Turbo Turn Rate

Started by Peace Alliance, March 12, 2012, 12:06:41 PM

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Gen. Volkov

Quotelol,  Volkov stored turns don't effect the speed of your runs. They are only a buffer, because they allow you to be late running without wasting turns.

You seriously don't remember that stored turns are payed out at double rate? So you get 10 turns every 10 minutes until the stored turns are exhausted? That is how people can pull off two full runs in one day. Of course they affect the speed of your runs. Don't be silly Peace.

QuoteWe could speed up the game, but I'd be more in favor of having another server if it required running twice a day - because I would never play it. It wouldn't be long before people realize that the winner is the person who had more time to sit around on the computer.

I don't want the game sped up.

I have no idea what Sevah is talking about.
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Genevieve

Quote from: Gen. Volkov on March 13, 2012, 07:31:29 AM
You seriously don't remember that stored turns are payed out at double rate?

Stored turns are released at the normal rate, just on top of your normal turns that you're earning anyway. It only speeds up the time until your next run if you were late in running turns the time before. If you leave it to full stored turns every time, you will still only run the same number of times as if you ran turns as soon as you hit 550. Don't be silly Volkov. :P

Shadow

#17
Quote from: Genevieve on March 13, 2012, 08:05:01 AM
Quote from: Gen. Volkov on March 13, 2012, 07:31:29 AM
You seriously don't remember that stored turns are payed out at double rate?

Stored turns are released at the normal rate, just on top of your normal turns that you're earning anyway. It only speeds up the time until your next run if you were late in running turns the time before. If you leave it to full stored turns every time, you will still only run the same number of times as if you ran turns as soon as you hit 550. Don't be silly Volkov. :P

Confirming.

Stored turns reduce time between runs at the cost of the same increase between the next runs. On average, you will run once every 18.3 hours to get full benefit of turns.

If you start with stored turns, then the time until you are completely full again is 550/(6*5) = 18.3 hours, but you can do a run in 13.3 hours, followed by another one 18.3 hours later, which will leave you with 0 stored turns. The average time to completely fill up after running is 18.3 hours assuming you manage to use stored turns half the time. So if you run once a day, you are on average losing out on 171 turns per day.

Over the course of a round, that's 30*171/550 = 9 complete runs extra that a camper can do, on average.

That's a pretty big advantage to campers.
<=holbs-.. ..-holbs=> <=holbs-..

Peace Alliance

#18
Quote from: Gen. Volkov on March 13, 2012, 07:31:29 AM
Quotelol,  Volkov stored turns don't effect the speed of your runs. They are only a buffer, because they allow you to be late running without wasting turns.

You seriously don't remember that stored turns are payed out at double rate? So you get 10 turns every 10 minutes until the stored turns are exhausted? That is how people can pull off two full runs in one day. Of course they affect the speed of your runs. Don't be silly Peace.

omg, maybe you should apply some scientific method to this because you are not understanding what I'm saying.

Stored turns only exist if you are behind. So you run an hour after you're full, and you'll get to run an hour earlier tomorrow. It doesn't speed anything up, it buffers your lateness.

Yes, it lets you have a shorter time between runs, but only if you've let the stored turns rack up to begin with. So the stored turns let you catch up on whats lost, it doesn't overall increase turn rate. It just lets people be late for things in life.

Sevah

Shadow had the theory right  ;) campers are much better off but sackers rights to keep it steady. Make it 32 attack hitlimit so locking is too easy. Give everyone a shot at me
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Shadow

Currently, at 5 turns per 10 mins added new to your account (stored turns are not new turns) then over the round (30 days) you can collect 21,600 turns, of which people who run once per day us 550*30 = 16500 (only about 75% of what they could). If we make it 4 turns per 10 mins, you can still run once per day, but the total amount of turns you can gain would be 17280 in the round, so only at most 5% will be lose instead of 25%. Other than that, it will have no noticeable effect to make the change.
<=holbs-.. ..-holbs=> <=holbs-..

Peace Alliance

Thanks for them fancy math words for what I was saying :D

Gen. Volkov

#22
Quote from: GenevieveStored turns are released at the normal rate, just on top of your normal turns that you're earning anyway. It only speeds up the time until your next run if you were late in running turns the time before. If you leave it to full stored turns every time, you will still only run the same number of times as if you ran turns as soon as you hit 550. Don't be silly Volkov.

"You're exactly right about what you just said, Volkov, but you are being silly."

OK, let me run through the math here. Full turns comes in about 18 hours. With stored, that goes down to 13 hours. So each way it's a 5 hour swing, because to get back to full turns, full saved, you need about 23 hours. So you can run twice in one day, then once the next day, then twice again the next day. Over the course of a month, you can do two runs a day for about half the day, and that's because of stored turns. Reduce stored turns, and you negate nearly half the camper's benefit.

Quote from: Peace AllianceYes, it lets you have a shorter time between runs, but only if you've let the stored turns rack up to begin with. So the stored turns let you catch up on whats lost, it doesn't overall increase turn rate. It just lets people be late for things in life.

I'm saying you can play the system Peace, to get 1.5 more runs in than the non-campers. I understand what you are saying, you are just not seeing the full ramifications.

Quote from: ShadowCurrently, at 5 turns per 10 mins added new to your account (stored turns are not new turns) then over the round (30 days) you can collect 21,600 turns, of which people who run once per day us 550*30 = 16500 (only about 75% of what they could). If we make it 4 turns per 10 mins, you can still run once per day, but the total amount of turns you can gain would be 17280 in the round, so only at most 5% will be lose instead of 25%. Other than that, it will have no noticeable effect to make the change.

If you run once a day, yeah, no noticeable change, except for the amount of the time it takes for your turns to fill on the first day. I'm just saying, I would not want this change. I like the fact that if I time it right, I can get in two runs in a day, and I like how quickly you can start doing things after starting a new account. I think this would slow the game down, regardless of whether the once a day people notice a change or not.
It is said that when Rincewind dies the occult ability of the entire human race will go up by a fraction. -Terry Pratchett

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Rakefur

Quoteand I like how quickly you can start doing things after starting a new account.
This brings up the topic of starting a round with full turns...
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Shadow

#24
Quote from: Gen. Volkov on March 13, 2012, 04:10:27 PM
If you run once a day, yeah, no noticeable change, except for the amount of the time it takes for your turns to fill on the first day. I'm just saying, I would not want this change. I like the fact that if I time it right, I can get in two runs in a day, and I like how quickly you can start doing things after starting a new account. I think this would slow the game down, regardless of whether the once a day people notice a change or not.

I think maybe I'll code a "turns wasted" counter into next round to demonstrate the problem visually to you.

Debating whether going to the trouble of defining yet another database field is actually worth it. Might be better to just drop 4 turns per 10 mins as a theme and show first hand that nobody actually notices except Sevah.

The point here is that I don't think we want to give campers a benefit, whereas you seem to think it is a good thing. Why?
<=holbs-.. ..-holbs=> <=holbs-..

Sevah

#25
A camper is someone logged on playing, what's wrong with that? I watch movies and camp when i'm home. If I'm camping I'm not teaming and aiming to win
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Peace Alliance

Alright Volkov. I see what you're saying. But I don't understand why you would rather we use that method to reduce everyone to 1 turn a day at the expense of a buffer, rather then a reduced turn rate. Either way it's 1 turn per day, but with stored turns you have the freedom to be hours early or late without losing out turns.

Sevah

Eh, i'm happy for whatever changes but turbo should be for solo players reg for teams
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Shadow

#28
Actually I ran a quick little calculation based on the turns used field, and how many turns you could have used by this point. On average 20% of all turns currently are never used (Volk, you're actually a little below average for % turn use overall).
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Sevah

If you just change the hitlimit from 22 to 34 it will be much better. It'll involve skills to make an emperor and people who're overly active will lose that advantage since 22 is for a slower setup.

It'd mediate clan vs solo.
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