Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Snailbrain

Pages: 1 2 [3] 4 5 ... 61
31
Playable Downloads / Re: Unity3d Client - Download
« on: November 29, 2016, 08:15:07 PM »
update

All in One - Huntercore v0.13 + Unity3d 1.21 + Pruned Chain - 500mb Download
For New Users - this should get you up and running with a huntercoin wallet + unity3d client in the time it takes to download + a few minutes of syncing >>
Windows > https://mega.nz/#!FU1FDYLT!toBmY4iKZiuaD3IDhLb96ihIMPzNgUQasxavRKBMrRs

This will install the exe's and chain into c:\huntercore + create 2 shortcuts on your desktop. QT-Huntercoin (the normal wallet, click this first) Unity-Huntercoin (3rd party client, click this after QT has synced)
A static rpc username and password has been set so it works out of the box, but if you are concerned more about security you can change the huntercoin.conf and the server settings in unity. If you have already used the unity client before, the server settings will have saved in your registry so it might not auto connect without changing the rpc login details which are in huntercoin.conf of the new install.

Without Chain
Huntercore Wallet v0.3 (no game tab) + Unity3d Client 1.21 (if you want to play the game, otherwise ignore it)- you will need to addnodes or copy the peers.dat file (included) to your datadir (until we hardcode them)  >> https://mega.nz/#!UFEmBTLS!ua_BEt6yGctyf86fe1LBg8duXFnJOK8qHAHpP585GPo

If you want android, linux and mac PM me

32
General Discussion / Re: Huntercoin 1.3.01 >> Download and info
« on: November 29, 2016, 06:24:42 PM »
Old Stuff from OP.

Slimming it down

Windows 1.3.01
https://mega.nz/#!hEE23C5b!SJ5O29gdH4SdhWQCIaIEeqokPXJJN9TQM3qy2i41SQk
Source
http://github.com/chronokings/huntercoin

Huntercoin 1.3.1 HardFork - Major Update - Fork Passed

Implement "Game fees" - This allows fees to be paid which go to the gamefund - useful for the current update and future updates (attacks of different values).
Remove Hearts and Hearted Hunters (no value standard hunters). We'll add/change them in a future update.
Remove Death Upon Destruct
Allow Destruct and Waypoint at the same time.
Implement Life Steal Concept - If you hit with a destruct you will take their Hunters value and add it on your own. e.g. If your general costs 200 hucs and you hit someone worth 200 hucs, you will have a value of 400 hucs and they will die. Your Hunters value can be consider "Health". https://github.com/chronokings/huntercoin/blob/master/GameLogicChanges.txt
Display Hunters Value in the "Life" Tab when not poisoned from Disaster. If you are poisoned from Disaster it will tick down as before.
Hunters will spawn on Random Locations on the Map.
Reduce Carry Capacity to 100
Add Destruct Fee of 20 HUCs - This may seem expensive but is required to stop chain spamming destruct. This will be reduced once we implement Spell Timers or something else...
Remove Old Spawn/Bank Areas.
Make Banks Random - Banks will spawn in Random Locations on the Map. 75 Banks at a time on the map.
Add Life Span for Banks - Banks will have a 25 to 100 Life Span. This is not currently displayed in the QT.
Reducing Spawn/Bank Refund from 30 to 2 Blocks - If you stay on a bank square for more than 2 blocks your coins will be refunded for your general (and any "life" you took from other hunters in PvP).
Add 5 HUC fee on top of the 200 Fee for Creating a Hunter. This Fee is added to the gamefund.
Reallow "20 byte rule" for merge mining. Requested by F2pool. This makes the code more consistent with other merge mined coins.
Make getauxblock support both sha256d and scrypt regardless of algo="" in huntercoin.conf. by f2pool.
Hunters Value will be refunded upon Disaster.




Huntercoin 1.2.00.1

Small Update
Fix Bug in name_pending - locking order - sometimes caused daemon/qt to hang
Fix to static nodes - should help if IRC is not available

IRC is actually working now though..

Windows
https://mega.co.nz/#!QUtQlYQA!tS3UVz0xMv7KlYgQeAHZp3W1MVMYKjd7IbR732QEdUk
Source
https://github.com/chronokings/huntercoin

Download Chain >> http://chain.huntercoin.org - on windows, use 7zip or similar, the built in windows extractor seems to have an issue uncompressing it.

Mandatory Update - HardFork Huntercoin v1.2 - Improve PvP & Bot Reduction

Increase General Cost from 10 HUC -> 200 HUC
Increase Carrying Capacity to 2000 HUC
Reduce Heart Spawn to 1/500 Blocks
Reduce Destruct Radius of Generals to 1 Square Radius (same as hunters)
Remove Hearts at Disaster
Reintroduce Spawn Death after 30 Blocks - But, if you die this way, the coins are returned to you in full.
Rename "lost coins" (originally for coins lost when the crown is not being held) to "gamefund" - this can be seen in game_getstate
Add coins on Generals (including cost) who die whilst Poisoned (from Disaster) to "gamefund" instead of dropping on the floor. These coins will be used in a future update - Add to the Crown and into NPCs or by other methods.

Must update before block 590k < 2 weeks  -- (240k on testnet).

Windows Binaries
https://mega.co.nz/#!gF8hVQIB!IklEUCt0RQpu7RHSl4A0I3VYIXDSkDVhRqBIOA7Jr4w
Source
https://github.com/chronokings/huntercoin
Mac - Provided by MaxPower - Untested. Should work on Lion+
https://mega.co.nz/#!dF1kzB4K!6OaZhRh3s_eygVjqHp5m1xT46rf_8yTBs8B261idy4o



Automated Windows Installer >> http://forum.huntercoin.org/index.php?topic=191.0

----------------------------------


UPDATE - Fixes Stuck Chain

Huntercoin - 1.1.0.1
Fixed Chain Stuck - due to re-org/opreturn - see - http://forum.huntercoin.org/index.php/topic,710.0.html - if you are already stuck, you may need to redownload the chain. You can download from here http://chain.huntercoin.org
Implement Single TX Hunter Creation in the QT - QT now creates the character in one tx. Instead of the old "name_new then name_firstupdate", which was a namecoin function to prevent someone sniping your name before it went in the chain - this isn't really an issue with Huntercoin.

https://mega.co.nz/#!oZ0DTITR!BCpObY6zNZZIdYziG6ojPKA4aTIQphEkhXghNaYKZis


Huntercoin 1.1 -- Mandatory Update (before Block 500k) (2 weeks)
Windows:
https://mega.co.nz/#!AIFTyYyL!4_urYKgiIf0jASkiFgu1FIm2lhOFke0gBiFqtOSqvEo
Source
https://github.com/chronokings/huntercoin

Implement Carrying Capacity Limit - Generals can carry a maximum of 50 coins, Hunters a Maximum of 25 Coins.
Remove Spawn Death - Staying in the Spawn area for 30 blocks will no longer kill you
One Step Name Registration - no longer required to do - name_new and name_first update (will work after hardfork, QT will still use old style, for now)
OP Return - Enable storing "tags" to transactions with OP_RETURN scripts.
Various other fixes, improvements - see github

Automated Windows Installer >> http://forum.huntercoin.org/index.php?topic=191.0

Spread the Word.


---

Huntercoin - 1.0.13b - (i had not updated the OP in threads with 1.0-13, was bug in previous version)

Last Pending Fix?
More performance Updates
Some cleanup of code

Windows Wallet - 1.0.13
https://mega.co.nz/#!5VMVgY4a!V_FLtrnjyAZ3JFde9NqCcZusWQRy2CkX2Xn255xy4V8

Mac Wallet - 1.0.13
https://mega.co.nz/#!YRMmhY5A!jmIRock-YXccnV6i3CH7BZr2M3jP7fyBSKOXjMa4v6M

courtesy of Max Power

--

More updates coming soon - testing various updates for

Carrying Limit
1 RPC for Player Creation (no need for name_new and name_firstupdate)

Help test by compiling PR on github



UPDATE 03/09/14 >> 1.0.12
Fix for Pending Players (double spends) - won't be effective until the majority of relayers/miners/nodes upgrade. Auto uses name_clean and cleans memory pool of bad doublespends.
https://mega.co.nz/#!tJV1iBxS!OYnHxxHbI0l3-PcVDnTq9UWEUEcOnyXJh3S861a9PrA


UPDATE 03/09/14 >> 1.0.11g
Implement prune_nameindex
Reduce nameindexfull.dat to 1MB
More Name_list improvements. Very Fast -should be good for 3rd party clients like mithrilmans. see github for more details.

Huntercoin 1.0.11g Windows Download >>
https://mega.co.nz/#!xFtykDiC!vzSAZF7CnpNB8AqKEYjR78RXYupf43edyDbwH9h6fdg
Source >> http://github.com/chronokings/huntercoin


UPDATE 17/08/14 >> 1.0.11f
Implement prune_gamedb RPC -
https://github.com/chronokings/huntercoin/pull/75
Reduce game.dat from 200mb to less than <1mb
Add a new "-noaddressreuse" command-line parameter
https://github.com/chronokings/huntercoin/pull/73
Disables the reuse of player addresses for movements.  By default, addresses will be reused to prevent running out of backed up keys.. This patch also changes the behaviour to send not only the player itself but also the change to a reused address.
More Name_list improvements and prep for nameindexfull.dat prune.
https://github.com/chronokings/huntercoin/pull/76
Possible fix to pending problem (at least fixes one "type").
https://github.com/chronokings/huntercoin/pull/74
try name_clean rpc

Download Latest Windows Version >> 1.0.11f >>
https://mega.co.nz/#!kdVQFJKQ!c-yFU5yC4eo8F9QAjW6WUBxuzRyegSno_qtDldJo9-w
Source >> http://github.com/chronokings/huntercoin

How to add blockchain download?
Download Latest chain (quicker syncing) :- http://chain.huntercoin.org/
BGB Guide and Download >> http://huntercoin.info/help/install

Please show your appreciation to domob by donating directly to him here (many hours spent) :
Bitcoin: 1domobKsPZ5cWk2kXssD8p8ES1qffGUCm
Namecoin : ND6yWYKZS9NnMPnfN6C6yZHG8gRe3r69GR
Huntercoin : HBkxA5QmYSATFoPN1wFk8eBkgwPpY97Mfu

Windows
Huntercoin - 1.0.11e - Warning - First time start will take some time.
add Daemon Warmup Message
add wallet filename option (specify a wallet)
improve/fix fragmentation issues when syncing on NTFS - should provide some performance benefit.
Name_list crash fix and performance
Implement UTXO-based tx verification - utxo.dat will be created upon first start, this process may take some time.
This should help pave the way for future pruning.
https://mega.co.nz/#!MM9SSIhY!F-ePM0poz4AsP9vta5C5Epd11DXo-UIAQ-zh3fgQ8Ik


Windows
Huntercoin - 1.0.11d - some tweaks to name_list
https://mega.co.nz/#!MJsyjT6I!n-wVZiNFGyzkcZQXAuWLDShkd9L3yxPFks42I32VY14


Huntercoin - 1.0.11c - Added click click click waypoints (hold control to click multiple waypoints) - by Zyon
https://mega.co.nz/#!4A9HlbhQ!KX1368dtN0mQ9EVw1OLRvn8fGtCgRrTxIwm0wHpsmOw


MAC Lion+
UNTESTED >> USE AT YOUR OWN RISK >> 1.0.11c - https://mega.co.nz/#!FR9iER7D!j7cIiL6HJ8ROOT_bRM4Yl0-BJNrc8VbMZhofAW2tBSQ
note: i trust it, although i don't have a mac :)

17/06/14
Huntercoin - 1.0.11b - OpenSSL 1.0.1h https://mega.co.nz/#!hcVyFBRC!UbSfPYah3cV6b9b0zAS2B3_exiVoRG5tcraGNj00niw


Huntercoin - 1.0.11 https://mega.co.nz/#!5VlW2Aib!4d8xdRa-RLBROADPAUwEUBm-l9Upp9dGnbIaueXphqc

Github
https://github.com/chronokings/huntercoin

UPDATE - 1.0.11 Mandatory Update (HardFork) - Update before block 255k
WARNING - This update will rebuild some files (blkindex.dat and game.dat) - on some systems this may take several hours. The Process will also use up to 2.5GB ram. I'm Uploading chain for those that do not wish to do it
You can monitor debug.log or run the daemon with -printtoconsole=1 to monitor the process. Make a backup of everything first.

Remove unused data from blkindex.dat. It will be rewritten on first open and certain data removed. This should reduce blkindex by quite a bit - this process takes quite some time - maybe hours on some systems. For more information see:
http://forum.namecoin.info/viewtopic.php?f=8&t=1757
Implement "Cleansing" - aka Poison Disaster - Disaster will first occur on the Hard Fork Block. All Generals on the Map will be infected with a plague and will be given a random life span of 1 to 50 blocks. Following disasters can happen 1440 blocks (approx 1 day) after the last
disaster. There will then be an increasing chance of disaster maxing at 12 days.
Add Remaining Life Span to QT
Increase General Cost - 10 HUCs per General
Remove starting Hunters - You will start with only 1 General (you can still pickup hearts for additional Hunters).
Add toaddress argument to name_firstupdate -  can be used to assign a player to a specified address with firstupdate.
Implement name_update in createrawtransaction - can be used for atomic trading of names.
Various Performance Updates and Fixes (too many to list - see commits on github)
Add checks for valid player name in name_new
Add length check to IsValidPlayerName.
Add coinAmount field to players in game state
Add game_getpath RPC command - Create a new RPC command game_getpath that makes the internal shortest path algorithm accessible to front-ends.


New Update 1.00.07b
Startup Time Improvement
Added New RPC Call :- analyseutxo
Upgrade Open SSL (heartbleed fix)
Add Length Based Fee for Name_update. A 0.002 HUC fee will be taken per 100 characters of a name_update. - (basically: the more wp, the bigger the fee)
Fix Name_update crash when updating name of a dead player using daemon.



--

1.00.07
min name_update fee of 0.01
You need to update before miners, or you will get stuck moves.
Added name_pending rpc - will show name_updates in memory pool.

33
Development / Re: Gameplay change (hard fork) wish list
« on: November 24, 2016, 10:18:24 AM »
It was fun, I agree.
but this was only for a couple of months after release.
there were < 10 players after that time due to bot take over and there being no fun to play.
We've made changes to reduce this but of course there are more changes to make.

If someone WANTS to lead and take responsibility of the Huntercoin project let me know..

34
Technical / Support / Re: Client not synching and downloading blockchain
« on: November 22, 2016, 08:32:36 PM »
So what happens during the swap with coins if you cant send your old COL through the blockchain?

what do you mean?

35
Development / Re: Gameplay change (hard fork) wish list
« on: November 11, 2016, 11:57:23 PM »
Hello -

we've just completed work with unity3d client and huntercore -

i've made a small testnet easy to play self-extracting-zip
Huntercore + testnetchain + Unity - 260mb download.

This is for TESTING ONLY.
The basics are - you need to run the huntercoin wallet, then run the unity client. and have all the configuration done inbetween - which i've already setup.

it will create a new folder and be independent of any other huntercoin stuff you have on your computer.
Testnet is already past the fork height:

Follow these instructions -

1. Download this, run it and type c:\    in the box and extract
https://mega.nz/#!pF0TQSgb!GR_f7NgbJF-fVCxhZgN4E2rxCqK-jWcLQOfSRqeRfWU

2. open my computer (or computer) and click c drive, then go into uhuntercoin folder.

3. Run the Huntercoin-qt.exe shortcut.

4. wait for it to sync, then click unity.

5. post an address for some testnet coins.

-

This is for testing only.

- i also have the unity3d version for ubuntu, macos and android - if you need them let me know.

- note we have tested it a lot already and we'll probably be setting a hardfork block sometime in the next few days, but if you do manage to test, any feedback will still be much appreciated.

We'll be working on redoing the unity map to include the extra layers of wiggis (better graphics) asap.
The SORT button has been added to unity3d with this update as well - this arranges all hunters with an enemy nearby at the top.



36
Bounties / Donate / Re: Development Fund - Donate
« on: October 24, 2016, 06:20:02 PM »
Owe 5k to jwinterm, will sort this week.

37
Development / Re: Gameplay change (hard fork) wish list
« on: October 21, 2016, 05:04:01 PM »
These 2 things will make huntercoin rock:

Make PvP Require skill
Make Hunter cost high enough so that PvP is worthwhile.


It will self regulate.. and not have scaling issues.

coin distribution will be good as it will be competitive (in turn will increase value of huc). The problem now, is PvP combat is the most simple pvp combat of any game, it's shit.
Coin distribution has never been good and it's not to do with changes - it's because 1 or 2 people have dominated the game through sheer numbers or automation. Fortunately, as they dump, those coins get distributed :)

38
Development / Re: Gameplay change (hard fork) wish list
« on: October 21, 2016, 04:05:59 PM »
Changing the huntercoin cost on different days to test is an interesting idea. It might hopefully put this issue to rest.

On the topic of blockchain spam, there seems to be a larger issue lurking here. Considering that the game board can't support hundreds of players (thousands of hunters), what is the path to scaling? Forget about low hunter costs for a second. If the number of players increase, the blockchain will bloat. That's a fact. From what you're saying, it would bloat to hundreds of gigs in the span of a couple of years. Pruning will not fix that. Sure it will be playable, but the chain can't survive without full nodes right? What's the solution to this or am I missing something?

There would have to be some full nodes.

To have the maximum amount of players on the map (players not hunters), each human/player would need to play 1 hunter (not 100 each).
This is why expensive hunters are better than cheap ones, more scalable. and PvP will automaticaly self balance the population.
If the cost of a hunter is cheap, it's not scalable because of blockchain size, map size, and those who have the ability to control 1000s of hunters have less risk.

otherwise we need a complete rethink and design of huntercoin.

re blockchain size - there is probably some tricks that could be done - but out of scope at the moment.

39
Development / Re: Gameplay change (hard fork) wish list
« on: October 21, 2016, 03:49:41 PM »
Quote
don't cheat :)
when HUC was 1$ it means that COLLECTING 2 coins you were gaining that sum.... it was kinda balanced: "you risk what you are able to try to collect", but increasing the cost to 200+5 +20xdestruct etc... you unbalanced the game, because the collectable coins per day is the same while the time to recover from a loss is order of magnitude harder

stop pointing fingers (or getting mad so feel the need to insult?) - we'd be at this point 2 years ago if you'd have stopped complaining :)

Quote
e.g.
previously, when you lost a hunter, you lost 1 HUC. To recover its value we just needed to collect 2 or 3 coins
nowadays, when you lose a hunter, you need to collect 205 HUC  PLUS the times you triggered destruct*20HUC, so if you face an opponent and fight back for 5 times then die, you spend 100 in destruct fee + 200 of lost HUC value + 5 hunter creation fee... and to recover 305 coins you need to collect A LOT (just for 1 hunter lost!!)

Truncated Merged Quote (you said twice)

Quote
when you died you lost 1 huc so only needed to collect 2 or 3 coins

when it was 1 huc, so you only needed to recover 1 or 2 coins to get your hunter back, you could not get 1 coin, because there was 10 BGB or chinese bots on EVERY coin spawn.. together with the blockchain increasing 2GB a week.. and it taking 24hours to get any coins..

the game was like the video i linked in another post...


Quote
Destruct Fee -

the 20 huc destruct fee was agreed on because we added lifesteal (so you do not die when you destruct), this was a temporary measure while we considered spell timers as we found, that it could be possible to spam destruct in every block.... spell timers haven't appeared so we will reduce the fee anyway, but it won't be free.
and you know what, yes it's expensive, in hind sight, probably it should have been less. We expected to have another fork with spell timers sooner and it didn't materialize. If we didn't change the fee and we had people walking around the map perma destructing, would you have said ti was a bad idea then? - this is why it's easy to point fingers when you are on the sidelines eating your pasta waiting for money to start rolling in...
wouldn't say that's why huntercoin has had no players since 2 months after launch...

How did increasing the fee to 200 unbalance the game? you mean it prevented someone who was controlling 1000s of hunters on the map to only be able to control 100 hunters?



The only way to balance the game from masses of hunters controlled by one player, and to prevent the game being saturated to the point of no fun (even if 1000 human players), is to put players in direct competition - PVP. otherwise it is not SCALEABLE without completely redesigning the game. and to do that and make it more fair, you need to have a higher initial huntercost to promote PvP. again, the huntercost is onyl 5 hucs, it's only 200hucs if you pvp and lose or win..

Quote
if you want to have an high hunter cost, you need a high coin pool available, otherwise this is a pay-to-win game and not a human mineable coin

no - it's a human minable coin. it is not scalable for what you want ...
it cannot be free to play. and it's not pay to win. it's pay to play to pay. In this world you cannot make money for free. You need to Pay unless you are a Saudi prince..

If you want to human mine you need to put the goods up
if you want to mine a coin you need to buy mining hardware, in this case - hunters + brain.

for what you want, you need a new game (may as well not be crypto currency) or you need to wait until the game is a lot more playable.

Serious question:-
assuming the huc price increases to 1$ a HUC (when the game was at it best, and also now when it has a lot more attention), do you think the Hunter cost should be 0.01 HUC ?

Serious Note : it's easy to point fingers and claim someone made the wrong decisions when something isn't where you want it to be - (i.e. you aren't a millionaire yet), when you are not the one with the responsibility. My goal has been to make Huntercoin useable, not have 1 TB chain and having it so when a new player logs in, he has a chance..

40
Development / Re: Gameplay change (hard fork) wish list
« on: October 21, 2016, 12:55:14 PM »
as a side note about increasing hunter costs :

More people were playing the game when 1 huc was 1$, therefore 1 hunter was 1 $ (at the start) (upwards to 3$ at some points).
People stopped playing when the value decreased, not because the hunter cost in HUCs increased. this was long after, when a small handful of players were playing.


Having the high initial costs prevents the map from being saturated and increases risk for the dominator... as previously, he just blocked the entire map with hundreds of hunters

and, don't forget probably one of the main reasons why the price increased - the blockchain was 10gb in 2 months lol.. if we did not increase the fee the blockchain would be 1 TB by now :D

41
Development / Re: Gameplay change (hard fork) wish list
« on: October 21, 2016, 12:26:44 PM »
I remember you said the same things more than a year alone (let increase price and see what happen) and we saw what happened, almost no one plays and fun is worse
Not blaming you, just exposing facts.
Now we should learn that increasing prices/fees was a bad choice and we should fix that
I know we have completely opposite views about this, you want a more "pay much win more (or lose much!)" attitude while i've the "pay less, win less/lose few (but more players means even more fights/chance to win)

And i didn't talk about distribution but your idea is a big anti-distribution system (like actually it is), where few people have most of the coins and you should consider this in your "cons" list
 
Quote
when a cryptocoin has value and it's worth mining, everyone mines it, when its value drops and it's not profitable, people stop.
Same for huc, if the amount of coins you can get playing huntercoin is worthless (whether looting or pvping), then no one will play (mine)...
there is the arguement about it being a game, but it isn't a fun game yet. There is a long way to go before it's a game for fun.. until then, it's a human mineable coin and therefore follows the above statement

without considering this is a game (but this can't be omitted) you can't really compare standard crypto mining with hunterocoin mining... if you see a valuable coin you mine it but you don't risk to lose already mined coin in the process.

P.S.
about the fun aspect of the game, i remember lot of people was more than happy to play with hundred of players and even if they were facing bots, it was fun or at least a lot funnier than now)

P.P.S.
about bot: with high price, i'm pretty sure that developing a bot would be on the "todo-list" of devs around, it's not a matter of cheap/expensive fees but about HUC price per se (and I'm pretty sure leaving out the HUC vlaue, currently bot aren't running only because of PVP costs (destruct fee) and even humans try to avoid fights if possible, except maybe trying to hit once or twice)

MM, after BGB and the other bot person who was controlling 50k hunters took over after the first few months, there was always less than probably 10 players playing. ALWAYS.

when the price was increased, there were 4-5 people or so playing..
3 left..

the game doesn't scale the way you want it to.

Quote
And i didn't talk about distribution but your idea is a big anti-distribution system (like actually it is), where few people have most of the coins and you should consider this in your "cons" list

that's not how it works - if you have 10k hunters of 1 player, 3 players with 5 hunters, that is not good coin distribution..

if you have 100 hunters of 1 player, and 3 players with 5 hunters, that is better than the above.. whether the 3 players are having fun in the above or not.


Quote
without considering this is a game (but this can't be omitted) you can't really compare standard crypto mining with hunterocoin mining... if you see a valuable coin you mine it but you don't risk to lose already mined coin in the process.

you have to lose unless you wanted unlimited spam.. also if you don't lose and its human mined, then it is not scaleable. in it's current form, you require confrontation so it is sort of human regulated/balancing (can't think of the term )

and you also lose in real mining, you use electricy and hardware costs (intial setup and decrease in value of hardware)... sometimes , you end up investing in a load of mining hardware, onyl to release you lost money and won't get it back... at least in huc, it's down to your brain and skill(ish) or at least avoidance in pvp.

-
Quote
P.S.
about the fun aspect of the game, i remember lot of people was more than happy to play with hundred of players and even if they were facing bots, it was fun or at least a lot funnier than now)

2 or 3 players? - humans playing with 100 hunters? and also players who have a lot of time and automated -we are trying to make it more casual.

Quote
P.P.S.
about bot: with high price, i'm pretty sure that developing a bot would be on the "todo-list" of devs around, it's not a matter of cheap/expensive fees but about HUC price per se (and I'm pretty sure leaving out the HUC vlaue, currently bot aren't running only because of PVP costs (destruct fee) and even humans try to avoid fights if possible, except maybe trying to hit once or twice)

i normally make around 1k in pvp if i play casually for a couple of hours while at work. probably make about 100hucs max from actually looting coins.

42
Development / Re: Gameplay change (hard fork) wish list
« on: October 21, 2016, 11:24:44 AM »
my own thoughts are this :

If the cost is too low you won't see an uptake in players at this time, you will see an increase in the amount of hunters the dominator controls (and possibly return of bots).
there will be less coins to harvest and pvp will be less meaningful.

By lowering costs, imo, you will not see an increase in players hardly - the game is not complex/fun enough for people to play for fun (except those using automation). People will play to make money.

you will see an increase of Bot/dominator ratio to humans.
so, lets say now you have a 30:1 Bot (or dominator, currently is not a bot) to human ratio.
if you reduce cost to 1 Huc, you will have a 10000:1 bot/human ratio.

you will end up like it was - pvp worthless and you can only get 1 huc a week :


If the price is too low, we might see hunters stacked on every spawn spot
This shows what it was like when bots ruled the game because it was almost free2play

https://www.youtube.com/watch?v=jYJVG1fKnRo

-

along with the negative aspects - such as, the blockchain is now 16gb or so. The first 14gb of the chain was because hunter costs were so low and the map was saturated. in the last 2 years the chain has probably increase by 2gb only..


The only issue with the "higher price" atm, is that combat mechanics needs to be fixed to allow more "skill". It's not currently skillless, but it almost is.

i think we should at least wait and see what happens with the changes anyway, as this is going to be completely different than what it was... especially as Destruct cost is reduced (with spell timers this may cause some other issues..).


Also - do not forget, your hunter only costs 5 hucs atm (and 1 with the change). It only costs you 200 if you die.. if you don't want to pvp, stay specator mode and lose 1 huc or run away (not hard now there are banks close by).
If you want to learn how to play, go on testnet or maybe someone make a f2p environment.
Hnutercoin is serious, this is where the coins come from, they are minted in the game. The fun in huntercoin is making money - it's not a f2p game.

again, imo - reducing the cost of a hunter will not increase the amount of players at this time. That is not the current obstacle imo.
What will increase the amount of players is this :
Fun to pvp (improve combat mechanics)
Fun to collect coins of $ value
Fun to kill players of $ value
Huntercore - Quick Startup requirements - pruned chain / instant play clients
Huntercore - working fine on normal hard disk
Publicity
Higher HUC Value
AND lower huntercost, once pretty much all the above has been sorted..


Reducing hunter cost at this time will dumb down the game and make it less fun (less coins to collect, less coins from pvp).
When gameplay is more fun and huc value increases a lot more, then reducing the cost may be the best option, although, personally, i think it would bring more publicity, more super AI, if it was 1k$ a hunter, but i'd probably be in a minority so i wouldn't push for that :D

-
anyway, i think we should see what happens after the fork , and if people want to put the cost of huc down after the changes then do so - note, maybe we will need to if the fork works out well and the value of huc increase significantly.

--
edit note:
when a cryptocoin has value and it's worth mining, everyone mines it, when its value drops and it's not profitable, people stop.
Same for huc, if the amount of coins you can get playing huntercoin is worthless (whether looting or pvping), then no one will play (mine)...
there is the arguement about it being a game, but it isn't a fun game yet. There is a long way to go before it's a game for fun.. until then, it's a human mineable coin and therefore follows the above statement

43
Development / Re: [ANN] Huntercoin Core - ready for first testing
« on: October 17, 2016, 04:20:40 PM »
i got the same issues on windows.. would not shut down the qt after trying to do movies through RPC.

i managed to create some names manually in the console and move them.. and the unity client worked too..

it seems intermittent (the worst sort of problem).

really need some other testers please

44
Development / Re: [ANN] Huntercoin Core - ready for first testing
« on: October 14, 2016, 10:53:03 AM »
if anyone else is able to test and confirm the issues i'm having that would be great

45
Development / Re: [ANN] Huntercoin Core - ready for first testing
« on: October 13, 2016, 07:10:30 PM »
transferred the wallet from huntercore which could have been slightly screwed due to whatever happened, to oldschool huntercoin and it rescanned from block 0 and all working.

so looks like you can transfer a wallet.

I first transferred a backup wallet which i backed up before i started making hunters on huntercore (the 2nd time round). it showed no names in the oldschool client and less coins, i did do a -rescan -reindex (not sure it did anything) -updatewallet
i thought that 1k keys are reserved so i would have thought it would have worked - but i could be misunderstanding how the "key pool" works.. ?

i'll try to checkout huntercore some more tomorrow with -debug=all

-
edit:
atm, each time I issue a name_update, it's causing the daemon on ubuntu to not be able to shutdown (but does not crash). again, it was working fine the first time round. and the wallet is working in original-huntercoin daemon.



1 thing, this chain hadn't sync'd from scratch, wonder if related...

Pages: 1 2 [3] 4 5 ... 61