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Event: The Spyglass Game (Concluded)

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Event: The Spyglass Game (Concluded)
Offline GrnRaptor
09-16-2017, 01:04 AM, (This post was last modified: 09-16-2017, 01:08 AM by GrnRaptor.)
#31
Member
Posts: 941
Threads: 115
Joined: Mar 2012

Let's see, I was going to give some feedback, if I recall.

So yeah, it's pretty clear that the unlawfuls won this event and that it wasn't even close. Let's break down why that was.

1) Distance
Okay, so I was off on my last post, it was a two system transit. Still not the longest of hauls, though given the nature of the transports they'd probably use the backway the whole time, so a bit longer than average. Still, if I remember correctly the BAF Titan was a five system haul, so quite a bit further overall. Not rating this as a huge contributor, but it really didn't add anything either.

2) Quantities Required
200,000 each of two separate quantities. Seems like a lot, but let's do some math. Let's presume the unlawfuls average a 4k transport, the max given most non-corporate IDs. So 200,000 / 4,000 = 50 loads. Quite a lot for a single person, but reasonable for a group of 2-4. That breaks down to about 12.5 trips for four people over whatever the length of time is given. Not really that much. Harking back to the BAF Titan I recall the numbers being in the range of 500,000 or so just for one commodity, so 25% more than the total for both items required here. I was going to do more in depth comparison against that event, but I couldn't find source thread offhand. Feel free to leave a link if you remember where it is. I would put the cargo requirements as a moderate reason for failure as it could be overcome through sufficient weight of haulers.

3) Time Investment
The disparity in time requirements was huge. What do I mean by that? Well, let's take a look.

Let's pretend a moment that this was a seven day event, and that the amount of time it would take for four people at 4k to run two systems is about ten hours tops. Now let's make a day/hour chart where each 'X' is an hour long, as given in the example below. Each day starts at midnight, too.

Time Chart Ex. 1 Wrote:Day 1: XXXXXXXXXXXXXXXXXXXXXXXX
Day 2: XXXXXXXXXXXXXXXXXXXXXXXX
Day 3: XXXXXXXXXXXXXXXXXXXXXXXX
Day 4: XXXXXXXXXXXXXXXXXXXXXXXX
Day 5: XXXXXXXXXXXXXXXXXXXXXXXX
Day 6: XXXXXXXXXXXXXXXXXXXXXXXX
Day 7: XXXXXXXXXXXXXXXXXXXXXXXX

Now that's quite a block of time. Let's then mark off the required amount of time to complete the event here in Red.

Time Chart Ex. 2 Wrote:Day 1: XXXXXXXXXXXXXXXXXXXXXXXX
Day 2: XXXXXXXXXXXXXXXXXXXXXXXX
Day 3: XXXXXXXXXXXXXXXXXXXXXXXX
Day 4: XXXXXXXXXXXXXXXXXXXXXXXX
Day 5: XXXXXXXXXXXXXXXXXXXXXXXX
Day 6: XXXXXXXXXXXXXXXXXXXXXXXX
Day 7: XXXXXXXXXXXXXXXXXXXXXXXX

A nice random smattering of when people might actually run the cargo and complete it successfully. Doesn't seem that much, now does it? Let's now take a look at how much time the intercepting side would need to commit to do properly interdict any possibility of the haulers being successful in Green.

Time Chart Ex. 3 Wrote:Day 1: XXXXXXXXXXXXXXXXXXXXXXXX
Day 2: XXXXXXXXXXXXXXXXXXXXXXXX
Day 3: XXXXXXXXXXXXXXXXXXXXXXXX
Day 4: XXXXXXXXXXXXXXXXXXXXXXXX
Day 5: XXXXXXXXXXXXXXXXXXXXXXXX
Day 6: XXXXXXXXXXXXXXXXXXXXXXXX
Day 7: XXXXXXXXXXXXXXXXXXXXXXXX

That's, uh, quite the disparity, isn't it? We have to recognize that if the intercepting side isn't on 24/7 for the event then for every hour they're not there's an increasing gap into which the haulers can make good their requirement without having to come under fire. The sheer weight of time puts the interceptors at the disadvantage as they have to maintain an unending vigil. As this is a game and not reality that's quite the burden. I rate this as the second most problematic issue with any purely cargo hauling event.

4) No Counter Win Condition
It's pretty easy to win a cargo hauling event. You literally just have to put in the time. The only way for the opposing team to win is stop every possible transit before it reaches the mark, which as we've seen from the time requirements above (and this event) is not something that swings in their favor. There is currently no counter win condition for the opposite side to achieve victory with. If there were, then they would have a separate goal that could win them the event. Say for example they had to make 20 kills and if they do that before the other side completes their hauling then they've successfully disrupted the supply chain. That's an achievable goal right there. Perhaps make it so that if a vessel is destroyed in transit then it's prevented from making more runs until a long time period, say a day, passes to allow for repairs or what not. That would lower the amount of cargo over time that could be brought to bear upon the established goal. Personally I prefer the kill count, as it's a more definite target, but whatever works out that gives the other side the chance to win their own way I'm for. Either way, the lack of a counter win condition is the single biggest issue with events like this.

This applies to any purely cargo hauling event as it stands. Hopefully this feedback will help fix broken events like this in the future.
Reply  
Offline Enkidu
09-16-2017, 01:33 AM,
#32
UN| Unioners
Posts: 4,082
Threads: 378
Joined: Apr 2013

I didn't have time to haul much, but the PvP was very fun. Thanks again.
Reply  
Offline kookee2k2
09-16-2017, 02:57 AM,
#33
Member
Posts: 18
Threads: 5
Joined: Jun 2014

(09-16-2017, 01:04 AM)GrnRaptor Wrote: Let's see, I was going to give some feedback, if I recall.

So yeah, it's pretty clear that the unlawfuls won this event and that it wasn't even close. Let's break down why that was.

1) Distance
[+]Making this whole thing smaller
Okay, so I was off on my last post, it was a two system transit. Still not the longest of hauls, though given the nature of the transports they'd probably use the backway the whole time, so a bit longer than average. Still, if I remember correctly the BAF Titan was a five system haul, so quite a bit further overall. Not rating this as a huge contributor, but it really didn't add anything either.
2) Quantities Required
[+]Making this whole thing smaller
200,000 each of two separate quantities. Seems like a lot, but let's do some math. Let's presume the unlawfuls average a 4k transport, the max given most non-corporate IDs. So 200,000 / 4,000 = 50 loads. Quite a lot for a single person, but reasonable for a group of 2-4. That breaks down to about 12.5 trips for four people over whatever the length of time is given. Not really that much. Harking back to the BAF Titan I recall the numbers being in the range of 500,000 or so just for one commodity, so 25% more than the total for both items required here. I was going to do more in depth comparison against that event, but I couldn't find source thread offhand. Feel free to leave a link if you remember where it is. I would put the cargo requirements as a moderate reason for failure as it could be overcome through sufficient weight of haulers.
3) Time Investment
[+]Making this whole thing smaller
The disparity in time requirements was huge. What do I mean by that? Well, let's take a look.

Let's pretend a moment that this was a seven day event, and that the amount of time it would take for four people at 4k to run two systems is about ten hours tops. Now let's make a day/hour chart where each 'X' is an hour long, as given in the example below. Each day starts at midnight, too.

Time Chart Ex. 1 Wrote:Day 1: XXXXXXXXXXXXXXXXXXXXXXXX
Day 2: XXXXXXXXXXXXXXXXXXXXXXXX
Day 3: XXXXXXXXXXXXXXXXXXXXXXXX
Day 4: XXXXXXXXXXXXXXXXXXXXXXXX
Day 5: XXXXXXXXXXXXXXXXXXXXXXXX
Day 6: XXXXXXXXXXXXXXXXXXXXXXXX
Day 7: XXXXXXXXXXXXXXXXXXXXXXXX

Now that's quite a block of time. Let's then mark off the required amount of time to complete the event here in Red.

Time Chart Ex. 2 Wrote:Day 1: XXXXXXXXXXXXXXXXXXXXXXXX
Day 2: XXXXXXXXXXXXXXXXXXXXXXXX
Day 3: XXXXXXXXXXXXXXXXXXXXXXXX
Day 4: XXXXXXXXXXXXXXXXXXXXXXXX
Day 5: XXXXXXXXXXXXXXXXXXXXXXXX
Day 6: XXXXXXXXXXXXXXXXXXXXXXXX
Day 7: XXXXXXXXXXXXXXXXXXXXXXXX

A nice random smattering of when people might actually run the cargo and complete it successfully. Doesn't seem that much, now does it? Let's now take a look at how much time the intercepting side would need to commit to do properly interdict any possibility of the haulers being successful in Green.

Time Chart Ex. 3 Wrote:Day 1: XXXXXXXXXXXXXXXXXXXXXXXX
Day 2: XXXXXXXXXXXXXXXXXXXXXXXX
Day 3: XXXXXXXXXXXXXXXXXXXXXXXX
Day 4: XXXXXXXXXXXXXXXXXXXXXXXX
Day 5: XXXXXXXXXXXXXXXXXXXXXXXX
Day 6: XXXXXXXXXXXXXXXXXXXXXXXX
Day 7: XXXXXXXXXXXXXXXXXXXXXXXX
That's, uh, quite the disparity, isn't it? We have to recognize that if the intercepting side isn't on 24/7 for the event then for every hour they're not there's an increasing gap into which the haulers can make good their requirement without having to come under fire. The sheer weight of time puts the interceptors at the disadvantage as they have to maintain an unending vigil. As this is a game and not reality that's quite the burden. I rate this as the second most problematic issue with any purely cargo hauling event.
4) No Counter Win Condition
[+]Making this whole thing smaller
It's pretty easy to win a cargo hauling event. You literally just have to put in the time. The only way for the opposing team to win is stop every possible transit before it reaches the mark, which as we've seen from the time requirements above (and this event) is not something that swings in their favor. There is currently no counter win condition for the opposite side to achieve victory with. If there were, then they would have a separate goal that could win them the event. Say for example they had to make 20 kills and if they do that before the other side completes their hauling then they've successfully disrupted the supply chain. That's an achievable goal right there. Perhaps make it so that if a vessel is destroyed in transit then it's prevented from making more runs until a long time period, say a day, passes to allow for repairs or what not. That would lower the amount of cargo over time that could be brought to bear upon the established goal. Personally I prefer the kill count, as it's a more definite target, but whatever works out that gives the other side the chance to win their own way I'm for. Either way, the lack of a counter win condition is the single biggest issue with events like this.
This applies to any purely cargo hauling event as it stands. Hopefully this feedback will help fix broken events like this in the future.

So what happens when you're the only person in an American Time Zone and all of your faction in Europe Time Zones goes to bed when you get out of work, so you have to solo transits with what ever transport you have available and with no back up?
Reply  
Online JorgeRyan
09-16-2017, 03:26 AM,
#34
The Brotherhood
Posts: 1,021
Threads: 64
Joined: Jul 2016

(09-16-2017, 02:57 AM)kookee2k2 Wrote:
(09-16-2017, 01:04 AM)GrnRaptor Wrote: -snip-

So what happens when you're the only person in an American Time Zone and all of your faction in Europe Time Zones goes to bed when you get out of work, so you have to solo transits with what ever transport you have available and with no back up?
Your solo transport gets taken out by a cruiser?
Reply  
Offline SnakThree
09-16-2017, 06:34 AM,
#35
Member
Posts: 9,091
Threads: 337
Joined: Mar 2010

"win"? There probably was not a single cargo event that was not completed.

Then comparing cargo event where only 4 IDs are allowed into with absolutely open cargo event with a reward of fixed Titan ship or any other 5ker powertrader's dream of immense profits event.

Then you are comparing an event where there is only one dock point midway with total of 200k cruising with events where you have dockables almost every lane.

Also the supposed number of unlawful trade ships Vs supposed number of lawful combat ships has some disparity in theory, doesn't it?

It's horrible comparison due to such a different nature of lawful Vs unlawful trading circumstances. The point of these events are not win/lose. It's always win/win because participation is its own reward via bonuses and possible individual rewards.

[Image: rTrJole.png][Image: LJ88XSk.png]
[Image: ka0AQa5.png][Image: QwWqCS8.png]
  Reply  
Offline Reddy
09-16-2017, 07:15 AM,
#36
Man-At-Arms
Posts: 1,127
Threads: 18
Joined: Sep 2016

With all the sci data being collected during these events, there should be quite anumber of NEMP bombs. Hope we get some bombing soon (FP 11) (sun)
Reply  
Offline Sombs
09-16-2017, 12:02 PM,
#37
Naughty Catto
Posts: 6,787
Threads: 501
Joined: Feb 2014

(09-16-2017, 07:15 AM)K.Reddy Wrote: With all the sci data being collected during these events, there should be quite anumber of NEMP bombs. Hope we get some bombing soon (Bretonia) (sun)

Fixed that for you.




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Offline Skorak
09-16-2017, 12:11 PM,
#38
3x Custom User Title
Posts: 4,422
Threads: 503
Joined: Mar 2008

Might make a pvp part 2 of this later with the liner moving forward. Respawns and all.

[Image: 4M4UTts.png]
[Image: IDgpvpG.png][Image: T5nJFSb.png] [Image: R2wbzfN.png] [Image: dAW1eot.png111] [Image: R2wbzfN.png] [Image: OECngVP.png77] [Image: R2wbzfN.png] [Image: 7ODm3kk.png33] [Image: R2wbzfN.png] [Image: RKgpLfI.png88]
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Offline SnakThree
09-16-2017, 04:10 PM,
#39
Member
Posts: 9,091
Threads: 337
Joined: Mar 2010

Is the combat event over?

[Image: rTrJole.png][Image: LJ88XSk.png]
[Image: ka0AQa5.png][Image: QwWqCS8.png]
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Offline St.Denis
09-16-2017, 04:35 PM,
#40
Member
Posts: 100,606
Threads: 1,347
Joined: Dec 2011

(09-16-2017, 04:10 PM)SnakThree Wrote: Is the combat event over?

I believe that Skorak has pulled the plug.

'I would like to be half as clever as some people like to believe they are'
Life is full of disappointments, it is how we handle them that helps to define us, as a person
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