Kilo Posted February 8, 2010 Report Posted February 8, 2010 Flag reward != jackpot, jackpot is not affected by number of players in the game. Quote
Aileron Posted February 9, 2010 Report Posted February 9, 2010 Sorry Kilo, but I'll have to trust Dr. Brain and Samapico on this one. Additionally, jp is affected by number of kills, so rage-quitting will always lower the jackpot for short flag games, as instead of a final melee with a lot of kills you have a boring wait for the timer to stop. Also, the fact that it is unsportsmanlike, rude, and takes the fun out of flagging goes without saying. Quote
Kilo Posted February 9, 2010 Report Posted February 9, 2010 Okay, well, you can be wrong if you want. (And not even with the other two: doc is just confused, and sama is just saying the anti-ragequit code won't help if there is a ragequit before all flags can be obtained--which isn't being disputed here.) When you're ready to swallow your pride, check ?jackpot right before winning the flag game. You'll notice the amount you earn is much higher than what ?jackpot states. Amazingly enough, there's this extra value that is called flag reward, which is the main reward source. Nothing new to subspace, I assure you. Additionally, I am currently looking at the configuration file with all of the reward formula, I will spare the convoluted code-mess, but essentially jackpot is added on without being multiplied by number of players in the game. Additionally, when in any other zone does the jackpot go down except when flag game is reset or won? This is exactly what Cerium and I were saying, nothing else. Quote
Samapico Posted February 10, 2010 Report Posted February 10, 2010 Sorry Kilo, but I'll have to trust Dr. Brain and Samapico on this one.Ermmm... yeah... problem is I'd say the same thing as Kilo. Another problem is that I have 0 access to the code, while he does, so I don't see how I'd be a more valid source of information ô.o Quote
Aileron Posted February 12, 2010 Report Posted February 12, 2010 Okay, point taken. The term I was looking for was 'flag reward' when I said 'jackpot'. So, essentially, ragequitting works but it has to be done before the final victory music starts playing. Just today I played in the morning when everyone was centering. Three people log on and win the flag game while everyone else ignored them. It was one of the type of games that have a pittance of a flag reward. Result: 9k Then, a few hours later, I log on to a massive flag game. It was a good flag game that was about 10vs10, with players resorting to bricks and thor barrages and the like. This was the type of flag game that should have had a massive flag reward. Problem was, after my team beat the enemy, they ragequit. Then some idiot on my team nuets his flags. gilder, if I wasn't such a mature person about this, I would name names, but don't worry, your secret is safe with me. We pick them up again when it is about 8 vs 2. We then win the game for a pathetic 4k flag reward. This makes sense because as far as the retarded inanimate code is concerned, my team 'lost control' of the flags when the idiot on my team nueted. Now, your end of this thing is working the code, and that's fine. What I'm saying is that there is something the *players* can do about this problem as well. Namely, not being a bunch of petty children who ragequit in the first place. And I am right about this point because even if any and all ragequitting had absolutely zero impact on the flag reward, it still affects the momentum of the beginning of the next flag game on a gameplay standpoint. Quote
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