor, renegade, or rebel, based on where they left. predecon renegade, or autobot rebel, decepticon betrayer sound cooler to me...
than again whats in a name?

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Re: FACTS - HMW2 Thread
Posted by Wheelimus Prime Mon Dec 08, 2008 9:21 pm

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Re: FACTS - HMW2 Thread
Posted by neutralstate Mon Dec 08, 2008 9:33 pm
Fearless Echoes wrote:Well V2 is suposed ot be much better writern and much more effcient, so on that logic, if the server can handle 12 on V1, then V2 should have no problem with more.
hmm... i think that might not be true. i was almost convinced by it but on closer analysis i think OS might need to trim down on the number of bots per team.
I think one of the big issues a free game like HMW faces is server disk space. Even if V2 is trimmed down to be more efficient, this only affects the size of the base program on the server. IF HMW bots are to have more features, then no matter how streamlined the new program is, it cannot overcome the increased space required by the new features incorporated into each bot.
To see what i mean, consider the maximum disk space one player occupies in HMW1. Assuming each stat (which ranges from 0 - 10) takes up 1 byte, then an approximation of the number of bytes each player takes up is b * m * 1, where b is the max number of bots, m is the number of skills / stats per bot and 1 is the space needed to store each stat. If HMW2 implements one feature, like say a new skill like "Explode" (sorry, couldnt think of anything better
So sadly.. i am prepared to lose a couple of bots for HMW2
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Re: FACTS - HMW2 Thread
Posted by Redimus Mon Dec 08, 2008 9:53 pm
neutralstate wrote:Fearless Echoes wrote:Well V2 is suposed ot be much better writern and much more effcient, so on that logic, if the server can handle 12 on V1, then V2 should have no problem with more.
hmm... i think that might not be true.
Omega Sentinel wrote:That is true (still can't go unreasonably high though). It has been coded to handle a range of maximum characters and I'm leaning towards keeping it at 12 but we do have flexibility.
Should read the posts that arnt in red too!
Also, you clearly dont relaise how ineffcient and poorly writern the origanal HMW was. And whilst Glyph and OS have done their best on this code, it is still basicly the origanal code, which means it's still basicly knackerd. I never knre Vir (origanal programmer, he was before my time) but it seems pretty clear he was no profesional.

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Re: FACTS - HMW2 Thread
Posted by Omega Sentinel Mon Dec 08, 2008 10:13 pm
He was a professional. HMW was just never designed with longevity or expansion in mind. Most of the things people wanted to add to the game pretty much require a new game.Fearless Echoes wrote:I never knre Vir (origanal programmer, he was before my time) but it seems pretty clear he was no profesional.[/color]
But in HMW2 the processing time is cut by a large percentage and the logs take less than half the space of this game. Add to that the fact seibertron has a huge server and the new game has very large resources to expand from this game.
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Re: FACTS - HMW2 Thread
Posted by Name_Violation Mon Dec 08, 2008 10:21 pm
just trying to figure out if i'll need to start over or if our existing accounts will just be upgraded

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Re: FACTS - HMW2 Thread
Posted by Wingspan Mon Dec 08, 2008 10:44 pm
But, per posts fair earlier (which I'm not digging up right now), no XP or history will cross-over. Everything's new. Our Seibertron accounts will not change but their access to HMW II will be allowed when it's deemed ready.
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Re: FACTS - HMW2 Thread
Posted by Name_Violation Mon Dec 08, 2008 10:50 pm

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Burn:Anyone notice how much of a boring party pooper N_V is? He doesn't join in the fun, he's spent the last few years with dodgy builds feeding XP to the Autobots, and he sure as heck doesn't spam.
disruptor96: I forgot how insane you were.
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Re: FACTS - HMW2 Thread
Posted by neutralstate Mon Dec 08, 2008 10:52 pm
Fearless Echoes wrote:neutralstate wrote:Fearless Echoes wrote:Well V2 is suposed ot be much better writern and much more effcient, so on that logic, if the server can handle 12 on V1, then V2 should have no problem with more.
hmm... i think that might not be true.Omega Sentinel wrote:That is true (still can't go unreasonably high though). It has been coded to handle a range of maximum characters and I'm leaning towards keeping it at 12 but we do have flexibility.
Should read the posts that arnt in red too!
Also, you clearly dont relaise how ineffcient and poorly writern the origanal HMW was. And whilst Glyph and OS have done their best on this code, it is still basicly the origanal code, which means it's still basicly knackerd. I never knre Vir (origanal programmer, he was before my time) but it seems pretty clear he was no profesional.
yup, point taken. i actually also read wad OS said, i was just pointing out that the addition of new features causes the space used up to increase linearly ( O (n) ) wrt to the players in the game, whereas a optimization in the code causes a constant ( O (1) ) reduction in space taken, so if there are many new skills and stats in the new game then it might not be possible to have the same number of bots again, from a theoretical stand point.
i am not sure about the actual processor usage and efficiency of the program itself though. however i don't think processor usage affects the number of bots one can keep, disk space is more of an issue in that sense, so efficiency of the program itself doesn't really ( i think!) affect the number of the bots one can keep.
just my 2 cents
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Re: FACTS - HMW2 Thread
Posted by Starlock Mon Dec 08, 2008 11:15 pm
Omega Sentinel wrote:That is true (still can't go unreasonably high though). It has been coded to handle a range of maximum characters and I'm leaning towards keeping it at 12 but we do have flexibility.Fearless Echoes wrote:Well V2 is suposed ot be much better writern and much more effcient, so on that logic, if the server can handle 12 on V1, then V2 should have no problem with more.
12 is a pretty good number overall worked for this version. Going by this version if it were to have more 18 would be a maximum that look good coming from a faction where getting all 12 in cr chamber at one time it be quite handy. Of course don't know the limitations of activating in V2 and other features unless it uses a similar 6 activated type.
I still lean towards the idea of being able to earn/buy character slots. Have the 12 given character slots to everyone and if want more they have to unlock them by doing something a bit more difficult like achieving certain X xp on character/team, mission score, win streak, top score repeatedly, give OS a spongebath, be part of missions that conquer territories, kill x of each faction, etc.
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Re: FACTS - HMW2 Thread
Posted by Burn Tue Dec 09, 2008 2:32 am
Name_Violation wrote:so are we gonna have to make all new bots? is hmw2 just gonna be an update or a whole new game?
just trying to figure out if i'll need to start over or if our existing accounts will just be upgraded
It'll be pretty much the same as what happened a few months back with the reset.
Everyone will start from scratch, you'll have to create new bots etc etc.
Your forum account won't be touched. Just the in game stuff.
Before people jump up and down, as was explained a few pages back, the current HMW database can NOT be imported into HMW2's database, plus it's best to have a fresh start for an entirely new game anyway.
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Re: FACTS - HMW2 Thread
Posted by neliz Tue Dec 09, 2008 3:34 am
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Re: FACTS - HMW2 Thread
Posted by Loki God Of Mischief Tue Dec 09, 2008 4:14 am
neliz wrote:HMW, like any good online game needs auto-balancing. if a team wins too much because all the "top" players are lumping together then the next round some of those players might see their allegiance changed. Just to balance the game and give everyone a fighting change, not just one group of people who take HMW a bit more serious than the rest.
So basically you want something implemented to stop teamwork because your faction sucks at it compared to the other three?

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Re: FACTS - HMW2 Thread
Posted by neliz Tue Dec 09, 2008 4:19 am
Loki God Of Mischief wrote:So basically you want something implemented to stop teamwork because your faction sucks at it compared to the other three?
Thanks for the bash and no, playing the game with the same group of people isn't teamwork, it becomes teamwork when every week you find yourself with new players on the battlefield and a way to communicate with them has to be integrated.
It's called balancing. Something I hear a great deal about here but nobody attacks the cancer at its root.
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Re: FACTS - HMW2 Thread
Posted by Chaoslock Tue Dec 09, 2008 4:42 am
neliz wrote:HMW, like any good online game needs auto-balancing. if a team wins too much because all the "top" players are lumping together then the next round some of those players might see their allegiance changed.
Sorry, but I had to imagine this... So, basically, than in All Hail Megatron, Megs would point to Devastator, and say: "He's an autobot from now on, kill him!"
Or Bush could just half the american army, and say to them: "from now on, you're with the talibans"
I think real wars doesn't work that way, but, I could be wrong
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Re: FACTS - HMW2 Thread
Posted by Psychout Tue Dec 09, 2008 4:50 am
neliz wrote:HMW, like any good online game needs auto-balancing. if a team wins too much because all the "top" players are lumping together then the next round some of those players might see their allegiance changed. Just to balance the game and give everyone a fighting change, not just one group of people who take HMW a bit more serious than the rest.
When HMW V2 was originally announced aaaaaaages ago, before it was abandoned/postponed for reasons that now escape me, the idea was that there would be an 'alien' entity (Quintessons in that case) to act as a balancing influence and harass the leading team allowing the others to catch up, helping to create an 'endless' game.
Its not been discussed for this version yet, but the idea hasn't been forgotten. A game like this with 4 uneven 'teams' will always have certain factions at a disadvantage and i'm certain an attempt will be made to try and level the playing filed as much as possible.
Chaoslock does make a good point, but we don't want the second great war for Cybertron to end in 6 weeks, do we..?
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Re: FACTS - HMW2 Thread
Posted by neliz Tue Dec 09, 2008 5:11 am
Chaoslock wrote:I think real wars doesn't work that way, but, I could be wrong
I think it was clearly defined that HMW is not a real war, but it's a bunch of bits on the internetz somewhere.
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