Pioneer|SDS
Provider
- Joined
- Sep 27, 2010
- Posts
- 125
I was about to post something about Mayhem ending and all that, but you know, it was New Year's Eve. And suddenly it was New Year's Day, lead cap, light allergy, New Year's Concert from Vienna... and then it was Sunday and I had forgot everything about Mayhem and just enjoyed a day of my own... the point is that I didn't post then, so I'll post now. And I'll start with some observations of my own.
The Good: There are two things that I particularly liked about this year's (technically last year's, but you know what I mean) Mayhem. First, the kill trigger in the mission system reverted last year's loot=kill points debacle, and you could see your own kill points. Second, I think that the communication improved a lot (although that's really for you to judge, not me).
The Bad: There were a few systems we didn't have, for instance a better timer, so the timer had to be done the old fashioned way. I don't like it anymore than you do: better timer support would simplify for us getting the scores out as well, and it would put an end to disqualification for running out of time.
The Ugly: The bug. There's no point in hiding it: that was downright ugly, caused a dramatic ride for me from basically out of nowhere back to civilization, and had us sweaty and worried until we could fix it. Well, I deserve it. Even if the bug was infinitesimally small (one number wrong!), if I fuck things up, I should be sweaty and worried at least.
All in all, I think that Mayhem 2010 was an overall improvement from 2009's, even counting the crisis.
So what happens now? Well, for starters we're going to pull out the data from the database and compile the lists (remember, DO NOT DROP THE MISSION!!!). Then we'll post the lists and hand out prizes. And then I'll take a short vacation.
After that, and in between developing everything else, we'll continue to improve Mayhem. Now we have a template for the Mayhem Mission, so now it will be a lot easier to make a new one next year.
I think that the mission system is the most practical way of doing it, since almost every other way would have to be done by the coders at MindArk, and as I've said before, they're reluctant to code something specifically for one partner and one event. Using the mission system means that it's not specifically for one partner and one event, but a tool for all partners to use. Adding better timer support is one such way: it would not only improve Mayhem, but also would improve the two timed missions we have (Missing Piece and Phoenix Mining Challenge) and make further timed missions possible and practical. I bet that the other planet partners are screaming for improved timer features for reasons of their own.
I would like to thank the small team here at FPC that were here between Christmas and New Year's, and the few supporting guys at MindArk that also were here. They helped a lot fixing the bug and testing and launching the fix. And I would like to thank you for participating and for your patience with us.
Thank you all!
The Good: There are two things that I particularly liked about this year's (technically last year's, but you know what I mean) Mayhem. First, the kill trigger in the mission system reverted last year's loot=kill points debacle, and you could see your own kill points. Second, I think that the communication improved a lot (although that's really for you to judge, not me).
The Bad: There were a few systems we didn't have, for instance a better timer, so the timer had to be done the old fashioned way. I don't like it anymore than you do: better timer support would simplify for us getting the scores out as well, and it would put an end to disqualification for running out of time.
The Ugly: The bug. There's no point in hiding it: that was downright ugly, caused a dramatic ride for me from basically out of nowhere back to civilization, and had us sweaty and worried until we could fix it. Well, I deserve it. Even if the bug was infinitesimally small (one number wrong!), if I fuck things up, I should be sweaty and worried at least.
All in all, I think that Mayhem 2010 was an overall improvement from 2009's, even counting the crisis.
So what happens now? Well, for starters we're going to pull out the data from the database and compile the lists (remember, DO NOT DROP THE MISSION!!!). Then we'll post the lists and hand out prizes. And then I'll take a short vacation.
After that, and in between developing everything else, we'll continue to improve Mayhem. Now we have a template for the Mayhem Mission, so now it will be a lot easier to make a new one next year.
I think that the mission system is the most practical way of doing it, since almost every other way would have to be done by the coders at MindArk, and as I've said before, they're reluctant to code something specifically for one partner and one event. Using the mission system means that it's not specifically for one partner and one event, but a tool for all partners to use. Adding better timer support is one such way: it would not only improve Mayhem, but also would improve the two timed missions we have (Missing Piece and Phoenix Mining Challenge) and make further timed missions possible and practical. I bet that the other planet partners are screaming for improved timer features for reasons of their own.
I would like to thank the small team here at FPC that were here between Christmas and New Year's, and the few supporting guys at MindArk that also were here. They helped a lot fixing the bug and testing and launching the fix. And I would like to thank you for participating and for your patience with us.
Thank you all!