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clicky maps time delay

PostPosted: Mon Dec 22, 2008 7:03 am
by khazalid
Clickable maps are great, they will wind up indispensable as the progress of the site furthers and the ever more sophisticated tools and add-ons are incorporated into the site itself (and it will, because it is a great site despite everything that has happened recently). There is no case to be made for their abolition, merely for an adjustment to a more equitable incarnation of the script's present form.


specifics
An absolute limit of 1 territory per second should be the maximum speed any player can assault and advance into a territory. I'm no scripting genius but from what I do know it should be possible without too much effort. Perhaps someone can comment on the feasibility of it who is better informed than I if the idea has any support.

This will improve the following aspects of the site:

1) It will help contain some of the quickest point farmers (who it must be said seem to be having a slight dent in the new recruit numbers, alongside the loss of you-know-what) without tampering with the basic gameplay function of freestyle/speed games. The 'right to harvest' remains, curtailed for the better.

2) Clicky maps lose none of their user-friendly principles on the road to ubiquity.

3) I've seen the recent debate about programs being used in freestyle speed games to autonomously do the leg work at obscenely quick speeds. If that became commonplace then you'd have people leaving in droves, for realz. This stops it in its tracks.

Re: clicky maps time delay

PostPosted: Mon Dec 22, 2008 7:15 am
by Jeff Hardy
there are very few players that can ever manage to do 2 territs in less than 2 seconds so it wouldnt change much for most players

but if some players think this kind of speed is unfair then sure, do it

but definitely dont make the limit any less than 1 territ a second, that would ruin the game

Re: clicky maps time delay

PostPosted: Mon Dec 22, 2008 12:34 pm
by sully800
This is definitely the best way I see to stop programmable super scripts from becoming a problem.

1 move per second is about the limit of what Clickable Maps players can do. It's also probably the easiest number to work with.

If we wanted to stop giving CM players an advantage maybe it should be changed to 1 move per 1.5 seconds or 2 seconds? That would rile some people up I know, but would also bring the game back to a day where the casual player can win without the aid of scripts.

Re: clicky maps time delay

PostPosted: Mon Dec 22, 2008 12:49 pm
by The Neon Peon
sully800 wrote:This is definitely the best way I see to stop programmable super scripts from becoming a problem.

1 move per second is about the limit of what Clickable Maps players can do. It's also probably the easiest number to work with.

If we wanted to stop giving CM players an advantage maybe it should be changed to 1 move per 1.5 seconds or 2 seconds? That would rile some people up I know, but would also bring the game back to a day where the casual player can win without the aid of scripts.

OR.... we could have lack spend a day or two working, and use the already existing code for clickable maps and make them part of the site. They have been on the to do list for 2 years, and now we even have them coded, and the bugs fixed... how hard is it to make them part of the site after 2 years of being a "to do"?

Re: clicky maps time delay

PostPosted: Mon Dec 22, 2008 1:21 pm
by Jeff Hardy
The Neon Peon wrote:
sully800 wrote:This is definitely the best way I see to stop programmable super scripts from becoming a problem.

1 move per second is about the limit of what Clickable Maps players can do. It's also probably the easiest number to work with.

If we wanted to stop giving CM players an advantage maybe it should be changed to 1 move per 1.5 seconds or 2 seconds? That would rile some people up I know, but would also bring the game back to a day where the casual player can win without the aid of scripts.

OR.... we could have lack spend a day or two working, and use the already existing code for clickable maps and make them part of the site. They have been on the to do list for 2 years, and now we even have them coded, and the bugs fixed... how hard is it to make them part of the site after 2 years of being a "to do"?

i like that ^^
everyone starting with clickables, that way no one can complain about them and its also fairer for new players

Re: clicky maps time delay

PostPosted: Mon Dec 22, 2008 3:08 pm
by jarrett155
i dont know about limiting it.... ive only seen like 4 or 5 players take 2 in less then 2 seconds however adding cm would be great. then no one could complain as everyone would have it and no one would have an unfair advantage.

Re: clicky maps time delay

PostPosted: Mon Dec 22, 2008 3:17 pm
by The Neon Peon
jarrett155 wrote:i dont know about limiting it.... ive only seen like 4 or 5 players take 2 in less then 2 seconds however adding cm would be great. then no one could complain as everyone would have it and no one would have an unfair advantage.

Not exactly an advantage either. Besides, a lot more comfortable. Try playing all your turns when you log on (except for speed) without them. No hotkeys, no floating action menu. Nothing. It is really uncomfortable.

Re: clicky maps time delay

PostPosted: Mon Dec 22, 2008 4:29 pm
by sully800
Adding CM as a standard feature is a fine idea. I cannot say if or when that would happen, but I suppose it would make more sense than trying to eliminate the advantage of CM!

The main point of this time delay as I see it is #3. To prevent the automated turn taking of the new warp script that would put all CM users out of business.

I think the main idea is to keep CC friendly for the casual gamer. I don't use CM so I can't comment on how easy it is to pick up, but it seems like the bugs have been mostly worked out and people are happy with the system. A clickable interface certainly solves many problems other than speed (long drop down lists, similarly named countries, incorrect selections, etc) which is why it was on the to do list in the first place.

Re: clicky maps time delay

PostPosted: Mon Dec 22, 2008 4:40 pm
by The Neon Peon
It is actually very easy to get a hang of... I got them 3 weeks ago? maybe 2? and I remember that on the 2nd day, I could go at 1 territory every 2 seconds. right now, I am 1 for 1 if I go fast.

Pretty easy to learn, and I would say as soon as you get them, it becomes more about how fast you react after one week.

Re: clicky maps time delay

PostPosted: Mon Dec 22, 2008 5:25 pm
by khazalid
sully800 wrote:This is definitely the best way I see to stop programmable super scripts from becoming a problem.

1 move per second is about the limit of what Clickable Maps players can do. It's also probably the easiest number to work with.

If we wanted to stop giving CM players an advantage maybe it should be changed to 1 move per 1.5 seconds or 2 seconds? That would rile some people up I know, but would also bring the game back to a day where the casual player can win without the aid of scripts.


cheers for the support sully, glad to have some credibility on board ;)

the exact specifics of the duration of downtime in question are not as important as the central idea of redressing the imbalance involved in it being unrestricted for the meantime. maybe if enough support is leant to the idea and it is feasible enough coding-wise then we can start talking about it at greater length

Re: clicky maps time delay

PostPosted: Mon Dec 22, 2008 5:28 pm
by khazalid
The Neon Peon wrote:OR.... we could have lack spend a day or two working, and use the already existing code for clickable maps and make them part of the site. They have been on the to do list for 2 years, and now we even have them coded, and the bugs fixed... how hard is it to make them part of the site after 2 years of being a "to do"?


this only solves part of the problem. 2 birds, 1 stone.

Re: clicky maps time delay

PostPosted: Mon Dec 22, 2008 6:30 pm
by Incandenza
Excellent idea, khaz. It's a good middle road, it solves the issue of people have speed advantages due to computer/connection superiority, yet doesn't give in to the legions screaming "ban clickies!" (which would be horrible, I love clickies and I've played a grand total of three freestyle games in my many moons on this site).

EDIT: on the side note of integrating CM into the site (much how the card counter BOB function was oh-so-long-ago), it would have the benefit of somewhat loosening up certain restrictive realities of mapmaking, as the problem of terit names that are too similar would be obviated by the point-and-click interface.

Re: clicky maps time delay

PostPosted: Mon Dec 22, 2008 6:40 pm
by Scott-Land
sully800 wrote:This is definitely the best way I see to stop programmable super scripts from becoming a problem.

1 move per second is about the limit of what Clickable Maps players can do. It's also probably the easiest number to work with.

If we wanted to stop giving CM players an advantage maybe it should be changed to 1 move per 1.5 seconds or 2 seconds? That would rile some people up I know, but would also bring the game back to a day where the casual player can win without the aid of scripts.


I've always said that I'm fine with or without CM- I was one of the last top players to use it only because I had to keep up with the players that were using it. It negated their edge.

I'm all for this idea of slowing it down or even disabling it all together in speed games. The biggest reason is to stop all the hypocrites that cry about it. I've said it from day one and right before I began using it- put the skill back in the game.

Incandenza wrote:EDIT: on the side note of integrating CM into the site (much how the card counter BOB function was oh-so-long-ago), it would have the benefit of somewhat loosening up certain restrictive realities of mapmaking, as the problem of terit names that are too similar would be obviated by the point-and-click interface.


That doesn't change anything Incand- as before you would just have to disable Bob.... it remains a script and CM wouldn't affect it any differently than it does now.

EDIT: One thing that comes to mind- connection speed. Everyone has a different connection and ping speed. Let's say you delay it 2 seconds. My ping allows me to hit a terr now at 3.5 seconds. Well- Dat from NZ has a slower ping which makes it 4 seconds. The edge is still there- time difference is still relative. The delay just extends every one's time for however long it's set for- complaints will still occur.

Re: clicky maps time delay

PostPosted: Mon Dec 22, 2008 7:01 pm
by owenshooter
The Neon Peon wrote:Not exactly an advantage either. Besides, a lot more comfortable. Try playing all your turns when you log on (except for speed) without them. No hotkeys, no floating action menu. Nothing. It is really uncomfortable.


i don't use any of the cheat codes or add ons and have no problem taking my turns on this CASUAL GAMING SITE. i use the site as stripped down as possible! hell, i even COUNT my opponents territories when taking turns. imagine that!! someone using their MIND and not a SCRIPT to find out how many terits someone has!!! wow!!! seriously, if you don't like the cheat codes, then don't play on settings where you can be defeated by them.-0

Re: clicky maps time delay

PostPosted: Mon Dec 22, 2008 9:34 pm
by The Neon Peon
owenshooter wrote:i don't use any of the cheat codes or add ons and have no problem taking my turns on this CASUAL GAMING SITE. i use the site as stripped down as possible! hell, i even COUNT my opponents territories when taking turns. imagine that!! someone using their MIND and not a SCRIPT to find out how many terits someone has!!! wow!!! seriously, if you don't like the cheat codes, then don't play on settings where you can be defeated by them.-0

I don't use BOB. I tried it once, and found I prefer a calculator for statistics and such things, I can do more with it in 5 minutes than BOB can tell me. Nice to know someone else is doing the same. I got clickies 3 weeks ago. They are a lot more comfortable to use. I even try to use the hotkeys on normal pages. If you don't want to cheat, just use them for casual anyways, they are just a lot nicer than drop-down. Denying yourself a drug because it can be used for bad things is not necessarily good if you are using it to treat an illness.

Re: clicky maps time delay

PostPosted: Mon Dec 22, 2008 10:39 pm
by sully800
I was worried I was the only one who keeps a calculator with me during games! I do use Bob, but that doesn't prevent me from tapping away frantically on the TI-83. I use Bob to prevent counting, which is an inane activity. I have done it before, I know I can do it again ;) But for the stats, I use my calculator.

Re: clicky maps time delay

PostPosted: Mon Dec 22, 2008 11:05 pm
by The Neon Peon
sully800 wrote:I was worried I was the only one who keeps a calculator with me during games! I do use Bob, but that doesn't prevent me from tapping away frantically on the TI-83. I use Bob to prevent counting, which is an inane activity. I have done it before, I know I can do it again ;) But for the stats, I use my calculator.

TI83? I am 1.5 versions above you, although there is really not much difference other than speed.

By the way, has anyone else noticed that most of this thread has little to do with the original post?

Re: clicky maps time delay

PostPosted: Tue Dec 23, 2008 6:25 am
by owenshooter
this time delay idea would cause a major stir in the world of CC if it were implemented... i'm down with it.. i'm down with anything that eliminates an advantage gained by scripts/cheats...-0

Re: clicky maps time delay

PostPosted: Wed Dec 24, 2008 12:36 pm
by khazalid
bump

Re: clicky maps time delay

PostPosted: Wed Dec 24, 2008 12:40 pm
by AAFitz
great idea... a nice little handicap, that will even the playing field for all...and still give the advantage to the fastest player, as it should be...

Re: clicky maps time delay

PostPosted: Wed Dec 24, 2008 1:10 pm
by max is gr8
To prevent the automated turn taking of the new warp script that would put all CM users out of business.


If this was implemented the need for this suggestion would be instant

Re: clicky maps time delay

PostPosted: Thu Dec 25, 2008 9:31 am
by Jeff Hardy
owenshooter wrote:i don't use any of the cheat codes or add ons and have no problem taking my turns on this CASUAL GAMING SITE. i use the site as stripped down as possible! hell, i even COUNT my opponents territories when taking turns. imagine that!! someone using their MIND and not a SCRIPT to find out how many terits someone has!!! wow!!! seriously, if you don't like the cheat codes, then don't play on settings where you can be defeated by them.-0

i have never had, and never will have BOB, yet seem to do fine

Re: clicky maps time delay

PostPosted: Fri Jan 02, 2009 9:41 am
by hulmey
great idea khaz..I tried using cliackable maps but it just bugs me. I like speed freestyle, but sadly without clickable maps, you aint got a chance

Re: clicky maps time delay

PostPosted: Fri Jan 02, 2009 9:25 pm
by Artimis
Nothing wrong with Clickable Maps making the game more user friendly. That's why we use GUI's like Windows instead of persisting with code driven machines run by DOS. So I think adding a time delay is a good suggestion, Clickable Maps users get to keep the a user friendly addon that they're happy with and the players who prefer to go without don't get penalised in Freestyle games.

I second this suggestion.

Re: clicky maps time delay

PostPosted: Fri Jan 02, 2009 10:56 pm
by FabledIntegral
Jeff Hardy wrote:there are very few players that can ever manage to do 2 territs in less than 2 seconds so it wouldnt change much for most players

but if some players think this kind of speed is unfair then sure, do it

but definitely dont make the limit any less than 1 territ a second, that would ruin the game


No it wouldn't - you'd simply have to revert back moreso how it used to be played before CM came out which was with dropdowns.